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Yeah, in my own personal opinion I dont think he did that on purpose. I do it sometimes too. Im concentrating on something else and my opponent jumps in. The first thing I think is AA and I do it in a panic and just push a button. I seem to gravitate toward mp for some reason when Im in a “panic-push-a-button- mode”. I’ll get cl.st.mp and it’ll AA if I do it early enough or the opponent didnt press anything. But if they did an actual jump in then I eat it. I think he did that here. Cl.st.mk doesnt AA shit. Here was just one of those “things”. Maybe he thought it was gonna be an empty jump and punched the mk to try and ch a throw attempt or something. But I seriously doubt he meant to AA with it. All the Rog had to do is do hp and it would’ve been combo city.

Nice. I see why it’s happening then “physically” with the tatsu, but I mean why did Capcom feel that the move shouldn’t auto complete every time? Was it because they wanted to make sure that Gouken players had to be very strict with their timing to compensate for his huge damage potential? I’m not 100% familiar with every move in the game, but I don’t remember seeing a BNB that occasionally fails leaving you blatantly open for a punish.

What has been said before is true they did not spend alto of time on him, however by trying to make him a non shoto master shoto is that he made out with a a crazy tool set but needs to be used perfectly given what they gave us but was never looked at as a Whole Picture by any means

hahahahahahahahhaha paniiiiiiiiiiiiiiiiiiiiccccc!!! reminds me of my self… hahahahahahahha we need an office depot button, “THAT WAS EASY” HAHAHAHAHAHAHAHAH

They make the game physics; the unique properties of each character would get different results… kind of like how Sakura’s cr.hp xx EX tatsu would whiff exclusively on Akuma (in a previous installment). It was only because they made Akuma’s flinching pose in such a way that the 2nd kick of tatsu would fly over him completely, whereas this wasn’t the case with anyone else. His pose was not deliberately designed to dodge EX Tatsu per se, it’s just a result of what they already made. Same can be applied to the tatsu. If you watch a grounded tatsu, each kick sends the character up to the perfect position for the next kick. This is only if you hit them on the ground. There’s no way to alter the conditions of performing the tatsu if you don’t consider a tatsu done on an airborne character.

I used to mess with video games a lot with modifiers (in-game and out) and this topic of physical game mechanics is sorta second nature to me.

Why do you guys think ProudStrawberry opts for sweep over cl.HP xx EX Palm for punishing whiffed up balls? I’m legitimately baffled. I’m not seeing the huge benefit a sweep alone. A hard knockdown is justifable but cl.HP xx EX palm > sweep will do the same, more damage and stun so why not? I don’t see him really saving the meter for anything either. Maybe it’s to keep up a fast momentum?

Because dumb ass Blanka lands almost instantly after up ball. You have to be almost frame perfect to land a cr.hp and actually hit him. Many many times I’ve done cr.hp into ex palm and it got blocked. Its not as bad as akumas palm but its close. Prime example is 0:56.

There’s something I wanna ask here, and to be honest I don’t know if I’m following skyakuma and copying his play style way too much… My problem a week ago was I played climaxter and sunsun in a lobby and I really enjoy playing those guys, its like my reflexes awakens during those matches (well not all of them but its OK) we play close range battle something that I really always wanted to learn, but… Buuuutt here’s the problem, when I play someone else it’s like I didn’t know the match up. A ken player joined and absolutely destroyed me on nothing, absolutely nothing!!! And i was OK, let’s see on the 2nd, or 3rd and by the 5th time I was able to play like I suppoesd to. … So my main problem right now is play about a 2 character distance and be consistent about it because like i said before, I’ve seen few goukens playing close range battle (short on memory cant really remember) and the second one is to warm up takes me lots of battles… Any advice guys???

If you are fighting close range, the ideal place to be is right outside of their max range. It’s going to vary for different characters…

You want to be close enough to where you can dash in and forward throw or Kara back throw works…

Thing is when you play this style you have to jump less and use normals a bit more.

Well for starters, one of the characters I dont play entirely up close with is Ken. His f.mk owns the cast. We can stuff it with f.st.hp but its pretty difficult. You have to push the button slightlty before he pushes his which is impossible to do everytime. Once he lands one then he’s in and you will have hell with a close Ken. His kara throw is so good that even if you’re on point he’s gonna catch you with a frame trap or two if he’s good. Then that leads to a hkd and then its mixup time.

Its just matchup knowledge bro. Most of the cast we can do it with but some characters we just cant. Not because we “cant” but because we dont want them close ie. Rog, Guy, Ken, Akuma, Cammy, Sakura, Fei and those dumb ass emo twins. Everyone else we can poke to death for free and not be so worried about getting knocked down.

As far as warming up, yeah I feel your pain. It used to take me a few hours to warm up. Thats why I like to find a fast character to spar against when I first hop on like a Juri, maybe Fuerte or Gouken. It seems to speed the warm up time because you have to move and think fast to combat those characters.

Kongo wrecks step kick

Yeah but you have to be psychic. With pokes you can just throw them out with no fear. Kongo has 18 frames over recovery. You kongo and he happens to do nothing, he THEN stepkicks and he’s in for free which is what you dont want. Its a great tool sporadically though to hit him and at the very least make him second guess step kick which is what I believe you were referring to.

I personally stick with fadc’ing through which leaves both of you guys at zero but we usually can get a throw off because its unexpected.

Upclose we need to be fearless and poised, after step kick ex tatsumaki i pause a sec then rip ex tatsu and its like85% success.

I liked super kongo mapping way better hi to lo kongo with that lil extra glitchy animation…been playing super more recently…lol still top 25 w 14k

I like the way Gouken plays for the most part. I am very new to the game though. People say he’s not good though because he has few ways of protecting himself that don’t involve guessing. Is he really underpowered? Basically being new, I don’t need the disadvantage of being both shitty at the game and having a gimp character.

Gouken’s not underpowered. His attack strength is fucking brutal.

Good, I’m just going to play him for now because of all the characters he feels like such a fucking boss… plus he’s the only character I have managed to pull off almost all the combos in training mode so I feel like that’s a good start. I’ve only had the game a couple days.

Gouken has a weak wakeup game because he doesn’t have a real get-out-of-jail-free card reversal or reversal-fadc option. He also can’t do a lot off of a low poke or get a real combo off of light attacks, and a couple of matchups are a real nightmare.

What he does have is fairly easy combos, tons of damage, good resets, and (if you don’t spam it all day) a potent counter.

So what is the best way to handle being knocked down by a high pressure character that just keeps coming on wakeup?

Depends on the character and their metered options.

Block And Tech, not unless you know which Kongo to use. If you have ex you can block and tech/os ex Kongo.

EX Flip is good to occasionally use on wake up but use it sparingly.

The other part is l, analyze your game to see how you Are getting knocked down and avoid it.

The last part is, rush people down the same way that they do you after a knockdown.

Ok, Yeah that last one I really have to work on learning how to do next. I never know what to do after I score a knockdown so I just kinda let them stand up and try to poke at them again from a distance. Any tips for rushing down with Gouken?