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Well, the only real “solution” to them doing wakeup dp is to block.

If you want to play the read game, then ex.flip to not allow them the fadc and get the flip kick full punish.

If you are looking for a button, then I can suggest cl.hk especially for taller characters. 4 frame startup and oodles of active frames, and +5 at a min.

don’t forget about backdashing also. you might avoid both dp and grab and still be in range to punish or pressure with overhead or low. once they go for something else you can try and go for a meaty like st. hk.

but artificeren is right, ex flip is a good idea.

Focus backdash, kongo, crossup again, ex flip. Don’t be predictable, and don’t mash grab. If you are throwing too early, you are just pressing buttons and not reading the situation. Also, it wasn’t clear if this was wake up dive kick pressure. If they are jumping out or getting reset from your cross up on wake up, you need to work on your timing.

what do you guys use to beat throw teching(standing an crouching)?

I know that counter beats crouch tech and it’s very useful at that. what else?

I know you can use instant air tatsu but I don’t trust it online. Backdash sweep is okay. Sometimes it gets blocked or reversaled. Neutral jump is good for the chop but it can be blocked ir reversaled. Backwards DJ.hk is fairly safe and hits tall characters but you need to be point blank. I’m interested to hear other ideas!

backwards dj. hk sounds interesting!

I wanna hear more too! what do you guys use to beat throw teching(standing an crouching)?

Jump back hk

we should make a solid os with it …like ex kongo or dj hk…or even ex or iat / dj hk

New Gouken player here. What are the most practical and ideal combos to learn? Couldn’t find a combo thread, so I thought I’d ask here. Thanks.

Practice combos off close standing mp. It’s your go to combo starter because of the hit and block stun. Scroll to the top of this page and read my response to a question about combos. Practice that a thousand times until you can’t miss. Now you have goukens timing. You can exchange the Cr hp xx fireball for Cr.hp xx ex palm for a free juggle. If you do the ex palm, you can follow that up with a hp. palm or denjin or dash in hk tatsu but hk tatsu drops some characters. After you learn these, you know about 2% of Gouken.

Alright. Thanks. I’ll be looking into it.

@climaxter‌ I saw this yesterday and had a go at it last night while also getting to grips with using Frame Trapped to help me with learning the timings. This is my first time really learning links and I got the cl.MP, cr.HP fairly quickly (now just need to make it 75%+).

I also figured out enough of Frame Trapped to put the full combo in, up to the FADC, and then set it to repeat. But after the 4th time through Gouken would be too far away to start over with the cl.MP. Is this me programming Frame Trapped wrong? Or is it not actually an infinite loop?

I’m not familiar with frame trapped. However, this is something, as far as I know, that can be looped infinitely.

Its a PC program that is mainly used to help learn combos, you can program in the combo you want to do and then set it to chime on each button press to help learn the timing (at least thats the reason I’m using it) but you can also get it to perform the combo in training mode, which I did, but after 3 or 4 loops Gouken was too far away to land the cl.MP and so dropped the combo =/

I’ll play around with it over the weekend and see if I can work it out, I’m fairly new to both the software, Gouken AND link combos xD

Hmmm. The mp should still hit as far mp. The hadoken won’t combo but the mp should hit.

-st. mp
-cr. mp
-cl. st. mk xx hado > sweep
-Cl. st. hp > cr mp/lp (cr fp/sweep on counter hit)
-delay lp into chains… or hit confirm EX Tatsu

Architect, how are those options beating stand tech? I could see them beating crouch tech…

As long as your active frames are out there before the throw you are good.

Forward fhrow has 1 invincible frame, which allows you to throw certain frame traps, but if timed right you can hit them out of it too it just won’t bet a counter hit bc it was a true throw.

Back tech has 0 invincible frame so you just blow them up.

So as long as your move is already active they just can’t throw you out of your attack.

The 3 frame start up of the forward throw isn’t invincible… Only the 1st active frame on frame 3. So if you frame trap them during frames 1-2 of the stand tech, then you hit them… Just no counter hit.

I almost always use st mp bc of the ability to hit confirm after, the safety on block, 2 frame true block string with cr lp, and if it counter hits you get +9/10 on hit.

Meaty lp palm blows shit up and it can be atleast -3 on block if done right with good pushback. And it kills focus… I use it against ELF a lot and in the mirror for the Kongo warriors… And it beats techs.

Thank you

I played around with Frame Trapped, just had to change the time after the FADC input before the next MP came out, got it up to being able to loop about 10 times now, so can get to work on learning it now!