I'd recommend the meaty overhead in the corner on akuma reset to end with the light palm, that way it gives you time to charge the denjin all the way...because it wouldn't be enough time with them shaking the dizzy. The tatsu brings you both down at the same time kinda
Even with tatsu you still have time for a full denjin charge. With palm yes, you'd have even more time, but denjin still lets you fully charge even if they are mashing to wake up from dizzy.
Thanks bud! With respect to DP/mashers, that's why I tried to make a brief comment at the very end (part 3) --- Resets 2 and 3 (so NOT the overhead) involve you attacking on the ground, either in front or in back, with LP, MP, or HP (depending on the matchup and the reset you're going for)... MP will get a counter hit on the opponent pretty often, which just means extra damage and a buffer on continuing the combo, so that's actually great. I can't tell you how many times I do the fake cross up with jumping LK, hit MP on the ground, and get a counter hit (although truth be told, these combos don't need the extra damage! They kill without counter hits, haha!) LP and HP, on the other hand, can either trade or get stuffed. That's why when attempting any of these deadly resets, you can always consider a third option, which is just stopping and blocking. If you block their DP, you can punish and still get the dizzy and the win. If they poke, or are mashing crouch tech, you can actually just parry... and if they mash SPD or a command grab, then you just neutral jump and hit HP and keep going for the kill. For the SPD option, note that performing the cross-up reset will still work! That is, when you watch the videos in the 30s, with T.Hawk, and I hit ex-palm, and then reset with HP, I then jump, so the fake cross up or the real cross up would still hit the SPD, because you're airborne! As for reset #1, the meaty overhead --- because it's meaty, that should stop mashers of pokes, and get you a counter-hit, making the subsequent cr.LP even easier to continue to.
That's also why I tried to make such a big deal out of being able to use MP as the ground hit in some combos, and included versions of combos that cost more meter simply to enable you to use MP over the slower HP. ;)
The mantra of this series is the following: "No matter what, if you bring Gouken to critical life, you're just 1 reset away from death. NO MATTER WHAT!" Beware the clutch king!!!!! :)
Haven't finished watching par 2 yet but I'm quite fond of ex palm in corner jump mp > mk tatsu and going for the short kick/mk cross up in the right corner. Not sure if you've explored that yet. Great stuff by the way.
Short kick / mk cross is what I mean by "reset #3", so you'll see that galore in video parts 2 and 3. It's stronger than the overhead reset, so it didn't bother doing it on Akuma. As for jump mp --> M.Tatsu, this is certainly viable. You then just pick between the overhead setup or the cross-up setup as the opponent gets up off the ground. I didn't include anything that grounded the opponent after an Ex-Palm in the video simply because I decided to only show options that don't give the opponent much time to react to what reset you're about to perform. If you ground them, they may in fact do a technical-quick-rise and get up as you want... or they could not do the technical and just lie there.... I didn't want to get into issues where you could go for the reset, showing your 'poker hand' as it were, only to have them not get up quickly, and then you've spoiled the surprise. But it's totally viable!
ViperGoomba Yeah that's the main issue with that setup. You had some resets into standing close hp to palm for the dizzy. Would it be just as viable to use stand mp's a couple of times to better hit confirm into palm when you yourself are in the corner? I'm abroad and can't test this out but yeah, big fan of U2. Single ex palm dash U1 (character specific) or flashy back throw ex hadou fadc U1 is also a lot of fun. Hope to apply your teachings once I get back to SF.
I was in the lab for a WHILE for all this... there comes a point for the higher stun fighters (I can look it up if you want to know exactly when, but offhand I think it was right about Sagat's stun level) where if you do the cross-up or fake-cross-up (reset #3) combo, if you don't immediately do standing HP > H.Palm, you either end up not killing them, or not stunning them. So the reason you don't see MP into far MP into Medium palm or something is because I don't believe it did enough damage to kill (i.e., if it wasn't going to be HP into H.Palm, it was going to be MP into cr.HP into H.Palm... and if the latter didn't work, then MP into far MP into palm certainly wouldn't work either). Make sense? :)
Ya man I understand your goal was to go for the kill. I want to make it safer with the double standing mp's but I'll have to give that a whirl when I one day return home. I don't suppose you know any good air tatsu techniques? It's hard to time a jumping crossup ex tatsu in place of mk but I've always wanted to implement it bad as it is. I've always had positive results against Gat' and Gief'.
Lummyface here from PSN. This is a great video man, definitely some great tech here. Just curious, does stand cl.mk combo with the overhead? I think it has the same start up/active frames for timing and I'm assuming the overhead forces them to stand, but it does has one less frame of frame advantage (although you cancel the move into palm, so I'm not sure the frame advantage matters here). I haven't been playing at all really since I picked up Destiny, but I sleep better knowing you're out there throwing down hard for the rest of us US Gouken players on PSN.
Hey bud --- cl.mk will combo into the overhead, but the problem is it pushes Gouken much farther back than using LP or MP, and as a consequence, against a bunch of characters, the cr.LP you link after the overhead will totally whiff because of too much distance. That's why I didn't ever use MK. Good point to pick up on! :)
In the jump HP resets, I might've missed it but how do you choose which side you land on? I couldn't find it in the video. Also, thanks for posting the video, I hope you do more. Your style of gouken is my favorite over the other popular gouken players.
Thanks bud! I really appreciate that! As for knowing what side you'll end up on, here's how it works: For everybody EXCEPT the 1100 healthers (T.Hawk, Hugo, Zangief), it's simply your timing of when you punch them in the air. After Ex-palm, I IMMEDIATELY jump, and I'm holding forward the whole time. If you want to land in front, punch them no earlier than about when you're at the same height in the air. If you want to land in back, punch them earlier than when you're at the same height. There may be some subtle nuances for some fighters based on if they float, but generally speaking, hit HP in the air EARLIER to be behind them, and LATER to be in front. For the grapplers, the same rule applies.... but if you want to go behind, you can't get under by just holding forward. The character models are too big and won't let you pass. You'll have to dash when you land on the ground to get behind them. Accordingly, since dashing takes time, you'll need to hit HP even earlier than usual. Make sense? :)
ViperGoomba Yeah that makes sense. I've tried hitting them later as they fall and sometimes i'll "whiff", even though it seems like I should be hitting them. So I'm assuming I'll have to get used to the timing. Thanks for the explanation!
Wow this is a well done tutorial. What is your reason behind releasing your tech? Was there any internal conflict before you decided to make this tutorial? I do not play Street Fighters competitively or casually, I'm what you would call a fan but still I enjoyed the tutorial and was dazzled by the fact that the charged Ultra does so much dmg, is it charged? Or does it always take that long to release it, "churn the butter" is what I always hear ppl say.
Thanks man. No, I wasn't conflicted in the slightest. I'm not worried about non-Gouken players seeing this and then using it to counter the old man. Just the opposite, actually. Gouken doesn't get respected in this game. Barely anybody plays him, and the majority write him off as an easy target. Because his wake-up options are terrible (he relies on hail-mary Ex-tatsu when he's being constantly pressured with pokes and throws), most opponents just CONSTANTLY assault him. Mike Ross always talks about players that just 'do whatever they want' during a match -- this is typically what Gouken goes up against -- fighters that can just hit buttons and do anything they want the whole match, because their special moves aren't punishable on block. I want this video to bring Gouken some respect -- once he's near death, he becomes stronger than ever: 1-reset away from taking back the whole fight. As for Denjin -- yeah, it's charged to make it increase from 4 hits to the grand 8 hits. After a dizzy, you have a little less than a 2 second window to fix your position and start Denjin so that they can't get out of the dizzy before the 8 hits are charged. "Churning the butter" doesn't have anything to do with the time it takes for the 8 hits to charge. It only affects the speed at which the fireball moves across the screen when it finally DOES comes out.
Thanks for the in-depth interview-worthy response. Much appreciated. You mentioned about Gouken not receiving any "respect" was that why you mained him in the first place, the idea that he's an under dog?
Actually, the reason I play (and have only ever played) Gouken is because of parry. :) To me Street Fighter is about calculated reads, REAL guesses (I HATE characters that have everything safe and can just attack all day and not have to think about what YOU might do). Accordingly, I gravitated toward the character whose core play style revolves around punishes and predicting what the opponent is about to do. This video shows Gouken's more aggressive side, but it's based around a 50/50 setup. Gouken can never just DO things - he's always got to think about what the enemy is doing. That's why I love him (and hate everybody else :P)
Wow, thanks for taking the time to answer these questions. very well said! It's certainly true that the amount of reads a player has to make in order to get the win depends on the character he/she picks and Gouken generally needs to put in more work than an E. Ryu for example. Now with your 3 part video series, I'm sure the notion has changed.
Unfortunately you just kind of need to get it by feel.... but offhand I'd say head to training mode, and after the ex-palm juggle, practice mashing the overhead. The trick is seeing how low or high of the ground the opponent needs to be when you hit the tap as they fall from ex-palm to allow you to then mash overhead and get the meaty. Off-hand I'd say you can do a crouching LP when they are quite low, about to hit the ground, and if you mash overhead after you can have a consistent meaty. Just gotta see how low/high the tap is to then mash overhead after.
This is great, but the overlapping sound is really jarring. I don't get why you chose to have the ingame sound enabled especially with such a sweet background tune.
Twas my first UA-cam video. Ever (as in anything edited, truly created by me). Sorry for the sound clash.. UA-cam editor actually doesn't let you insert your own music. You are forced to pick tracks from a set-list that UA-cam has.... At first I was going to have Moonlight Sonata as the background music, as an ode to Resident Evil.... but it sounded kind of sad. Then I searched for 'jazz' and this fun piece was the first one suggested. The problem is the song is less than 2 minutes long... and I didn't want people to just hear a repeating song (in the sense that you'd hear the end, hear the 2 seconds of silence, and then hear it cue up again). So, I purposefully kept playing it over again from scratch in the middle of the fight segments, thinking the fighting music and sound would drown out the jazz tune and obscure the fact that it randomly is cut off and starts anew. I think that at least worked, right? Doesn't it seem like the jazz tune lasts 12 minutes straight without interruption? Alas --- I think what I'll do next time is just stop the jazz/background tune during fight segments, and restart it as they end.. Some people like hearing the sounds of the hits to help them time things, ya know? Thanks again for the feedback!
Yeah, no, it's not Sandstorm. wtf. Anyway --- The song is called "Jazz in Paris". I found it randomly -- UA-cam editor only lets you pick music from their royalty-free library, so I searched for 'jazz' and it was the top result. Here's a link to the song: Jazz in Paris (by Media Right Productions) - Royalty Free for UA-cam Videos
Great combos. But more than that I really like the effort you put into the instructions/explanations. Keep up the good work!
Much appreciated! :)
Crack!!! Estoy volviendo a jugar al USF4 y acabo de encontrar estos vídeos. Muchas gracias, máquina!!!!!! Cuánto tiempo sin saber de ti!!!!!
I'd recommend the meaty overhead in the corner on akuma reset to end with the light palm, that way it gives you time to charge the denjin all the way...because it wouldn't be enough time with them shaking the dizzy. The tatsu brings you both down at the same time kinda
Even with tatsu you still have time for a full denjin charge. With palm yes, you'd have even more time, but denjin still lets you fully charge even if they are mashing to wake up from dizzy.
Absolute Bad Ass Tutorial Series. I wish I could like more than once. Quick question, How does this fair against DP/mashers?
Thanks bud! With respect to DP/mashers, that's why I tried to make a brief comment at the very end (part 3) --- Resets 2 and 3 (so NOT the overhead) involve you attacking on the ground, either in front or in back, with LP, MP, or HP (depending on the matchup and the reset you're going for)... MP will get a counter hit on the opponent pretty often, which just means extra damage and a buffer on continuing the combo, so that's actually great. I can't tell you how many times I do the fake cross up with jumping LK, hit MP on the ground, and get a counter hit (although truth be told, these combos don't need the extra damage! They kill without counter hits, haha!)
LP and HP, on the other hand, can either trade or get stuffed. That's why when attempting any of these deadly resets, you can always consider a third option, which is just stopping and blocking. If you block their DP, you can punish and still get the dizzy and the win. If they poke, or are mashing crouch tech, you can actually just parry... and if they mash SPD or a command grab, then you just neutral jump and hit HP and keep going for the kill. For the SPD option, note that performing the cross-up reset will still work! That is, when you watch the videos in the 30s, with T.Hawk, and I hit ex-palm, and then reset with HP, I then jump, so the fake cross up or the real cross up would still hit the SPD, because you're airborne! As for reset #1, the meaty overhead --- because it's meaty, that should stop mashers of pokes, and get you a counter-hit, making the subsequent cr.LP even easier to continue to.
That's also why I tried to make such a big deal out of being able to use MP as the ground hit in some combos, and included versions of combos that cost more meter simply to enable you to use MP over the slower HP. ;)
The mantra of this series is the following: "No matter what, if you bring Gouken to critical life, you're just 1 reset away from death. NO MATTER WHAT!" Beware the clutch king!!!!! :)
You in chicago too? im on ps and just started playing gouken
agreenboi85 Nice man --- I'm away from my PS3 at the moment, but send me a friend request and we can spar when I get back on it!
lol how old are you
Haven't finished watching par 2 yet but I'm quite fond of ex palm in corner jump mp > mk tatsu and going for the short kick/mk cross up in the right corner. Not sure if you've explored that yet. Great stuff by the way.
Short kick / mk cross is what I mean by "reset #3", so you'll see that galore in video parts 2 and 3. It's stronger than the overhead reset, so it didn't bother doing it on Akuma. As for jump mp --> M.Tatsu, this is certainly viable. You then just pick between the overhead setup or the cross-up setup as the opponent gets up off the ground. I didn't include anything that grounded the opponent after an Ex-Palm in the video simply because I decided to only show options that don't give the opponent much time to react to what reset you're about to perform. If you ground them, they may in fact do a technical-quick-rise and get up as you want... or they could not do the technical and just lie there.... I didn't want to get into issues where you could go for the reset, showing your 'poker hand' as it were, only to have them not get up quickly, and then you've spoiled the surprise. But it's totally viable!
ViperGoomba Yeah that's the main issue with that setup. You had some resets into standing close hp to palm for the dizzy. Would it be just as viable to use stand mp's a couple of times to better hit confirm into palm when you yourself are in the corner? I'm abroad and can't test this out but yeah, big fan of U2. Single ex palm dash U1 (character specific) or flashy back throw ex hadou fadc U1 is also a lot of fun. Hope to apply your teachings once I get back to SF.
I was in the lab for a WHILE for all this... there comes a point for the higher stun fighters (I can look it up if you want to know exactly when, but offhand I think it was right about Sagat's stun level) where if you do the cross-up or fake-cross-up (reset #3) combo, if you don't immediately do standing HP > H.Palm, you either end up not killing them, or not stunning them. So the reason you don't see MP into far MP into Medium palm or something is because I don't believe it did enough damage to kill (i.e., if it wasn't going to be HP into H.Palm, it was going to be MP into cr.HP into H.Palm... and if the latter didn't work, then MP into far MP into palm certainly wouldn't work either). Make sense? :)
Ya man I understand your goal was to go for the kill. I want to make it safer with the double standing mp's but I'll have to give that a whirl when I one day return home. I don't suppose you know any good air tatsu techniques? It's hard to time a jumping crossup ex tatsu in place of mk but I've always wanted to implement it bad as it is. I've always had positive results against Gat' and Gief'.
Lummyface here from PSN. This is a great video man, definitely some great tech here. Just curious, does stand cl.mk combo with the overhead? I think it has the same start up/active frames for timing and I'm assuming the overhead forces them to stand, but it does has one less frame of frame advantage (although you cancel the move into palm, so I'm not sure the frame advantage matters here). I haven't been playing at all really since I picked up Destiny, but I sleep better knowing you're out there throwing down hard for the rest of us US Gouken players on PSN.
Hey bud --- cl.mk will combo into the overhead, but the problem is it pushes Gouken much farther back than using LP or MP, and as a consequence, against a bunch of characters, the cr.LP you link after the overhead will totally whiff because of too much distance. That's why I didn't ever use MK. Good point to pick up on! :)
In the jump HP resets, I might've missed it but how do you choose which side you land on? I couldn't find it in the video.
Also, thanks for posting the video, I hope you do more. Your style of gouken is my favorite over the other popular gouken players.
Thanks bud! I really appreciate that! As for knowing what side you'll end up on, here's how it works:
For everybody EXCEPT the 1100 healthers (T.Hawk, Hugo, Zangief), it's simply your timing of when you punch them in the air. After Ex-palm, I IMMEDIATELY jump, and I'm holding forward the whole time. If you want to land in front, punch them no earlier than about when you're at the same height in the air. If you want to land in back, punch them earlier than when you're at the same height. There may be some subtle nuances for some fighters based on if they float, but generally speaking, hit HP in the air EARLIER to be behind them, and LATER to be in front.
For the grapplers, the same rule applies.... but if you want to go behind, you can't get under by just holding forward. The character models are too big and won't let you pass. You'll have to dash when you land on the ground to get behind them. Accordingly, since dashing takes time, you'll need to hit HP even earlier than usual. Make sense? :)
I've added an annotation during the tutorial on J.HP reset (8:45) to make this clear. Thanks again!
ViperGoomba Yeah that makes sense. I've tried hitting them later as they fall and sometimes i'll "whiff", even though it seems like I should be hitting them. So I'm assuming I'll have to get used to the timing. Thanks for the explanation!
Viper let me know when you're back on PSN been practicing these combos and do you live in chicago?
Wow this is a well done tutorial. What is your reason behind releasing your tech? Was there any internal conflict before you decided to make this tutorial?
I do not play Street Fighters competitively or casually, I'm what you would call a fan but still I enjoyed the tutorial and was dazzled by the fact that the charged Ultra does so much dmg, is it charged? Or does it always take that long to release it, "churn the butter" is what I always hear ppl say.
Thanks man. No, I wasn't conflicted in the slightest. I'm not worried about non-Gouken players seeing this and then using it to counter the old man. Just the opposite, actually. Gouken doesn't get respected in this game. Barely anybody plays him, and the majority write him off as an easy target. Because his wake-up options are terrible (he relies on hail-mary Ex-tatsu when he's being constantly pressured with pokes and throws), most opponents just CONSTANTLY assault him. Mike Ross always talks about players that just 'do whatever they want' during a match -- this is typically what Gouken goes up against -- fighters that can just hit buttons and do anything they want the whole match, because their special moves aren't punishable on block. I want this video to bring Gouken some respect -- once he's near death, he becomes stronger than ever: 1-reset away from taking back the whole fight.
As for Denjin -- yeah, it's charged to make it increase from 4 hits to the grand 8 hits. After a dizzy, you have a little less than a 2 second window to fix your position and start Denjin so that they can't get out of the dizzy before the 8 hits are charged. "Churning the butter" doesn't have anything to do with the time it takes for the 8 hits to charge. It only affects the speed at which the fireball moves across the screen when it finally DOES comes out.
Thanks for the in-depth interview-worthy response. Much appreciated. You mentioned about Gouken not receiving any "respect" was that why you mained him in the first place, the idea that he's an under dog?
Actually, the reason I play (and have only ever played) Gouken is because of parry. :) To me Street Fighter is about calculated reads, REAL guesses (I HATE characters that have everything safe and can just attack all day and not have to think about what YOU might do). Accordingly, I gravitated toward the character whose core play style revolves around punishes and predicting what the opponent is about to do. This video shows Gouken's more aggressive side, but it's based around a 50/50 setup. Gouken can never just DO things - he's always got to think about what the enemy is doing. That's why I love him (and hate everybody else :P)
Wow, thanks for taking the time to answer these questions. very well said! It's certainly true that the amount of reads a player has to make in order to get the win depends on the character he/she picks and Gouken generally needs to put in more work than an E. Ryu for example. Now with your 3 part video series, I'm sure the notion has changed.
+ViperGoomba, do you have a tip for get the meaty attack overhead? I never get it.
Unfortunately you just kind of need to get it by feel.... but offhand I'd say head to training mode, and after the ex-palm juggle, practice mashing the overhead. The trick is seeing how low or high of the ground the opponent needs to be when you hit the tap as they fall from ex-palm to allow you to then mash overhead and get the meaty. Off-hand I'd say you can do a crouching LP when they are quite low, about to hit the ground, and if you mash overhead after you can have a consistent meaty. Just gotta see how low/high the tap is to then mash overhead after.
+ViperGoomba, thank you so much.
This is great, but the overlapping sound is really jarring. I don't get why you chose to have the ingame sound enabled especially with such a sweet background tune.
Twas my first UA-cam video. Ever (as in anything edited, truly created by me). Sorry for the sound clash.. UA-cam editor actually doesn't let you insert your own music. You are forced to pick tracks from a set-list that UA-cam has.... At first I was going to have Moonlight Sonata as the background music, as an ode to Resident Evil.... but it sounded kind of sad. Then I searched for 'jazz' and this fun piece was the first one suggested. The problem is the song is less than 2 minutes long... and I didn't want people to just hear a repeating song (in the sense that you'd hear the end, hear the 2 seconds of silence, and then hear it cue up again). So, I purposefully kept playing it over again from scratch in the middle of the fight segments, thinking the fighting music and sound would drown out the jazz tune and obscure the fact that it randomly is cut off and starts anew. I think that at least worked, right? Doesn't it seem like the jazz tune lasts 12 minutes straight without interruption? Alas --- I think what I'll do next time is just stop the jazz/background tune during fight segments, and restart it as they end.. Some people like hearing the sounds of the hits to help them time things, ya know? Thanks again for the feedback!
Song name tho
darude - sandstorm
Yeah, no, it's not Sandstorm. wtf. Anyway --- The song is called "Jazz in Paris". I found it randomly -- UA-cam editor only lets you pick music from their royalty-free library, so I searched for 'jazz' and it was the top result. Here's a link to the song: Jazz in Paris (by Media Right Productions) - Royalty Free for UA-cam Videos
That's the joke xD
if you are from east coast usa add me on PSN
I have only played 1 strong gouken player on psn so far and thats matt hazard
How's Chicago for ya?
下段弱いから対の択がつくりずらい