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controller, but now that i stopped plinking and just hold down hp everything works out fine, thanks. just wish there was a way to plink and do a lp fb after the cr hp

edit wow i fcking derped i forgot you can plink with lp instead of the mp. so derpy. thanks a lot everyone lol i’m bad = [

anything other than s.HP or cr.HP that can be cancelled into HP/EX palm?

cl. MP

Just about any normal can cancel into hp or ex palm except for st. hk and far mk, but those two only combo with cl.st.mp and st or cr.hp, unfortunately.

If comboing in the corner after ex.palm is it better to end with a tatsu or sweep?

In reference to ex.palm > Hp.Fireball > Ex.Fireball, or is there a more optimal combo? ending with hk.tatsu is 501 dmg, but i don’t know what kind of safe jumps it sets up.

You wanna end with sweep ideally. Only time you end with tatsu is if its gonna end the round. And no ex hado…save your meter. Ex palm, hp hado, lp hado, sweep. After this wait until they’re rising and hit them with the ambiguous j.lk setup. You get that combo…stun…death.

i’ve always wondered about that… suppose you’re at the left wall, if u do the jump in lk and they don’t react and just hold left the entire time, aren’t you screwed?

Obviously not a new Gouken, but this is a question that someone new to playing him would ask, so it’s a good fit for this thread:

Which matchups should Ultra 2 be used for?

Personally, I’ve gone with U1 for everything, but if there’s matchups and common points in them where Denjin lands more guaranteed damage overall, then I’ll want to make sure to have it for those and the situations it fits.

If it boils down to preference, though, I can’t see myself moving away from ShinSho. I got too used to knowing when I can land it and how that it’s really difficult to make the switch.

If they continue to hold left they’ll just block it correctly and you can keep up the pressure. The only catch to that setup is that although it’s super ambiguous, it’s a bit risky. The j.lk doesn’t have enough block stun for it to be a block string. If they’re hip, they can wait for you to do it and mash after the j.lk hit and you get DP’d. It’s just SO ambiguous that it never happens…you can easily just press j.mk and land on the other side so it would be risky for the opponent to try and mash out something.

I use u1 for females, teleporters, high hp characters and blanka.
U2 for non teleporters, females. A bit vague but this.is how I judge which ultra I use

ultra 1 vs characters that the back throw> ex palm > ultra 2 does not work on…

Ultra 2 has more options of landing, punishing, and getting a hard knock.

Get ur opponent to focus and denjin them during their dash… Or after an AA fireball… U can fireball for free once they fear the ultra…

U2 pretty much everyone.
U1 Abel, Zangief, Fei

i’ve been able to kongo a lot of focus attacks (not intended ofc)… how and why does this work, and on who? it seems to be kind of character specific, since it worked on this guy 2x in one match.

also, after you fireball and fadc, what normal are you supposed to follow up with to go into ex palm? it seems like the guy is always blocking, or maybe i’m just doing it too slowly

lastly do any goukens play on pc? it seems that everyone is on ps3 or xbox…

  1. Kongo will stop any focus attack that is not level 3 (fully charged)

  2. You should be using cr.hp for that but you must be on point with your cancel and the spacing must be correct. This is much better to try when the opponent is in the corner. Try it in training.

  3. People play games on the PC?!?! lol jk.

thanks for the response, i always thought that any focus could give u the glass shatter on kongo

oh last question for now… if some guy does something dumb and lands in front of you (outside of mp-> ex palm or hp-> ex palm or w.e.) do you guys just use the ex palm by itself instead? or is it too slow and should i just op for a tatsu instead?

I’m not sure I understand what you mean by “just lands in front of you”. Like, if he’s in recovery from something else? I rarely use raw ex palm but it can work fine in certain circumstances…but if he’s free to hit, you should cl.st.hp xx ex palm for more damage. If you have no ex and want to max damage, then cl.st.hp xx hk.tatsu does nicely but this whiffs on some opponents I believe.

The other questions have been answered, but I play on PC as artificeren.

If someone just “lands” in front of you from recovery you should always use cl.st.hp xx EX palm, never EX palm raw. You will always do more damage that way.

100/200
+
150/150
+
either (185/200).8 or (140/200).8

as opposed to

150/150
+
185/200 or 140/200

If they land outside of your MP/HP range I would think you’d have time to dash in so your within range wouldn’t you?