Man I was wondering why infiltrations denjins were so much faster than mine. Lol
BTW awesome channel started watching like 10 minutes ago and shit this is useful.
just keep in mind focused crumpled characters are grounded until they start falling forward on their knees. so…crumple…fall to knees(grounded) then falling forward on knees(airborn)
Hey, does any one ever watch Bullcat / Infiltration and other High japanese players and think to themselves that the WHOLE game looks faster haha.
I do sometimes. It’s really weird, it just looks like when they play Gouken he’s faster at dashing and stuff. It’s really quite funny.
Hey well glad you enjoy it, there’s a Gouken Guide in there somewhere which’ll have a lot of detail in it.
For the newest tech you’ll likely want to search for phunkism.
Good Luck.
Infiltrations fireballs are just so fast. His positioning is right at the points where he can fireball at the same speed as point blank but still safe but yeah I know exactly what you’re talking about.
Nd yeah I checked out phunkism a while ago. His safe jump fundamentals vid is godlike.
i think it’s all the dashing gouken does. it’s so fast going foward, but once he backdashes lol slow-mo.
He uses the hell out of max range cr. mp > hado. It’s right at the perfect range for fadc’ing through fireballs etc.
The way he controls that particular range is my favorite part of his game. That’s why his Gouken seems to be so fast because he just owns that range more than any Gouken I’ve ever seen on tape.
He also uses Gouken’s forward movement to his advantage, but if you are hell bent on zoning you’ll often miss that aspect of his game. Dash in > combo/grab/sweep is a very beautiful thing to see.
Not as nice as focus attack>dash in through fb>combo/grab/sweep lol. Something infiltration uses more than any other player, so efficiently too.
Yeah, that’s what I was getting at… I can be cryptic at times.
He does it using the short-cut, most Gouken’s don’t use it.
Which one
1-As you walk forward it count’s as the first dash. Keep walking forward…
2-While you walk forward press focus (do not stop holding forward)
3-Press forward once and you dash out.
You can even include foward and focus as the first motion, then press forward again to dash out…
You can vary the different times you dash out as long as you don’t reach level 3.
any tips for j.mp cancel into tatsu? no matter what I do I can’t seem to get it
Also, is there a trick to instant air testu?
Thanks!
i don’t know it there’s a trick for i.a.t but here’s a vid. i have the inputs on. hope it helps.]][media=youtube]jHYOOCuQusQ[/media]
for j.mp cancel into tatsu, remember that only the first hit can be canceled, and there is a height restriction.
what this means is that you can’t really do the air-to-air cancel on reaction. You have to just do the cancel and see if it comes out.
Also, it means that it doesn’t work against every character if you want to come down on a grounded opponent and cancel mp to tatsu. Most characters are too short, and you’re too low when the mp connects for the tatsu to be able to cancel. It’ll definitely work on sagat, seth, and gief. Not really sure about anybody else.
As for instantair, you have to remember the height restriction. I’ve found that the timing works for me if I move the stick back to the “away” position and then hit the kick. So my input ends up being D, DB, B, U, B+K
Hey, I have a couple of problems with a few matchups, so instead of reviving 4 different threads I thought I would post here.
First problem I have is against… ryu. lol. Also ends up being a question about antiairing in general. when he does jump in hk, i do standing hp and i always lose out when it trades (it always trades for me…) I do crouching hp and half the time it doesn’t work, sometimes i win, and other times i trade. what am i supposed to if i’m too pussy to straight out tatsu him lol. Also, why do people use the standing version instead of crouching? I do it too but only because that’s what I’ve seen from others. What other forms of anti air do i have besides tatsu and for what purposes would i ever even consider it?
Second matchup problem is… dan. lol, so embarassing. i seem to always get blown up by people that keep using dan kicks and i’m not sure what i’m supposed to do against it.
Third and fourth are cammy and sakura. Same problem for both, they just pressure me and idk what to do.
Using strictly as an anti-air will limit your options…
Dont forget this also works on sagat thawk seth as they are standing there may be others when hitboxes allow, and although cr.lp, j.mp>tatsu will not combo vs any tall sprites it does throw everyone off and people do get hit by it, also keep in mind jump in mp>air tatsu works great vs standing and majority of crouching opponents even crouching blanka can be hit by a jump in mp>air tatsu
For ryu, cr hp should solve his j hk. J HP will cause problems at certain spacing. You are timing it a bit too late if you are getting a trade with cr hp. st hp is an anti air for long ranges only. Just an example, such as if ryu is j hk at you, if you did not press a button, the j hk would actually whiff. Thats roughly the range where you should st hp. EX tatsu is actually the best for an anti air. If they are anywhere near the general area of being where the first kick of a tatsu would be, its guaranteed.
Other anti air is cr mk. Also very good. Works where cr hp fails. Gouken shrinks his hitbox, its 4 frames (4 fr is very important, it’s the difference between getting an anti air in if the opponent jumps at your normal or fireball or getting stuffed. Thats why Sakura players can hit that cr hp all day while a similar anti air like Boxer has to play more on point)
Dan is actually a solid character in this game. Don’t be embarrassed because everyone likes to pretend hes ass because of his character and previous incarnations. Reading the habits of the dan kick is very important because you have very few ways STOP (on reaction) him from doing it, and thats EX tatsu, cr mk. It’s much easier to PREVENT him from doing it. Pick your spots with MP fireball to make him think twice. Dan will also use his dan kick in the air to bait you to press buttons and punish.
For Sakura and Cammy, its roughly the same deal. If they are able to pressure you, then you did not succeed with zoning as gouken. You just have to block and pick your spots for techs and moments to get away.
1 out of 4 rounds start w Ryu doing an FB, psychic gflip to slide, or mpalm at onset puts you in the drivers seat…
Um… that might be a good tip for online ranked matches. But for fundamentals…
thanks for the tips.
is cr. mk always a better option for aa (in terms of winning instead of trading as compared to cr. or st. hp)? as far as i know as long as the cr. mk connects you can do it into a special move, something like lk demon flip, no?
Watch and learn their tendencies with dan loops, when spaced and timed correctly cr.rh and cr.lk , will shrink the hitbox just enough to make dan’s tatsu pass overhead for the full punish.
When dan is 1/3 to 1/2 screen away and starts to nj goukens lp hadou’s its because hes tryin to bait you into a successive lp hadou that he can air tatsu over and punish.
Remember for offensive position Goukens best distance is max sweep , and closer for NON footsie, scenarios.
Cammy , you will need to get seasoned with stuffing everything except U2 on her wakeup , ambiguous setups and all.
Sakura , dont let them get into a rythm and stay out of her poke range, wait for her to take to the air or on recovery at specific/certain times to punish and or setup.