Gouken
Just a note to start; his parry is not a beast, it’s pretty lame. Just a glorified (by non-Gouken players) fast focus attack. It’s used because it’s his last line of defence as his footsies are ass.
It will parry multi-hit attacks for sure, though he has to guess between high and low. You can pretty much stay just outside his throw range exactly where he tries to use parry and mix between cr.MK in BnB or close HP into BnB. The risk reward is fine, the parry is around 200 damage at most; the best thing about it is that it throws the opponent back to mid range. (Goukens ‘zone’)
If he uses EX he doesn’t have to guess, but that’s at the cost of EX meter and it does less damage. If you’re worried about the EX or about him guessing right, you can easily just throw him, or pause a moment for him to screw up his timing and then punish him.
This match isn’t that bad but you have to understand Gouken. In mid range he’s a beast, he’ll crush you in a fireball war because his fireballs recover the fastest outside charge characters. He can fireball spam and outstrip your own long before you get the time to charge a red fireball or before he needs to think about the rush punch. If you look to hop his ground fireballs, he’s in the perfect range for his sky fireball to stuff you anytime from when you go up. The good part is that his EX fireballs don’t hit twice unlike pretty much anyone elses, and for a multi-hit he’d have to do a really long, pointless charge. Keep this in mind and remember to use an EX Gouhadoken to get through and knock him down to save yourself if you get trapped here. Only use it to escape because he can rush punch it just the same.
If you see him start charging up his fireballs to go for a trap to make you jump, if you’re close enough you can teleport through him where he’s screwed.
His weaknesses are both max range and right up close. With max range, his single ground fireball has to cross the whole field before he can throw another one, so you’re on equal terms here and his sky fireballs can’t touch you from this range. He hits like a fairy from here, red fireball and air fireballs are back in play, and you can use your ground fireball to buy all the time you need when his own are coming in. You’re pretty safe here and can dominate the fireball battles, but don’t get complacent because he can still EX Demon Flip in on you and catch out an anticipated fireball or careless red charge. His Demon Flip can be a bit of a worry because of the air parry he has. If you’re worried about excessive mindgames from this, you mix in Akuma’s EX Tatsu as you’re AA since it beats out both the air parry and the throw. (but loses clean to the dive kick) Ultra here is magic of course.
Up close is where Gouken has the most trouble. His normals only really cut the mustard on the most basic level, they’re pretty slow and anemic. The best he has is a safe slow sweep with a nice speed and okay range. No crazy priority AA reversal like a Shoryuken, his best reversal is probably his parry, which requires meter or a correct guess, and can be thrown of course, not great. His anti air is pretty basic and doesn’t have great priorty, he needs things like little crouching normals, a parry or a really unsafe Tatsumaki. His primary defense against jump-ins is his sky fireball, which is not reactional AA on closer small hops in, so when you know how to zone your jumps, he’d better hope he threw a psychic sky fireball.
Naturally you can mix jumps with your footsy pokes because he can only react to the latter and the jump approach screws the timing of parrying anticipated pokes. At the right range, he’s pretty much only got random parries or unsafe dash punches (or of course random Ultra’s when they’re charged) to choose from to get you off him.
Don’t fear the backthrow. I mean obviously it’s a real threat, but aswell as the throw having bad range, it has a huge window for teching and his normals rarely win him enough time to stop you attacking so he can move in and throw.
Close pressure in the corner is pretty much death for Gouken, even really good players have few solutions outside of the more predictable and desperate attempts. If you pin him in the corner, you can just rain on him until he’s worn out.
Fetched vid example:
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