You realise if they increase u1s startup with even a single frame we can counterhit cl.MP into it. I wouldn’t hope to much on that(though I know I do^^). Though actually, if maybe 2 frames faster then we can also Hadou FADC into it :3
Wait what?O you don’t want back throw to lead into ultra but have the rest of the combos unscaled again? Personally backthrow is fine the way it is, it still gets inpeoples heads as somethig to try and avoid. heck it would really be our birthdays if they made the ultra 7 frame startup, then itd be godlike antiair and we could combo into it off of cl.MP hit :3
I would say it is very likely we will get our old parry and palm back, perhaps get some damage buff and get our tatsu being punishable on hit fixed. But other changes, not so much.
After getting my ass handed to me by Air, I realizes that Gouken got nothing on a top player.
His palm’s projectile invurability is too short, it really need more to be able to reacts to Ryu’s fireball. I can do it almost perfectly, but top player will buffer upper cut and just uppercut you anyway, it won’t even give you chip damage. And since top player will punish jump in -every time-. Gouken have no move to get in. Not even air parry, as top player will do the two hit upper cut. Focus through fireball is the only way, but Ryu have two hit fireball, you don’t. Wake up mix up is about the only thing Gouken have, but it is just different, not better. Ryu can mix up with tatsu and use high low to get huge in-to-ultra damage. Gouken get nothing. Best he can do is c.lp into super off a low hit, and that is extremely risky and not possible to hit confirm reliabily.
Really, after some playing, I would say the palm really just need to be beefier, almost safe on block and faster to come out with more invurnability. Otherwise Gouken still really can’t complete at top level.
I think they’ll leave parry as is, I’m actually getting pretty used to the new one and it’s not so bad. The damage might hopefully get turned back to 180. I think everyone still hopes HP palm gets removed and old lp becomes mp and mp becomes new HP. It’d be nice if tatsus had bigger hitboxes(all versions hit crouchers and suck opponent into position for the followup hits) when cancelled into from a normal, like how akumas u2 is bigger when cancelled from teleport or the changelog mentioning vegas change.
I’d be pretty happy with that actually. A list I wouldn’t mind:
-counters back to 180 damage(or you know now that we have 3 guesses, how about 200 capcom :3)
-remove the :f: shortcut bug
-8f ultra(comeon capcom, mettsu shoryu is 8f startup and the same damage and purdy animation? this is the true SRK here, give it an advantage somewhere) and better AA Hitbox
-Tatsu hit crouchers and lock when cancelled to from normals
-faster Goheki recovery
-faster full charge hadouken
-old lp palm as new mp palm
Honestly, shortcut bug + any one of the above and I’d be a content Gouken
Yeah, I get the design around the character thing, but hey, Gen can do a little cr.mk(?) into super into ultra and he’s older than sewing your own shirts
Don’t you watch martial arts films. The older you are the faster you get. Especially if you are an old master with a white beard. Gouken and Gen should be the fastest characters in the game :china:
You know what change I suddenly realised I want? Air Tatsu to have lower body projectile invincibility. Ryu’s leg don’t get hit by that why does ours? (Because we have an incredibly fast controllable EX version, fine I know why we don’t have it, I’d just like some of that consitency like them removing our divekick overhead to match akumas)
Faster recovery(maybe just on EX version, just like all the shotos), lower body fireball invincible and no tripguard(tripguard would be a bit much, reg is somethign I’d love to be honest. Little things like that. I don’t feel a need for jab hitconfirms, but that stuff I’d love.
SAme here I was just thinking about this like last night. Also I started using jump away instant air tatsu and found many characters that normally pursue while attacking you get many of their moves beaten out by this nifty lil technique. Btw in Movesets and attributes i posted a lil technique i been using for a minute, check it out sir!