New Goukens: Ask a question get an answer

Tell me about it…

Currently, I’m trying it out as you have suggested. Timing the opponents normals has improved my tech rate. Either that or it stalls their forward throw with a cr.lk and I just follow it up with a cr.lp,cr.mp,lp.fb. For the time being it’s made me more defensively aware. However, I’m generally an aggressive Gouken player so I’ll look to get in close by focus attacking projectiles and/or follow up with hyakkishuu flip kicks/parry or a palm or even a dash sweep. I can play a more passive game with fb and follow with a volley of AAs, Kongos and strategic attacks with the hyakkishuus and palms but I like putting my opponent on the defensive most of the time. I already learned the hard way when an Akuma player knew I was OSing and used his delayed cr.mp to get CH. Let’s just say I ended up either with another cr. mp>cr.mp>lk.tatsu>fp.srk or cr.mp>cr.mk>fp.fb>fadc>sweep/b&b or just plain cr.mp>sweep and I was in the vortex in no time. Not pretty. But for the most part, my timing is coming along so I thank you for the advice. :slight_smile:

Well if an opponent is that predictable and dumb, kicking them out after you win is always an option. Annoying players to me also include the ones that throw projectile after projectile and jump backwards after each move (ie. Akuma/Sagat) so you have to chase them across the entire screen and trap them. I’m not even sure they are really interested in winning or just being plain annoying. Nothing wrong with your opening defensive strategy. You just change the momentum and once Gouken gets a head of steam, the round can be over quickly.

Very true. That’s what I’ve always enjoyed about Gouken. He has an answer for mostly anything (although some would like some sort of counter/parry-throw instead of tech). lol I just find it takes time to figure out how an opponent will play a character and what his/her tendencies are for Gouken to be extremely effective. Generally, I think the opponent will have the upper hand initially and one would hope that Gouken can even the score later on before the match or series ends.

the change list states gouken’s super has a 3 frame startup, yet I’m able to safejump it with 4f setups. anyone else noticed?

Video please

I tried it with 3 4f setups. was able to block with all of them.
try the easiest one yourself: ryu c.hk, j.hk [need to press j.hk rather late tho]

btw, his kongo also doesn’t work [non ex version]. did the start up changed for them as well?

Haven’t actually tested safe jumping Goukens super myself so I haven’t noticed that, but I was always led to believe that Kongo is 1 frame and the activation does not feel any different than it did in the past. If you can only get ex to work, you may be trying to use the wrong non-ex…I.E.high kongo usually won’t work on a deep wake up jump-in by Ryu. Try med kongo

Haven’t actually tested safe jumping Goukens super myself so I haven’t noticed that, but I was always led to believe that Kongo is 1 frame and the activation does not feel any different than it did in the past. If you can only get ex to work, you may be trying to use the wrong non-ex…I.E.high kongo usually won’t work on a deep wake up jump-in by Ryu. Try med kongo

you’re right. med kongo works. looks weird tho. btw thanks to you I tested it again and found an unblockable on gouken with cody xD

edit: if you’re interested
[media=youtube]4TuybnSNfng[/media]

Not sure how what I said helped you find that unblockable but you’re welcome, I guess. Now, how about finding an unblockable for Gouken to use…xD

Yea, It’s nice to show us what to defend against. I’d rather see a gouken unblockable that locks cody down lol

Just a quick question; I stumpled through Goukens Frame Data and was left confused after seeing the Fireball Frames:

Gohadoken - stuff - Startup: 17[8] ; Recovery: 41[32] - stuff
Ex Gohadoken - stuff - Startup: 17[8] ; Recovery: 55[46] - stuff

What do the numbers in the []brackets refer to? It’s not for the charged versions and no other character has anything similar.

Thanks in advance!

It is for the charged versions actually. Search this thread for posts by me, I’m pretty sure it has been answered in here.

Hey guys. I was playing again today and had some issues with juggles after focus attacks. You know when sometimes you catch people with the focus when they are in the air. I dont have the game with me at the moment. I was just thinking if there is something basic that you always go for? I actually tried to lk.tatsu and it wiffed, I died lol.

Maybe cr.hp works and then just go for a flip kick or do nothing?

I normally sweep. To me its the simplest and most effective because it sets up your safe jumps.

Denjin works too.

^^^^yup
Sometimes I cr mp or cr mk for reset with a lk flip throw/sweep depending on how they’ve acted so far in the match

What’s the startup of the current LP Palm?
(man how I wish it had some invincibility)

Oh man does it? I would imagine only the fastest version would connect. I can see it for a high FA juggle (maybe chest level), but for something like catching the tail end of a back dash, I have about a 90% success rate hitting that sweep so i know I’ll have to be pumped full of Redbull to react with a Denjin lol.

Dude I am 5000BP Gen and I beat 16,000BP players alot (although I dont play much online prefer offline) does that make me a scrub?

Yes.(If you have to ask…)

Also stop judging people by a number that indicates little more than volume. For some this volume achieves miraculous things for others all they learnd is
dj.HK->c.HK is really good and unstoppable.