AE 2013 Gouken 'Request List

Yeah they might have to look into certain loops he could do if they buff cr. mp that way, but if they add distance to it we may lose a couple of set ups. Hopefully it won’t mess that up.

they should just improve LP Palm, and fix the broken stuff; Tatsus failing to juggle, primarily, and also just make Denjin mellower to speed up.

I dunno about you boys, but I have everything else I need with Gouken.

i wouldn’t mind if they gives us a command normal for far st mk, so we can use cl st mk for a lot of stuff and improved movement on his lp rush palm, but they do what ever they want, right??

indeed, no use in communicating with capcom, because they are all:

http://i.imgur.com/LZeILTP.jpg

I will say it like this even with those fixes here are issues that remain.

  • Short throw range
  • Average anti air combined with poor wakeup options
  • Short limbs so characters faster him can out range him too.
  • Standing fierce is unreliable to hit crouching opponents

If you want to sum him up he has no horizontal power he should have it but his palms are too weak and beatable and punishable.

His palms should atleast be as good as DeeJay’s Sabot kicks but they aren’t even close to that.

Faster recovery on forward and backdashes

Allow an anti-air cr.mk to connect with a cancelled tatsu
Make cl.hk come out when people are diagonally above you or make it start up faster
Lower height restriction for air tatsu

Fuck it…v ism shin gouken

Gouken probably is an unstoppable beast if you are a master of focus cancelling and focus attack it certainly does wonders for Hakan’s game if you are but if you don’t want to play like that you struggle.

2nd fastest in the game is too slow?

Hmmm yeah people really would like far HK to be a command normal like Oni so we can just get this. I dont think its on either list, but I hope they might yet surprise us.

It’s already 4f startup, making it the fastest out of all shoto close HKs(Ryu, Ken(close MK) and Eryu8f, Akuma and Oni 6f,) People have suggested of changing the damage distribution though to make the AA hit more meaningful, that I kinda like. They already buffed it’s active frames in 2012, sadly Seth jump angle still gets around it :frowning:

I would never mind that, that brief moment of being unable to do it can be annoying. Besides it’d be funny if we could mimic regular shoto tatsu(minus the projectile invulnerability on the leg :frowning: ) at such a low height.

It might be fast souchan but we cant do shit from it…we should have its old properties revised from super but make it special cancellable…

We currently have shitty bdash range…

If tphe range sucks i want …to kongo atcany point while dashing

Cr mk idea is orig i like it…

Now you gotta back me upon v ism shin gouken v ism as 3rd ultra

Didn’t know it started up in 4f, still…hope it gets some tweaking. I’ve whiffed it on a Seth…ughhh.
It’d be fun if they let us do dash-under mix-ups off an FACD cl.HK.

Speaking of kongo. Being able to corner carry off a kongo, by FADC’ing into a MP/HP palm, while mid-screen would be amazing!
Depending on the match-up, I’d gladly spend the bar on it.

lol Brah, I’ll totally back you up, despite having never played alpha.
I got your back.

Well we technically have 2 dash ranges with kara focus, a 16f short dash and an 18/19f long range dash. 2 of the kara focus dashes(who have like 1 to 2frames of armour) cover about the distance of 3 of our normal dashes, it’s something I’ve enjoyed using many a time(and used on times where it’s not needed, sometimes just plain dashes are fine^^ Ken does it way better though(and his base dash is 18f and the same distance as our 16f)

Our forward dash attributes are very solid, but our backdash is very weak. Though I disagree with backdash improvements being needed, I would sooner look to them for fixing than that which already works just fine.

What does this mean? You can already cancel kongo into mp palm and put the opponent into the corner from mid screen. Add Denjin and then a flip grab and you usually win.

There’s a lot more dash forward range with slide Kara , if uve seen my vids on fb’s with the same technique the forward movement is not the issue it’s the backdash I don’t like… Never really got used to it since super…instead of trip guard we should be able to throw a Kongo …

Really o_o I was trying to do it all night but I could only seem to do it near the corner. I’ll go try again, thanks.

I do it frequently enough to know it works. Maybe you need to dash cancel faster…hmm…I shuld also mention that I almost always do this off of HP kongo…perhaps that forces the opponent to float a bit longer?

Yeah, when I was trying it before, I noticed it would only work sometimes mid-screen off of HP.
My belief was that the earlier the opponent connects with kongo the higher they go.

Too bad it doesn’t work off a LP or MP kongo =/
it’d be so much more practical.

[quote=“TheRealDaddy-O, post:459, topic:155219”]

it does work, but you have to be either in the corner or close to it!! i say that because i’ve done it