Sakura is too strong nobody cares. Cammy is too strong nobody cares. Akuma is too strong nobody cares. Seth is too strong nobody cares. Balrog is too strong nobody cares. Bison is too strong nobody cares. You see where I’m going with this? If he becomes too strong so be it. He won’t get banned or Seth gets banned then Cammy who next is deemed unfair.
It’s pretty cool how sakura or ibuki or cammy or ryu or ken or sagat or or oni or cody or whoever the fuck can just crouch tech into combos, or whiff normals and still be able to attack when needed, or have specials that are safe® on block, or blah blah blah. At this point I’d be willing to trade some damage for some options that aren’t so extremely situational and normals that are fast enough to not be completely useless up close. Man I’m ultra salty.
They could even take away his fireballs and I would be happy as long they pump priority and faster recovery time into the rest of his moves.
Look at Dan. He is a joke character but he can kickass because he is everything Gouken isn’t. Fast damaging longer limbs. High priority damaging specials and oh so excellent throw range. His fireball game is gimped but hey he doesn’t need it in this game that hates fireballs.
It can’t be missed the Gouken has almost NO multi-hit moves which makes him the bitch of anyone good at focus attack. I rest my case.
Are you saying Dan is better than Gouken?
I hope not. Although Dan can be a real pain in the ass for Gouken…like a weaker Adon.
I want what Oni players are smoking in the rebalance thread. They think their slashes should be basically safe on block.
We dont have any multi hitting moves but we have 6 armor breaking moves, so we dont need one.
6? Which one am I missing? Super, U1, U2, palm, ex tatsu…dj.mp? Flip grab?
Or 7 now, lp/mp/hp/ex palm, ex tatsu, ultra, super. Denjin is a fireball, no fireballs are armor breaking
That’s getting technical. I’d love if people’s tried to focus through Denjin. And you can’t count each button for palm as 1 of our armor breaking moves. That’s cheesy. LOL
i think our palm should be 2parts. …a dash and then paalm…can u imagine. …im going to start cancelling ex palm more for fun see what happens
Oni has an armor breaking ultra fireball, I believe.
Not quite, it’s because it’s first active frame is effectively a hitgrab(ibuki neck breaker etc) that goes into an animation and those tend to always break armour. The projectile itself will not break armour. IIRC E Ryu has the same effect on the first frame of his as well(or maybe only when it’s fully charged).
I wouldn’t be opposed to an input change on overhead to b+mp.
That way you can move forward and still get usage of out far and close st. mp, without having to go to neutral… and it would make st. mp > palms/flips alot easier bc you could buffer the input.
It would help forward movement and combos, but if you are walking back and hit mp you won’t get st. mp… but it’s no different than what we do walking forward at this point.
im with that because on crossups im walking towards pressing it and get blown up. …cause of the f+mp command.
i say give him a bit quicker wakeup or faster stand up animation. slightly crop his hitbox…? make dj.mp startup faster, or add blockstun to cmd overhead, more hitstun on charged fbs, bigger hitboxes the longer we charge, faster cmd dive, flip throw as AA.
each of those helps my playstyle. …as well as what youve mentioned.
whats the latest on Goukens buffs nerfs anyways?
I’m not sure how they will address wake ups, but they should all be universal with timing etc. I still scratch my balls on why Sagat, Blanka, wakes up late and Guy, Yun, wake up early… but I guess that’s just one of the quirks in the game.
Gouken’s wake up animations shouldn’t matter much b/c you can’t cross him up or safe jump him anyway, besides that I think everyones hit box should hittable when they are getting up… shifting hit boxes like Blanka are just BS and is just another reason why it sucks online to play him.
Dj mp has a 4 frame start up, which is his fastest dj air to air… probably why it has limited juggle properties. Considering we can cancel it to tatsu, j. hk, hp, and Ultras… it might be a little strong at 3 frames, but I wouldn’t complain much until the mirror.
Fireball hit stun is fine… it’s the charge time that needs to be addressed, he should be able to hold for the same length of time, but it reaches max charge sorta like Onis FB or a tad later (just a tad).
As far as buffs nerfs… the last I saw was there should be some announcement or testing or something at Capcom Cup… I think Gouken will be one of the last characters we will hear about b/c he’s so hard to balance b/c if they gave him everything that we all suggested he’d be broken tier.
Edit: The other part was they said they will address per priority, so we are more than likely to see both tatsu and kongo changes.
D+mk is something that I can live with as is, since you can fully combo into it if you hit low enough… though it could be tweaked to combo into easier… it’s not too high on the priority list.
Priority wise it’s probably…
- Tatsu buff
- Kongo Buff
- cr. mp > hado
- lp palm range increase
- combo from light attacks esp. cr. lk
A lot of us seem to be at odds of exactly HOW we want tatsu and kongo to be buffed, so that will be the real game changer imo.
I have a few things that i’m hoping for… but as long as there is no nerfs to his knockdown game and his fireball recovery, he will be just fine… if any of the two are nerved then it changes A LOT imo.
who did they consult when we were granted pursuit properties on couple moves.? that wasnt a bad change…er changes…we need to cross examine that dude and see where hes at on this stuff…lol