Ok, so as an avid akuma player as well , and after watching the newest Loltima vortex tutorials for a thorough,colorful, and inspired visual descreption of Akuma’s option’s after untechable knockdown, I feel a similar gouken institution must be spawned. Also, THERE’S NO DAMN THREAD ABOUT HIS RESETS!
To start… check out the theory of akumas vortex…
follow to pt2 for complete idea.
So… with this concept in mind…
Given gouken’s ability to set up resets so easily, having arguably the game’s highest reset-risk/reward ratio for landing combos after reset, gain smart spacing after knockdown(tech or untechable),mix ups that lead to block strings, and/or tick throws (which lead to ultra :woot:) , all grant him a vortex like metagame when in the following positions to execute:
Back Throw(s) or Air resets
Each one leads to another as well, which makes this a cohesive metagame, and why I am proposing a formal development of the system.
*note: these come up more frequently than a chance for akuma to land an untechable knockdown do and are “safer”…read on and see why
Also, even though gouken can’t *really *link lk’s and lp’s into specials, these aforementioned scenarios work on ALL characters, unlike akuma’s sweep after lk tetsu, and require less risky positioning on your part to pull off. They also come up during combos, on block strings, in footsie game, and at distances all over the stage. VIEW GOUKENS VORTEX AS ACTIVE DURING LANDING THESE EVENTS AND AFTER KNOCKDOWN. *
To start, I just want to give some visual support for my theory here in each section…
General Reset(s) Potential: [media=youtube]Hr3uoPzrQD0[/media]
(this will suffice for the back throw column as it most easily sets up resets. I just am listing specific channels with the above list to get to resets)
In this video alone one could spend a day calculating frame advantage, risk reward, and damage potential for each series of resets, but the overall gist of the thing is what I’m trying to show.
Here we see a LOT of the options given to gouken off a back throw, AA tatsu, ex palm, and corner tactics. Now, while these options aren’t guaranteed combos, or safe iterations of block strings(like Sagats damn block strings with lk.TK’s ), they force opponents to guess which way to block, guess a tech, and bait unsafe moves(srk’s) due to the aerial “bobbling” and cross up/ ambiguous jump ins after and during resets.
These are exactly the same strats employed by smart Akuma players after knockdown and during vortex mix ups, only we have to think of these options when pressing the pace, after back throws, after EXPalms, and also after sweeps.
I for one love this about gouken most, and believe that his full potential in reset game isn’t even close to being realized. I played Killakelly other day and the dude showed me shit after EXPalm that made my nuts drop again.
Bottom Line:Gouken’s resets are his most important, and presently underused/underrated tools for putting himself into winning positions. His combos do massive damage for the set up hassle, he has akuma’s mix-up game with demon flips(air perry beating Akuma’s palm in matchups like balrog ,where you can absorb a headbutt and completely turn the match around, instead of trade like akuma and get your ass wailed on), and just like Akuma’s vortex, his reset set ups keep the other player guessing in all aspects of play, thus adding to your advantage in mindgame, spacing, bar management, and tempo.
THIS ENVIRONMENT IS CRUCIAL TO SET UP, AND DETERMINES WHO BEATS WHO, NOT JUST WHO WINS OR LOSES(there is a difference).
Corner smash: [media=youtube]it_zskOLOPs[/media]
Just watch the ryu match and read the annotations. Siyko provides some very enlightened commentary on gouken’s corner pressure, and although he doesn’t do combo video like exhibition of goukens corner game, he shows you how easy it is to get to this place in high level play. This section of his metagame relies heavily on poke use, fireball zoning, and footises. Given goukens much discussed sluggish light pokes, here it is important more so to rely on fk’s, cr.mp’s, and s.mk’s to keep the opponent in the corner and lead to knockdowns and reset places.
Bottom line: Gouken’s powerful, dudley-esque corner tactics coupled with resets and the later discussed demon flip options give him vortex like set ups to lead to combos, resets,baited counters or unsafe attacks/jump ins, forming an overall meta-guessing game.
ExPalm and Demon Flip(s):** Here we get into gouken’s BnB offensive game.
Gouken can provide avenues to
untechable knockdowns(air throws)
[*]block strings for spacing(getting opponent into corner) and option combos (resets too)
using his demon flips in a simililar manner as Akuma. Yet again, his DF options are better IMO due to all of the above pushing the opponent in the corner, setting up baited unsafe moves and punishing with air perry or konggoshin or block. Also, when doing demon flip resets( DF dive kick–>block string or FP–>DF again) his dive kick has more priority than Akuma’s, EX has invincible frames, and nets you a perry option. After an air throw dash n.jmp. fp>fp>throw,parry, fireball, sweep land him combo opportunities and blk string pressure. This section of his meta game should be employed like Akuma uses his cross up tetsu section of the vortex where it leads Gouken to an untechable knockdown(via sweep or throw or air throw)
- stop and re-space and set up another knockdown
- get the hit and follow with whatever may lead to EXPalm, tick throw, or corner tactics/combos
- knockback into corner and start corner smash.
- start a demon flip mix up routine to get to above three places, or another section of the vortex.
Thusly, landing an EXPalm in this portion of his metagame mixup is paramount, and should be viewed like Akuma’s options after links–>hadoukenFADC–>links/knockdown.
So. then after EXpalm either knock em back in corner and pressure/go for combo, or continue mixup game with a FDash j.FP to bait attacks, attempt tick throw, or attempt counter. These are better than shenanigans(although seem so on surface) given their ability to lead to the other sections of Gouken’s vortex sections above.(see, told you it’s all connected… think how his specials all knockdown into corner )
/* ExPalm leads to combo and corner smash, reset after EXPalm leads to DF mixup and back throws/more resets*/
**Bottom Line:**This offensive metagame when employed wisely sets up a very formidable offensive environment for gouken, and a general lack of options for almost any character gouken matches up against.
Although my 4 sections of his metagame aren’t obvious parts of a Vortex with present opinion of Gouken and status quo gouken play (i.e.Sanford Kelly’s gouken sucks) I believe that when the Gouken zeitgeist starts to change with further high level console play of SF4(and hopefully SSF4) these strategies will be more accepted and Gouken’s place as a truly offensive character will be realized. He’s kinda zen like that… he’s offensive even when he’s defensive(he’s setting up entrance into this kind of vortex metagame)
Now, these strats might sounds like general things to do with all characters, where these 4 sections are different and truly tailor themselves to only gouken is there ease of entrance. Gouken just kinda falls into these positions as you play him, and smart thinkign can land you to the payoff portions of his metagame just like in Akuma’s vortex.
Bear this in mind as well… as lauded as the vortex is for akuma, it still isn’t anything close to assured or safe, or self sustaining.,
A smart player will know half the set ups you’re attempting and the proper punishes, and due to akuma’s low health and technicality in execution of the more advanced portions of the vortex, using the hell out of the vortex isn’t that viable in high level play.
Gouken on the other hand has the same unassured set up disadvantage as Akuma in his “vortex” metagame, but has higher stun, health, and damage potential for less bar than akuma in his version of the Vortex . These facts coupled with his Kongoshin and a counter hitting ultra mean that… YEAH, GOUKEN PLAYERS NEED TO ESTABLISHE A SEMBLANCE OF A VORTEX FOR HIM, NOT JUST KINDA NAME SHIT YOU DO ONCE AND AWHILE WHEN YOU’RE IN THESE SCENARIOS…
Also, his shit actually combos to ULTRA…Dig that 'till i die. Suck it Akuma.
So, let’s actually sit down here and compile all the tricks of the trade we know, get some data to support it, formulate a theorem for what the possible series of set ups should be based on data and field experience, then actually name this thing and start using it…*Because I’m so goddamned tired of everyone waiting to call a given console character good until JWONG(more like JDONG, Am i rite?!) uses em.[fucking prima strat. guide said Fei DONG was A tier before the game came out]
I’ll start by using my hastily formed arenas of his metagame. Let’s iron out the details and see if we can’t get a concrete thing like Akuma’s vortex. The thing I really want input on is when in X section, what Y section to set up and/or do. Also, I didnt mention where his back dash, fp hadouken–> mp or fp palm fit into the equation…
Props to Siyko, phunkism, and KillyKelly.
Oh, and for sticking with a non A rank char… Mike Ross, I BELIEVE …blah blah blah.