Nah you’re right. It’s not infinite, you can only do a few loops before cl MP isn’t close enough.
Yeah, but you can just alt. the loop…
cl. st. mp, cr. fp xx hado xx cr fp x hado… repeat
that could be handy for practicing the FADC aspect, but less so learning the link timing of the cl.MP to cr.HP
It covers both.
St mp > cr fp is a 2 frame link and is a 3 frame link if you plink it.
If it’s all about the mechanics of just landing st mp. Cr fp. Why not just walk up and keep doing that??
You can be 100% on doing that but there’s certain user mechanics YOU will have to address for canceling.
-will you use the short cut dp method?
-will you hide within the normal input?
-and most importantly are you holding down the hp button since the game can confuse the inputs when certain punch buttons are mapped together?
But again, we are talking about a 2/3 frame link… Just practice it.
Pardon this trivial question…
Are any of you having trouble completing Gouken’s trial 9 in USF4 1.04? I can clear it fine in Super, but it seems Dan’s hurtbox is weird.
Thanks
Got it. I put Dan in the corner and just did j.HP, cl.MP, crMK. Seemed easier…
Hello all… I’m far from a “new Gouken”, but I’m still also far from a very proficient, or even good player… But hey, that’s not why I’m posting here…
I will say this… A quick thank you to all the really substantial contributors, I don’t peruse this forum much these days, but when I was starting out a lot of the knowledge here was a great help.
What I’m gonna ask about may’ve already been covered, if that’s the case, if anyone could direct me to the answers that’d be sweet… If not! Well… I feel it’s something that deserves its own thread or, to have a youtube tutorial made (which is something that might’ve already happened, and if so, a link to it would be much appreciated)…
So my question is… are there SETUPS FOR WHERE YOUR OPPONENT DOES DELAYED WAKE-UP AFTER A HARD KNOCKDOWN…???
I gleamed from one video that, after a forward throw (I think it was an Anton match), you can forward dash, cr.lp, then hk.flip for some ambiguous, meaty goodness… But outside of that, I don’t know shit… Are we able to land meaty normals if we go for oldfashioned safejump setups, and the opponent does delayed w/u? (Okay, I think I’ve said enough… thanks for the consideration, good luck Goukens)
There is manual timing for very late flip kick which can both ambig a normal hard wake while safejumping a delayed. I personally prefer learning the manual timing on the flip kick as it gives you way more options for messing with their heads and training them to not try to get out.
Yes there is, but as artiferen said a lot of stuff are manually. So what I’ll suggest is this, go to training and use the new record/play setup and use gouken with another shoto or the character that you want to use the specific setup. When you do the gf at the startup you have as soon as possible motion, wait a bit motion and the last one jab and then input the motion. All of them have different uses, repercussions and effects. And as for the dive kick you have kick as soon as possible, delayed a bit and super delayed(when he kicks last second and seems like.suspended).
So what you’re gonna aim for is safe jumps, cross ups or hit them right in the neck. If you see that the one you aim for safe jump didn’t work, juggle with the dive kick, if it didn’t work do later motion and kick straight up and so on. It mostly a combination that you have to find yourself and feel familiar with it because it’s not like throwing hadokens…
Things to be mindful of.
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3 frame (invinicible reversals) With this set up you can beat them up top… but you can’t safe jump low… You HAVE to land early (faux) or you will be hit). Well… you can safe jump it, but if they DWU and reversal, you WILL be hit.
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Characters who rise late. (Blanka, Sagat etc. etc.) Because of this, whiffing a jab/normal doesn’t always work.
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Guy/Yun with EX… They seem to be a bit faster than the said 4 frames… and you have to be frame perfect on this type. Juri’s EX Pin wheel has STUPID active frames… beware.
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Hugo, Gief, and T Hawk all have sweet spots to make their reversals miss.
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I overlap hit boxes from Gouken’s dive kick and the “said” reversal and time it to stuff when the invincibility frames wear off. So if a move is invincible for 4 frames… you want to know what it looks like on frame 5 >>> >becasue that’s when you want to hit them.
It’s HARD and HARD work, but that’s why only a few people can do it… and then only another handful can actually use it properly.
So true iam!!!
Thanks for the responses people… I appreciate it… Right now, too lazy to go about trying to develop in training, so I’m gonna do as I usually do, and hop on and have some laggy, messy games… Been up all night getting wasted… should be a riot… BUT! I will be back to do my best to decypher the advice and learn a little something. But yeah, thanks for doing your bit to try to help… It’s kind of old and familiar to me by now, but as well as being taken by this monster of a game, I was really impressed by peoples’ willingness within the community to share and help. The internet’s so powerful… (not that this is the greatest example of that, but I’m sure you get me.) Thank you all.
If you’re on psn, drop your tag. We can try to play sometime lag permitting.
There are a few canned setups you can do, most are character specific.
DWU 4 frame wakeup: After fthrow, s.MK, heavy demon flip divekick. Gets owned by regular wakeup, use if they spam DWU.
Vs cammy, fei long, ken’s MP shoryuken, juri, some others: After fthrow, dash forward twice, jump forward, command divekick. This is not a “safejump” on regular wakeup and can be walked out of, but will stuff these chars’ uppercuts and if they DWU it’s a 4 frame safe jump.
I feel like DWU should require an EX bar.
As it is, it’s just heaven’s mercy if the opponent doesn’t use DWU.
DWU hasn’t helped me at all. It makes goukens job harder when hez on offense but on his wake up, what’s the big advantage? They wait 11 more frames to throw you. Whoopty fucking doo
floating the sweet spot is almost 2nd nature with DWU now for me, I don’t seem to notice they use it until I look at the replays
Dwu can suck it, I don’t have any problem with it…
If you manual time dive kick with out whiffing a normal, you can stuff attacks and safe jump dwu. And still retain your OS’ and all that.
DWU is a plus for me. I get to use on defense. And on pretty much all the cast, they can’t stop me from jumping in on them even if the DWU.
LOL… Gotta get in the lab…
Lol…
Hey! I’m a new Gouken player and new USF4 player. Quick question.
I’m having a hell of a time fighting Dudley as Gouken. A couple of my friends play Dudley, one in particular (who basically taught me how to play the game in the first place) is brutally good with the character. (i.e. almost never dropping combos, nearly guaranteed stun if he gets in, very fast mixups, harder to read than most players)
I think my biggest problem with this matchup is that Dudley, as far as I’ve seen, cannot be zoned successfully by Gouken’s fireball game. The whole point of Gouken’s aerial fireballs it to create a maze for the opponent, as Veloc1raptor put it, and in my experience to punish jumps, But Dudley can duck right under Gouken’s horizontal hadouken with one of his specials, making it seemingly pointless to even use the diagonal hadoukens. EX-tatsu seems to work pretty well at getting Dudley off of you, but A; you only have so much meter, and B: a smart Dudley will just bait the EX and punish in a rather hilarious fashion.
Outside of punishing his jump ins, I get chewed out by Dudley’s mixup once he does get in, and it’s hard for ‘me’ to get in with Gouken’s combos without such an effort blowing up in my face.
Other than just having a better neutral game, do you guys have any advice on how to deal with this matchup?