New Goukens: Ask a question get an answer

Yes yes, this is how you need to learn the combos. For instance, take cr.hp, lp hado, fadc, sweep. Do cr.hp, lp hado about 30 times until you get it. Then practice lp hado, fadc, sweep. Then put it together. Goukens combos are really really basic compared to the rest of the cast. The one thing you absolutely must learn is the cl.st.mp, cr.hp link. Its our only hit confirm into real damage. Like artificeren said, practice that a trillion times until its in muscle memory and second nature. Everything you learn from that point on will revolve around that one single link.

As far as the other stuff, personally, when I picked up Gouken I practiced about 8 hours a day for two weeks solid, no lie. I was away on a business trip and had absolutely nothing to do once I got back to my hotel lol. When I got home, I figured I was decent enough to get online and compete…wrong. I found out very quickly that I wasnt. I knew combo’s to a T but I didnt know anything else. How to approach with the character, when to approach with the character, I had zero defense and abused the shit out of kongo…just bad habits all around. Learning combos, I would say watching videos would be slightly better than trying to narrow down a thread here. I’ll look for an old beginners combo thread in a few for you so you can have concrete things and its not you seeing someone doing something in a vid and you trying to guess what he did…but overall I would say watch youtube vids. I would start with Phunkism/RuLeZ1988/stiffler2100/binkyfingers. All separate names on youtube, search them because they will show you basic into advanced stuff but more important what Gouken can do and is capable of. I would say take a good two weeks and just do training mode and just practice combos and things that you’ve learned.

Once you have those things down and in muscle memory, go into training facing Ryu on the hardest difficulty and have him using U2. For some reason Ryu on hardest with U2 is the hardest character to fight and will teach you patience and discipline to say the least. Just fighting him will teach you what to do when and where, what you cant do when and where, what in our moveset is punishable and what is airtight and as a bonus just general matchup knowledge on him. Once you do that for about a day or two then I would suggest getting online and practicing some of the things you know.

After you get out there, starting to see what works, what doesnt, landing combos on actual opponents and getting some wins it’ll be time to delve into the intermediate stuff ie. frame traps, safe jumps, spacing, using our amazing dash and normals, poking, footsies.

The biggest thing that will help you out of all of this stuff and what I strongly strongly suggest is playing us. You will see what Gouken can do and how he does it. Everyone here is selfless and super helpful. We’ll do things and tell you why we did them, why they work and teach you how to do them. I havent run into one ego since I’ve been here and I love that about these guys. My name is DSC SkyAkuma on XBL and DSC_SkyAkuma on PSN. feel free to add me and I will, anytime, run some endless with you and show you whatever I know. We do Gouken Saturdays, JJSkywalker hosts on PSN and we just run endless for hours, a bunch of us. It’ll be good for you to see the different playstyles that Gouken has. He ranges from absolute turtleness to absolute rushdown-imakillyou and each one of us has a different playstyle with him as will you.

Welcome again and I’ll find that thread for you buddy.

EDIT:::: Oh and Black Tooth’s Gouken Guide. Its a must for any Gouken really but especially for people starting out. Link below.

@dek he’s on pc

Is there anybody here using the PC version on a MAC?

There’s an app called Cross Over that is an emulator, but I’m not sure if it works well with SF4AE… being able to Mod with Ono Edit!!!

Aw man lol

I am, indeed, on PC, but I did run into a Gouken the other day that was better than me and friended him. Unfortunately I don’t have access to a console right now but I hope to within the next four or five months. Which is probably fine since that’s about how much homework you gave me. Thanks for the great post Dek.

Haha homework. Np man, I look forward to seeing your progress.

So today i was reminiscing about the super days when i used to play around with the old man

does this still work in ae2012?

ya, but i’ve never found it that useful. kongo is already too much of a guess, adding the guess that the move caught has enough frames to still be out when the ultra starts up is just not practical to me.

Plus that shit is hella hard to do. Props for actually pulling that off in a match bro.

Does dj.HK have special properties? For certain safe jump set ups i get different results if i use dj.HK or dj.HP.

For example forward throw in the corner, backdash, dj.HK (frame perfect, no delays in between) at the last possible moment results in a ~ 5frame safe jump. But i can not reproduce the same result with dj.HP or any other jmping attack.

As far as i know there should not be any jumping frame delays depending on the start up of the jump attack… or?

Doesn’t dj.HK lift your hitbox?

It might be that the first few frames of dj.hk push the hurtbox lower and away, while the later frames raise it?

So if you are hitting them on those first few frames, it might just be that the hurtbox is too far away for a reversal to catch?

no

no, it’s as close as it can get as this is a corner set up… i believe it has something to do with dj.HK.

his back leg touches the ground as he has the hk extending away from his body… It’s a great fake jump in vs command grab chars like gief, who don’t react fast enuff as we land and can only poke w normals…

It moves the hitbox slightly forward while resembling Makoto crossup jumping hk…only I think hers and ours are inverted, she has alot more to crossup with from frontside whereas we need to be at or before our jump arc zenith before we can net a crossup in certain situations…show us a vid for shits and giggles

Yeah like Takin said, it moves out hurtbox forward. Also dj.hk is almost active all the way to the ground while dj.hp is not. Its basically lets you hang in the air longer because you can push the button later. Comes in handy on certain setups.

dj.HK has special properties. If you do dj.HK, the total jump frame is added 4F and you can use this properties for setplay.
e.g. UC1(opponent down in 40F) - other jump attack (whiff)
UC1 - j.HK (7F safe jump)
and corner 5F safe jump is one of these too.

Great, thank you for confirmation, good to know.

Another question… Does anybody know how big the input window is for the dj + down mk?

set ups:
cr.hk => immediate dj + down mk (delayed input = 4~5fr safe jump)
forward throw => forward dash, dj + down mk (delayed input = 4~5fr safe jump)

on hit (to be blocked high) i gain full close mp hit confirm combos and on block the close mp is even a true block string due to the deeeeeep hit… but the delayed input feels sort of a 1-2framer. after throw it seems to be even more strict.

Going strictly off experience the command dive kick window is quite large, maybe about 4 frames. The thing is only certain frames will make it a safe jump. You can faux it after f.throw or sweep or you can actually make it 4 frame safe jump. Done immediately after these two setups I’ve never been dp’d. So Im guessing there’s about a 4 frame window. Ours is slightly more lenient than Akumas.

By my judgement, I’d say it’s bigger than than 4. Quite lenient.

I saw Blacktoof did a video where he modded it, so I’m betting he would know for sure.

What exactly are you trying to accomplish? Are you just trying to find the window for all characters or just after a certain set up??