AE 2013 Gouken 'Request List

Yuuuuuuuup you did mi amigo!!!

How can you say its good enough?! You have characters in this that have damaging invincible anti air that they can repeat just cause they hit you the first time. You would have a point if Gouken had an amazing horizontal game where the his palms had Rose’s Soul Spiral priority but they don’t. With that ok he doesn’t have to defend so much he can pressure more.

When you fight high level DeeJays, Sakuras, and Duddleys you won’t be keeping them out with your normal move anti air that much I can assure you.

So why if you got something to say about to Takin, why the fuck you gotta put me in it??? That’s my reason for “flying off the handle”.

Aside from me talking about my DICK… which was I was being a little silly about to another comment you made… ALL our dialogue began JUST on the fact that we disagree that being able to AIR Parry someone’s wake up is just to OP. That’s IT.

ALL of what I had to say was based on just that… you talking about EVO (which said nothing about), and how you personally feel about the forums, your 4 page fight with Takin… had **NOTHING **to do with me. (I’m not concerned about what side beefs you guys have). YOU started talking about this other shit… and I’m the bad guy for it??? (As I said above… I just want to be left out of it, period).

And then you won’t even read what I saying (most of it salt free), but you have so much other shit to say in response… talk about reading comprehension.

Anyway… Somehow I’m the reason for all of this and everything wrong with Gouken and this Forum… I’ll just say Fuck it and take it in stride.

Honestly, no one can keep out Sakura with AA normals due to that insult of an hitbox. Otherwise cr.mk works very well as anti air particularly against the knee hop of DJ, but also Dudley.

I also think that Gouken has more than enough anti airs, though, many are situational, but every situation is mostly covered twice… His anti air game is fine once you got the feel for it.
cr.mk, cr.hp, close.hk, far.hp, f.mk, lk tatsu (limited), ex tatsu, hp/ex kongo, nj.hp, bj.hk and j.mp (+ follow ups).

BTW, the Gouken sub-forum is really a strange place…

mk tatsu is also quite useable, such as against Zangief, and high jumping characters like Chun.

although many Chuns I’ve played primarily jump in with her special “split kick” - which certainly makes sense, considering her high jump and our anti-airs.

against Sakura I rarely EX Tatsu. Her jumping hurricane kick has had me fooled, about a hundred times too many, and this is where I say STOP.

Against Chun’s “high jump” I personaly really love j.mp as reactive anti air + follow ups. It works wonders for me and is the most easy j.mp U2 vs. the whole cast. Actually Chun cannot jump forward at all during ground game in this match up due to j.mp.

jumping MP->Air Tatsu/whatever is killer :slight_smile:

His AA normals are fine until you meet someone who knows how to jump in. There is a range over Gouken that there really is nothing you can do but block vs. certain characters. I love how cl.st.hk operates when it works the way I want it to, but it’s too situational for my taste. As I’m training myself to use it better, I’m noticing it whiffing the wrong way on cross ups a lot or just giving me far.st.hk because I pressed too early or I should have used another button. Maybe it’s me, but for the life of me I could not normal AA a Rose player the other day who was jumping in using one of her punch buttons (probably fierce). The reason Sakura’s is considered so good is because it hits almost everything and it’s 1 button.

I often locally play against a really jump happy Sakura. There I try to go with a mix of HK Kongo, cr.MK and bj.HK. Mixed results… she’s a bitch hopping on everyone…

For that range I tend to use bj.hk or bj.mp during ground game, no chance during wake up. Close HK is difficult for me to use somehow, but I generally have a problem with these leapfrogging cross up tactics…

The reason Sakura c.hp is so good is cause of hitbox and 3 frame start up but keep in mind it only hits straight up.

I heard gouken is banned from tournaments…?

So, in the official rebalance thread people mentioned that giving Gouken a real meterless AA would break him…

Thoughts?

I find it one of the least effective changes possible. Besides say you know, the tons of meterless AA we have already. Or is a meterless invincible DP the only type of AA anyone ever thinks about? SRKs are hardly fullproof and our forward range makes me often prefer our Tatsus to DPs concerning matters of AA.

It wouldn’t break him, but I’d rather have better start up and more hit stun on block for almost every one of his attacks. The frame data says it all.

BTW, how am I supposed to read the frame data that says that, for example, lp is 0 on block but I can still jab jab jab safely (most of the time)? Or, how cl.st.mp is +7 on hit but combos into ex palm which has a minimum of 17 frame startup? Da fuck? I’m assuming you are canceling the recovery frames (cl.st.mp is 11 rec. frames) with the next move…is this the reason?

jabs are chainable.

Yes to the second part. You cancel recovery frames when you special cancel.

definitely not, already had several. i would welcome lk tatsu having a similar suck in effect like ex, so nobody fell out. it may not be absolutely necessary, but a nice meter management buff as this would replace ex tatsu. in most match ups saving for super (except ex rush punch) is key, as super really blocks the opps options.

but i still believe there are more important buffs;

  • combo cr.mp x lp hado x fadc - cr.hk for a solid offense, pressure and zoning gameplan
  • improved range on backdash for positioning and an occasional option to escape mix ups
  • overhauled frame data of OS tech cr.mk
  • fxed and buffed kongo in varios ways or ex tatsu hitting low

there are further countless small other things to punctually improve gouken, but the above ones are most important imo.

I know its not a “normal” but I normally just hp Kongo everything that beats cr fp.

at 38 seconds

Hm?

The double dash in to throw? That works because he could also have done MP Palm for a frame trap with the fireball.