New Goukens: Ask a question get an answer

But, if you are doing dk early, what you’re describing sounds like a normal wake up. You can land as they stand, like 1-2 frames before they are hittable (after forward throw). Anyway, what are you doing to deal with DWU? I kind of just try to meaty or block…I’m not finding the extra 11 frames of active divekick pressure I need to deal with both options with one kick…

You guys got short term memory issues lol…or my bad maybe you didnt catch it, or maybe its not up anymore, but IAM put one vid at least with one setup to cover both a while back…might not be up anymore not sure.

look for new visual cues…
or do a one one thousand type thing in your head…its in there tho

I saw the video and it was great. He was making Ken’s wake up reversals look stupid. I still am not finding the timing. I’m either getting hit or landing too soon.

I actually have bad memory =( I can already tell the timing. I’m not perfect with it but I think I have decent judgment on what to do next should I fuck up.

climax- have tried in training, or just online?
visual cues maybe?

I find recording a dummy to do a perfectly timed move in training when I’m trying to learn manual timing like flip kicks really frustrating to do. It could take me an hour to get the recording perfect and then test it, by that time I’ve totally lost the timing. It seems like it’s really only good to see if something is actually possible, but as far as practicing timing…meh. I would’ve like to have seen a ‘wake up options’ selection for the training dummy.

Is there a post that has gouken’s flip setups for cross and non cross?

Gaku and Phunkism have some good stuff on their YouTube pages. You’ll be able to see many of the sets ups there.

Most of these will be pre-Ultra so you’ll have to Adjust them for DWU.

Anyone seen velociraptor hit someone with a cross up ex tatsu on wnf? Anyone remember the set up for that?

What is my best option when I get knocked down?? I seem to struggle most when I’m gettin jumped in on when they are to close for me to ex tatsu and c.hp

really depends and is situational. unfortunately thats a reality. start with blocking. I recently started doing this myself.

Read your opponent. Late cr.tech with mk added in can cover a few options but really, you just have to read your opponent. Waking up pressing buttons usually is a bad idea but online lag distorts the wake up game so much. It’s so easy to just get thrown on every wake up because of the half brained tech system, so we tend to try to defend against that which ends up getting us meatied. Also, DWU has done little to make Gouken’s wake up much easier.

There is no easy wake up for Gouken. Try your damned best to stay on your feet. That’s the best advice.

I require some help with execution. I’ve always used the following combo: DF.divekick/jump-in MK, cl.st.HPxxHP Senku or EX Senku. Now obviously if the opponent is blocking I’m screwed. I’ve tried hit confirming with the jump in attack and the cl.st.HP but I learned the hard way that it isn’t ideal. I would mess up the combo and then get thrown/ Dp’d or utra’d.

So now I’m trying to replace the cl.stHP with cl.st.MP>cr.HP. Then if it is blocked I can follow up with xxLP Fireball and if it is not blocked, xxHP/EX Senku. I believe the cl.st.MP>cr.HP is a two-frame link? I seem to get that cosistently now, every now and then online i’ll get punished between them, but I can live with that.

The problem I have is getting Senku to cancel from cr.HP. What I try is MP, then down-forward HP then down, down-forward HP. One of two things happen:

  1. cr.HP connects but nothing after that, and I feel I’ve wasted ALOT of damage :frowning:

  2. cr.HP doesn’t come out and after MP, Senku comes out and I get horribly punished inbetween. Now I know this means I pressed the down-forward HP too early and missed the link. LUckily this doesn’t happen alot anymore since I’m getting better at the two-fram link.

What bothers me is that I struggle to get Senku from cr.HP, with cl.st.HP it was easy since I just pressed forward+HP, then down, down-forward HP and the cancel happend every time.

Is there any tips to make the cancel easier? Is my method of “MP, then down-forward HP then down, down-forward HP” then best way to do it?

cancelling into fireball isnt an issue for me. I do, however, get a HP fireball instead of a LP fireball but I know that is a negative edge problem and I need to release my initial HP earlier.

I used to struggle with that! What you didn’t mention is whether you’re on a stick or a pad.

If you’re on a stick, try:

s.MP, forward, down-forward , plink c.HP~MP and hold them, flick back to forward and release HP and MP.

OR just hold s.MP the whole time and don’t release it. This looks pretty complicated but for me is a very natural motion.

You can also do it like:

s.MP, down-forward, c.HP, down, down-forward, 2P (using negative edge if you wish).

As for negative edging your fireballs, just release HP faster. If you must, you can hold down the HP and don’t release it until after your light fireball comes out.

I am on a stick, thanks, I’ll practice your “complicated” method tonight, maybe try it out online if I get the hold of it. And will report back what my findings are. I just feel it is our BnB so I should be getting this down 90% of the time at least.

The first method is good because it helps solve all potential problems:

  1. You don’t get super by mistake
  2. Plinking the MP and HP makes the link easier
  3. Negative edging is convenient because your fingers are already on the necessary buttons

I’ll suggest that you go one step at a time, go for what gives you the most trouble. Right now just try to do cr HP into palm. What I usually do is cr HP down forward, down, down back, down, down forward (it’s easier that way). Just practice that until you have a grasp with it and then incorporate stand mp- cr HP into palm and you’ll see if the muscle memory helped you. And do the same with cr HP into hado, everything is more muscle memory and practice, you’ll get it buddy!!!

Thanks, I have actually tried the “down forward, down, down back, down, down forward” method but i got a lot of Kongo’s. I believe the negative edge from the HP triggers it. So basically the Kongo is activated prior to me pressing the second HP for palm. But I agree with you, I really need to get the muscle memory correct. So its just practise, practise practise.

Speaking from experience this is an easy fix. Go into training and turn inputs on. Then while you are holding down(which is the direction you want for cr.hp) do down-forward, down, down-forward punch. Make sure they are your only inputs and do it super slow at first. Then while making sure you have those exact inputs speed it up till its fast enough to where you hit punch a palm(Senku). Using back directional inputs and negative edge will give you problems. I do not like using negative edge personally. If your really “hardcore” get a metronome app and time your joystick inputs to the beat. Speed it up two clicks, then down one and repeat till whatever speed is fast enough for special moves to come out.

Can you link the following.
dp.lk+k, cr.Hp, ex Senku, denjin, ex Tatsu?

I know the one I am talking about is a trial that ends with Denjin, but I try to do the tatsu, and always end up staying forward and kicking, or I think it switches me over and I do an ex Counter.

Can anyone confirm? I am still attempting.