New Goukens: Ask a question get an answer

“However if the main problem really is just not in online matches? Try playing some matches where that is all you do, don’t do anything else, just try to make them jump and do a tatsu(heck even regular lk and don’t worry about getting stufffed, its about the input practice in pressure) There are lots of times I play online matches with goals like this, just trying to figure out if somethign works in a certain way or not, just to get used to doing it and get more used to the situations.”

Good idea! Yeah I realize the technical aspects of why the move is fucking up with buttons coming out too early or late. My execution on EX tatsu by itself is totally fine - it’s just from that down back position. Will go try to do a very simple 1214 Kicks motion now to see if I can simplify the inputs like you said. I was working on it last night and have started using LK and HK together instead of MK and HK since its where my fingers naturally rest, and have had less of the Cr.MK coming out problem.

I use LK+MK for ex tatsu because if I accidentally screw it up, I still get cr.mk as an anti-air :lol:

Hey guys, when do you guys throw out mp hado? hp hado seems to be better at pre-empting jumps. I find mp hado good against tall characters at a certain range. How else I can use mp hado? thanks =D

fullscreen jump sniping

MP hado is a neat one to have when you got an opponent who’s slowly making their way in between full-screen and half-screen.

It fires low enough to still beat Honda’s headbutt, as sampled the other night.

What I like about mixing up between MP and LP is that after you fire enough MP hados, you can condition your opponent to close in on you by continually gauging how close they can walk in without getting hit by it. This can potentially be used to bait people into something. The best part is that when you’re at a half-screen distance, you haven’t much time to determine whether it’s an LP or MP. Perhaps there’s some trickery that can be done there.

This is what I did with lowtoergod’s dan the other day. Caught him doing dankyakus and got him in the face when he walks up to me. And if he jumped, still eats an mp hadou. I’ll mix up charge times to to make it seem like I charged it long enough to get the two hit hadou. Mp hadous hit quite a bit of the cast in the head while standing. So whether they jump or not, they’ll still get hit

You can also use them to hit guile in the face while he spams Sonic Boom. It goes right over, but you will get hit by his boom :-p. Works nicely at the end of the round if they have no health… pretty rare strategy.

Not that rare. I try to find as many trade scenarios as possible w gouken. Coolest thing about the diagonal fbs is they lock opponents into blocking state and can only be backdashed or focused…good setups lie in there

Today I found another use for using MP hado. Against a Juri who’s looking to use her teleport to close in distance after a period of keeping her out with fireballs. You think she’s going to do it? Do a MP to throw them off, whiffs, they stuck in recovery.

I was playing a less skilled player, and I’ve played against him enough to have a comfortable guess when he’s itching to do this teleport trick. I guess at a higher-level mindset, you’d mp hado and FADC. Dash in to close the distance to begin your offense.

A good Juri will probably be looking for a dashin under the fireball instead. they only lose control for the 17f of the dash instead of worrying about a huge whiff recovery. Tell your Juri friend about trying to dash it instead. Doesn’t even need to guess, one can do it onr eaction thanks to Gs slow startup. :3

always look for kongo on jump parry from juris tho

She can do it empty or she can divekick from it. Always is a strong word. Also most learn to stop using the jump versions soon enough and just go full evade.

if she does empty- dj mp>iat, or cl st hk asap before she lands… not the only answers of course :wink:

by full evade you mean where she slides all the way the the opposite side of the screen into the spiderman pose? In certain cases IIRC an ex flip>slide gets under her just as armor wears out, leaving her cornered and on her back…

I agree on such definitive terminology being used. it doesnt hurt tho to have something to always be looking for, in addition people can always look for full evade and plan for that as well…

Meh… Delayed Wake Up… ZZZZZZZZ…

For traditional safe jump set ups If done right, worse case scenario is you land early and have to do something else. For those unblockable/hard to block set ups that hit the opponent up high are really the ones that may propose the most risk. *For example Ibuki/Akuma tries meaty Kunai/Fireball before you wake up and you delay it. They may still be in airborne frames when you rise and the kunai/fireball will miss. Or… if someone is OS happy and you delay it, they go flying off in the air or whatever… and you get to punish them.

G Flip “5~39f airborne, 27~37f can activate parry/kick/throw, Demon flip slide activates on frame 40.”

Delayed Wake up is 11 frames and we can delay our dive kick by 10 frames. -1 Frame Difference not including dive kick downward/landing time + starting frames of the reversal… (manual timing)

In a nut-shell think I’ve found a work around… lol…

(I’m going to try to Mod my AE again this week, I tried last week and the shit didn’t work so I have to erase and start over).

Can anyone explain to me why Gouken’s FA is regarded as so awesome? I feel like I’m missing something. The range looks decent enough but not outstanding and he doesn’t reel back like Fuerte or Akuma. What makes it so impressive?

It isn’t awesome by itself. Exactly like you said, it’s got an above-average hitbox, but a horrible charging hurtbox.
Gouken’s FA “awesomeness” comes from the huge unavoidable damage count that it leads into. A crumple plus spending one ex can take away half a life bar.

Some other points are some of the other tricks that complement his focus, besides its normal range Gouken has a very decent kara focus which combined with his 16f dash allows him to focus dash and cover distance very quickly(2 kara focus dashes cover about the distance of 3 of his normals dashes, even more if you se his forward step distance as well, ofcourse evrything you add to make more distance makes the dash overall slower of course(just overall faster than an extra dash)). It makes it a great offensive Focus attack. Another side effect of the 16f dash is that means that even on blocked lvl1 Gouken is +0 and then has access to his 3f cMK.

The absence of reeling however and a very poor backdash, don’t make it a good all round focus, just one that can excellently complement him when he goes to pressure someone.

Because be can level 2 through almost anything unchained. There’s only about 3 characters in the entire game that can do that.

As far as best focuses in the game go you have:

  1. Hakan - can cancel focus into normals similar to parry in 3rd strike
  2. Fei - is just as fast as Goukens but has about 30% more range
  3. Gen - has Fei’s range but appears to be Oni’s range in game so is deceiving (this is getting nerfed in Ultra)
    4 - Gouken - has good range, is fast releasing and damage from a crumple is huge.
  4. Dudley - has decent range, is fast releasing and damage/stun from crumple is huge.

Fei is different though in that you are not point blank after a blocked focus.

Very cool stuff. Thanks for the answers! There’s so much I don’t know about this character.