So I remember how useful the backthrow guide was for me, (not just for learning new things, but for helping solidify my own thoughts about when to do which option) and I thought it might be good to get an ex-palm guide together as well.
What moves you use after ex palm is pretty dependent on corner distance, character, and how much health they have left. I think most of us here have their basic game plan, but I thought it might be good to get them written down together here. I’m not posting exact damage values because I’m still on vanilla (come on capcom, throw PC players a bone here), but i’ll post general relative damage values and hopefully they are still true in Super.
I hope people new to Gouken find this informative.
Non-corner, no meter, no ultra
mp.palm
This is definitely the easiest one on the list, works on the whole cast, and provides a fairly good amount of damage. It’s a good default choice.
hp.palm
Tighter execution requirements than mp.palm and for not much more damage. I don’t recommend it for online play, but if you are playing offline it shouldn’t be difficult to get the timing down.
dash, hk.tatsu
More damage than mp.palm, however, there are character-specific and side-specific issues. Those issues may have changed in Super, so i’m not going to list them here, i’ll leave that for the rest of the thread to argue over Generally, I only recommend this when the extra damage will end the round or to get them as far away as possible.
dash, walk, sweep
Not a lot of damage, but sets up flip mixup well to continue your offense.
dash, cr.lk > mk.flip
Pretty tight execution-wise, but a nice flip mixup that’s fast and usually unexpected. Worth learning for occasional use.
Non-corner, two meter, no ultra
fadc, jf.mp juggle, hk.tatsu
For the absolute max damage with 2 meter, go with this. Not much more damage than just dash tatsu, but if it ends the round, it’s worth it.
fadc, jf.mp juggle, lp.fireball, s.hk
Less damage than hk.tatsu, but more stun. If they are close to stun, this is a pretty good choice.
fadc, jf.mp juggle, sweep
Not a whole lot more damage/stun than straight sweep, but easier execution if you want the sweep but are having trouble with the dash/walk/sweep.
fadc, jf.mp juggle, s.fp > mk.flip
Good for adding a bit of flash and confusion to your mixup game. Easier execution than the dash cr.lk > mk.flip
Non-corner, three meter, no ultra
fadc, jf.mp juggle, ex.tatsu
I think this is the highest damage/stun you can do non-corner with no ultra.
Non-corner, no meter, ultra
dash, ultra
Pretty tight, execution wise, but good. Much easier offline than on. From what I understand, some people can add a small walk to the end of the dash to get the 3-hit, but i’ve never been able to do that.
Non-corner, two meter, ultra
fadc, jf.mp juggle, ultra
This is how I usually go for the ultra after ex.palm. I like the jf.mp juggle because it gives me plenty of time to make the execution super easy.
fadc, dash again, ultra
Does slightly more damamge than the juggle version, but the execution is so much easier with the juggle that I don’t use this one.
Corner, no meter, no ultra
hp.fb, lp.fb, cr.fp > (lk or mk).flip
This is my go-to corner combo. Good damage with a nice mixup at the end. Using mk flip on the right corner results in gouken landing in the corner, using it on the left corner results in keeping the victim in the corner.
hp.fb, lp.fb, sweep
Sometimes you want the hard knockdown. Different mixup but I rarely use it.
hp.fb, hk.tatsu
Round ender combo only. More damage than the previous choices, but you generally don’t want to be doing tatsu in the corner unless it’s for the KO.
Corner, one meter, no ultra
ex.fb (slight charge), lp.fb, cr.fp > lk.flip
I don’t generally consider this one worth it. Yes, more damage, but seems like a waste of an exbar to me.
ex.fb (slight charge), lp.fb, sweep
Another that I don’t generally consider worth the exbar for the extra fireball.
ex.fb (slight charge), hk.tatsu
Another round ender only. Little harder than hp.fb, but of course more damage.
Corner, two meter, no ultra
ex.fb, ex.tatsu
Another max damage round ender.
Corner, no meter, ultra
ultra
This does more damage than hp.fb to ultra, (at least in vanilla) you just have to wait a bit rather than being able to buffer it.
Corner, one meter, ultra
ex.fb (slight charge), ultra
Does a little more damage than straight ultra, but the timing is harder and I generally don’t recommend it online. Wiffing your ultra and recieving a maxpunish is just not worth it to me. Offline? go for it.
There’s a million other things to do in the corner, so I only listed the ones that I think are good choices, however, feel free to post more if you think I missed a good one.