What have you discovered with Gouken in AE?

are there any neutral jump attacks that beat ex lunge punch from yun? or do i need to start jumping backwards and pushing myself into the corner? j.fierce does not work.

Just looking over the neutral jump hitboxes in super, it’s either going to be HP or MK. Everything else has an upwards hitbox meant for anti air. Unfortunately neither has a very “attack from below” friendly hurtbox on them.

I have been having great success using nj hp against Yun. I have just been throwing it out mid range in anticipation of rush punches, shoulders and divekicks.

jump back fierce trades with ex lunge if you’re lucky, but you have to hit him when hes far in front of you, same with neutral jfierce, its rediculous how much priority the lunge has lol, he can tag neutral jumps on reaction and theres nothing you can do about it.

Thanks, nice work. Guess I should spend more time researching here. I kind of just go “Bah, I don’t feel like reading” when I have time to actually play.

So I’ve come out of my Gouken sulking phase and started to play again.

I’m slowly finding this version to be stronger than his Super counterpart, and for the reasons with which we’re all familiar.

I’m using EX Tatsu a great deal now. Aside from its AA uses, using it to punish pesky ‘rush forward’-type moves (Yun’s lunges, all Boxer’s specials, Adon’s kicks etc.) has really helped my defence and increased overall damage opportunities.
I’ve all but abandoned using the regular Kongo as AA, and my focus is now on strengthening yomi where I can use the mid or low Kongo when fighting on the ground.

Like most here, I still miss the jab Senkuu, but this Gouken feels closer to how I’m used to playing in other fighters. Truth be told, I was always a little uneasy about using the regular Kongo as AA, so its power-down, in a strange way, has helped my fundamentals.

well done, i bet you’re taking less damage over the course of the fight because of a lower frequency of kongos. i’m working on using ex tatsu as a straight punish for rog punches but i’m a little slow off the mark most of the time :-0

Cr. Fp > HK Tatsu doesn’t work on a standing Oni. I’m pretty sure there are others.

here we go…

…again

watch his foot animation im sure it should give you a better idea when he takes off…i watch his feet for switch stances and up or down from his fist and waist area

use cr. lp / lk to EX Tatsu. It will give you a little more time to get him on reaction. If you empty cancel/os tatsu after the cr. lp/lk Gouken doesn’t go flying in their air if he happens to stop short for some reason.

Unfortunately so. I think we had the same issue with Cr. FP to lp palm (super) with Balrog and a couple of others b/c of how their hit box shifted. Can’t remember off the top of my head right now. If it misses on Oni, I can guarantee you he’s not the only one.

Just discovered this yesterday night, so I can personally verify this combo works every time against all opponents. The best way to use this combo is linking a cross up lk. with either standing or crouching lp. then cl.st.mk xxx lp. palm for 189 HP and 285 Stun. Also, for standing opponents (except for the smaller members of the cast), finish off the combo with EX Tatsu for 266HP and 320Stun. Very effective tool to use, and the lp palm version is safe on block, well mostly because there is a small chance a shoto will SRK you while trying to link lp to mk. Either way, Takin and I agree that this should be a part of everyone’s repertoire.

VERIFIED SHITS :LEGIT go MADD

Thanks for discovering what I did haha.

note that cl st. lk, st. mk xx lp palm also works, so it should be a good mix with the overhead since both have you standing.

It’s kind of strange, but in a way Gouken’s nerfs seem to encourage a playstyle that is more effective overall. While I miss applying safe pressure with the old lp palm, it kind of left Gouken at a bad range if blocked.

Well they gave him things he could never use before, such as his tatsu as reactionary anti air and new links. I’d still much rather have HP palm be MP palm and MP palm be the old LP palm and keep all our new goodies. New counter is a pain in the ass but mostly just only jump ins.

the sad thing is that the counter was an amazing tool against tight ranged jumpins.

Like that specific range/timing where the only thing you can squeeze in is the counter.

Now we can’t use it on that situation anymore unless we have ex, on fear of it being a low or too high hitbox.

I always go with high in that situation. People won’t meaty because they want the hit. Only time this has failed me is vs Fei Long and hi j.mp or whatever it is that angles downwards.

lol I did not mean to take your credit, hence the inclusion of your quote. But yeah, this new combo is great to use. OH! And linking cl.st.mk after a cl.st.lk does slightly more damage than the lp version.

I (and probably everyone else too) noticed that you can now dash ex.tatsu after an ex.palm on characters where dash up hk.tatsu wiffs (after the first hit). It’s a nice damage addition on characters like Guile when you need it to finish them off at the end. lvl.3 focus cl.hp xx ex.palm dash ex.tatsu does like 455 damage.

I really like the suck-in ex.tatsu, it’s so much easier to use now.