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We have the best sweep in the game and I fully take advantage of that. Personally I use it as a poke because its just that fast. If I recall correctly the only person that can punish it is Gouken and even then its at a specific range. We can actually sweep Ryu, he blocks it and we can sweep him again is his startup frames of him trying to counter sweep. I use it in cr.mp range and it just owns. And then once they’re on the ground its vortex time.

Bullcat up there does cl.st.mp because its the confirm into our bnb. As you know we cant special move cancel out of chained lights so any other normal other than cl.st.mp will just block string you out. After the mp, if they block, we have so many options because of the frame advantage on block. Its just a huge mix up opportunity…throw, demon flip cancel, sweep, bait, frame trap…the opponent has to guess. If it hits, cr.hp into ex palm for 40% life. It is a bit tight though after the dive kick because if you’re doing it deep, the block stun is almost not long enough, but its iffy depending on how deep you landed the divekick. You deal with that online because of scrubs but if you’re playing someone in the know they wont try and mash through because they know if you block the dp its half life. I would also say that the 4frame safe jump he used isnt safe on Akuma either but again he’s playing someone in the know. The Akuma knows that we can faux dive kick which is 3 frame safe and if he takes that chance thinking its the 4 framer and misses, its half life once again. He’s also doing it to set up the hk df option select. If you do the df kick too deep to avoid or try and stuff the dp, the OS doesnt auto correct and you get tatsu, sailing off to the moon with a full punish waiting for you when you land. So we do the safe jump, which is shallow, and its low risk for us and high risk for the Akuma. We OS the df into the 4framer and the worst we eat is a dp, but we get to end the round if he teleports.

Damn that was some amazing analysis. Actually never considered all of those factors, especially the demon flip option select during the 4f safe jump. Also now that you said that about scrubs mashing DP, I’m seeing that I’m also a scrub for constantly getting hit by it and using the fact they are mashing against them. Guess I’ve got some learnin’ to do.

Soooo…OS Denjin on Akuma through hk flip…I just went to training to work on this more. pe of teleport and OS This is inconsistent and I managed to get it to work only on backwards teleport OR forward teleport but not both with the same OS. What was interesting was that I had one recorded dummy doing OS Denjin vs one type of teleport and OS ex flip if Akuma teleported the other way…problem was that neither was really effective. Gouken would Denjin the wrong way or flip the wrong way. How are you getting Denjin to auto correct and hit either way? Seems Denjin works vs backwards teleport (away from Gouken) but not forwards teleport (through and behind Gouken…or maybe it was the other way around. Sigh.

Oh yes VERY inconsistent and thats why I dont do it. I mean, I dont do it anyway because I dont use denjin anymore but when I did I either reacted to the teleport manually or did the Phunkism cl.st.mp OS which doesnt even use the dive kick. The Denjin is fast enough to where you can catch the 3p teleport simply off reaction. Like you said, you can OS the back teleport but not the forward teleport and its inconsistent. Phunkisms OS is the best though because it covers every possible out for Akuma.

Tech - it took me a while to get used to the people that DP at every moment. I used to and still do lose to them alot simply based off the fact that I give some opponents too much credit. “He wont dp here, its half life if he misses…that would be stupid”. And what happens? They dp lol. Once you get used to it and start baiting more you’ll be good.

Full screen MK. G. Flip for srk baits are what I use.

Hey guys, been reading the forumn for a while but not posted much. Have been playing sf4 and gouken for about 6 months now and our local scene (adelaide, south Australia) just got a stream setup going. Wasnt sure if this was the place but I would love some harsh critique, and where I can improve the most. and help is much appreciated.

match is vs a bison player who i dont have much experience against as a player and character.

[media=youtube]EgA7ChuFAl0[/media]

this was a tournaments match. best of 3

Also here is against a vega player i play quite often. again best of 3 tournament match (the next match actually)

[media=youtube]gdUg7M7h7JY[/media]

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[*]when i play claws, i go in as hard as i can but not get too greedy. this is my play style vs him so it may not be effective but it works for me.
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that’s all i got lol i’m not much at explaining matchups but just giving small tidbits that may be helpful. only way i’m able to teach you is if you and i go some matches.

You squeezed some of those rounds out against that Bison man…he was killing you. But only because you looked scared. I felt like he was mauling you and you felt helpless. I dont know if its just a lack of matchup knowledge vs Bison or maybe you weren’t confident in your links that day but you were kinda just a sitting duck waiting for him to attack you. Ok so, the one thing you need to do vs Bison is throw fireballs. You can lp hado your heart out on Bison and theres nothing he can do about it. He has EX Scissors which he has to be relatively close to use and he has EX Psycho Crusher. His EX Psycho Crusher isnt fast enough to catch us after throwing fireballs and 100 times out of 100 times every Bison you will ever play will cr.lk after EX Psycho so just lp kongo. If you try and throw you will get hit with his cr.lk and he will confirm into scissors pushing you into the corner. Kongo is 1 frame and will destroy that pushing HIM into the corner. His jump is too floaty to catch us so hado and catch it with EX tatsu or kongo. His only other option is maybe to fadc through the fireballs but you still hado until he shows you that he can do that at close range.

You did way better vs the Vega player. But the biggest issue here is that you weren’t throwing fireballs. Just like that Bison, this Vega player was all up on you because you weren’t giving him anything to get passed. You guys were half screen and you were just walking back and forth sweeping. Throw those fireballs so he can figure out how to get by them and you punish him for it. You also missed that cl.st.mp, c.hp link every time you tried it. This was offline so I would say work on that.

Loved your gf safe jumps and you actually showed me something in these fights. You used EX gf on Vegas decent from his wall dives. Thats actually a really really really good counter to the wall dives. I normally just use jump back mp but your idea is waaay better because if he doesnt come over to my side of the screen and stays on his, we can catch his little recovery hop for a full combo…and a CORNER combo at that. Thats amazing. Other than that you did really good.

Dont be scared man…you disrespect your opponent until he shows you otherwise.

SUNSUN : Thanks mate I will try and use forward dash more, I sometimes forget how good it is. I definitely didnt know the bison matchup at this point, but i will look for those small patterns like always doing cr.lk after his firsst scissors, something i didnt really notice at the time.

DEK: Yea looking back on it i hardly throw any fire balls! ill spend this week just trying to zone people as i htink you are right thats a major part of my game that is missing. I guess after losing the first game against bison, i came up with a plan to just throw out some lp fire ball and bait the stomp thing, which i would punish with nj.hp, then try and rush down a bit. but after that i kinda abandon the idea. I think you are right in that i look scared and i was really just trying to play a reactionary kinda game. i will work on making the other character play a reactionary game.
as for vega yea. i was really nervous for some reason I kept dropping the combos, back to training mode. the offline people tell me the same thing. throw more fireballs, it seems so easy but then when im playing it doesnt happen i think i just get scared of the jump in… this is something im going to dedicate just this week to i think.
as for the ex df kick yea it works good, the later you do it the better the result but sometimes you go the other way so it wastes a meter but most of the time it nets a full combo. if he does it on my wake up I do the forward back forward shortcut for dragon punch(pretty much just spam back forward) and it comes out pretty consistently without acicdently getting ex tatsu

thanks again for the advice guys you have given me alot to work on. :slight_smile:

Ex flip goes with everything …,

what is goukens basic hit confirm bnb?( like ryus is cr.lp cr.lp link cr.mp xx hadouken ) sorry if this ahs already been awnsered i dont have the time at the moment to look through all 15 pages of the thread

standing close mp link to crouching hp cancel to fireball or palm

thank you :slight_smile: . and what are his best pokes?

What artificeren said and add: instead of cr.hp xx hadouken/palm, cr.lk xx hk tatsu is an alternative but don’t drop your link! Gouken’s hit confirms are limited and require him to be up close. His basic hit confirm is basically his only hit confirm and starts with cl.st.mp…but the damage is rewarding. Actually, I usually use a hit off of flip kick as the first hit confirm…

cr.mp is the best ranged poke imo but all of his normals work well when used at the right ranges. He won’t out-poke many characters but he can make things tough for them. F.st.hp is beastly but whiffs on most crouchers, f.st.hk helps keep people at range, f.st.mk is quick but also whiffs on crouchers…works as an anti air sometimes, f.st.mp is quick and can cancel to mp.palm combo but this is not a hit confirm, and I have been liking f.st.lk a lot lately…good range, quick, keeps them out…

but really, his best poke at ranges outside his st hk is his fireball due to the quick recovery. He surprises a lot of players, even seasoned players, because they see fireball and react with a jump in or focus dash-in that Gouken is ready to counter in some way.

Well it has been a month since my last season tournament and since you guys gave me some advice on my match vs the Bison and Vega (post #747). i took your advice and trained. This is Video is from the other day and the last tournament of the year, Versing the Vega player to get into winners finals. Let me know what you guys think and any Critique is welcome. thanks
[media=youtube]ycOCfitdr5E[/media]

good job on vega and rog. i, myself can’t add to what you’ve already done because it seems we kind of have the same play style. the only difference between you and i, it seems is the use of instant air tatsu and a little less aggressive. i’m curious how our mirror matches would be like. anyways, good job again. i’m sure the other guys here better than me will give you a better match analysis than me.

decent gameplay thru first round keep it up…

2nd rd:
@ 1:11-1:13 fb block string setup should have ended w >mp kongo vs the long reach poke jab, even more now in the 2nd round as he lazily pokes in response. SO you may want to start using pokes >kongos in footsie range sparingly and when not too threatened by armor break moves.

after hard knock @3:33 ish you can use ex flip slide, you see he uses a quick duck jab only to stand (he was making a shitty read on you) at the last moment because he knows of dive kick thhreats…ex flip slide if you havent used it by this time in the future.

Throughout 1st rd vs Rog he pokes advances pokes advances ducks/starts to charge, after you see hes not committed to jump ins and would rather stay on the ground, you need to pick a time to crossup with a non-meaty j.mk or hyakishu(manual dive )or dj mp jump in and or empty air tatsu just to keep him in follow mode as you pass overhead.
I feel you can shift tempo if you catch him at the right time.

@ 3:42 see his reaction to a “fuck it” fb? a “fuck it” TAP…in future matches strengthen this fullscreen fb by backing up with a st hp or far st hk, which will beat his TAP if he times it to go thru the fb, in the example I reference.

@ 4:11 nice “takin-esque” kongo mashing for imperfect strings, me likey mucho sir.

a good showing , work on conditioning your opponents to behave more predictably.

Let me know what you think of the advice.

Thanks for the Advice Takin! you are right about using Kongo after some blockstrings to discourage him from spaming jabs.

@3:33 ah you are right didn’t notice that at the time i thought he may have been too close to me.

Yea I dont know the balrog matchup at all, that is one of the reasons he switched, but i will trying and have that in my mind about gettting in a position to cross him up if he is not willing to jump.

@3:42 yea when i got that reaction i knew i could end a round with an ULTRA. sure enough i did it next round :). oh i knew you could tatsu after i didnt realise a st hp or st hk would work. thanks!

@4:11 yea he was mashing too much, really wanted to keep momentum there.

Yea really good advice mate. I like the time stamps.

when they get uploaded i will post the , Winners finals against Gief and the losers finals against the same vega player + grad finals.

thanks again.

Good games there Jimmy :slight_smile:

@4:03, what would’ve been Rogs options if Jimmy just did another DF grab?
Block = Jimmy gets it
Normal = Jimmy gets it
Headbutt = Rog wiffs and Jimmy get a free palm?
Neutral jump = free combo for Rog or maybe wiffed grab would recover quick enough to block/tech?