5 active frame st.HP sound pretty awesome the more I think of it. I would normally be scared to do anything when blanka ball come in. Since it sometime even trade with our jab, but a 5 frame active punch seem like it will beats Blanka ball clean pretty easily.
WHAM!
Use forward throw on reaction to lp blanka ball at the beginning of the round and get a free safe jump to boot while doing more damage.
What is the frame data for lp palm on block, is it something that will get me destroyed using it as a pressure tool up close on someone with a weak reversal?
Edit: Reading about it in the stickied thread…
current LP palm is -4 on block. It has substantial pushback making it safer than would indicate. On the opponents wakeup you can do c.lk xx lp.palm and be pretty damn safe.
Thanks. I was playing around with it in training mode briefly and it is odd, not what I was expecting. Which is a good thing really, as I play different characters for the diversity.
I’ve read in another thread that people use it as a punish for neutral jumpers. I assume this is when you are right on them during their wake up, does that sound right?
Does he have an instant air tatsu, or does the height restriction prevent that?
I lost the majority of my fights last night but I did make people work for them. I found that I was playing each round very differently, Gouken has so many tools you can use him in very diverse ways, but I wasn’t able to make that mental shift between play styles in a single round.
I will say that Kongo is the most satisfying move in the game. When you land it.
He does not have an instant air Tatsu. Height restriction is quite high actually, just barely hits standing character. Will miss just about all croucher
It would probably be really over power if it is instant, as it is an overhead attack, but the only way the over head will work is if they block one hit then try to crouch.
There is anything secure blockstring after a gouken jumping mk?
cl.st.mp is +4 on block, and that’s the best on block you will get from Gouken. If you are frame perfect you can air-tight blockstring a st.lk or cr.lp or st.lp.
None of it is particularly useful.
You should be able to hitconfirm by the time cl.st.mp is either blocked or lands, at that point you either karathrow (perfect karathrow can’t be beat with normals, only a tech or special), bait, or frametrap. If it hits, you complete your combo.
So it would beat throws and neutral jumps on wake up? I use Dan’s IA knee that way but it hits low attacks as well so Gouken’s tatsu wouldn’t be as useful…
Plz explain the frametrap after cl.st.mp.
http://www.youtube.com/user/borawserboxer#p/u/21/Vy_lEN9B4i4
If you do it on the first frame of wakeup and they are crouch attacking they get hit. Also once you block air tatsu high, you can’t crouch till the move is done or you take a full hit. Air tatsu also does ridiculous chip damage. I think it is 35 chip per hit (your cr.lp does 20)
Frametraps: After you do cl.st.mp you have +4 frame advantage. That means you have 4 frame to do whatever you want while your opponent is stuck blocking. If you hit cr.hp after a blocked cl.st.mp, your cr.hp leaves a 2 frame gap. If an opponent pushes any normal during this game, your cr.hp will counterhit because no normal move starts up in 2 frames. Likewise you can also use st.mp for counterhit which links into cr.hk for a hard knockdown.
Perfect back karathrow, right?
No, kara backthrow doesn’t reach, at least not in my experience. Karathrows add frames to the throw as well. Basically if you karathrow on the second frame of st.hk +3 frames for the throw, that’s 5 frames.
There is also a deadspot where backthrow won’t reach and far.st.hk won’t initiate, instead you are left trying to kara a cl.st.hk.
Thanks very much!
So for the frame trap after cl.st.mp, cr.hp if the enemy does a crouch tech in those 2 frames he gets hit right? 2 frames seemsto be a very small chance ;(
Anyway to increase this or any other better frame trap?
Delay the cr.hp. 2 frames is if you are frame perfect on your trap. If he has a 3 frame move ala Cody (c.lk), he can mash all cr.tech all day and being 1 frame late on the trap is all you can afford.
I normally start out with cl.st.mp > kara throw to see if they are teching or not. If they are teching I know to frame trap, if they aren’t then I am getting throws for freeeeee
I had to interject…Youll use this once every 20 matches or even less.
FYI with the right jump in opener you can hit a LARGE number of crouchers even Blanka w/ j.mp>all tatsus you just need to hit them as soon as possible with a very hard to time j.mp, and as j.mp is char specific as to whom it hits twice and whom it does not you need to link to tatsu after the first hit only. Very strict timing for less than half of the chars when crouching, even easier on avg height standing chars and a cake walk on the taller dudes
I have a question. What are some good wake-up options for Gouken? His parry is a pretty good option, but that is easy to bait out if you use it too much. The only other things I can think of are Tatsu and demon flip.
Any help you can provide would be greatly appreciated. I’ve been playing Cody for 7 months straight now, and it’s been getting stale; I want to get good with this guy! He gets no respect among my friends who play street fighter. And I really like the fact you get a free combo by just grabbing your opponent.
Gouken’s best wakeup option: Block
Seriously, learn to do this. (Mix in crouch tech to taste)