Just you watch, they’ll have increased mid kongo down, and low kongo up, and left high kongo as is, just to mess with us.
Idk why they just didn’t go with HP kongo being a much weaker version of EX kongo, anyway. >_>
They did say they improved HP and MP Kongo’s armour box, but they didn’t say anything about LP one.
Now that you are saying this, I’m scared they may have flipped the boxes upside down i.e. Current HP box is now Lp Box and vice versa with MP kongo fitting between.
Maybe their will be more overlaps, so lp kongo will beat more crouching attacks and not just lows. Much like how Guiles lows and crouching jabs are lp kongo-able. Who knows.
I have the utmost faith in this development team
I didn’t really feel like posting this since this was just some impressions from an anonymous source (in Japanese, thus I wasn’t 100% sure if this guy was telling the truth), but the guy said there were still some jump-in attacks where he couldn’t HP Kongo. It was, to me, expected, as some 4f safe jump attacks hits Gouken right on his waist.
I think we’d all be interested in hearing anything you have read/heard.
I’d completely believe that SOME jump in attacks would still hit Gouken, but I wouldn’t think many. I have to believe that if anypart of the hitbox touches teh hurtbox it sets off the Kongo. They obviously can’t or won’t move the hurtbox to his waist but just doubling the size would go an awful long way in fixing it.
They CAN move it to his waist, they just won’t. Bastards.
So this is the full translation of the impression of the guy who seemingly touched Gouken in one of the loctests. Remind yourselves that this may not be completely true (I saw them before) and that it may change in transition to the final version:
- Denjin -
Only 360 inputs during Ultra flash were taken into consideration. There were no speed changes affected by 360s done while charging.
Up to 2*360 inputs gave slow speed, 3~7 inputs gave medium speed, and 8 or more gave high speed denjin.
Tried simply wiggling the stick left and right, and 15~35 inputs gave medium speed.
EX Palm -> Denjin lvl1 with high speed gave 0~1 hits, possibly depending on the character.
Denjin lvl2 connected fully after EX Palm. Did not try lvl3.
HP Hadouken -> Denjin max speed connected if hadou hits at the pretty high spot.
back j.MP -> Denjin max speed connects, but depending on when you connect with j.MP.
Only tried Denjin once against Honda’s Headbutt block, but didn’t work.
After blocking EX Condor Dive, it can be hit by reversal Denjin max speed. It is a grounded hit as well. Absolutely certain about this.
It was impossible to use it in a fireball war due to its slow start-up and the hitstop on projectiles erasing each other. - Kongo -
Couldn’t really feel the armour box extension.
There were still times where HP Kongo couldn’t counter a jump attack.
Gief’s far st.HK was still kongoable by HP version only. MP version couldn’t counter it. - LP Palm -
Its range seems to have extended by about a fist. - MP Palm -
Kongo FADC MP Palm is possible.
Because the old HP Palm is gone, there are some distances where following up an angled hadou with a palm on hit is impossible. - cr.HP -
close st.MP -> cr.HP xx EX Palm still didn’t connect in some instances, so there seems to be little change about the hitstun. It may simply be the difference between hitting standing opponents and hitting crouching opponents.
They really just don’t give a fuck, do they.
Bah, after reading that I am looking for a new main. I have no interest in continuing to play a half baked character with glaring exploitable weaknesses. Watch what happens once all the buffs to all the characters are installed. Gouken will be worse. Churning butter in a rage to hope for some stun comeback is not really what I’m looking for.
I have been being extremely optimistic about this but this is it, If this list is all we got, then screw it. What we got so far have not been a buff, but rather just half of the fix Gouken needs to be competitive in AE. With all the other buffs other characters will get in AE2012, Gouken IS going to be the worst character. For sure. Even Dan and Hakan will be better then Gouken by a long shot.
I am dropping Gouken after been sticking with him since Vallia if this list did not improve on final release. This list is simply not going to be remotely enough and I am not interested in continuing struggling with a flawed character endlessly.
I feel Hakan will probably be a bad matchup in 2012, I can definitely see gouken falling from bottom 4 to bottom 1. He didn’t really get much.
I think perhaps another twitter storm regarding the still broken kongo is in order. That hp mp shit needs to be put back to the way it was.
R.I.P hp palm juggles. A remedy to the gap created in gouken’s anti air fireball to palm game could be if they gave the g-flip sweep back its old hitbox. That way it could once again be used as a reliable follow up. That was another one of those nerfs that made no sense.
R.I.P. Gouken…period.
Recent frame data supports the idea of erasing all memory of him from your game.
Just tweeted Ono that I’ve about had it with Gouken and will quit him if the changes don’t improve.
Can you link to the post you got this from? I’d like to link it to Ono.
http://jbbs.livedoor.jp/bbs/read.cgi/game/51604/1314728002/
Post number 119, 121, 122, 123, 124. Possibly 126 too, but he talks more about what he felt about Gouken and VS Yun/Yang.
At this point, I’m simply hoping for +4 advantage on jabs and more range on where the close version of standing normals would activate, or simply a link to a jab, cuz current LP Palm will be heavily overshadowed by the new MP Palm, which will combo from cr.HP from any distance, and will combo from any medium strength close normals. I just know they won’t improve Kongo any further.
How about Oni? I use Oni more often than Gouken when AE is out… Equally fun… No, it is more fun than Gouken for me now…
I’m learning him right now, he has real hit confirms!