yeah, except I don’t have xbox…what is slide kara?
I posted a couple vids a while back on my youtube acct ; search removeanydoubt’s channel
So it’s the movement forward that you can get if you slightly delay the button press to throw your fireball? I was already using this without knowing your terminology. I used this with ultra 1 after ex palm…or used to when I used U1.
Yea… delayed button presses/input window has been known for a while now. Thats how characters do dash ultras that are charged. And how players can walk forward a bit then sonic boom/dash punch/whatever. The technique itself is pretty old. I feel like gouken forums don’t keep up with other characters tech as much, and as a result, we think we discover new techniques, but its just the same technique applied specifically to gouken.
Respect to takin though, him, phunksim and a couple others are the only real lab monkeys we have left and is actually moving gouken forward as a character.
Thx Amigo…
Im not sure if its as noticeable in U1 , a good place to see it work is after ex palm juggle>mp fb; the fb never has been able to land while mid-screen.
The sick part about it is the fact that you can gain about a little more than half a square in training room; linking far mk>lp super , when an opponent neutral jumps near the corner you you can now pull off a 3 angled fireball juggle while closing in.
Kara slide fadc is the new isht and without meter kara tatsus, with meter walking EX tatsus
I love using it beacause it changes alot of the default distances people have become accustomed to when fighting gouken.
I also think using mk as when cr.teching shaves off a frame because he seems faster than without using it.
Lots of fun tho! Try em let me know what you see!
All this Kara stuff. I should start learning
I think I might have asked this before but:
What do I have to do to make dash unders work in the left corner? I have it down in the right corner, but still can’t seem to get the timing right in the left. I’ve seen people do them in videos.
Oops it’s been a few days,
Well it’s hard to say realistically without knowing what particular dash under rest your trying to do, and possibly if your having trouble character specifically.
A dash under usually works, I thought, all the time, however my only suggestion is to continue holding that direction to continue walking.
(I know the corner j.HP reset requires a dash + walk on Zangief and T.Hawk type characters.)
I’ve got a question, It’s more related to Gouken as a character then the game.
You know Gouken refused to kill Akuma during their first fight after he won.
The second fight he lost and was attemptedly killed by Akuma.
Do you think Gouken would kill Akuma now? As he thinks Akuma is beyond saving?
(In the game after defeating Oni he says “Goodbye Brother!”, this could be considered a ‘Finishing Blow’ or rather just stating a fact that he believes his brother is completely succumb to a demon now - Although non canon, still glimpses into Goukens character in the ‘what if’ hypothesis.)
Or do you think he still holds to his beliefs no matter the exception (Exception being Akuma)?
I think he would only kill when its Oni.
Supposedly, vanilla and super are sequential canon. So the faceoff of Gouken and Akuma over Ryu in one of their ending cutscenes, Gouken won, because Ryu is not evil, and he ended up learning denjin and shin srk on 3s. But Akuma is still alive, so… I think hes retired at that point lol.
Strictly speaking about Gouken’s technique, he seems like he’s ready to kill people at the drop of a hat. Dude is intense. I think he might hold back at the last second given its his brother.
But after fighting Akuma in game, and seeing what a hard match up it is, I’m thinking Gouken would come to his senses and end it.
So can anyone link me to some really ambiguous demon flip setups or vortices. Preferably ambiguous dive kicks because I know his vortex isn’t quite akumas. Just started using him yesterday and I’ve got plenty of stuff down. My god gouken is awesome.
These two threads should point you in the right direction…
Thanks man both threads helped I checked em out but they didn’t quite have what I was looking for in terms of ambiguous setups. The unblockables on the other hand really helped especially since two of my sparring partners play ibuki and seth, and the safe jump thread was the first thing I checked on the gouken forum but I constantly go back to it.
So just as a little like example of what I mean does gouken have any setups (for example after sweep or throw) that if I do medium flip it will land behind but light in front and it’ll be very hard for them to tell which I used until I hit them? Sorry for the scrubby question can’t find it anywhere.
Look in the safe jump thread, there’s a spoiler for shoto’s only but they end up being ambigs for the other characters. The problem you may run into is some reversals can beat ambigs so it’s very character specific.
The key to using his ambig dive kick is knowing when to delay the button press or press early by plinking depending on the strength of the GF kick. It’s a lot of different ways to acheive it, so it’s kind of a broad subject.
I posted the method to find the safe jump window as well as the ambig window by having the computer dummy jump in the safe jump thread as well. That’s the entry to finding all the set ups including the unblockables… At least that’s how I found them.
Truth be told, we could talk about ways to cross up with Gouken all day since he has set ups anywhere on the screen at almost any given time. Gouken’s ability to jump in is one of his greatest strengths…
Thank you sir. I’ve been reading up on all the threads that were stickied. Good to see organization just surprised from a lack of a combo thread.
Tried to find out about it on the forum but couldn’t really get a good answer.
What are the proporties of speeding up Denjin?
Do you have to rotate it or can you bump the stick from corner to corner?
Do you rotate during the animation or when he’s charging?
How many rotations equals what speed?
I hope I didn’t ask something that was out there already
Speeding up a Denjin adds no extra properties to it, but it will allow it to reach opponents faster of course.
I’m pretty sure you have to rotate the stick.
I believe you can rotate anytime after you’ve begun.
The only speeds I’m aware of is:
slow = 0-3 rotations
medium = 4-7 rotations
fast = 8+ rotations.
There may be other in between speeds but I don’t think so, either way these are the only speeds you’ll need.
Confirmation from someone else would be cool, I use Denjin in almost every match but when it comes to writing details down I lose confidence in my accuracy =P
PS: While I’m at it, a Denjin can be followed up if the opponent is grounded. MP Palm, Tatsu’s etc.
If they’re airborne when the Denjin hits, you can’t. (So after an ExPalm or FA Crumple (They can count as Grounded during a Crumple but turn to airbourne if your not fast enough - See Hakans Ultra 2 after a FA for reassurance.)
What are the Gouken’s opinions here on Sakura matchup?
5-5 imo, I’ll let others enter with their opinions too.