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I’m struggling with tatsu > fadc > Ultra 1. I can do the combo, but it is only about 10%. Is there a nice motion/shortcut for this or is it just muscle memory and getting faster?

the way I was able to pull it off with any consistency was to not do the forward on the first quarter circle.
tatsu fadc
down, down forward, down, down forward, forward, 3p

your mileage may vary.

@osirris33, No need for practicing shortcuts if you ask me. There are three parts that give this string of commands any difficulty:

  1. Timing when to FADC aside from LK/EX Tatsu. MK and HK come out slower, so if you’re too used to hitting MP & MK immediately after inputting your special move, you’ll just have to practice delaying it a bit.

  2. Building muscle memory to hit MP & MK quickly after executing a special move, holding those buttons down, inputting dashes immediately after, and then letting go. If you’re still new to FADC, you may find that your hands are still not quite used to the process to be able to do all that without thinking in a split second. Being able to will greatly help you execute FADC combos very well, especially when you deal with a tight link that follows the FADC (i.e. Ryu’s fireball fadc metsu shoryuken). It may also help in practice if you don’t concern yourself with the follow-up move until you can FADC your tatsus really quick.

If you noticed when you perform a focus, regardless whether the attack makes contact or if you cancel it, the dash inputs you made on the controller happen long before the dash comes out. In a sense, you don’t even have to wait for the animation of tatsu to be canceled or for the Focus animation to be blatantly active on-screen.

  1. Building muscle memory to input ultra after dashing. Step #2 will be of a helping hand because the sooner you can FADC, the larger window you have to connect Shin Shoryuken. All that’s left now is to build it into your memory to input the two QCF motions while Gouken is still dashing.

To go into greater detail, the SF4 engine is lenient here because you can jump ahead with inputs to have more time for a follow-up move. Like how you can seemingly input dash long before the focus animation shows up, you can input Ultra long before your character finishes dashing. In other words, after you’ve inputted the focus dash cancel, on the screen, you should see Gouken only now canceling the tatsu into focus into a dash. (I’m exaggerating the gap in time to illustrate my point). If you practice inputting ultra after to the two taps (dash) on your pad or stick, you should eventually be able to activate ultra a few frames after Gouken leaves the dash animation.

Thanks for the tips! I’ll hit the lab and work on those things.

Or you can focus>press forward>qcf > let go of mk + mp > qcf + ppp. If your first qcf is fast enough, you get a dash and half your ultra motion together. At least, that’s how I taught myself. I just hate doing herky jerky shit so I barely ever use it.

I’ve been having a lot more success with cr.jab>lk.tatsu>fadc>ultra 1 by doing down jab > qcb lk > forward > forward + mp + mk > qcfx2 > ppp. I really like doing fadc with forward > forward focus as it has been helping all of my fadc combos.

@climaxter I didn’t know you could do a qcf before the focus ends but I suppose since the buffer is there why not. Thanks for the tip. I’ll try it out when I get home.

Is cr.hp only special cancellable from a certain range, or is the timing just weird? I was playing around with some combos and I tried following up cl.mp > cr.hp xx hado > fadc with cr.hp xx hp.palm and wasn’t able to get the palm to ever come out.

the last hit frames on it don’t cancel

sometimes people say that, with cr.hp, if it hits during the “elbow” frames, it’s cancelable, and if it hits during the “straight arm” frames, it’s not.

But I’ve seen it happen a few times where i get a cancel from the “straight arm” into a fireball. It might be that it can only happen on, say, the first frame of that. But it does happen.

I can get gflip after complete extension of CR HP…just input faster for flip

Yes, apparently he can cancel the end of it for flip more than anything else

Maybe it’s somewhere in between his elbow and hand.

Look at Cr. Fp… it will be picture number 1. that you can cancel.

Depending on how early/late you cancel it allows you to do some different things, but we will save that or another discussion.

The hit boxes on d+mk and GF Dive kick are different too…

After looking at the tatsu hitbox, when they said they’d extend the hitbox on EX tatsu downward, I wonder if that meant they extended it just low enough to hit the head of crouching people? If that’s the case, we can expect to continue whiffing tatsu if people use various moves to lower their hurtboxes like Ryu’s cr.mk, Blanka’s ducking move, etc.

I remember these. Cmd dk seems to have a bit steeper and longer hitbox which would make sense why it is better for stuffing some things.

@AOS: The hitboxes for EX tatsu, I believe, have changed since these jpegs were released. If you notice, it shows the reach of ex tatsu as being less than what I’m assuming is hk tatsu. I think that has changed, they seem to be at least equal now but I could be wrong. It seems to hit really far away. I would guess that certain moves at further distances would allow ex tatsu to whiff in Ultra but that would most likely only affect you on wake up unless you’re just throwing out tatsu’s like pop rocks.

I SEE NO MOVEMENT ON LPALM, IS THIS NEW?

THROW OUT TATSUES LIKE POP ROCKS FUCK IT!~!!!

It’s the AE hit box data.

Hey dek. Any chance you’ve played botb_rainingfire?

I have not nor would I. Their leader ChevyStreets is a serious booster and so is most of the team

He play Gouken?