cl. lp > cl mk is a one frame link but it works on normal hit too.
Would any of you say gouken is tournament viable now? i dont mean able to compete i mean able to win
Thanks for letting us know what you’ve discovered with Gouken in AE, however, “nothing” would have been easier to type out.
EDIT: You’re an idiot and I won’t even reply to your reply and clog this any further. It’s a what have YOU discovered with Gouken thread, not a Q and A session. Make a new thread.
Technically the question is has anyone discovered if he’s tournament viable or a tournament winner in ae . He has no Q&A thread so my question is in the right thread since its about discovery so fuck off.
Nobody knows yet.
I have only ONE hope for gouken at this point as far as tornament usability goes, and it’s very slim:
due to st. mp and strong corner pressure with st. mk we might able to come up with some kind of vortex like tactics.
chances are slim but exist.
I’ve been very successful with this so far, specially no one has any clue how to deal with it, so I’ll describe to you guys so you can criticize and contribute.
I’m calling it gouken blockstring loop for laughs, I’d like you guys to discuss it with me. Many people knew about this already but I think it’s efficiency has increased by heaps and bounds on ae, due to st. mk and st. mp.
Gouken blockstring Loop - powered up by AE:
consists of hitting mixing up these strings and watching out if the counter hit pops up anywhere so you can st. mp, cr. hp xx ex palm into rape:
A) st. mk xx lp hadou.
not a true block string but decently hard to interrupt without a good reversal and dangerous even so.
- can be beat by forward throws(3 frames) and reversals in between.
- hitting the fireball or a counter hit will lead into st. mp and devastating combos.
- on block allows another st. mk as a frame trap(since fireball is +2 and st. mk is 3f ), ambiguous ex demon flip or throw attempt. if the opponent predicts a throw wrong, trying to tech the throw will lead into ch st. mk xx fb(combo) and that allows for huge combos that we all know.
- you have to watch out for reversals. use ex df if you think the enemy will use reversals and combo the fuck outta his ass.
A1) st. mk xx ex df dive kick
- will beat all escapes mentioned above and rape throw attempts. it also crosses up depending on how late you press the dive kick.
- crossing up on the left corner is harder but possible.
- loses to jumps but nothing very risky unless they can link jumping attacks into ultra’s like ryu.
- opponent can predict for it and try to dash under, in which case they cannot risk trying to tech your throws(and will eat a backthrow even). you can also mix this up with df throws and air parries for continuous mind fucking.
C) st. mk xx lp palm
leads in to denjin and beats everything(trying to jump, tech throws, etc). relatively safe.
D) st. mp
+4 on block. self explanatory.
After knock down:
A) dj.lk
- if well timed, will look like it crosses up but never will.
- this is very similar to akuma vortex tactics.
- will link into st. mk again into more shenanigans.
B)dj. mk always will cross up, so you know the drill.
C) general dive kick tactics.
This seems pretty good for me as far as pressure options go. I’d like to include more knockdowns and different options and see if we can get something like this going on the middle of the screen too.
PLEASE COMMENT!
j.lk never crosses up in te corner say whaaaaa? :-))))
Small change for the better actually, this connects with hk. tatsu confirmed with Yun and Blanka today.
ill say it does…you have to play with spacing,…
I said that if you time it well it will look like will cross up but never will. haha. that’s the best comment? seriously?
I saw that maybe I’ve been looking at this with shiny eyes. it might not be as good as I thought.
If you have someone pinned in the corner and go for that cross up and hit j.lk, it crosses up (I’m pretty sure) but pushes you back out in front of the person where they will be walking into you. The problem with this, for me, has always been, that when I attempt this, I always get punished when I land cause j.lk has crappy hit and block stun, although I have seen Desora or Bullcat do it plenty of times in a match.
Let’s moves the drama and insult back to 4chan and my ____.
Anyway. Answer is… Gouken is about the same as before.
The LP palm is very pointless, it barely does more damage then just lp lp s.lk s.lk c.lk string. All it does more is clip and a techable knock down. With FADC into palm becoming very hard now, I would even say this is a small nerf
The backthrow is a huge nerf, it is still pretty damaging, but the only “really scary” part of Gouken is gone now since it at most does less then 400 damage on full ultra meter, and it is easier to tech now, too.
Parry is a huge nerf, as if it wasn’t difficult enough to use before, we actually have to pick two different type of parry on jump in if it is meaty or not. Sure, pretty much all cross up are high parry, but damage are also nerfed. No longer worth the huge risk in my opinion since it barely does more damage then a throw.
The EX Tatus, improved normal and air focus really doesn’t make up for these. Gouken is overall slightly better then before compare to the rest of the current cast, but not by much. So likely the same chance as before.
i noticed if an overhead crossup is too low hp kongo wont counter and whiff
I’m not sold on it being pointless. The ability to push your opponent away from you and reset everything is not pointless when you are talking about Gouken. Not imo anyway.
Being able to jab or st.cl.mk xx lp palm as a punish not only does a “little” more damage then a standard c.lp > c.lp >st.lk > c.lk punish but it gets them completely out of your face. Even if you fail to punish you are still completely safe and at about a teched throw range with a bit of chip thrown in.
Also, 60 more damage (st.cl.mk xx lp palm) is 6% more life on someone with 1000 health. The percentage grows on people with less health (twins, akuma, etc). It’s not minor, I know you’ve lost matches by that much, we all have. If Gouken got nerfed to 940 health you’d be upset over it
It definitely hurts that you can’t use the old lp.palm anymore, and I’d easily trade the hp.palm to get back the old lp.palm, but that’s not going to happen in this edition, so may as well find uses for the new one.
New counter sucks but it is what it is, the new stuff they gave us is really nice when you finally start to apply it. I was upset day one, but not so much anymore. Still upset when I choose the wrong counter for a jump in but I’ll learn with experience
like i said ive been pianoing it been working cool , and it activates ex so its a win win lose situation meaning works great on more occasions than not as im still learning when and where to use it
That’s exactly what I meant. it looks like it crosses up but it doesn’t so it’s great.
It used not work because we didn’t have fast enough normals that we could link out of that and combo after. now we have st. mk and cr. lp into lp palm.
What about it’s usefulness? I’ll be working on that tonight and since I’ve got my capture card back I might be able to record some vids.
come check out some of my setups with it , i think ive added you both …we should jam tonight
@reipin and howling
I’d love to, but tonight I’m going to play some offline casuals. I really need to step up my game. I might be around Thursday night, but I’m away all weekend. I’ll send you a message when I’m on.
BTW I’m also looking to share a few replays and get advice if anyone is interested in doing a “my channel” type thing where we can share replays.
I’m always d0wn! Let me n0e the dilly !
cl.st.mp>cr.mp xx hk. tatsu doesn’t hit crouching opponents…bah.
Is this new?
cl.fp xx j.fb>cr.fp xx j.fb in corner
I don’t remember doing that without fadc in super
tatsu almost always whiffs on crouching opponents in a combo and the cl.fp xx lp.gohado > c.hp xx lp.gohado works in super. My post that says corner combo, EX palm to tatsu and no dash ultra has the list of characters it works on.