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You don’t always have time to dash in. Use your best judgment. If you do have to dash, you may be better doing cl.st.mk xx lp.palm which is faster and safer.

we often have the opportunity to do cr. MP or cr. LK to Tatsu, but it’s such a gamble on the chance that the first crouching hit knocks them out of range, or they were crouching in the first place, so nobody hardly ever utilizes it. And I guess it’s just as well, considering the depression you undergo when you whiff the Tatsu.

I’d just sweep, or cr. MP to fireball, or cr. MP to Flip.

this was pretty much the main focus of my original question. thx

why do ppl do the crouching mp instead of the standing one? idk if it’s just me but i always thought cr.mp doesn’t connect with any special moves that were important…

in labwork I posted a list of crouchers vs tatsu, noting which characters while crouching were vulnerable to tatsu. Generally speaking shotos can be raw tatsued, others can only be comboed into tatsu, and about 4 perhaps a couple more cannot be hit while crouching.

I find myself refering back to this list more now than when I posted it. RUFUs ADON Juri bison and many others can be creatively comboed into tatsu in those weird situations where were looking to use it but arent sure against crouchers.

At this point, I use U2 almost exclusively if I don’t know what character the other person is picking. If I do know, then U1 is good vs Gief, Blanka, Yun believe it or not, Gouken, Dudley (U1 or U2 is good), Abel, Hakan…

but it’s really personal preference and comfort. If you hate using U2 and don’t know when to get the most out of it, then it’s useless to you. Personally, choosing U2 all the time has forced me to become a better player in general because I usually can’t end the match off one big combo and one backthrow anymore. U1 was becoming a crutch.

Reach. Cr.mp hits pretty far and even if they block a follow up fireball you are still at advantage because our fireball gives us plus frames on block. If I’m close enough, I’m hitting st.mp hoping for cl.st.mp but if they are blocking me I will usually end my string with a cr.mp.

How does Gouken do the air focus ? I played a Gouken and 3 times he focused my SRK whilst still in the air.

demon flip with a punch button.

To be more accurate he does the demon flip and hits punch while he is in the air.

Does Gouken have safe jumps, specifically for shotos? thinking mostly for demon flip dive kicks and neutral jumps on hard knockdowns. what timings can i look for to safe jump and what frame srk’s can I safe jump? Been trying throw, dash, step or so, hk demon flip with different timings on the dive kick, but keep eating uppercuts.

[media=youtube]9gq3QDvpRa4[/media]

Safe jumps chapter in this video has them (35:58)

Safe jumping, in the most technical sense, is not possible on 3 frame reversals. So Ryu, Ken, Akumas… Shoryukens.
(As you need 1 Active attack frame + 2 landing frames )
But you can do 4+ frame reversals, Seth, Cammy, Guile and alot more.
(As your hit connects on frame 1 (As they begin reversal), frame 2 & 3 landing recovery, (Still reversaling), 4th frame safe to block or continue (Reversal hits))

But yeah there are various safe jumps in that video above. But just remember this info.

Hey Folks,
I thought I’d just pop by and slap this down.
It’s Just a quick 10 minute guide on how to setup and practice Option Selects & Safe Jumps in training mode.
I thought I’d place it here because it’d be better for newer people.
Many of you veterans probably won’t need it because there’s no new tech or anything inside. just the simple guide.
Cheers.

[media=youtube]fk1a_B8KxJY[/media]

PS: Weird, on the Video Thumbnail, El-feurte is up but it’s selected on C.Viper haha.

Do one for medium advanced people that shows stuffing wake up reversals like forward throw-double dash-dj.lk to stuff Ken’s srk

Ok sure, This is heading into hazy ground in the ol’ noggin’.
It might take some time.
I’ll have to experiment and browse through the forums to find existing methods.

But yeah, that’s a good idea, I’ll get to it.

If I could like something multiple times, I would. BTW, I started getting mesmerized by your vids with the Isaac game. I’m not sure if it is the bizarre concept of the game (pseudo religious zelda) or your accent and funny commentary or a combination of both but I had to force myself to stop watching lol.

Look in the first and second post of the Shin Sho Dojo thread.

Here’s one of my current mix-ups.

safe jump mk, st mp, and then:
throw - beats crouch tech, loses to normal tech, backdash, jump
cr.hp - beats crouch tech, jump, normal tech loses to backdash.

my problem here is that I lose to backdash in both options. how can I tweak this to cover more options and still get the same combo-ability that cr. hp gives?

Maybe OS sweep into the cr.hp…but you need to be super fast on the buttons since if the cr.hp hits, the sweep won’t come out so you still need to do your follow up combo…hmmm

The recovery of cr.hp whiff might not give enough time for the sweep to hit either.

I was thinking about st.mp again, it will probably recover fast enough for me to throw a sweep after.