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i second that nj iat…

also in the mixup game with chun…cause see it starts to go like this…first knockdown say sweep…you dont want to go in right away…chill chuck something…shell hazansu if shes froggy, parry the platyapus dat shit…you gotta be able to shoot out moves with god spacing and also try to make her bite…a sweep>hado w instant holding back into low kongo will reveal you have plenty of time to get that 1 frame kongo startup in there…next sweep try command divekick to the clit like he said…pop dat bitch in the air (most likely a a stuff ex sbk into reset,cause chances are thats what you’ll hopefully get down timing wise)then just toss her salad with a cmd overhead mp to cr.hp>expalm-counterhit setup, juggle lightly with angled hados …then reset of your choice,go from there…game blouses

actually, i meant on the way down. nj will get them standing up so the air tatsu will actually hit them.

I liked for that reason

I can’t seem to tiger knee a forward moving Tatsumaki Gorasen - are there any tricks for me to be able to do one while still staying as close to the ground as possible?

Some do the qcb and move the stick to up forward and hit a kick button. I rarely get this to work but it gives you the lowest tatsu. There’s the poor man version where you just whip the stick from up forward all the way around to back and then hit kick. It needs to be done quickly. Practice is the only way to get the timing. You want to end your motions and hit kick as you are leaving the ground.

AFAIK there’s a bug that prevents consistent tiger knee of Gouken’s air tatsu. I entered the IAT motion into Frame Trapped and set it to play back and it only works half the time when performed by a computer program designed to do a combo. It’s better to just 963214 the shit.

It has a height restriction so you have to wait to hit the kick button after pre jump.

Alrate fellow goukens me again more problems I’m having and need help with

  1. Blankas who hop through and jab electricity are a nightmare but dealing with his electricity alone is a problem blankas who do it in front of me and I touch a button to punish I always seem to get electrocuted??

  2. Decapre who turtle full screen if I throw fireballs she slides under them. and anytime I go near her with pokes or flips I get hit by her dp move it seems to beat any move or button I press not to mention her teleporting all over the place.

  3. Rolento his pressure is horrible can’t get him off me haven’t beat a single one yet.

And yes I am a noob and not good yet but I’m trying to learn through these forums and slowly I’m getting there with everyone’s help thanks.

honestly, you should counterpick the listed chars, all are bad match ups for gouken…

maybe rolento not so much like the other two.

Assuming you are not counter picking and actually want to use Gouken… In match ups that are really bad defensively, you are going to want to learn how to approach these per hard knock down when you get the chance. Other than that, you’ll be chucking hado’s and they will just go around it, and you’ll end up wanting to counter pick, or just find your self holing down back and trying to crouch tech more than you’d like to.

Use Kongo, Ex Tatsu, RFA, or dash back and cr. mp/sweep. When he’s doing elect. the fireball will go over his head and not hit him (lol, I know right). If you want to approach pressure him after knocking him down, just remember he wakes up later than the standard. To get an idea of this, record Blanka spamming electricity and then play it back and knock him down and try to throw him on his wake. You’ll notice you have to delay the timing… same goes for counter hit and anything else.

If he’s hopping towards you, you can use cr. lp. This will hit him out of his random Blanka Balls too. If he’s moving forward he has no special moves besides elect… so focus on him every now and then, b/c if he slides you get to blow him up if you catch it with focus.

Without meter he has no invincible reversals, so anything meaty will beat him.

I normally pressure his wake up, but the standard answer around here is don’t do it… why? I’m not sure, but I do.

If he tries to EX through your fireballs, block them standing and use mp palm after you block it, or Denjin him.

If she’s full screen with no EX, then focus any time you see her using her teleport gimmicks. Up close cl. st. hk, cr. mk will beat her EX Ground pound. Or Neutral jump it, and if she tries to follow up with her upper cut you will safe jump it if you jumped early enough and can punish her recovery. Her EX Cannon Strike can hit you, but it doesn’t break armor. If she’s up close jump back lk works too and it will reset her and she loses a bar for doing EX.

If you aim for the top of her head on her wake up and she does upper cut, you will end up behind her for a max punish.

The easiest thing to do when she has EX, is to just look at her meter as her meter will disappear before the move comes out. If you don’t see the meter drop them focus or kongo.

When she has you cornered, just be patient, b/c if they are good you won’t be able to jump out. Or if you can jump, air tatsu the hell out of there.

His roll- Throw him. You can sweep it too, but you have to have good timing. You can also block it standing vs. blocking it low as it will put him closer to you, and you can sweep him or whatever else you want to do. But, I’d say sweep him, and jump in on him b/c his wake up stinks.

Buffer EX Tatsu, and if you see him roll back and come forward, EX Tatsu the living shit out of him.

Kongo is not that good in this MU b/c his roll breaks armor, and his multi hit normals beat kongo. When he does the pogo shit, just block high or tatsu him.

In none of these match ups, you want to soley rely on zoning or using hado, b/c they all have ways around it. So knowing how to counter attack them, and then turn the tides exploiting their wake ups is probably your best bet against them. Blanka will be a little tough, but if you learn the nuances of his wake up you should fair a little better.

These are all tough MU’s for Gouken, but with a little patience and being able to counter attack them / attack their wake up you should do better against them.

Thanks iam great info just what I was lookin for thank you.

On a related note what are some good meaty attacks I can use with gouken??

Dive kick and j mk for jump ins.

Up close ct st mp

So Blanka is a problem here because he’s so random. The only way to deal with his hop is cr. Lp, which can stuff blanka’s ball as well. You can sweep and hit him with st. Hp but it isn’t reliable mostly times. For AA use crouch hp and ex tatsu if you can. I couldn’t AA him until nowadays and the game has almost 6 years?? Blanka balls can be punished with mp palm and ultra 2 on block, but if you don’t want to block it you can use ex tatsu for that. His slide can be punished with ex tatsu. And just remember, he’s more of a mind game character, you wont beat him playing by the book…

Decapre is a tricky character, and you have to look for patterns. Yes her dp is ridiculous and she can spam her dagger, other than that she’s not safe on anything else she does. Her dp is -18 so you can ultra 1 and that’s minus 400 to 500 health. If she does her dive kick over your chest, you can ex tatsu reversal, she’s not safe. If she goes for regular lower dive kick, you can use ex tatsu too and rotate between cr hp, cr mk just in case she decides to go back.

Rolento is a new fuerte, really annoying heavy mixup character. And I think iamthatiam covered it all.

My recommendation is to go into training room and use the moves that you struggle against and see what can you do to prevent that and what can you do to punish them. And see frame data too. It will help

You can meaty with f.st.hp also, but NOT Blanka.

Questions:

  1. Best punish with one bar? Is it st. fierce xx EX palm - f. palm?
  2. Is EX tatsu usually reliable against opponents above Gouken’s head?

Thanks! Just looking to maximize my damage. Also, I tend to save bar exclusively for either EX palm or EX tatsu, I never FADC. Solid plan?

That will depend of the move you’re punishing, space and frame disadvantage of your opponent. If a move is -6 or -7 but the push back is a factor, just go for ex tatsu. If you play a gouken mirror and you block a palm, you’ll rather do raw ex tatsu, rather then mp into palm (more damage). But if your opponent is at least -10 go for cr hp into ex palm and do either tatsu or sweep after. That will depend on your playstyle. Hope it helps

Martinez covered most but to add, for raw damage output with 1 bar midscreen, it’s cl st hp xx ex palm > tatsu. That will give you the highest damage off 1 bar.

Also, I play FADC heavy. It is really a lifesaver for Gouken. You can take half a life bar off with one simple cr.mp xx hado. Gouken builds meter pretty fast. Use it.

Side note: Ex tatsu has basically removed Super from my game plan. LOVE ex tatsu!

  1. cl.HP x Ex Palm- f.dash - HK Tatsu, char spec though, whiffs on some chars, e.g. DJ, Abel, etc. Doing Ex Tatsu will hit everyone. If you do a MP Palm follow up into the corner, you can often add up a backjump HK for more dmg/stun. Depends how high you juggled and how far you were from the corner when starting the combo.
  2. No, at that range (cross up) Ex Tatsu tends to whiff if not auto correct. Close.HK can be used here (but low dmg)… or HP Kongo guess

Saving on meter is certainly the right way, having Ex Tatsu FADC is a life changer. Gouken does not need to spend much meter outside of anti air and big punishes anyway and maybe quick punishes with raw extatsu. If your meter mgt is good, you still find yourself sometimes in the situation to (suddenly) have Super. I would not write off Super, as it has many, very interesting and damaging applications. I still hit it from time to time despite Ex Tatsu being that good.

Never FADC…
But there is one fadc option I’d like to point out, after cr.LPx2 or a close MP on block point blank (!), a consecutive frame trap with either f.MP or cr.MP x Hado can lead to big dmg. You can hitconfirm (on reaction from the f/cr.mp on hit) if to fadc the Hado (17fr start up) yes or no. It’s a bit range dependent, but fadc cr.HP x MP/EX Palm usually connects (pretty effective in the corner). This frame trap can reach to 400dmg (without Ultra) midscreen and more in in the corner. If you frame trap with cr.HP x Hado midscreen, the pushback is to big, only cr.HK or EXTATSU is possible then. It’s worth checking out imo…

EDIT
Ah, yes, i forgot. Kongo fadc in the corner provides some beautifull, damaging stuff…

I really like using c.LP->cs.MP, fs.MP on block as a frame trap. It’s a 5 frame gap which I think is ideal in the “real” world where people don’t usually start hitting their buttons right away after blockstun. If they hit a button (or stop blocking lol), the fs.MP can be cancelled into fireball and then FADC to big damage depending of course on the position and hitbox. If you get far MP right after c.LP, you can sweep!

Speaking of which, if you want to end a combo with fireball FADC, don’t go into c.HP every time. s.MP s.MP Fireball is less stun but the same damage and pushes back less meaning, your FADC combos will succeed a little more often. You need to use training mode to figure out which characters work better with fs.MP.

Man. Almost every time I hit a close up fireball combo, I try to FADC. If they’re backed into a corner, I don’t even check for the fireball to hit. I just FADC and keep pressuring looking to open them up.
IMO, Gouken was made to FADC.