AE Gouken Moveset and Attributes

i do not agree with this at all. it is way too risky.

Risky ? Oo It’s like free

so all they have to do is bait it out of you, balrog does cr jab jab, waits a second then blocks, you go cr lk into super and it gets blocked, wasted meter and maximum punish= match ender.

I’m talking about the option select. It’s free. You throw a random mid range Cr LK OS super. If Makoto dashes into, it comes out. That’s what I mean.

Kurt… Quick question for you… not Gouken related.

What’s the easiest way to Kara > Super with Oni/Akuma/E. Ryu on a pad? I can do it, but I have to be mighty fast to pull it off.

Does it work using the 3p button as a buffer?

Oh man, I only play on an arcade stick, I never put my hand on a pad. =’(. I’m affraid I cannot help you here.

I use both but wAay better on pad.

Anyone else notice that Gouken’s ex tatsu hitbox seems to be nerfed on the floor? I’ve knocked him out of it with Hakan slide, whereas before they both used to pass right through each other. And just now my wakeup ex tatsu lost to another Gouken’s cr lk.

If that’s the case, he may not have full-body invincibility during EX tatsu anymore. Not sure why they’d make such a change, as the move is already really high risk.

EDIT: Actually, given further thought, this may turn out to be a buff. If EX tatsu now gets stuffed by low attacks (attacks which would have otherwise caused the tatsu to wiff anyway), this could mean Gouken won’t be subject to the full Lv3 Focus punish that a wiffed tatsu always invites. I’d much rather get hit out of my EX Tatsu than miss it entirely.

From your experience, David, did Gouken get reset when hit out of EX tatsu, or did it just do a regular hit which would be possible to combo from?

Are you using shortuc to do ultra ( I mean 3P/K on a signle button ?)

I use 3 button input…

Lp lp and forward lk. And hp

Could also be an active frame issue.

Tatsu’s hitbox would always whiff against gouken’s cr. lk, and since the cr. lk has 5 active frames and it takes 5 to come out, it could very well be that the tatsu’s invinc ended and then cr. lk hit you.

^Hakan’s slide is active for a million frames, so I don’t think that’s part of the issue. I think it’s just a change to the hitbox and where he’s invincible.

I hadn’t thought about it like that. No he doesn’t get reset, he just gets hit on the ground in a combo-able way.

EX tatsu is 7 frame start up I’m pretty sure.

Have people figured out exactly how the charging for Denjin works?

a) What’s the best way to mash? Is there some limit to inputs it can receive per second, so 2 circles per second do the same job as mashing the stick back and forth?
b) What does the mashing affect? Is it purely the speed the Denjin comes out, or is it also the damage?
c) How long does the mashing last? Are you supposed to continue mashing after the freeze if you’re intending to hold Denjin a bit longer?
d) Should you ever NOT mash? 3s Ryu had situations where you might not want to mash, based on the setup etc.

I think that’s exactly why it happened like that.

If you do a slide, and the tatsu misses it because of the high hitbox it has, and because slide has enough active frames to keep hitting until the invincibility ends gouken won’t even leave the ground.

say, 10 active frames for the slide, 7 invincibility for the tatsu, but the tatsu can never hit low moves, so tatsu obviously whiffs, tatsu invincibility ends and slide hits.

as for the crouch lk, it takes 5 frames to hit, tatsu takes 7 frames to hit and those are covered by invincibility. because cr. lk has 5 active frames and the tatsu can’t hit it because it’s too low, the tatsu gets beat.

a) full complete circles during the cinematic. 5 or 6 should give you max speed.
b) only speed. because it’s so much faster, it means you can actually charge it for more time to get more hits.
c) only during cinematic afaik.
d) if you want them to land on it from a straight jump for example. but most of the time mashing is better.

But in AE, in this situation Gouken’s ex tatsu would throw him up into the air regardless and the slide would pass under him. That is, the ex tatsu couldn’t hit the slide because the slide is too low, but the slide couldn’t hit ex tatsu because it was invincible, so they both just whiffed. Now ex tatsu loses. Ex tatsu whiffed on meaty low attacks before, but now it’s lost to the two I’ve seen tried. Something is clearly different about ex tatsu. I dunno if it’s invincible for fewer frames or if it’s just not invincible at the ground. Guess I’ll do some testing next time I get a chance.

I see now. Didn’t happen to me yet and I wish it did everytime haha.

Went into to super to verify this, and then in 2012 to see the differences if any. I found you could always stuff ex tatsu on wakeup w flip slide and cr.lk. if timed properly. I varied the timing so that I could see the range of outcomes(whiff, reversal(EX wins), and stuffing EXtatsu, and reversal (EX tatsu loses) additionally you could knock him out of it with slide and body splash combo from hakan as well in both versions.

I used to try to counter wakeup ex tatsus with cr.lk and flip slide and and noticed that in AE I couldnt beat ex tatsu the way I used to in Super so I gave up. Until I saw your post then I retested and found not only could it be done in AE but from super to AE is where the change actually happened and not AE to 2012 but the timing is slightly different.

After testing Id say they maybe changed his centerpoint on frame 1 on ex tatsu at some point before this version.

Just a small tidbit… sorry if old…

If you connect cr.lk x lp palm in the corner (no Ultra/Super available) you can still FADC the palm and connect a back jump HK for extra 80 DMG (total DMG 210), soft knockdown and to maintain a favourable corner positioning. (already possible in AE and not new in 12).