BNB - cr.hp, ex palm, palm/dash hk tatsu. We normally set this up on deep/safe dive kicks. Sometimes they can be hard to confirm so cl.st.mp is needed. Cl.st.mp to cr.hp is a two frame link so def practice that as you will need it to go into the bnb.
OS’s - You would want to OS sweep or ex tatsu or any characters with godlike backdashes ie. Sim, Guy, Makoto, Ibuki, Chun, Hakan and Rose. You would want to OS Ultra versus anyone that cant get out of it. So pretty much anyone minus Gouken and Abel and anyone with a teleport. Special notes: OS throw versus Abel for his roll and Bison to grab his ex Psycho Crusher. Great move but terrible startup. He will switch after so be careful.
Best punish combo - cl.st.hp/cr.hp, ex palm, palm/dash hk tatsu
AA - at a distance typically you would want to use ex tatsu. Anything inside that, all of his normals can be used for AA’ing pretty much. F.st.mk can be used for that ex tatsu range if you dont have meter, cr.hp/f.st.hp are usually the aa’s of choice though because of their outstanding active frames and reduced hurtbox. Cr.mk needs to be used in that space where cr.hp will whiff or not come out fast enough. Cl.st.hk needs to be used for crossup attempts and anything above your head. Pretty much, all of Goukens normals can be used as aa’s and they all NEED to be used as aa’s. you need to go into the lab and figure out when to use which and at what distances. Also, cr.hp and cr.mk are special cancellable so you can queue up a hado or cancel in a gouken flip for pressure afterwards.
You’d press the button when the other attack should be registering. For example if you dive kick, you want to press the button when the dive kick would be hitting the opponent so if it whiffs, the other attack (os) activates.
However, if the dive kick lands it would be business as usual. The OS will only activate if the attacked is whiffed and if the reversal doesn’t put Gouken in block stun.
What “Iam” explains happens because of the stop that happens when an attack is hit or blocked. The game progresses much faster when moves don’t connect, so that’s why pressing sweep then causes it to come out.
Same principle can be used on the ground off of jabs, pressing c.LP and then c.LP(most chaacters can do LK instead, but ours is slow and we can’t do anything off it)+HK. Due to priority usually when you press LP and HK simultaneously you’ll always get HK instead, but if the jab connected the pause causes the 2nd push to fall in the first lps recovery instead and due to chain cance a 2nd LP will cancel the recovery of the lp and go into a chain cancelled jab instead(so no special or super cancelling allowed anymore, only more chain cancels)
I’m practicing Gouken’s safe jump setups and having some difficulties. After a forward throw, I dash and do medium demon flip into dive kick. I’m very inconsistent with this setup. Am I supposed to the dive kick as soon as possible or is there a bit of a delay? Also, sometimes the dive kick will whiff, what’s the reason for this?
To start, do the divekick as soon as possible. Once you get that down, work on your delay. I’ve found that a dive kick whiffs after forward throw if you are frame perfect on each step after the throw, especially on characters that wake up a frame or two late. I try to delay 1-3 frames which is kind of humanly impossible to do every time but if practiced enough you can get it most of the time. Use that training mode!
I can’t seem to deal with people who jump at close range, so their jump in is a cross up. Parry seems to risky, and none of my normal anti airs work. Should I just backdash?
Yeah its a toughy for us. I know Juri can be face to face with you, diagonal jump over you and STILL cross you up with her j.lk. Unfair in my opinion but whatever. You CAN parry but its risky like you said. Cl.st.hk doesnt seem to autocorrect very well so if its a crossup I dont use it. Best option is to just block like IAM said, weather the storm for a few seconds until you guys are back neutral.
Tied for second best forward dash speed in the game. Off topic, dash forward throw or dash forward Kara throw is very hard to react to. But back on topic, dashing in the above situation should work just fine.
Oh shit… I forgot you can use cr. lk to lower your hit box and make them whiff…
if you really want to throw your nuts out there us cl. st. mk when they are right above you and Gouken will pass thru them… they will swear it’s lag. LOL
Is it a counter hit if you hit someone in the recovery of their move? Technically the move is already out and retreating, not starting up or active, no?
I figured as much. I guess if the move is in recovery it would fall under the “punish” category with moves negative on block. I had a set up in mind but this shoots it down lol. Thanks bro