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Yeah but what is literally happening in an OS (correct me if I’m wrong) is that one move comes out, it whiffs, and then another moves comes out right after (your OS’ed input). If the first move doesn’t whiff, your OS’ed move doesn’t come out.

Generally speaking, when you cancel a normal attack into a special attack, during what frames of the move are you allowed to cancel it? Only the active frames, no?

The “F” frames is just a literal tangible form of the block freeze we see in the game. Normally we don’t count that split second delay in a move’s animation, but I was wondering if we were to give it some sort of visual placeholder or “variable” for lack of a better word, and we were to illustrate where it happens in an animation’s complete time frame (i.e. from start to finish), would the place I located it in be correct? I’m pretty sure if someone blocks a move, the freeze comes either on the same frame that attack makes contact or the one after. I can’t imagine it happening at the recovery frames. Maybe another way to see it is to ditch all the “F” frames, imagine just the regular frames (Startup, Active, Recovery), take a portion of the active and recovery frames and visually stretch it wider, as if the time it takes play out those frames takes a tad longer than usual.

Rethinking it, the OS should happen during startup and maybe active frames…like if there a lot of active frames and the move doesn’t connect until the later ones. Once the move connects, you are then canceling. You can cancel at anytime the person is in block stun or hit stun as far as I know. You can’t cancel during active frames until your limb touches something. So, to simplify this, OS inputs should happen before contact would happen. Then, what I think happens is that the OS occurs immediately after recovery of the whiffed move.

I don’t think what you’re saying is 100% accurate. If we can cancel at any point in an attack, then why hasn’t been tech regarding late cancels? I’m talking reallllllyyy late canceling. Imagine me doing st.mp at max range, and instead of canceling while my hand in pressed up against the opponent’s face, I input the cancel when I’m retracting my arm… doesn’t that sound a bit odd? I mean, have you ever tried to cancel cr.LK into fireball, but not inputting the :p: when he retracts his foot rather than doing it when making contact? No fireball comes out.

My understanding of what you said is that when you whiff a move, any normal move, recovery frames don’t exist if it doesn’t touch anyone. I reached that conclusion because you said the OS should happen during the active frames of the previous move (yes I read that second bit and I’ll get to that)… which shouldn’t make a lot of sense because if you inputted a special move that should’ve canceled the normal move’s recovery frames. Every move has recovery frames and during these frames, one cannot do anything. Obvious example is st.HP. If, for the sake of an easy example, st.HP was special cancelable, can you imagine being able to cancel it when he’s retracting his arm? Probably not. During the super long time he spends pulling his arm back, you can’t do shit. Going by what you’re saying, if we did an OS involving st.hp (it’s still special cancelable for the sake of making an example), and we were to catch a backdash that was able to dodge st.HP, and we inputted EX Tatsu, we wouldn’t see him retract his arm and EX tatsu would just come out and catch the motherfucker.

That doesn’t make a lot of sense to me. Don’t forget recovery frames exist even if you whiffed a move, so if we don’t disregard that, what we end up doing is st.HP, wait for his arm to come back and then EX tatsu comes out. “How’s that an OS?” you may ask. “That’s equivalent to linking…” you might think. Well that’s what I believe is happening when you do an OS. Obviously you wouldn’t pick something slow like st.HP (if it was special cancelable), but I used st.HP as an example because those recovery frames are significantly easier to notice. We can see and feel the huge amount of time he spends pulling his arm back. So if we were to go apply this way of understanding back to cl.MP, the OS must’ve come out after its recovery, despite how hard it may be to notice. It couldn’t have been during the active frames because that would’ve been a special cancel. At the same time, if you were stand away from your opponent, and do cl.mp followed by EX Tatsu, you should get the full animation of cl.MP, and EX Tatsu would come out right after. That’s the OS maneuver in essence. However, if you were to record that with a dummy and the cl.mp in fact hit the other person, EX Tatsu wouldn’t have come out (like we saw in the video). Why is that? We got EX Tatsu to come out precisely after cl.mp ends and recorded it onto the dummy, no human error can possibly be factored in. So what’s going on? It’s the hit-freeze. Analyzing this mathematically, the whole duration of cl.mp’s animation is 17 frames, and EX tatsu is timed to come out right after, so on “frame 17” of this whole scenario. If it should come out on the 17th frame each time we did cl.mp (standing away from the opponent), then how come it doesn’t work when he hit them? That’s where the hit/block freeze comes in.

If a move doesn’t come out, it must mean we were in a state where we cannot input anything. Agreeable statement?

If so, then that must mean at frame 17 when EX tatsu gets inputted, we were still in recovery frames (the only frames in the case of cl.mp) where can’t input anything else (i.e. link or special cancel). But if it worked when cl.mp whiffed, then how do you explain it now when it does? I believe one way to see it is to give those hit/block freeze snippets “frames” of its own in the time line of animation frames. It doesn’t make sense to have it after the recovery frames and obviously it doesn’t happen during startup, therefore I located the “F” frames in the code diagram between active and recovery, where the attacking limb makes contact and when he pulls it back. By adding additional frames, we can see that at frame 17, Gouken is still in recovery frames of cl.MP, therefore EX tatsu can’t initiate when cl.mp makes contact with another body.

Note I totally didn’t mean to shoot down your post, climaxter. Over the course of an hour, I think I figured out the whole thing down to technical bits while typing out an explanation that may have been too wordy. But I went wordy to ensure there was no misinterpretation.

I’m not sure you read my post correctly AOS. I never meant to imply we are canceling recovery frames with OS. The OS works as an alternative to the initial attack. It’s a basic logic statement…an if ->then. When I said the OS should happen during startup and maybe active frames, I meant your inputs should happen then…not after contact.

i’m completely lost here, it’s like someone is speaking cantonese!!!

Well yeah, but no. Both of you guys are right because you’re both talking about two different kind of OS’s. Doing an OS after safe dive kick and doing a ground OS are somewhat different.

When you do the dive kick OS you only have about a frame or two until you hit the ground, so you need to do the motions of the OS before you connect and actually hit the executional button for the OS when you are due to make contact with the opponent. If the kick whiffs you almost immediately hit the ground and the OS comes out. When you’re doing a ground OS you have to input the OS in the recovery frames of the first move and there are way more frames involved. In the vid above you input cl.st.mp, and input the ex tatsu in the recovery frames. Technically its the same principle because it all falls under and OS but you’re working with way more frames in a ground OS than a divekick OS.

The setup above is great but theres zero room for error when it comes to timing. The cl.st.mp HAS to be meaty. If its not everyone in that vid will be able to block the tatsu. I personally use a jab OS, Ultra setup on wakeup. It doesnt have to be hella meaty and still works. Only downfall is Shin Sho doesnt catch certain backdashes ie. Hakan, Guy, Chun, Makoto etc but you can use Denjin for those.

On your opponents wake do :lp: and do :qcf: as you’re hitting the button, then do :qcf::3p:. The chain overrides all; if the first :lp: hits you get a true jab, jab block string. If it whiffs you get a whiffed jab then Ultra activation. Preferably it should be meaty but you can spare a frame or two in most cases.

To expand you can OS ex tatsu off of jab as well which is a bit easier than doing it off of cl.st.mp. Do :lp: on your opponents wake and press :qcb: :lp::mk::hk:. Same as above, if the jab hits the chain takes priority and if it whiffs you get ex tatsu.

I had a feeling Climaxter was talking about jump-in OS. I left it out because it would’ve been another a paragraph right there lol.

While I’m not offended, that did sound rather ignorant of you. The ironic bit is that I do speak Cantonese. :lol:

hahaahahahahahahah my friend i’m joking, the whole OS talk seen a little too much for me… can you say something in cantonese??? ahhh BUENOS DIAS btw!!! hahahahahha

BTW I am sure you have figured this out, but don’t use MP palm as the cancel. If he doesn’t backdash or hit a button you will wind up doing a palm that gets blocked. Use fireball instead. The trade off is less damage and no knockdown if he hits a button for safety if he does nothing. All you really need to do is train him not to backdash.

Hey guys, new to SF4 and Gouken in general so forgive me if these questions have been answered to death already. I think I missed it somewhere here on the forums.

Anyways, what counter-hit setups do you prefer to use up close to beat out crouch tech?

How about for stand-tech?

Edit: I found something on page 25, those look pretty legit. Do you guys use any different ones?
Edit 2: What high level Gouken’s do you guys recommend to watch on youtube?

I will say one of the dirties things to beat crouch tech is crouching lp 2x, followed by low kongo (stolen from SkyAkuma/BroukenSky). If they are mashing tech, they will throw out a short kick and get caught by the kongo.

Look for old videos of Infiltration (prior to winning Evo) and Keike Desora to learn offensive-minded Gouken stuff. One thing I think that is missing is a really defensive/fundamental Gouken. Bullcat is probably the OG, and ProudStrawberry is littering the interwebs with videos, considering he’s the #1 on XBL right now. He is very sweep heavy, but clearly mind-f’s everyone he plays and has great fireballs.

I recommend you look up illmatic1984 on youtube…

What are the thoughts on Gouken ultras. I tend to use Denjin more, but I’d be lying if I said it was for a good reason. I just like the way it looks. Is one ultra more preferred than the other? Any more preferred for certain match ups?

Does gouken’s back throw have less range than other throws? I know it has more start up time (and recovery on whiff for whatever reason) but lately I’ve been whiffing it when it seemingly should have hit. Crouchers mostly.

Gouken doesn’t grab crouchers so well. He doesn’t hit them so well either. Guess he’s too much of a gentleman

There’s an “ultra choice per matchup” thread.

As written by Gootecks:

Sure it may hit behind, but you’re still in front and if they block according to how they’re orientated to you, they can still block it easily. Unless I’m wrong?

I’m almost certain you are right, but not 100% sure. I used to use Seth in vanilla and my main method of winning was knocking down the opponent and then doing sonic boom forward dash teleport behind. I’m pretty god damn certain you had to block away from Seth in order to block that boom coming from behind, and if that is the case, I’d wager it is the same with Ultra 2. Then again, who knows, why would he write it if that wasn’t the case.

I’d spend 15 minutes testing it out if I were you.

I would love to try it… but I can’t think of a way how to pull that off since the fireball’s already going to be rubbing at the opponent’s guard while I’m still in recovery. Is there even a way where I can launch the denjin and physically move to the other side before it dissipates?