You can crouch tech backthrow you just have to do it later than you would for a normal throw. People will tap cr.tech once which will be too early, and that’s why they get thrown. A crouch tech will not afford you all the tech frames a standing throw does. Like I said above, you are actually teching his throw, not the other way around.
I’m having problems lately with teching. I’m not sure if it’s mostly due to online lag or me or a combination of both. I just played a decent Ken player and most of his damage came off of just throwing me. He has this little set up where after he knocks you down, he neutral jumps point blank and then does air tatsu which goes right behind. Then he’s mixing up his throws or lights or srk FADC. It’s really frustrating. I’m not sure if I’m teching too early or too late, but if my opponent is grab happy, I have problems. I’m also sick of blocking a jumping attack, teching, and still getting thrown.
You guys are seriously not trying hard enough or something. You can crouch tech Gouken backthrow (I just did it), and cody c.lk beats backthrow clean.
If you can’t time cody c.lk correctly turn on turbo on your stick and do it that way.
EDIT: Holy crud it is so easy to tech his backthrow when you know it is coming Wait till it looks like he actually has you in his hands and then hit cr.tech. The cr.tech is so late you think you are actually getting thrown.
Crouch teching his backthrow
cr.lk his backthrow
Sorry for the vibrate on my phone in the middle of that video haha
I thought I would show you guys what I was talking about with cl.st.mp and why it is so effective in Gouken’s game and getting people to open up.
First it starts with the cl.st.mp kara throw. If the opponent does nothing he gets thrown. If he stand or cr.techs, well, he techs. If he messes up timing of cr.tech he will get thrown but that’s not the point. The point is you want him teching either crouch or stand after a cl.st.mp and you train him to do that with the kara throw (st.hk~lp+lk)
So now he has a read on you and can stand an crouch tech all your shit. This is exactly what you want.
Now instead of kara throw you can do these things…
this requires the person to cr.tech, if they stand tech you won’t get a counterhit an it won’t combo
The rest of this only requires someone to try to tech. Palms are obviously unsafe but you can substitute a fireball.
you can also far.mp x hado x fadc - cr.hp x ex rush punch (hit confirmable by far.mp on hit) depending on the used safe jump or in ther corner. i would not go directly cr.hp x ex rush punch, as highly punishable…
after you conditioned you opp to cr.tech you can also use lk kongo x fadc, etc.
furthermore, in certain scenario’s the cl.mp is a true block string…
important options but after cl.mp, but nothing new for the more regular players here…
I said to substitute fireball cause palm is highly unsafe. I don’t know what you mean by cl.mp is a true block string. There is only one cl.st.mp in the examples so?
As for nothing new for more regulars, this is the new gouken thread so, yeah. And I wouldn’t assume people know this just because you do or because they have been around here a while
i meant after deep j.hp or safe jumps on untech kd (even dj down + mk) the cl.mp can be made a true blockstring after the jump in if timed right and tight. meaning, opp can not mash out after jump in was blocked. imo this is pretty important in the sf4 world.
i favor far.mp (instead of cr.hp) x hado as counter hit set up due to less pushback and therefor better follow ups, but depends on the initial spacing.
Gouken can give both of those characters a really hard time when played correctly. Honda can become a problem for Gouken if he gets in and the same for Guile but Guile needs to corner Gouken, Honda doesn’t. Overall, the fireball/ anti-air game goes a long way in both match ups.
Hello guys, i have a question, how i do a demon flip as cross up or non crossup ? See all flips who i do are as non cross, when i try it as cross it whiff … help please and sorry for the english
Theres no real setup for it. Its all manual timing. If you’re whiffing it on the back then hold the gf a little less. If you’re landing in the front then hold it a little more. You’ll just have to go into training, practice and get it down. The most common way to land it is after ex palm, dash, sweep. It puts you in a better position than some others.
High parry can loose to deep jumps, e.g. safe jumps on wake up. Empty jumps in low “beats” high parry clean. But most of the times if the attacker makes a jump in attack, it will be high countered. Nevertheless this “bug” can be exploited. Counter is very situational and I recommend to only use it as anti air when peeps jump over fireball and want to get you in hit stun quickly. But Gouken has plenty of other reliable, but situational anti airs.