Hehe, I suppose so. I was just wondering if there were any other options out there to mix it up a bit.
There are plenty of “options” but all his options lose to something.
EX counter will beat any* attack that isn’t armor break (*there are less then 10 exceptions) but lose to throw and nothing
EX tatsu will beat most anything but low attacks or attacks that lower the hitbox
EX flip will get you out of the corner and avoid chip with the exception of cammy. Easily punished by people who know what they are doing.
And then block and tech.
Okay, thanks. Good to know that we at least have something outside of just blocking and teching, even if they aren’t the best options out there.
Blocking(and teching if you don’t think they are gonna counterhit) is one of the most important things to learn(and we are far from the only character that needs to). EX Counter is the most reliable of the above reversals as long as they are keeping up the pressure, one of the first things I reccomend is learning blocking, OS Tech and EX Counter. Later on once you have those 3 going for you you can start adding in guess Hi/Lo parry if people are being that predictable(or some reason you got a pretty good read). EX tatsu is almost never worth the risk due to it’s recovery, but sometimes you want to keep them honest. EX Flip should be used almost less than Tatsu, unless you are really sure of them SRKing or somesuch. There is also backdash, Focus backdash and neutral jump. There is lots to wakeup with(also just throwing or c.LK/LP in situations), but I can’t stress how important just blocking is for Gouken.
I’m interested in learning how to zone with Gouken. From beginner strategies to advance mechanics. Where do I begin? What do I need to know? What do I need to read or watch? All suggestions are greatly appreciated.
There is a lot of stuff to know, zoning is a lot of footsies as much as anything.
Besides learning your normals and how/when/who to apply them against, it’s mainly going to revolve around fireballs, kongo, EX tatsu, and in 2012 mp palm to keep focus dashers honest.
You should throw angled fireballs either rarely or when you have a good read on your opponent or you want to keep them grounded.
If an opponent jumps a fireball, never block until the opponent makes you. Instead, do a kongo. Most people will attack after jumping a fireball, until they stop attacking, keep doing kongo. Once they empty jump over fireballs you can use your normals to regain control.
EX tatsu has enormous horizontal range but slow start up, after throwing a fireball from full screen, it is possible to dash and EX tatsu someone trying to jump the fireball.
Palm people who like just focus dashing through fireballs. These are pretty basic examples for you though. I have a few videos up where I was playing strictly a zoning type game if you want to look at those, you can see me use some of the tactics described here. Should be on the second page of the consolidated video thread.
Here is a vid that shows the kongo after fireball and th edash ex tatsu…
http://www.youtube.com/watch?v=E7NrUqyCjO4&feature=player_embedded
Ok, some newbie questions:
- After EX senkugoshoha, you have to dash twice before connecting a HK Tatsu? When I reach the opponent, I’m too late and it whiffs or when I do it on time I didn’t travel far enough.
- After a close hadouken, you have to FADC to be able to sweep or you don’t have to fadc when you’re in the corner?
- Is it possible to FADC a regular Senkugoshoha and still land Ultra 1?
You don’t have to dash twice. It’s only once. There is a spreadsheet I made for who this works on and who it does not. There are some characters where you need to use MK tatsu (Guy and Dhalsim off the top of my head).
If you hit someone with a fireball in the corner and are still in sweep range, you do not need to FADC. At worst, it is a 1 frame link.
Full Ultra 1, no. In Vanilla I remember you could FADC in the corner and hit a Multi Ultra 1, but I don’t think you can do it anymore. I’ve tried and it doesn’t work for me.
Thanks! For the tatsu thing… I’ll try again, but the times it connected, just hitted once and the opponent flew off. Maybe I just have to hit it deeper.
Consult the spreadsheet. If the spreadsheet says it works, it works. On most people it doesn’t work on it will hit once then drop. Whether you are using st.hp or cr.hp makes a difference as well.
How do you get the 1 hit from backthrow > j.mp into sweep?
EX senkugoshoha, dash in HK tatsu is the strongest combo for 1 ex bar with gouken. (non corner) (EX tatsu deosn`t add much damage like 15, no worth)
Normal senkugoshoha, FADC, Ultra 1 dooesn`t work in my experience even if it somehow hits u dont get a full ultra animation and you barely get 1 or 2 hits,
what works is Kongo, FADC, U1, or EX senkugoshoha, FADC, U1
u just jump and press mp very late. (hard to do versus some characters like Honda)
It’s better to explain what is happening than to try to tell you how to do it. dj.mp has two hitboxes (obviously), one for each hit. After the backthrow you are trying to hit the falling opponent with the first hitbox and make the second hitbox whiff (opponent is too low).
People have different ways of doing it but I personally wait for a set amount of time after the backthrow before jumping. Other people here have a method they use where they hold up and forward after the throw and get the 1 hit.
Only thing I can suggest is to try EX tatsu after you do a 1 hit. If EX tatsu works you got the right timing for the 1 hit you want. You basically just have to learn the timing (like a link).
Just remember Kongo FADC Ultra 1 only works in the corner. It’s GREAT anti crossup tech in the corner. If I’m wrong and it works outside of the corner I’d wager not only is it character specific but also depends on the character attacking you really high in the jump as well.
Is it the 30 damage hitbox or the 50 damage hitbox I want? Because it’s very easy for me to get the 30 damage hitbox but the sweep never works after.
50, his elbow, not his fist
I started to get it with some consistency in training mode. I wait for the backthrow animation to complete, wait a split second and then jump mp. Seems to work.
That’s how I do it also.
Experiment with kara lp fireball into sweep also, nets you 5 more damage Character specific.
On teh twins a standard lp fireball into sweep followed by an immediate HK flip is a safe jump.
What are some basic or general offensive option-selects I can start incorporating into my game? Or are most of them character-specific? The only option-select I’ve ever used is crouch tech lol
Under what circumstance can I super/shin shoryuken after a jump MP hits my opponent in the air (for one AND two hits)? There are instances where my jump MP hits the opponent twice in the air but my ultra completely whiffs, and others where I land it.
Regarding j.MP into super/Ultra.
{2 hit j.MP}
You cannot land a full Super / Ultra, here.
The Super has pursuit properties on the 2nd hit onwards, the Ultra 1 on the 3rd onwards.
Meaning, to get it to connect, you have to do it early and not do it to land a full hit like you might normally do.
A good way I find is if you hit them with a j.MP as your coming down or at the apex of the jump then the super/ultra will connect, as it makes them bounce up a bit and you have less time before you reach the floor.
Have a go at setting a dummy to jump and hitting him on the way down from your jump.
It’s not set in stone but it’s a good measurement. Situational Judgement is required.
{1 hit j.MP}
You can land a full Super / Ultra from one of them, simple as.
Now regarding offensive option-selects, I am aware you can Palm, Ex Tatsu, Shin Sho, Denjin when OS’d.
However there’s quite a few risks, character specific, move specific things which i haven’t fully grasped yet.
Here’s some good videos.
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[media=youtube]MYKqZ8T5ZjE[/media]
Good luck!