New Goukens: Ask a question get an answer

<font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>So I’ve been playing AE for a few months now and I’ve only ever used gouken (ya, messed around with others for fun with friends but only spent time on Gouken). Reason was I lack the dexterity for complex/fast/accurate inputs and Gouken’s was forgiving.</span></font><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>I’m at a point now where I keep losing matches cause I can’t for the life of me consistently land s.mp>c.hp.</span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>I can go into training and land it a number of times in a row but for some reason I can’t do it consistently in matches.</span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”><br></span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>Any advice? lol</span></font></div>

A recent vid posted shows gflip dive to lp lp clmk lpalm vs fuerte due to hitbox wonkiness, we may think he (gouken)for he most part cannot combo multiple lights to special but this event vid proves some unaccounted variables present as I argued almost a yr and half ago in labwork…keep labbin it up , gouken has many more secrets to reveal !

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<div class=“QuoteAuthor”><a href="/profile/11873/ChaoticMonk">ChaoticMonk</a> said:</div>
<div class=“QuoteText”><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>So I’ve been playing AE for a few months now and I’ve only ever used gouken (ya, messed around with others for fun with friends but only spent time on Gouken). Reason was I lack the dexterity for complex/fast/accurate inputs and Gouken’s was forgiving.</span></font><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>I’m at a point now where I keep losing matches cause I can’t for the life of me consistently land s.mp>c.hp.</span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>I can go into training and land it a number of times in a row but for some reason I can’t do it consistently in matches.</span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”><br></span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>Any advice? lol</span></font></div></div>
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Online? Press cr. hp sooner, almost like you are rolling from mp to hp.  I miss that link at times too, especially when there’s a lot of lag…or for an extra frame to link, you can use cr.lk xx hk.tatsu after mp, but don’t miss!<br>

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<div class=“QuoteAuthor”><a href="/profile/16085/takinflight">takinflight</a> said:</div>
<div class=“QuoteText”>A recent vid posted shows gflip dive to lp lp clmk lpalm vs fuerte due to hitbox wonkiness, we may think he (gouken)for he most part cannot combo multiple lights to special but this event vid proves some unaccounted variables present as I argued almost a yr and half ago in labwork…keep labbin it up , gouken has many more secrets to reveal ! </div>
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This is so character specific that, to me at least, I’ll never devote much time for it.  Whoever has that much time to learn these character specific combos that depend on being in the corner or off a specific jump or what time of day it is should be getting paid for playing.  Also…I land divekick so I’m going to A) lp lp cl.mk xx lp.palm <i>or</i> B) cl.mp cr.hp xx ex palm > juggle.  I’ll stick with option B.<br>

Attacking with varying cadence can help keep ur opponents reactions off guard…sometimes we cr lp to fake then throw opponents on wakeup.

Point the 2nd is being able to style with some unseen shit in a tuff matchup especially deserves a nod … You put em on their asses sooner or later round to round and I would think it adds an element of unpredictability forcing a decision sooner or later than other rounds can pay of dividends for baiting purposes.

Defying expectations of the game engine aka putting conventional wisdom on it’s ear in hardknockdown status is not for every Gouken…

Bringing shit out not many know about is Tre Righteous!

Hats off!

So guys, i have been having mixed results with my 1 month old Gouken. Sometimes I win, sometimes I lose, but i guess that’s the game when you are learning a new character. <div><br></div><div>My hit confirming still needs some work, since i’m missing cl.s.mp->cr.hp way too often and i have to remember that cr.hp comes out faster than cl.s.hp for srk punishes :(</div><div>What i’d like to know is how to learn kongo and use it when it’s really needed, because most of the time i either overuse it and get baited and punished for it, or don’t use it at all. I know kongo has its uses but I’ve found myself unable to incorporate it into my game. </div><div><br></div>

ex kongo against ticky-tackers.<br>if they are poking at you a lot with frame advantage and trying to get counter hits, use ex kongo during their pressure.<br>lp. kongo is great to punish crouch teching.<br>you know bison wants to crouch tech with that badass c.lk of his.<br>tap him twice and then lp.kongo xx super for 500 damage at low risk.<br>hp.kongo is serious aa after gouken’s quick recovery fireballs.<br>if the timing is tight, your opponent won’t be able to help himself, he’ll throw out a jump attack and get kongo’d.<br>cancel into super, lp. palm or denjin.<br>

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<div class=“QuoteAuthor”><a href="/profile/52017/Blueberry">Blueberry</a> said:</div>
<div class=“QuoteText”>So guys, i have been having mixed results with my 1 month old Gouken. Sometimes I win, sometimes I lose, but i guess that’s the game when you are learning a new character. <div><br></div><div>My hit confirming still needs some work, since i’m missing cl.s.mp->cr.hp way too often and i have to remember that cr.hp comes out faster than cl.s.hp for srk punishes :(</div><div>What i’d like to know is how to learn kongo and use it when it’s really needed, because most of the time i either overuse it and get baited and punished for it, or don’t use it at all. I know kongo has its uses but I’ve found myself unable to incorporate it into my game. </div><div><br></div></div>
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You need to start off using EX Kongo. In order for this to work you need to play different opponents though. Strictly only for training purposes as well. Use EX Kongo and make a note of where in the string you used and and whether it hit a mid attack or low attack. After some time of doing this you’ll start to see patterns in characters. For instance, all/most Ryu’s use the cr.lp (or cr.mp), cr.lp (or cr.mp), cr.mk, hado string. The cr.mk I believe is a two frame link so thats a spot to where you can lp kongo and have a relatively high risk/reward factor. Akuma’s like to frame trap with cr.mp alot because you can land a sweep or f.st.hk off counterhit. Cr.tech for a few and then begin using mp kongo. <div><br></div><div>I believe its not as simple as saying “How do use kongo better?” surface-wise. Its a little deeper than that. You  (not you personally) need to learn matchups. Once you learn the matchups well you’ll know whats coming and then can kongo effectively. And to back up - in order to use kongo efficiently one needs to have solid defense. Kongo is basically our DP when it comes to pressure strings but sucks in the fact thats its waaay more riskier than a dp. You need to cr. tech 70% of the time and the other 30% mix in backdash, ex flip and kongo. Once its established to your opponent that you can defend you will be able to kongo the bejesus out of them . </div><div><br></div><div>Again, its more matchup knowledge using kongo that just “using kongo”. Kongo has that “no going back” feature to it in the sense that its so powerful and knocks your opponent to the other side of the screen and now they have to get in again. They remember that and become wary of getting hit again. The more you use it in a macth the less effective it will ultimately be. So just like anything else, dont abuse it.</div>

lol, i think dek09 wants to get his point across!<br>i wouldn’t say kongo is riskier than a dp.<br>you’ll hardly ever get more than thrown for using kongo incorrectly.<br>using dp incorrectly usually leads to a full punish.<br>

Yeah but a dp you can fadc so thats why kongo is riskier. You have an option to make it safe. And I wasnt talking ex kongo - if you do mid and the opponent starts a combo with cr.lk into combo, you just ate a full combo…same for lp kongo and your opponent going mid. You have to guess right, you dont have to guess at all with a dp.