J.mp into ex tatsu is a waste of meter. You get 50 dmg for the j.mp and 160 for the ex tatsu. So 210 vs 185 for just hk tatsu. 25 dmg for a bar + execution. Was completely worth it when it was 250 dmg. You would be better off keeping that bar for anti air ex tatsu which will do 200.
J.mp into sweep is for safejump setups as mentioned by quez.
Your rhymes are ass. Your Gouken gets smashed
Why you come up to these forums talking trash?
Claiming to hit impossible links
its like you have no brain, cant think
dropping all your combos, learn to plink
put down the fightstick and pick up a drink
This game isnt for you.
Talkin bout rap and sf4 too
dropping wack rhymes out of the blue
come up against me your gonna get screwed
I warned you son. I hit hard like a train
What you gonna do against mantis?
How about the Crane?
Go to the shoryuken forums and complain?
Gens j.mk is too insane?
When looking at playing footsies it seems like there is this zone where Gouken wants to be, it’s just at the edge of the opponents normal range where he can throw a fireball that will be difficult to punish on reaction but also he can focus dash into a combo or c.HK for the knockdown. Am I right in thinking I want to stay in that magic zone till I see an opportunity to move in?
You can be that zone or further out, you don’t want to get within that area unless you’ve got the momentum.
I’d say your right, if they forward jump you want to be at the right angle for a Ex Tatsu. (or Dash Ex Tatsu)
My personal worst matchupa are: Adon, Guy, Chun-li(Ultra 1), Viper.
Adon has a safe, spammable armour breaker and a great long range 2 hitting poke. (Parry and focus are not an option)
Guy has running slide and excellent high low mixup.
Chun-Li has slow projectiles (Cant palm through), air grab (Can’t demon flip), Fast as hell Ultra 1 (can’t fireball)
Viper has great cross over mixup(parries are hard even due to crossover and time delay of her move) and an armour breaking Srk-like move(no demonflipping), can ground pound on reaction to a fireball and escape the fireball afterwards.
So characters which seem to effectively nullify your moves.
EDIT oh yeah, i forgot about Akuma, and i didn’t include Yun, Yang or Fei just because.
Okay gotya, when I saw Infiltration playing Gouken at CC he seemed to adopt the kinda of stance where he was just inside poke range. But I’ve also seen other matches where he just goes into high pressure. I guess you need to recognize when you can do that and how to effectively shift momentum. Getting the hard knockdown seems to be the way to do that.
Definitely. If you can get the hard knockdown it opens up a lot of things.
Which matches did you see specifically?
Once you get the hard knockdown you can safe jump very easily with canned setups from demon flip. After that you can throw, counterhit throw with st.cl.hp, go for cl.st.mp and hit confirm into c.hp EX palm or if it is blocked go for a frame trap into another hard knockdown or kara throw or cancelled normal to end a block string or into a demon flip to continue pressure.
The first match I saw specifically was Infiltration vs. Bonchan(Sagat). [media=youtube]3R5BCj1x9GY[/media]
What I noticed from the match is where he stayed just outside footsie range with Sagat to take advantage of Gouken’s FA dash Sweep. Secondly he used a palm once to go through a fireball after an empty jump, and that he only used Kongo once to blow up one of Bonchan’s wakeup games after getting a knockdown on Gouken.
It was a very conservative style.
The second style are two online matches where it’s Infiltration vs a Seth [media=youtube]GMIf-D1Z-_4[/media]
where he basically put on some pressure. Once he got the knockdown he used demon flip + dive kick safe jumps. Also noted was the use of Denjin Ultra, which I think is a teleport OS. Basically Seth lost because he touched a button and lost to the safe jump dive kick and got blown up for his trouble.
The second is Infiltration vs a Makoto, a more balanced but offensive style. [media=youtube]RxPGz7lYgCQ[/media]
I saw the level 1 FA dash into Back throw, that was very nice. But he basically would keep Makoto out for a bit and punish Makoto in the way in, which is either Dash or Axe kick both of which you can read easily and react to with Sweep or block respectively. Getting the knockdown for Gouken here is important due to Makoto’s lack of good wakeup options.
I might be herpin’ a derp here but I was interested in learning Gouken(I pretty much only know Sakura), but after looking through this section I can’t find a combo thread with his normal BnB strings. Am I just totally missing it somewhere?
Varies by character as people have different speeds of waking up. The video should show you how to do it exactly. The problem with safejumping 4 frame reversals is you have to be frame perfect, no room for error…