New Goukens: Ask a question get an answer

Have there been many situations you felt OS’s would have been better? If yes it is bad. But it comes with a free frogurt. That’s good. But the frogurt is cursed. Which is bad.

Anything you feel can be added to your game is a good thing. You might not need it now, but eventually you’ll get opponents where you’ll need every little advantage you can squeeze out.

Also it depends on what the gay shit is. Please elaborate.

@Climaxter, why not? The overhead actually allows for a hit confirm should you manage to counterhit with it and as the overhead is one of our 2 moves that forces stand you can fearlessly tatsu without confirming crouch and only focus on hit confirm. It’s on my list of things to practice eventually.

I’m trying to see if CH oh, cr.lp xx Tatsu FADC ultra could ever work.

No, not really. Besides teleport punishes sometimes. I don’t really know what OS’s gouken has besides cr tech, swep and ex tatsu OSs. Never felt the need to do any of em.

Gay shit= out-footsies opponent for first 45-60 seconds. huge life lead. One knockdown + 2 mixups = Im losing.

Its mostly the fact that most characters have better mixups than gouken. We don’t have much besides SRK stuffing/baiting setups. I feel like I can’t even do an ambig j.mk/j hp setups unlike with ryu or fei. Must be the jump arc or something.

at the moment you can meaty overhead , cr. lp xx tatsu FADC ultra. Never used it in a match, I thought having this would make for decent high low mixup like dudley, but I don’t think it’s practical, but maybe it’s just me. Getting it meaty enough is difficult enough as is, has to be really meaty.

Hey, looking to pick up Gouken as a secondary character, always loved the design and he makes for a different style of character to my main (sakura).
I want to know where I should be looking for an overview of his BnBs, most character forums have them stickied, but there didn’t seem to be any such luck here.

Gouken combos
mash mp and hp until opponent is in the air, then follow with either mashing mp or mash dash then hk tatsu
lol, but really

um… that thread is pretty old I think… biggest change would be adding in st cl mp in blockstrings, which is a frametrap + hitconfirm.

Here’s a quick rundown
Big punishes: (nj or j hp), st hp, EX palm, mp palm or dash hk tatsu (char specific)
instead of mp palm or hk tatsu
ultra 2
FADC ultra 1
dash ultra 1 (super tight timing, char specific)

in corner only, add ex fb or regular fb before hk tatsu (in corner is universal)
instead of tatsu:
lp palm, jump back hk
Ultra 1
mp palm ultra 2

true block string: crlp crlp st lp st lk cr lk
st cl mp, light atks

everything else
st cl mp, cr hp, lp fb
st cl mp, cr hk
st cl mp, st mp, mp palm (or fb combo spacing dependent)
st cl mp, cr hp, lp fb FADC sweep
st cl mp, cr hp, lp fb, FADC cr hp, lp fb
st cl mp, cr hp, lp fb, FADC cr hp, EX palm, mp palm or dash hk tatsu (again char specific)

Everything else is either 0 or - on block, so its more footsies than actual blockstring/combo
cr mp, cr mp, lp hadou
cr lk, cr lk <-- I don’t know why but this gets a shit ton of people even though its -2 on block.

Double post,

has anyone else encountered a ex kongo bug? Instances were EX kongo was hit by a move which should by any means trigger kongo and send opponent flying, instead does nothing at all? The focus absorption sound goes off, gouken kongo stance lights up like usual, hit splat is there but then… nothing, the char just goes back into neutral stance, taking the grey damage.
I know for a fact takin has experienced it when we played some matches against each other.
what the fuck is this? a hidden nerf?

Ok - got some noob questions.

What is gouken’s best reversal?

When you knockdown someone, who has the advantage and who should be worried? Because some stress on safejumping to avoid getting hit when that opponent wakes up, and then some stress on escape reversals to avoid getting hit when you wake up O.O Which one is in a better position then??

What should gouken be doing on an opponent’s wakeup?

Lastly - why did you choose Gouken as your main?

While I understand it’s utility in theory, by the time I know it’s a counter-hit it’s too late to react unless you are suggesting just doing that combo hoping it was indeed a counter-hit. I don’t treasure the idea of throwing out combos that end in tatsu hoping that they will actually hit.

1)Kongo is fastest but gets thrown. EX tatsu is great against anyone jumping or standing and not blocking. It is never a better position to be the guy laying on the ground.

2)Depends on the opponent and the character. Learn who you can safe jump and who you can bait. Gouken needs to trick their opponent into doing something stupid to do real damage.

3)I thought he was going to be fun and a beast…and in many instances he is if you can get over his rather frustration drawbacks.

It costs a bar, its like half kongo and half fadc only with no oompf and the recovery which is sucky seems slightly better than in prior iterations , although we cannot use it in rushdown, BUT it can bait pretty nicely…its also impossible to linkl to anything like juri or fuerte, but maybe we can buffer stuff behind it ,just like kongo cancel ultra…??? hmmmm…

im wondering if there is a kongo loop we can possibly do ? it would be totally unknown,

And you are getting this on purpose?

in vanilla and super …not so much , now…? hell yeah …

we should have a kongo thread… said it once will say it again… especially with all the weird quirks kongo has. In the lab, Im getting lows whiffing on mid kongo, grabs whiffing on kongo.

I mean if no one wants to do it… I can. but it may be a shitty thread. Im very, very new to lab testing and whatnot

I don’t see why you would want your kongo to misfire.

its not a misfire so much , i mean they gave us commands for it , i just recently tried to use it deliberately and cant see where it works other than a bait so far, maybe there is something we can do to link from this parry absorb only state …? i know im in the lab from time to time working on just kongo…

I also noticed certain kongos cause whiffs now when executed w precise timing

Uhm theres is oodles of time to confirm it(mental note: slap myself for using oodles). The only reason I don’t use it yet is because it’s a one frame link that ends in tatsu and my regular execution and linking practice and other things have higher priority than it. Hence it’s on my to do list. Hmm, I just might start off adding overhead to jab chain s.LK, hmmm it’ll be good timing practice without much risk.

@Pro killer: Aren’t you just kara cancelling a kongo into a kongo? Or is something else going on?

Also, ouch…

Further help required, im having a play with demon flip resets, stand fierce into demonflip, and i wonder if the dive kick bit ever crosses up? Is there a way for me to make it do this? Ive tried on various characters in training mode with different strengths, cant seem to make it happen. I should point out im on AE and not 2012 (yay pc… thanks capcom) if that makes it any clearer. Was messing around with EX palm, fireball juggles and reset into flip in the corner, amazing stun but i am not really sure how to get the best from the flip. Any suggestions?

Flip kick definitely does cross up. Try this in training on Sagat to see it work. Get close and jump over pressing hk as you are leaving the ground. It should hit. Now, as soon as you land behind, do ex flip. You should hit behind.

Try to keep your flips ambiguous, meaning it is difficult to tell whether you will hit in front or behind. For example, if my opponent is in the player 1 corner and I am near and want to flip in, I usually will try to do a hk flip no matter what because it looks like it will go behind but you land in front. If you can keep him in the corner, mix it up with cross up mk which will put you behind once he gets used to blocking from the front.

I must be missing something. Are you hitting the jab regardless of counter-hit? I really don’t have the acuity to watch the little counter-hit flag pop up and then do the jab or realize it wasn’t a counter-hit and then NOT hit jab.