cl.st.mp is a far better meaty than cr.mp, as is close and far hp.
Maybe, but I don’t want to always want to be right in their face, and at the range I use it it’ll stuff shorts and medium pokes, and I can always cancel into kongo, tatsu or df for a safe option
Aside from being a point blank range with EX and canceling on Guile (and a couple of others), when is GF cancels from normals ever safe???
Even when you use EX there is still a gap between when the invincibility wears off and when you can activate dive kick or parry.
From what you are describing it doesn’t sound like you are in throw range, so there’s no need for anyone to crouch tech or mash a button when they wake up. Most smart players will just back dash or block b/c they know Gouken is limited at that range as he either needs to be in or out.
Cr. mp is also -2 on block and if you are going meaty on their wake up and they mash you’ll still get hit.
Cl. st. mp is +4 on block and something crazy like +10 on counter hit and if you have the meter you still retain the option to EX Flip their reversal attempt or grab them or dive kick them if they just stand there.
what is the point of using cl. st. mk after demon flip like proud strawberrry and other gouken players do when setting up offense?
I don’t really get why he cancels the counter out of it also.
Sometimes flip hits too high and blocked, I think cl.mp can be mashed out of. I use cl.mk when lag is bad. He might be messing up a LP palm cancel or trying to catch mashed tech. Obviously a reversal will break kongo and I’m pretty sure he knows that.
Ya I follow up with mk sometimes because its 3 frames and puts you out of mashed reversal range after recovery. Or you can cancel into lppalm for most reversal safe chip. The kongo cancel is likely a missed side guess for palm.
Cause it doesn’t a lot of hit stun messes up reversal timing and might a standing throw tech cause I think that moves comes out fast enough to stop crouch techs and hits crouchers any way… As to why strawberry uses cl.mk.
I should chat w him…hes on my friends list and weve played a few in usf and AE…not sure if he does English tho
He does it for the push back and spacing afterwards.
If you time it correctly it’s reversal bait.
do you guys have any use for the regular tatsus outside ex palm dash hk tatsu?
I know that you can AA some jumpins quite well. Sometimes you trade but if you do, you can ultra on reaction lol
let’s see…
lk.tatsu fei’s chickenwing if you don’t have ex.
If you do find yourself ever using tatsu as an AA, you pretty much always want to do a hk.tatsu follow up incase it trades.
can’t really think of any other time.
Lk tatsu for regular AA and Mk tatsu for characters whose jump are floaty…
use any of them as an os in footsies, or a the end of some chained lights, they all work great on counter hit and you nail everyone as son as they push buttons or jump forward or back, got be somewhat close tho.
after ex palm towards corner>lpalm and immediately either lk or mk tatsu as soon as possible…creates the perfect safejump/whiff bait , so many will bite on it on their wakeup because it looks accidental…truth be told that’s how I found it in game years ago.
Since Dive kick forces stand, you can hit confirm into it after landing dive kick if you aren’t sure about going into cr. fp (or it you are too far away)… so dive kick, cl st. mp (+7 on hit) > any other button than cr hp xx tatsu gives you a more lenient link. I use it a lot of times on line when the connection is piss poor.
Other than that, raw tatsu is really iffy b/c if it drops then you’re getting punished. Most times risk/reward doesn’t favor Gouken for doing raw tatsu, he has other things that he can do and get similar damage or and set up.
so bottom line is that is it’s pretty shitty?
also, cr. st.lk is useless too, no?
they should make it +4 so we can use it to get hit confirms into lp palm…
It’s not shitty, just shitty as a reversal, consistent aa, and vs crouching opponents.
Lol
And yeah all lights should end in +4, but I’m assuming Capcom doesn’t want us just hit confirming everything into tatsu from up close. But it’s def needed.
do you find it consistent as AA? I find it trades and straight up loses a horrible lot.
lk.tatsu has upperbody invincibility, so it’s fairly good for AA if you can react in time and the opponent has made the non-understandable decision to jump at you from a range that would land them on it. If it does trade because of an amazing hurtbox on the jumpin button, you should always be buffering hk.tatsu or ultra because I don’t know of any position where a trade doesn’t result in the followup hitting.
mk.tatsu is completely shit and I don’t know of any time where somehting else wouldn’t be better.
ht.tatsu is too slow to use as an AA, it’s for confirmed combos, that’s it.
Mk tatsu trades easier. That is all
Long time lurker, first time poster. Huge thanks to all the Big G mains out there contributing to this forum. It’s helped me out more than I can tell you guys!
I get myself into a situation like this all the time: go in for a gflip divekick crossup, opponent tries to jump out–the crossup hits, but results in a reset. What’s my best option here? I’ve got a nasty habit of attempting a throw too early, which is usually met with either a throw from the opponent or a dp to the face. What should I be using?