New Goukens: Ask a question get an answer

Flip all day. Learn to walk with it…

Well it all depends on what type of Gouken you are/wanna be. If you’re a zoner, messages about you zoning or playing keep away shouldn’t bother you in the slightest.

I play close zoning/rushdown. This one particular match I played this Akuma and was just practicing some zoning options I was trying to incorporate. I win and get a message saying “run much?”. Next match, didnt throw a single projectile and rushed him down til he was laying on the floor. 1st round, perfect, second round, he was able to get a cr.lp off on me.

No one sends you a message saying “rush down much?” so its shouldnt be the opposite either. If someones rushing you down its your job to somehow stop them. If someones zoning its your job to somehow stop them. Dont let those messages bother you. Play your game like Climaxter said.

Hater’s gonna hate, that’s all.

lol, “flip all day and learn to walk with it”, I’m with ya…

I flip like a loon sometimes, say from almost full-screen with MK Flip, land, watch them try to approach me by also jumping, and unleash the EX Tatsu.

the trick is to flip just a little too short for their counter to reach you.

tho it only works against the wet-behind-the-ears

well, regardless it’s actually still a good bait IMO.

what do I do after I block a tatsu from ryu?

it’s -2 on block. I either eat a throw, or when I try to tech or backdash I eat a dp.

must be some os used against me.

Cr tech. If you cr tech, its delayed and you wont eat a dp or throw.

I assume you’re talking about lk tatsu, right?

Otherwise, I’d be crouch fiercing his ass.

Ok, so it took a while but I’m training this. Getting Cr.hp>ex palm done.

But I’m doing down foward, down, down foward instead of going down back. Is that bad?

If not, what’s next?

ya, you don’t need to go down+back. Some people just find it easier to slam the corners.

That depends. Are you looking for mid screen juggle follow ups or are you looking for corner follow ups?

Before you answer, practice this:
Cr.hp > lp. hado > FADC forward(as early as possible) >Cr.hp > ex palm.
This works on most of the cast mid screen and hits everyone in the corner. If you hit this and juggle well, you have stunned or nearly stunned 100% of the cast and need to land a flip throw or one or two more hits to either fully stun or just KO the opponent.

Okay, great, will train that, hard.

Because I never use focus on my gameplay. Like never, ever.

Really need to incorporate this element.

On a sidenote, I’ve picked Hakan and T.Hawk to trains DP-like moves. Hakan oil is less lenient than shoryuken, and T.Hawk’s Condor Spire even less so.

Someone told me to practice shoryukens on a completely less lenient game like SF2.

put an akuma training dummy (because screw akuma) in the corner, and you can practice this over and over and over

cl.mp > cr.hp XX lp.fireball XX fadc > cl.mp > cr.hp XX lp.fireball XX fadc > cl.mp > cr.hp XX lp.fireball XX fadc

on and on

and end with cr.hp XX ex.palm when you want to end it and practice your corner juggle/mixup.

Okay, the cr. HP xx e. palm is going well, as long as I don’t do it inside a combo.

When I try to do, for example, nj. HP > cl. MP > cr. HP xx ex palm, I screw up.

I get it until the cr. HO and mess up the DP input as usual.

Will try to do the down, down foward, down motion after cr. HP slowly INSIDE the combo and try to speed up until the combo is complete.

I’m only speculating but I think the reason dj.HK works differently is because Gouken is lower to the ground while at the same time carrying an attack from higher up than say dj.HP. I assume dj.MP would work in a similar fashion. No?

I don’t believe jumping attacks have been assigned special properties, but I’m only basing that on personal speculation.

If I’m not mistaken dj.HK have pursuit properties, as do nj.HP

that’s true but it shouldn’t affect safe-jumps - they still have the same recovery frames and start-up frames, as far as I know.

Spent the night trying to get this goddamned link (any air atack > cl. mp > cr. hp xx ex palm) because I’m kinda tired of losing matches because I miss this one.

I was trying to figure out a way to do it consistently because nothing was working for me. Then I read again your post, AOS, and gave a try with your approach.

This way after the cl. mp what I did was going down foward, down, down back, HP+MP, down, down foward, HP+MP, like this link was one move in my head.

Guess what, it’s working better than anything I’ve tried.

Now I will just train this a little everyday until I nail it 90% of the time.

Then I will move to focus attack. x.x

Whatever works for you. As long as it works for you. Now that I’m using stick, plinking cr.HP~MP is a little easier. It wasn’t hard to do on pad, but my consistency went down after I modded it so I was like “fuck that, I’m building a new stick anyway”. lol

Wait a minute…just humor me. Go to your battle log and check your inputs from a real match when you tried that combo. Are you holding back when you are doing cl.mp before you try cr.hp? This will make the combo a bit harder and possibly cause input mix ups. Make sure you are doing neutral cl.mp

Since my fingers healed I’ve been only training, not dabbling in online matches at all until I fix my execution.

But sometimes friends invite me and I can’t deny them a challenge.

This was one of a long set against an online buddy after a very long training session.

I can safely say that I do not press any directions when I use cl.mp for fear of getting sakotsukudaki for accident.