On konockdown on Ryu, 3 lps followed by overhead beats a cr.tech by ryu.
Forward throw dash x2 crossup mk(blocked) c lp x2 overhead beats a rythm crouch tech.
By beat i mean cr.lk from the cr tech goes through goukens foot. Useful for that hard knockdown after denjin when you need an ounce more stun. Will need to experiment with other characters.
I can’t wait until the Denjin becomes second nature to me. I’ve botched landing it so many times. That split second in which I think “hey could land Denjin” is enough to cause me to miss. Also 3F Kinite Shoryuken is awesome. I just J. MP into Kinite Shoryuken on an Evil Ryu at the start of Round 2. Took half his life bar.
Wow parry into Super is GDLK. I don’t miss the old back throw in Shin Sho anymore. Edit: Low Kong into Super is very good against Guile. Most Guile players love fishing with low sweeps in close.
Nope, it changes everything: there’s no mix-up between safe jump and empty jump. if you’re off the ground super is going to hit. Unless you’re doing a 3f safe jump set up. The idea is to bait those, parry and super.
I don’t even play Gouken but I went and tested out the hitboxes on kongo. I was able to beat the HP version by delaying the button of an MK jump in with Akuma. Looks like you’ll have to do the MP version for that one. Poor Gouken If you do get a kongo off though and cancel into super god damn.
Ahh, I see what you mean. What I said was simply regarding Kongoshin being super-cancellable; so it moreso now screws over a parried jump-in since it connects fully
I was trying to jump back and do U2 just now and I noticed his j.HK seemed to make him like hover for a split second before he hit the ground. Is this something new or was this always like that? It’s barely noticeable but I kept not getting the Denjin to come out and I think this is why.