Dev blog Gouken changes AE 2012

That leg seems to be invincible as well despite it technically being lower body, though I’m not sure about it. I think they simply set up an invincibility above a certain height.

I’d imagine so since on the second frame of being active the hurtbox on that leg extends past the hitbox.

Yea. All in all, tatsu is not a bad AA imo. I would love a start-up buff (tho not necessary), and no drop after hitting as an AA. Even SRKs can whiff against attacks right above the head.

I think the ability to use lk.Tatsu makes the different. Seriously. In top end play, how often do other character pressure you with something you can punish with cr.hp? They would never jump in like that. Using Kongo is risky cause at worst, they eat 120 damage, but at best, they can mix punish you when your kongo whiff, plus it lose to high/low mix up. Not a good trade.

Lk.tatsu fills that gap nicely. On character with viable reversal, people don’t jump on you unless it is safe jump. However, without that lk.tatus to fit in the blank, Gouken is free even to non-safe jump.

Just think about it. Do you want your opponent to feel comfortable enough to not even need to time safe jump?

If you can use lk,tatsu, you get to put the fear back into them. They can no longer be comfortable on non-safe jumping and suddenly. They become much more predictable. They can’t just meaty you all day, they HAVE to cross up and HAVE to safe jump, or eat AA and get throws back to the other side.

This also have the nice side effect that, large majority of the time when someone fight a character who have no reversal, they don’t even bother to time the safe jump (cause you have nothing to bait out) and that means they would feel more comfortable jumping on you. This become the method to make them do very uncomfortable stuff. As in having to do strict timing on jump in. Despite you having nothing really to bait out. You will find that they won’t even bother jump at all if they don’t get the timing, and that reliefs a lot of pressure off Gouken to zone them.

Firstly, there is technically no such thing as a safe jump vs. Gouken except an empty jump timed to land before Gouken can do anything. Kongo is 1 frame, the fastest reversal in the game.

Secondly, I want my opponent to believe he can jump in on me during my wake up. This is when he starts to do risky shit. I will purposely play possum, look shitty on wake up, take damage sometimes so that when I need it, I can reversal the shit out that sob to win.

The only threats I feel we have on our wake up are cross ups and walk up throw. These, of course, are huge threats because they force us to guess and cr. tech which is punishable by many characters. This is why Gouken is not yet a top tier character. Top players with top characters know the wake up game and how to abuse Gouken’s inefficient responses to cross up > throw/hi-lo game.

But in practice, there are like 5 different ways of safe-jumping Gouken.

Safe-jump his slow-ass EX Tatsu and land and block, jump and do HK aimed at his skull, or mix it up with a late jumping attack instead. In all cases, Gouken is left wondering.

No, I’m just kidding. I compare Gouken to Third Strike parries, and in that light he is a decent character and a strong character on his own, although his defense can easily be exploited if you’re not as agressive as your opponent. In fact, I think Gouken’s defense should be agressive - it’s only a matter of time before you land a counter and send them away, but even then; most characters can either throw a fireball right back, Lariat past it and build meter, or threaten with a dive-in like Sakura or Cammy or Bison, or Akuma and Blanka, etc — not to forget just FADC through it.

Maybe the extended range on LP Palm will keep opponents at bay when you combo from cr. LK.

Also; try out a standing LP comboed to LP Palm during footsies. It’s really something

If your tatsu got safe jumped, you should have done kongo.

starting to use st.mp a little more. This is as close as a distance I want my opponent to get when they are approaching me. I still use st.hk to establish my perimeter though, but the faster characters get through this of course.

I’ve been using st. MP since day two, darling.

St. LP to LP Palm is for the range closer than that. The same range where I would do cr. LP, cr. LK, dash/ sweep. It should seriously be used against the likes of Bison or Sakura or Ken.

Soon we should be able to defend with cr. LK to LP Palm too.

The big problem is that it’s often natural instinct to mash a few jabs before thinking of a better plan, and by that time you’ve used up your 1 hit before a combo. So it takes some practice to defend with a two-hit combo. With practice, we’ll just mash when we’re suddenly in it, and go for the 2-hitter when we expect an opening.

Yet again, you have to remember to combo with cl. MK if you are close enough, and with cl. MP or cr. HP if you have enough time… :wink:

So there’s a lot to keep tabs on.

Darling? lol

I have yet to work st.cl.mk into my game :frowning:

St.cl.mk works very well for spacing. If you cross them up with j.mk, then go into st.cl.mk, It will cross up if you cancel it into lk.DF and dive kick but still close enough for a DF head grab. Try it out.

Raunwynn uses it very well. I only know because I played him 10 matches in a row and he really showed it’s use.

Maybe a short vid showing some close standing mk setups?:pray:

I use cl. MK exclusively after the normal jumping dive-kick…

Does that mean that if you do st. mp on block and, mp/hp palm it will beat moves the opponent tries to throw at you, and beat throw escape attempts?

Gonna try that shit tonight.

What about the EX btw?

Yes, st.cl.mp -> HP palm is kinda like a frame trap.

Sorry I should have clarified, that was in super. Keep in mind that when you go into attack animation you lose all your invincibility. I have no idea about AE palm. Doing it at point blank I would imagine nets you no invincibility.

Point blank should net you 5 frames of complete invincibility. Well I know it has some, I’ve got some of my throws whiff against a palm Gouken in a point blank range. The attacking part only has start-up of 8f.

EX starts up the same as MP Palm, and travels the same distance (hence has the same amount of invincibility) as HP Palm.

Point blank mp/hp palm does give you some invincible frames if it gets to that point. I’ve herp derped this out and went through a whiffed attack and hit with it. I wouldn’t recommend doing this regularly.

Of course, it’s a gimmick that you can use if you have full super bar and are willing to burn it on the fadc if they block and the super if they get hit.

This works well in certain situations. I find it’s a nice tool to keep Dhalsim players in line from time to time, especially if you can read when a particular player throws out fierce arms.