you need a goal, and that is a knock-down to safe-jumps. They’re not difficult to perform. Immediately* LK Flip and dive kick after sweep, or immediately dash forward and MK Flip and dive kick after forward throw. Land the knock-down and make it beneficial to you, because as you’ve pointed out, the fight otherwise is difficult for Gouken against Guy, but here you can switch the tables for a moment. It’s very important to balance the fight towards your favor with the means you have. Against Hugo it’s fireballs, and against Guy, Blanka, Ibuki, etc, it’s safe-jumps.
personally I like to anti-air with a diagonal jumping MP to Air Hurricane.
you can FA Guy’s run slide kick, and you can EX Tatsu both the slide kick and the aerial kick.
in the corner, and universally against any character, you can fake-cross-up with diagonal jumping LK on them. The safest follow-up is to just mash crouching jabs, but you can find more set-ups either by yourself or by looking for videos online.
Guy is among the characters where this timing applies, and it includes Ibuki, Yun, and the majority of the cast, however Blanka and Sagat and a few others require a tad slower timing.
** you and the opponent are at 0 frame disadvantage here, so while you need to time your cr. jabs after your forward dash, Guy can just mash crouch techs all along, thus having an easier time getting his attack out first. Two other options are throw (still tricky to time frame-perfect) and low Kongo.
Against is elbow drop, i try do cr.lk to duck under and immediately do a throw or you can FA the elbow( if the timing is right, you achieve a crumple).
You need to be aware of Run xxx Shadow Kick because Guy´s love it as mixup or to punish backdash, an EX tatsu well calculated defeat perfectly this kick.
I have no more to say per hour, the rest of the tips NG1313 have said, against Guy or is to keep pressure or end up taking pressure (being that it is much better than yours), then your game plan is to never let him keep you in the corner.
And I have a doubt: What is the exact time to dash after the EX Palm? To be more accurately, the exact moment? I wanted a reference type, maybe the position of the opponent or the position of Gouken, something like that.
I ask this because I’m trying to HK Tatsu after EX Palm and I’m missing every time.
You can always palm him when he runs. If you can read patterns, palm can make guy miserable. Cr.lk is the best option to duck his flip because he can air grab you otherwise, like goukens flip grab but better. Focus his slides and grab/punish. A toward throw, triple dash, cross up mk will make his ex tatsu whiff if its a reversal and will catch him backdashing or ex running.
This isn’t a bad match up at all for me. (Yeah I know, it might sound crazy) but here’s the thing. His target combos are against his favor, why? They are -7 at least so, if he doesn’t cancel target combos into something he’s on a big disadvantage. But if he cancel them he has three options.#1 is flip which you can AA with your set of tools and if he does elbow, Gouken’s cr lk into whatever you want can stuff that. #2 is hozanto, which lp and mp are safe but HP and ex aren’t, so go for ex tatsu for punish and finally #3 is run/slide/overhead/cancel in which he gets in trouble if he doesn’t cancel them. Slide is -8 at least so you can punish that a accordingly, overhead if you chrouch tech with 3 buttons you shouldn’t have a problem and if you are able to block high then ex tatsu revelsar for 200 free damage. And the run stop is not safe at all, you can jab into whatever you want on the recovery frames (which BTW are 17 frames).
Yes, it still works if Guy is not spaced super ambiguously. He can hit you if he’s almost behind you, but at that point they usually go for grab, which crlk will also duck. Also, Guy is shit if he has no ex bar. You need to rush him down and keep him on his back. If he’s pressuring you correctly, don’t try to mash your way out because he can counter hit you all day. You need to relax, block, and escape. Kongo might help, might not. Crlk can give you just enough room to wiggle out of the endless jabs and medium punches. Focus hurts Guy. Use it.
Seen a list of changes for all characters at eventhubs, most of the big changes were for the new ultra characters, existing cast mostly just dwu fixes. Nothing from gouken was game changing that I recall
One of the things I have been struggling with is getting down some of the bread and butter combos. For example,
Demon Flip (or j. mk), st. mp, cr. hp, hp palm
I can do the first half (demon flip, st. mp) and the second half (cr. hp, hp palm) but I am struggling to get all four moves in sequence. Is this a matter of pure speed or is there an execution trick to bridge the gap?
No trick. Practice in the corner in training mode. Turn off stun, put infinite meter, and do clmp Cr hp LP hado fadc cl mp Cr hp LP hado over and over.
I use cl. Mp cr. Mp xx hado does 8 less damage and not as much stunn but easier link. Also less push back for when you fadc the hado, less chance for your follow to drop cause of hit reels and push back. Plus it catches stand blockers.
Hold down cr hp when you first press it and keep it held when you are trying to pull of the special.
Practice doing cr. hp from pressing the standard dp input and also using the short cut. I hide my inputs for the cancels. st. mp > forward > down cr. hp > down toward 2 punches/3p button. See which one works the best for you, but eventually you’ll need to learn all 3.
If you are doing ending with hado… then start your hado motion from down back.
Has akuma always been able to ex air fireball during his demon flip? He has so many options and it’s still Bullshit that gouken can’t ex tatsu out of his demon flip
Akuma has to take certain/timings to make different things work on the opponents wake up. Usually deepening on the timing, he loses 1/2 of his options so knowing the timing really really helps.
-just be patient, mashing out will only make it worse
-Use DWU, if he does the wrong thing it can cost him half his health
-Take the throw if you need to (if he get’s happy with grab, then tatsu him) Remember Gouken has more HP than he does and does more damage when he gets a chance to punish
-if not perfectly placed… cr lk can avoid DF palm it if he times it wrong (it’s only active 2 frames).
-you can kongo Akumas fireballs and hit him in the process. For EX, block the first and kongo the 2nd if he’s higher up. If he’s coming down then just kongo the first one.
-EX Tatsu is invincible on frames 1-6, so you have to reversal late.
Most importantly, recognize how you are getting knocked down when playing an Akuma player.
-If he flips to get it in dj. mp or EX Tatsu him (you can also dash forward a couple of times, but don’t do it too much b/c he can use a lesser strength flip as a bait and catch you)
-Denjin his air fireballs and teleports. You can also palm through them
-they normally try to get in by using st. hk (wheel kick)… If you neutral jump it and he does it, it’s half his health.
-if he’s focusing to get in, then hado and cr lk/ex tatsu him when he comes through the fireball. Cr. mp xx hado doesn’t combo from max range but it’s good on focus absorbers from max range
And lastly… Gouken can make him feel just as helpless on wake up. His only option many times if you jump in on him correctly will be to teleport and you can Denjin him or whiff punish him for it.
No I meant that gouken can’t use ex tatsu during goukens demon flip. Aware of akuma options for his demon flip. Just shit that he has another option while we only get the 3 and none besides dive kick are all that safe. Just let me cancel parry in to tatsu or make it like his kongo I know I know 6 years of using gouken… I should be fine with the novelty that is gouken but hey every needs a gripe now and than
I feel ya. If it makes you feel any better Gouken can beat both DWU and standard wake up from the same set up and Akuma can’t. Well he does have 1 set up, but Gouken can do from all hard knock downs except GF slide and GF grab,
I usually follow up flip throw with cross up, or meaty cr.mp with dp motion buffered for Palm or df, depend on their wake up options sometimes whiff a cr.lp or sweep to try and bait a wake up reversal