Gouki
Character specific stuff
Shoryu-shoryu
- Close MP/crouch MK xx shoryu > kara-shoryu
CORNER:
- TC xx LP shoryu > LP/MP shoryu (plink MP into LP to make the timing easier)
UOH setup
- crouch LK > crouch MP
SA3 cross-up setup
- Whiff stand MP -> Superjump.
- Walk forward, jump whiff HK.
- Dash -> walk backward -> jump whiff HK.
- Standing LP superjump HK.
Crouch LK>LP>LK
- YES
Shoryu confirm
- Crouch LK > crouch LP xx Shoryu (whiffs when you hit Gouki crouching)
Corner cross-up jump
- YES
Notes
- Make sure to punish heavy tatsu (raw SA3, or LP DP) so your opponent is discouraged from spamming it
- You can also duck, then parry the last 2 hits for a bigger punish
- At some spacings it's only 1 hit
- You can also do a crouching DP while he's crossing over (down, downtoward, down, downtoward + LP)
- You can also duck, then parry the last 2 hits for a bigger punish
- Parry divekick xx shoryu OR parry divekick > crouch MK xx MP shoryu xx SA3 (if it hits high on Kens body)
- Don't get wakeup demon'd or KKZ'd
- I sometimes jump back HK on their wakeup when they have 2 bars, it mostly beats both
- Anti-air demon flip (they can't air-parry) or dash under
- Gouki air tatsu often seems to beat Ken ex air tatsu and other air to airs, otherwise ex air tatsu is pretty good against a Gouki that likes to bounce around
- If you parry one hit of air tatsu, you can interrupt with LP, if you parry the whole thing you don't really get a punish usually
- Dash under air fireball
- Consider using shoryu instead of SA3 punishes for stun
- His kara-throw goes far
- There's a 6 pixel range where if you block Gouki crouch MK at the very tip, you cannot punish with reversal SA3