Yes. Your close enough to do close standing attacks but not at point blank range, you can still move closer to them. Dj.hk towards crosses up and puts you in the corner and dj.hk away creates a lot of space.
Not really big, but it actually did 125 in Vanilla. As my favourite anti headbutt/blanka ball move I learned to love it. The nerf to 90 SADDENED me immensly. Buffing to 120 made me just dandy though
I haven’t heard if startup is that much faster yet, just the travel speed and rotate to reduce charge time? (please correct me on any info I may have missed) If so it still has 13 frames startup that musn’t be forgotten.
For Blanka balls it should be good
HeadbuttsLight and EX will be very safe, Medium doubtful due to distance likely costing frames(-13) Heavy -16(or Ultra -15) possibly.
This one I’m looking forward to every since I saw Fuudo vs Daigo in a ryu mirror, god they just kept hitting each other with it XD
Gods I hope so.
O hells yes I’ve been waiting for something that can do this well.
Same as above.
Dives probably, not the spires though.
Also looking forward to testing this.
Jumpins probably, sadly probably not on meaties though, I wish we had one
That will be interesting to see.
Well I didn’t number any responses, so hope people can make sense of the jumbeld thoughts
I am sorry but on what occasion do you find it useful for anti-air? playing against newbies? a move you cant rely on even if your life depends on it is NOT useful. Overall it has very limited use in any match. I have played gouken ever since the game came out i dont really see anyone use tatsu as an AA move, go ahead, look at all the videos of the better goukens NONE uses tatsu as an AA move.
Tatus IS not a good move. But it is useful for specific range AA. For example Any jump that is not safe jump/cross up but too close for c.mk. Use lp.tatus. Go into training room, try it. It works.
alt gief or hawk now to practice butter churning lol
the reason NO ONE using tatsu for that is simply because you have better option: cr.HP which is safer, simpler and you can follow up with a flip throw/kick and not eat shit in case if you whiff.
Ha, I practiced the tatsu trade ultra. Very easy to land the ultra after the trade…just getting it to trade is grrrr.
I use it plenty. 80 dmg vs 120. I use all my options.
It’s fine if you don’t like it, but it isn’t useless, and that’s that. If even one person uses it reliably it isn’t useless. Maybe to you it is, but he is telling you he uses it. What are you arguing with him over? I use it as well. Keep with your C.HP that does nothing and is barely a deterrant. Followup with that flip kick and get srked FADC to Ultra. Cancel into that fireball and have a move with projectile invincible smack you after.
Tatsu is 40 more damage and put them on the other sie of the screen, and that’s when you use light kick. EX is just completely awesome.
I agree that Ex tatsu is an awesome AA. I use it all the time.
But i mostly head for cr.HP if i dont want to use meter. (Hate it when your hand goes through the opponent and they get a punish combo on you! :annoy:)
You make an interesting arguement for lk.Tatsu, I’ll head into training later and evaluate it for my game.
I’m really looking to changing the way i play.
I need to add in cl.st.MP into my j.HP > cr.HP setup but i’m not confident on not missing links yet.
Go into training, put the dummy in the corner and do this loop until your hands hurt: flip dive kick >cl.st.mp>cr.fp xx lp/mp hado> cr.lk xx mk.flip kick
BTW, if you only play online you can be pro and still miss the link. I really wish I had a scene where I was.
no he told me that it is useful as an anti air. And honestly i was thinking anti air situation is when someone is jumping in with some attacks on your head or like when they do a cross up. I dont know if you could really call an anti air situation??
i am not arguing with him whether if he should use it or not, what i am talking about is the recovery! why the fck does this move have the shittiest recovery of all the moves? I did say that i over exaggerated it a bit in my previous post, but my whole argument is all about tthe recovery,
and i ll admit that the video you showed me makes tatsu look good, but what if you miss? assuming you play someonne who knows how to do safe jump??that’s a certain ultra in your face.
Take what you will from it. I’m not going to explain why you shouldn’t use tatsu in safe jump situations, or wake up in general. Nothing Gouken has is mindless. If your definition of good is mindless, then yes, it is no good.
Recovery doesn’t matter unless you drop them out of a regular tatsu. When was the last time someone did EX srk and you were like DAMN! I was too slow to punish!
I really think you should watch my videos and see ways you can force your opponent into being anti-aired. I’m not good, but you can probably learn a set up or two from watching my fireball/tatsu game, I think I have at least one example in each video.
When you are being pressured with crossup and jump ins directly on your head it is useless (unless it is a neutral jump), that’s what kongo is for or blocking.
Also, whoever said c.hp instead of burning a bar, EX tatsu is 200 damage, 3 times +20 the damage of c.hp, chucks them across the screen, and there is no risk of trade. I’ll take the 200 damage everytime from a jump in rather then expect the opponent to jump at me 3 times in one round in a manner that allows for me to c.hp them each time.
EDIT: These are my vids: SSF4 AE Gouken Consolidated Video Thread
Each one should contain at least one example of using MP palm to punish a neutral jump over a fireball or dash ex tatsu/regular tatsu to punish dj over fireballs.
Lk tastu works decently well as an anti air for me! Just saying lol. Mk tastu is pretty useless and Hk tastu is good for ending combo’s.
Since it has so much start up time and horrible recovery I would like for the hurt box to be pushed back a bit on the tastu starting hitbox.
I think what I’d like to see is lk.tatsu not go into the air at all. Just do the first hit and stay on the ground. the current lk. tatsu moved to mk.tatsu, and hk. tatsu stay as it is. That would make them all useful. Of course, this won’t happen until street fighter 5, but it’s nice to dream
shit dont know why but this is the case for me when i play against ken, it seems like he has no recovery at all after his srk’s
Upper body invincibility is already in LK Tatsu. It is strike invincibility only, and no projectile invincibility tho. The fact that Gouken pushes his waist upward during start-up doesn’t help either. I like other Tatsu buff suggestions.
It didn’t have it in super, how did you find out it has it in AE?
EDIT: Going over the frame by frame video from super palms have complete invincibility on the 4th frame… Of course once it goes into attack animation it loses it, but I could have sword it took way longer for the invincibility to become active.
DOUBLE EDIT: LP palm is 4th frame, MP is 5th and HP is 8th
Fun fact, if you can anti-air with HK tatsu you should have used Ultra 1.
It did have it in super. There were some frames where you could make standing jab whiff with Tatsu, but in the other frames you would get countered out cuz your waist was still vulnerable. AE mook, the devotion guide also says that it has strike invincibility on the upper body in LK/MK/HK up to the 1st active frame.
Don’t get fooled by the hitbox video. If it is strike invincible and is NOT projectile invincible, it still shows green hurtbox. Same goes with one of Abel’s supers where he is strike invincible only.
If you get countered out of Tatsu start-up, you’ll notice that the hit effect made is always near his waist, and never his head. Different from Akuma’s air fireball, where the hit effect is made on his head during tatsu start-up.
Interesting.
So if it is vulnerable to projectiles it keeps the green box…
Makes sense. I always though that LK tatsu hit pretty damn well for a move with a hhurtbox like it shows (even the leg he first hits with has a hurtbox showing).