Consolidated Gouken Arcade Edition Changes: Updated as needed

that kind of thinking doesn’t go down well around here! i kid i kid!

i agree with most of what you say, i’m not thrilled about the j.hk and hp changes as i think non safejump or safedickick attacks are actually worthless, at least with the old reset you could get a meaty fireball sometimes and set up your zoining game. however at least sagat will be knocked down if you try to jump over a tiger shot with j.hk and he trades on his TU.

st.mp is his biggest buff, along with the ex tatsu changes. it opens him up as a frame trapping character and now he can AA. now close st.mk is 3 frame i’ll be interested to see what its range is, if its not greater than a grab i’m not sure what use it will have, its not like frame trapping with st.mp > cr.hp isn’t tight enough, i dont think you can even jump out of that.

also who knows why cr.lk is so slow to start and even slower to retract, its almost useless except for its shrinking property. always annoys me. if he still had overhead dives i think he’s be a complete character, great on offense, kinda shit on the back foot, just how all characters should be if you want a fun fight.

Going by Vanilla ranges, the range on sc.mk is BARELY longer than grab range, and less than kara-grab range.
In training mode, sc.mk comes out at a maximum of 6 of the tiny squares on the floor. Throw range is about 5.5 of the squares, while kara-throw range is about 7.5 squares. Beyond 6 squares you’ll get the high-block st.mk rather than the sc.mk knee stuff.

One use for cr.lk is a fairly good ranged poke that cancels into tatsu. Great against balrog and good for many others.

Isn’t the purpose to beat out a tech/throw attempt? Like say if an attack is -1, and you try to punish with a throw, they can tech your throw attempt. If you do cl.st.mk and he tries to tech, you’ll hit him, right? If you tried to c.lp you’d get thrown due to the attack landing on the same frame as his throw…

So I was looking over the frame data for AE and noticed a few more changes…

St.HP is back to 120 damage and +4 on hit (was +2)
Cl.MP nerfed to 65 dmg from 75, +4 on block +7 on hit
cl.mk changed to 3 frame start up
cl.hk changed to 0 on block +5 on hit (couldn’t you link an EX tatsu off this or link cr.mp/lk/lp xx ex tatsu? assuming it has the range to connect)
cr.mk changed to -2 on hit (from 0)
whiffed backthrow has an extra frame of recovery
lp.palm nerfed to 90 damaged (from 120) and 150 stun (was 200), 9 frame startup, -4 on block
Demon flip focus looks to have a recovery of 6 frames but before the 6 it has multiple question marks. maybe it is different depending on whether you parried or not.
Counter is weird, not sure what’s up with the damage in the AE listing though that can be verified tomorrow morning.

thanks for the list of changes. personally dont think they should have nerfed anything but overall i’m just peachy with the changes.

  1. Nice, I’ll have to use it more over st. hk
  2. k
  3. k
  4. cool, but the first hitbox being so high makes it tough to win against cr moves.
  5. WHY. It makes no sense to be at a disadvantage on hit.
  6. As if b throw wasn’t nerfed enough already. It won’t kill i guess.
  7. I don’t like this. They take away one of our best palms for a better one, but its not looking to be that much better.
  8. Akuma’s flip palm and they can’t even give us an instant parry recovery.

Soooo counter got nerfed by being given three counters and only 150 damage now

It’s special cancelable isn’t it?

There are errors in the AE guide. It says NJ.HK has pursuit properties but we know it is dj.hk. It also does not mention that EX tatsu is armor break.

woah, its armour break now?

EX tyatsu is, yes.

Why in the hell do we have 3 kongos?? That shit REALLY depends on where the opponent hits you. For example any deep meaty attack needs to be mid countered, even if it’s a jump in.

Another layer of work lol.

Mid counter applies to most j.MKs. Some other normals still need to be parried high even if it’s a deep meaty. lol. I’m probably only using Kongo to counter attacks that hit low.

Sigh. Did any other characters get totally screwed over like this?

It’s really bad, I’ve gotten hit out of high kongo by jump attacks a lot. Bison st.hk is a high counter now…

It’s pretty lame, on the other hand I have a use for EX counter I suppose :stuck_out_tongue:

They COULD have made it interesting, like, have the third one take real damage but catch everything like ex does. Or maybe have the third one catch throws rather than hits. But NOOOOOO they had to hit gouken with a nerf bat for no justifiable reason.

Ill have to test that out, jump attacks not being high counterable seems really stupid

I really need to see those counter hitboxes from AE now…

on the plus side, ex tatsu is GODLIKE, loving the snap straight to the feet

i think they nerfed njHP too, been trading a lot with it, his flip trajectory has also been altered ever so slightly…& the new LP palm is killing me, can’t play the palm game up close anymore or you eat a full combo

the parry’s are also very fuckin confusing…i’m not feeling AE Gouken at all so far, the whole game feels alien