I agree, maybe 6? I didnt wanna go overboard though
Dj.hk definitely affects your body “placement”. Gouken stretches his hips forward and arches his upper body back, like a true axe kick. It may just give you the kind of reach to allow you to do that specific safe jump. It also seems to be able to mess up some people’s reversals/anti-airs if you do it in the right placement, maybe because your body flattens out a bit and makes the opponent go the wrong way? Very underused normal in my arsenal that is moving up the ranks. Jump back hk works wonders against crossup attempts vs a lot of the cast as well.
And damn you ViperGoomba for that lp palm > jump back hk trap of yours!
This is not exactly Gouken related but I need help on this.
I have extreme difficulty doing cr. HP -> [DragonPunchMove]
Hadouken comes off almost every time even when I’m training.
Any tips on my execution?
I lose a lot just because I can’t get this link right.
the simplest execution:
- hold down + forward
- hit hp
- move to down or down back
- move to down forward
- hit hp
you probably also want to learn how to do it easily starting down back as well, for defensive reasons.
I still have trouble doing command divekick. I’m either doing it at the wrong time (apex of jump) or not pressing straight down…probably the motion. Wish it would work from diagonal inputs as well. As a matter of fact, here’s how I know whether I’m going to have a good session.
1)Kongo comes out when I want it to
2)I’m not whiffing flip grab
3)I can do command divekick
4)I’m not dropping links
I suppose much of that can be attributed to lazy fingers or lag. I’ll go with lag.
Means you’re hitting punch too early. Or you’re instinctively hitting punch at the same time you tel your arm to move the joystick really fast (which I think is likely the case).
slow down and practice. Show inputs to confirm for yourself if you’re hitting more buttons than you need.
Oh if you’re doing it and the inputs don’t show you doing a fireball input, the reason is because you’re executing it through negative edge. In other words, when you go to press cr.hp, you let go of HP the moment you executed :d::df::f:. The problem here I’m guessing could be that you’re trying to speed through the two attack inputs. I have a tendency to do that myself.
When I hit confirm with Sakura (cr.lp, cr.mk xx hp dp), instead of doing :db::mk::d::df::f::df::d::df::hp:, I do :db::d::df::mk::f::df::d::df::hp: or even :db::f::df::d::mk::df::hp:… and this is all because I have a tendency to rush my directional inputs when I have to cancel into a DP-motion special move; my brain tells my left hand to quickly execute it even though my right hasn’t even pushed the first button yet lol. I take it you use a pad?
Spend some time to correcting this and once you got the hang of it, practice it until you can do it right 95% of the time.
ya, it took me quite a while to get the divekick to come out reliably also. Considering how loose the timing is, I’d suggest that it is indeed the straight down restriction. I ended up just bouncing back and forth over a training dummy over and over and over and over until I got it.
If u have the sounds loud enough you hear a jingle when he’s at apex or I used to look for that little ball on his ponytail as a visual cue
I don’t look for any cue. Whenever I want to do d+mk in air, it’ll come out every time. I guess my natural timing on those are just coincidentally correct.
Any low normal (except cr.hp unsurprisingly) into gouken flip on the other hand is one hell of a struggle.
I have a TE and a fightpad. I use both. Reactions are better on pad, links are better on stick. But the cr HP -> senkugoshoha link I manage to mess up on both devices.
Practice on the TE. Do what artificeren said and DO NOT ever press straight forward. Keep the stick always in the down position…down forward+cr.hp, down, down back, down, down forward+two punch buttons. If you do not move the stick to forward, you should not get hado…ever. You are, like AOS guessed, moving the stick too fast and probably haphazardly. It happens to me in pressure situations once in a while. Go to training, practice doing lp. palm using only the down forward, down back, down forward method. Practice it until you can’t miss it. Then practice with the dummy on block: Cr.hp >lp.palm. Do it until you cannot miss. Then move to cr.hp>ex palm and practice until you cannot miss. Let us know the outcome. I have your next level of training on back order.
Why not just do it the normal way? Shortcut’s a bad habit anyway.
The shortcut can be useful but if you plan to play other fighting games it’s going to bite you in the ass.
Because he’s not getting the combo. He’s missing the “normal” way because his timing is fucked so he needs to get the timing down between motions and buttons. Once he gets the timing, he can move to the “normal” way.
The shortcut makes some nasty FADC combos off a fireball easier to pull off mid-screen but it also sometimes gets in the way when I want to hit first with a standing move and I hit crouching…
Okay, I will train on the TE and will try to do follow this list.
…But for the time being I won’t be able to, though. Got a couple of fingers injured during judo practice. -_-"
Nothing serious.
But now that you guys said it, it made so much sense. I mean, i DO press foward! Of course!
Training is definitively the key.
Was just playing a very good Akuma player. Kicking his ass with a thoughtful keep away, fireball, and escape game. Basically my gameplan was don’t let him get anyway remotely fucking near me, and when he misses or I get a Gouken Flip off, land 40% combos like a boss. Won about 8-10 matches in a row. Then he sends me a message saying “You run away SOOOOOO MUCH!”
I was under the impression that that was exactly what you’re supposed to do against those fucking broken ass top-tier zero-to-death vortex characters. I got salty and started just rushing him down like I was Bullcat. And guess what? Every god damn time I got within HK range he was all over me with frametraps, walk up throws, demon flip grabs, Standing HK, Sweep. Fucking bullshit. You have to stay away from these characters right? No one accuses Dhalsim or Guile of running away… They were designed to be defensive…
He wanted to run his game, and you weren’t letting him. So he got angry, and you so you let him.
It’s like a thawk or a ken or a gief or a guile complaining that you throw a lot of fireballs.
Ya, no shit sherlock.
Consider it a Gouken badge of honor; a sign that you are getting good. I’ve gotten that message quite a lot. I used to reply with a reasoned response about how Gouken operates and why I play that way…but nobody wants to hear it. Now I just smile and let it be. They fail to recognize that you aren’t really just running away because you cannot win that way. You play hit and run, not run run run. You punish and get out because Gouken can easily be overpowered up close vs so many characters. If they get past your zoning normals or your fireballs, you HAVE TO create distance. You should not be trying to out-jab someone to get some combo that ends in a nice hard knockdown…because that doesn’t exist for Gouken. They fail to understand this, Besides, if you land a combo, where do they end up? On the other side of the world. They think that’s you running away and that’s pretty hilarious. Make them work to get in and only approach when it’s fairly safe. Play your game, not theirs.
There’s only one proper response to those messages.
“heh”
I think I need to break free from the “guilt” of playing lame. It would probably help me cut down on the obvious flips to get in.
And the better response is “k thanks”.