Check to see what st. mp @ +6 does and making the recovery on GF throw 6 frames instead of 12 (see if you can get a safe jump out of it/or if it gives you the option to distance yourself to zone (jump away or air tatsu back)
I see the fireballs were hard to do for the cl. st. mk change… would making far mk the command normal be a better option??? just wondering… the way you have it… you would want to do your fireball from down back… Increasing the range is good…
The Tatsu as a mini srk… is beast!!! I agree that horizontally it’s too far though… I don’t know how you could retain that for AA but still hit low up close??
Do you plan on doing one with Kongo over-riding non-armor reversals?
1 Yes, I’ve been burning through cherry switches. Costing me money to play using U2 = annoying and pointless
2 lock and hit crouching opponents
3 Interesting…I’d like to add 2 or 3 hit ex hado with kick buttons but moves slow like guile lp boom, keep current ex hado using punch buttons.
4 More damage is good but there’ll be a catch. I don’t want the move properties changed
5 Yes and revert to two zones
6 Please
7 cl.mk becomes standard mk button, current f.mk becomes the command move
Also, LOVE the lp.palm movement that is in toof’s vid. Make it safer too! I also so want command divekick to work the way it was working during the second half of toofs divekick edition video. Give me moar powa!
Takin, I saw your post on unity, you might want to consider adding more motivation and explanation instead of just a list of changes if you want them to consider it more. I’m pretty unsatisfied about the motivation of my own post and am still considering how to explain better. Also still need to add somethings like getting c.HP xx LP Hadou to always connect on hit, so annoyed when it misses on certain crouchers
Btw, I am still chuckling after reading Stephen and Hondas posts. Can’t blame Honda though, it’s one of his worst matchups in existence :3
I think a better way to do this is just make it dependent on which two buttons you use for the ex
lp+mp -> 2 straight fbs
lp+hp -> same as it is now
mp+hp -> two fbs at the normal mp and hp heights
Again, cool vid toof. The buff is good but I want MOAR POWA! Give me kick button fbs that act the same in all respects but are either faster or slower…I really want to be able to select fb speed
Nuclear Hadoken! Absorbs into the opponent, opponent gets stuck like in stun mode, then light starts emitting from all sorts of orifices, opponent looks to the sky in agony and then KABOOM! and the screen goes white. Return to screen with opponent on the floor and smoke coming off the body. LOL!
Anyway, I’ve been keeping up with the combofiend request thread and yeah, some of the things people are asking for are going to ruin my old man…like get rid of hit invincibility on palm! What, no, I use that shit ALL THE TIME! I think your videos are the best thing to augment an argument.
I don’t think we should worry about people not being able to jump through the medium version of your mod. Why not let Gouken have something that can actually control the opponent effectively? Why not let him have some “bullshit”?
I’m considering signing up to Capcom and requesting that all armor break moves in the entire game are made unsafe (-6 or more) on block…period. That’s half the problem for Gouken gone. They should all know what it feels like to have to THINK about doing something first. Make Gouken’s hit stun on both types of divekick enough so that where it hits the opponent or how tall the character is doesn’t matter…airtight vs reversals on block. Wake up EX divekick recovery on WHIFF is ZERO on all options except slide. Make Gouken’s lp palm safe on block. Make all tatsu’s hit low and throw invincible.
Seriously, if you guys are reading some of the other threads for different characters over there, you’d understand. People are complaining about “problems” we wish we had. Chun doesn’t have anti-airs? Really? How about air grab, ex bk, great backdash, a hp AND hk that hit from half a screen away…