I’d like to start this thread to see how and why Gouken players use a few rare moves.
The first is his overhead. Now unless i’m mistaken, using his overhead in block strings is pointless because you could just grab instead. N/F.throw is more damage and even comes out faster than his overhead, let alone b.throw —> Ultra/Tatsu/Reset. So from where i’m sitting, his overhead seems useless.
The second is his d.mk in the air. Why would someone use this? As far as i can tell this move lacks in combo opporotunities, and the mixup opporotunity of a simple crossup is better.
The third and last is his DF —> punch. The only useful thing i can think of about with this move, is if your opponent jumps at the same time as you DF. This wold give you some sort of warning that they will air-to-air you. Other than that, if someone is on the ground, there’s no way to tell if they will anti-air you or jump attack at the last second.
I’m by no means saying that any of these moves are useless, i just haven’t found a reason or scenario that they shine in. Any feedback is appreciated.
d.mk can be used to short jump over fireballs and hits overhead unlike a certain other dive kick(rabble).
On a side note, did anyone else not know that tatsu combos off of a single light punch? I did it on accident and thought it was weird shit.
Yeah. I think you can try to condition your opponent to block low with demon flip kicks, and then use the air d.mk as a surprise. Has that worked for any of you?
Let me reiderate that i do not think any of these moves are useless. Saying they are not useless doesn’t help at all. The point is to give scenarios/blockstrings/etc. that these moves are best delivered in. Thanks in advance.
The tatsu is pretty rare for me, actually. I rarely will use it in a match and even for BnB, I prefer to use HP palm instead. Sometimes I’ll use the EX one if someone is getting close, but it’s not that often.
i use the overhead to catch people that like to spam dp’s on wakeup. after i block and punish a few dp’s they begin to crouch block thinking i;ll do the same thing.
i only use it on people that can tech my throws. i’d rather go for damage than a tech.
you could then FADC the tatsu and go into an ultra. At mid-screen, after a jump-in it’s better to go into s.Fierce(or c.Fierce)>Tatsu>FADC>Ultra
The DF parry helps with a headbutt happy Balrog for me. Especially if he has ultra, he’s just fishing fr that headbutt, so I like throwing out DF trying to bait the headbutt and sometimes I can get punishes off with cr.LP into tatsu. What really kills that move is that it has recovery and it isn’t a counter. Kinda silly, but it has it’s uses.
I sometimes use EX tatsu in the air and move around like a jackass to mess with their heads. Its useless competitively but online hilarious to watch them f.DP and whiff.
i use d+mk to jump over fireballs without jumping too far forward into anti air range. i also use it for tick throw setups when i dont have enough time/space to fire off a short demonflip.
Yeah sounds great n all… But you have to understand, the damage on his overhead is nothing at all compared to Backthrow —> Full Ultra. I mean if you’re using the over head as a mixup where you’ve conditioned your opponent to block low, i’d just take the chance and do backthrow instead. Yeah it comes out slower maybe, but the damage difference is way worth the risk. I’d be atempting Backthrow any chance i got.
This move, along with jab, is a 4 frame startup. So think about it… Any move that you block, that you can punish with jab, can be instead punished with cr.mk ----> lp.palm. Course you’d have to factor in distance etc. I’d go into training mode to see what blocked moves you can punish with this. It’s worth it not only for the damage, but for the distance you put in between your opponent.
This is the only real reason to me to use this move. If you’re jumping over their heads to do a cross up, then they have time to get ready for it and block the other way etc, which makes tick throwing into Ultra harder to do. But if you mix this move in, it has the ability to throw people off guard. Not only this, but (and here’s why i think it’s for this purpose) even on hit the opponent has very quick recovery. Perfect for air down mk —> Backthrow.
d+mk, since this move is an overhead it’s sometimes good to hit them with it on their wake up, you can time it to hit them in the feet and all per safe jump and still be able to link it to your combos. It just takes a little practice b/c the timing is kinda strict.