What have you discovered with Gouken in AE?

HP + LK + MK +reverse dp motion = bullshit

There’s no throw tech there.

And who wants a parry to come out on a neutral jump? Don’t all raise your hands at once.

And if that equals EX Tatsu, then my motion math is way the fuck off.

I think reipin’s post is the funniest, most honest shit on the entire gouken board, but I’m still going to play the old bastard.

Ok, so is the timing tight here or what? Firstly, I can only get the HK and EX version to work on a grounded character and it feels like you need to hit them precisely with the tip of your elbow on the top of their dome…like the outline of their head. May be okay for you masters of timing and execution but for me, I can just see them crouch last minute into block while I land, and maybe I even helicopter away and hopefully keep going up because when I fall, I’ll be landing on their saliva.

excactly, I wanted to give him the benefit of the doubt and say didn’t explain it properly. I’m thinking he’s just mistaken though, but I’m trying to find anything and everything I possibly can to make this character a little more competitive. a defensive option select like that sounds too good to be true though.

I wrote that after dropping from 2200 PP down to like 1300PP. Now I’m up over 2700PP so I’m feeling a little better. It’s all still true though. If Gouken could do any one thing better then someone he might be decent. It’s just amazing how bad he is in terms of character design. You can’t even max punish an Oni wake up lp srk cause you get pushed back too far and Gouken can’t combo into EX palm unless he is all up in your shit. With Gouken actually getting a +7 normal I’m perplexed as to why cr.mp didn’t get the same thing.

Was st.mp > cr.mp > cr.hk too much?

is cr.mp comboing with palm/EX palm/fireball too much?

This is like standard shit for most characters.

If a defensive tech like this was possible all you need to do is :lp: + :mp: + :lk:

That stop safe jumps and stops throws. Unfortunately, I highly doubt you can option select like that to make counters unthrowable. (i.e. counter comes out if attacked, tech throw comes out otherwise)

I hope there is such tech, but I don’t honestly think that there is any.

I think there’s still a lot I’m not using properly with gouken, there’s a lot of hope to be getting better, even though I’m very pissed. It feels like I’m not using him properly at all, but that may be that he just straight up sucks.

one funny unrelated thing for you guys to note is that ViperRX has more points than bullcat on ae.

I’ve discovered that the following characters make Gouken look like he’s still playing pong on Atari…DAN!!!Fucking DAN?, Dudley, Cody, Guy, Adon, DeeJay, Yun, Yang, Seth, Vega (OMG I loathe Claw…fargin icehole), Balrog, Bison, Cammy, Blanka (seriously, what BS is this matchup now?!), Chun-Li, good Gens, aw fuck my hands are tired…

Eh, Dan is a pain in the ass cause of Dan kicks breaking armor, but seriously, just do a late crouch tech like you would vs Ken tatsu.

Cody… Just fireball him to death and command dive kick when he tries to slide under a jump. If he starts trying to frame trap you (They are conditioned to do this shit) just kongo once a round to scare him. cr.mp will hit his tornado thing.

Guy is just all over the place, use c.lk to go under his command flip elbow and throws. He can be tough.

Adon is armor break, we know how this goes.

Dee Jay is a bastard for me too. I feel like I can’t zone him with his slide, I used his lk knee jump thing against him though as it is guaranteed kongo. He can go through your fireballs with his kicks and I haven’t been able to safe jump him at all.

Yun/Yang is grrrr

Seth is more about the player using him. You need to learn to deal with mixups and rushdowns. It can be frustrating when you guess wrong.

Gen - cr.mk stops all his jump ins, nothing to fear there.

yea grounded characters i wish it worked better , you may just want to use it on standing characters where i find it to be most useful…

also jumpin mp is greatest for baiting into kongo on landing

Really? You don’t get thrown?

sometimes a nicely timed low kongo dodges throws

Speaking of which, am I the only one noticing that low attacks whiff on mid kongos? Of course you get caught in recovery but still…

This always happened. The first half of Kongo doesn’t have any hurtbox.

Any lower hurtbox you mean. Cause I’m pretty sure you’ve gotten counter hit on jump ins in AE :wink:

i just noticed that kongo’s damage has been reduced across the board to 150 instead of 185.
man, kongo and backthrow were so beastly good that they had to be STOPPED.

Adon is a pain bc of his armor break but that alone is not the problem, it’s his recovery. I’ve been in situations where he does the flip kick, light attack mix-up that I just don’t see an opening for.

Last night I fought a decent DeeJay and I took a decidedly calm turtle approach. I forced him to come to me with fb and punished most of his approaches with f.st.hp, cr.hp, high kongo, low kongo, and focus. I watched his distance, wary of the ex kick thing, and I only jumped in when I knew he had no charge. I used crossups or divekicks to mp xx fb… or mp>cr.lp>cr.lk…or mp>grab. After two matches whoever it was got frustrated and picked another character. Big help against his and most everybody’s crossup is our st.hk. I haven’t really used it until recently but it is sweet on those tight jump arc characters.

corner combo i seen desora do cl.st hard punch ex palm hard fireball light palm jump back hard kick but i cant seem to make it come out all the time.

haha i haven’t been around lately so i missed this. :slight_smile:

you’re not wrong, gouken has nothing to throw out there, he requires his every move to be absolutely ingrained in your muscle memory in order for you to counter every other characters offensive game. People like desora and bullcat are really good players, and the great gouken replays we see on xbl is the result of years of dedication to gouken. more power to them if they feel it’s worth it, but all i see is them getting bodied and unable to get anyway in the acade or offline tournaments.

i picked up gouken and started playing sfiv again after a long hiatus because a friend of mine asked me to teach him to play gouken. he’s subsequently quit learning to play. Gouken was actually fun enough for me to enjoy playing the game again for 3 months, and considering how much i hate the sfiv engine thats saying something. Great design, fun to use, but also frustrating to use. I haven’t played sfiv in a couple of weeks and unsurprisingly my gaming time has been stress free.

look what i found, minute 1.29 to 1.32
[media=youtube]FDfetxRKlmA[/media]
nice way to throw wiff and then st HK

it was coincidence and just a reaction