Has anyone tested this. That sounds interesting.
Sorry, I haven’t had a chance to really do science since everyone just wants to play the Twins. I do have this one annoying tidbit–
Countering divekicks is inconsistent. I’ve seen HP work and then fail against a deeper dive. MP has failed against high dives but catches the deep ones. If anyone gets a chance I’d suggest checking if this holds true against Rufus.
its true against cammy.
draykaden used to use dive kicks on me that had to be low countered.
ibuki can throw her vortex kunai to hit your feet as well.
Post 17 and 19
Man your fast!! yea i know man Reason why i deleted my post. I dont know why i didnt c it the first time. yea pretty sad right now to be honest lol owell
Yeah that was depressing. I know I’ve hit crouchers before, but always figured it was a fuzzyguard thing, now t turns out just to be because some people block animation is larger than their neutral. Man seeing Honda block EX Tatsu low without any moves before it had me happy like crazy, thought it was a hidden change. NOw I know the truth
Ah who am I kidding all the actual changes have me far too happy
Reipin Pilliage. Those 3 videos you posted (especially the first 2), make me so excited to play the new Gouken. That instant air tatsu looks so good that it looks broken.
I also feel like after watching those videos, that alot of people will definitely pick him up. There’s too much of a buzz about him right now for that to not happen. Also after watching those videos, i fully agree with the backthrow nerf. That was much needed for balance as the shift of Gouken’s performance has definitely changed from “One hit wonder” to actually requiring a good amount of skill to play. It really did feel like a cheap win all those times that i should have lost but got out a random BT FTW. Of course i was also always relieved that i won with it, but now when i win it will feel like i actually outplayed my opponent instead of got lucky.
I’m into it. Can’t wait.
If you look closely, you’ll also see that Honda was standing right until the point of impact… this could very well be a fuzzy guard thing.
EDIT: I just tested it, and he gets too big during crouch block anyway… it works in SSF4.
Nothing new to see here folks.
Check my thread for some great AE shit i have for you guys. B-Nasty’s thread.
Seriously, watch all my vids. I cover a lot of new ground not seen in other AE videos.
Down forward medium kick loses overhead properties? Why?? Dflip has overhead still right? Cause if he doesn’t have that it’ll suck more…cause people like able can just roll after cancel easy on reaction and punch. if you do counter to tech fast you’re at negative 4 frames to eat a medium kick or well timed sweep. If it’s Ryu sweep, crmk xx super, cammy, ultra/super, spiral arrow/cspike/backdash then cammy airthrow, or jump up air throw. If it’s blanka, ex electricity…
If we lose overhead kick on dflip we lose the mixup and purpose for the most part of mixing in sweep. Now it’s just the opponent escapes throw or blocks low…Forcing them to block high for the kick means that they were standing for the throw…can you throw crouchers due to certain hitboxes even? I know Gouken got a lot of buffs, and vs good players they’d probably escape the divekick anyways, but it was neccasary for pressure Gouken game, don’t yall think? This kinda wanna makes me not wanna pick him up…but it doesn’t mean he sucks really.
The backthrow damage is whatever, cause you can still reset and now in more ways, and you’ll get decent damage off ultra…but the thing is, a good player will always tech that shit, so you have to get it off via throwing a person’s limb in those few frames…which some good gouken players will do. But cause gouken’s pokes are slow startup the opp will just opt to throw you.
Also, how’s the counter working exactly? You have to use the grond AA air parry to stop air moves only? Will it block mids? Or is the MP counter only mids…I dont get how that’ll work.
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Can some of you Gouken guys tell me how the DFlip buffed reduction of recovery will help him immensely? (As in what setups that are solid mixups with it, and what are some nice gimmicks)
GF Dive Kick does not overhead, d + mk does.
You can safe jump damn near everyone, stuff their reversal, and bait them somehow. For example in the Abel scenario, if you think he will EX Roll you safe jump with dive kick and OS throw.
Better air parry means, better everything!!!
As far as GF Grab set ups. You have to learn the details of 3 things. Vortex (keeping them in hard knock down), Frame Traps/Resets, and GF EX Properties.
Once you have that, you’ll start recognizing your opportunities to flip. EX GF is invincible for the first 25 Frames as well, and we will have better recovery.
Gouken is going to be VERY good in AE if he is in the right hands.
I still want to know where are the invincibilitys frame of the new lp palm.
It’s because that particular mixup is way too strong. Gouken has some of the most damaging combos in the game. If the high/low DF.K mixup was still in the game, he would be very over-powered. Especially now with all of the new changes to him in AE. Believe me, it was nice in vanilla, but even in super, they buffed his normals so much that they took that out to compensate. It was the right choice in my opinion.
I’ve been considering changing to Denjin in AE. BT against good players is not only unreliable, but now with the damage scaling, f.throw will be better due to positioning. Tacking Denjin at the end of a combo for extra stun may be the way to go. Especially since Shin-sho is so unreliable as an AA.
I was thinking of switching over to Denjin, too. It complements his stun game pretty well (I didn’t know the stun was ALWAYS 400 even at half bar! O_O), helps set up oki better, and it works pretty nicely in option selects.
Also, if I’m not mistaken, according to the mook, viperRX said LP palm has no invincibility.
Jab Palm has no invincibility. Bad hitbox for AA, good hitbox for hitting low. Beats the crouch tech because Gouken’s hitbox moves back during startup, avoiding most lows.
Pick Denjin - any EX Palm combo into EX Fireball, Jab Palm then Denjin. Guaranteed next hit stun on everyone.
I’ve been using Denjin vs Cammy lately. Her srk kick pushes her too far back for Shin Sho if its blocked, but you can almost always EX Palm her on recovery or you can just Denjin her instead. IIRC you can dash up and punish her after her srk kick but the window is kinda tight.
V
Im guessing thats what capcom was thinking and why they took it out in the first place. I personally dont think it would make him over powered but would only make his mixup game better. Super gouken is not THAT much different from Vanilla gouken and was gouken considered overpowered in Vanilla? Hell no lol. There is no point in talking about it though. We are not getting it back and we have to deal with it. Gouken is still awesome without it. Im looking forward to the future which is AE gouken ^_^. Faster Air parry, Reaction tastus, Standing MP goodness, Knock down air normals. Cant wait!!!
who can couken instant air hurricain and hit crouchers with in ssfiv? whats different about it in AE?
fb>dash>fr.kongo is a great new AA tool in AE!
Hehe…
I understand why you would think this, but think about it, imagine a character that can take away half your life from a 50/50 guess and NOT use ultra. That was Gouken in vanilla. This was over-powered for sure. Granted, everything else about Gouken was horrible maybe minus his fireballs, but making his normals better in super, and now way better in AE is only solidifying this change. Overhead DF.K is gone for good.