Dev blog Gouken changes AE 2012

Good lord. If this is true, Gouken will be worst off than Dan. Seriously…WTF Capcom. Are they even trying. I don’t want him on an AE Yun level but a solid mid tier would be nice.

Yeah, after playing Gouken so long without hit confirms, now i can jab jab TC1 or TC2 (or just standing mid punch) light slash FADC to whatever u want…
But then he is equally frustrated as well, mainly is u can’t FADC shoryuken… But hell, i just want fun, i am not pro or anything…

Another thing they could do with the palms is have the lp palm do the new lp palm if people are close, and the old one if they are far, same as how the ex senku activates depending on where the opponent is, except with only two distances. It’s not like this is “too good” and it would give gouken a full palm zoning set.

I think this is the best thing to do with the palms. The hp palm has alot of uses, particularly from aa fireballs, and in using it to bypass hadoukens and get big punishes. Backdashing to cause someone to hado and then hp palming works alot for me, even as a start up thing, they see you back dash, they throw out a a hadouken, and you hp palm them then.

Dash to Hp palm lands nicely after a blocked hadouken also. It is nice to have this for when you are doing things like hadouken dash to see if they neutral jump. It fills in an option for when they just block it.

Which was honestly a great round ender for me >>>>>>>>>>>>>>>.:frowning:

The whole point of a loketest is to see if changes are sufficient or excessive. If feedback from the gouken players is negative there will be more changes, at least that’s what I’m hoping. I said palm range was still awful and that’s the Most important thing, they need to implement my cr.lk centre point change and ASAP

Yea I’d suggest you guys certainly don’t give up just yet…continue to give feedback to Cap Unity boards. Someone in one of the other forums mentioned Ono tweeting about a Beta loketest for 2012 coming up soon, there’s still hope…

I’m still tweeting him everyday, somntimes multiple times per day.

Oni is beast as long as you aren’t mashing the shit out srk all the time. He has another way to wake up and punish grabs on wakeup without srk though. Mk ground pound is invincible for the 1st frame and then he is airborne. You can get hit out of it, but it acts as a reset since he was hit in the air.

I think both of them are very fun to use, but Gouken doesn’t have a solid way to keep people off him, and Oni doesn’t have a solid way to get in.

Just curious, but what do you guys think still needs to be buffed or fixed?

Quick reminder of what we got:
Palms: LP palm hitbox increased. MP is now super LP palm distance, and HP is now super MP palm distance.
Kongo: HP Activation box is extended downward now and stun up to 200 (from 150)
CR.HP XX EX tatsu supposedly will combo on all characters in all situations.
Denjin fireball speed is changeable

Unlisted: something about cl.st.mk range

What else do you guys think we still need?

Personally I want EX tatsu to hit low I feel like this is a must. We can’t even Kongo reversals we know are coming, now most people will say hey don’t stand by a wakeup srk, but I’m not talking about this. I’m talking about things like Guy wakeup run slide and then FADC from full screen. Nothing we can do about it because we have no two hit normal, we don’t have an EX fireball, our counter will lose cause it is reversal, and EX tatsu will whiff cause it is low.

This move just NEEDS to hit low. I don’t care if it is 3 frames, honestly. I’d love for it to be, but it needs to hit low. Hell, 4 frames and low would be a gdlk buff considering this move. JUST EX tatsu I am talking about, not regular tatsu.

I’ve come to the conclusion something needs to be done about his cr.mp xx fireball. We don’t have many punishes and when we finally get one that a 5 frame normal can punish, it leads nowhere because cr.mp pushes people out of range for tatsu most of the time (as well as tatsu just being completely character dependent for which strength you need) and fireball doesn’t combo… from ANY range.

I’ve played a couple of people who apparently know this and just uppercut me with Sagat or focus the fireball and crumple me. Unacceptable… Seriously.
cr.mp needs more hit and blockstun.

LP palm to combo from max range c.lk.

Ultra 1: Same as Ryu, extend this hitbox up a little, it’s a god damn srk. It will make EX palm no fadc Ultra 1 more feasible. This is not high on my list though.

In summary:
EX tatsu to hit low, 3 or 4 frame reversal
cr.mp to have enough hit and block stun to avoid being uppercutted or focused everytime we cancel into a fireball on hit or block
LP palm to combo from max range c.lk
Ultra 1 to have an extended upwards hitbox

Well I’d like to keep the hp palm and both lp palms by implementing those changes I mentioned, if that’s feasible. I’d also like to see them put the hitbox on the gouken flip sweep back to how it was in super, I don’t understand why they nerfed it.

I agree with all those other changes, and would say that the cr lk to palm change could be contained in the lp palm change I suggested. If not, i.e, if it has to move to get the person, then I think this small change is worth it to keep the hp palm, whilst still having things like cl.mk to palm and non max cr.lk to palm.

So my vote is mainly not to damage goukens fireball zoning by chopping off the end of his palm ranges.

Your idea does sound great but I’d be afraid of how they implement it. EX Palm can already miss off something with the hitstun of cr.HP, I don’t have faith they would implement the lp palm change correctly with something like c.lk stun.

cl.st.MK is simply a bugfix. In Gouken vs Gouken (something you don’t see every day), if they both do cl.st.MK at the same time in a point blank range, they cross through each other, whiffing the attack, and return to the original position during recovery. Capcom fixed this.

As I stated before, hit confirm off jabs, or new LP Palm going the old LP Palm distance in 9~10 frames, but not armour breaking and is more unsafe on block. It’ll be sorta like boxer’s LP dash straight with faster start-up, less active frames and less meter gain. Or it CAN armour break like Viper’s knuckle lol.

Then I want cl.st.mk as a command normal lol

If it’s more unsafe on block is FUCKING USELESS. imo :slight_smile:

If they move the centre point of gouken during the active frames of his cr.lk forward by a character length (the dot under gouken in the frame data screenshots I think) then his current palm and his hurricane kick will hit at max range if you combo from cr.lk. That way the palms properties otherwise stay the same and people won’t complain.

I actually want level 2 fireball charge to be quick enough to use to deter people from freely focus dashing through fireballs. Current level 2 should be a 3 hitter. How long does akuma evil ryu and ONI take to charge a 3 hitbfireball?

Cl.mk should be a command normal

But there will be no way to combo from max range cr.MP if only cr.LK gets that treatment. I guess staying at -4 or -6 is okay enough. It can be a nice footsie tool with decent range where you can reset the distance from rushdown opponents, like Kongo. Cuz if I’m right, we’re wanting that old LP Palm back not only because of how fast it is, but also because of what distance the move covers (feel free to correct me).

Actually, I agree with the fireball charge. 3-hit fireball is a different story, but Oni gets to charge a 2-hit fireball much faster than Gouken.

Oh and Kongo should not get countered by a few of those dumb 2-hit moves (EX GH, Blanka overhead, EX DR), and someone like Akuma shouldn’t be able to cancel Kongo’ed normal into teleport, getting away in safety.

Damn I feel for you guys. 4 iterations of SF4 and Capcom shittin on Gouken throughout all of them.

Whaaaaaat? Oh you mean they combo into teleport. Nevermind. I thought you meant they do it on reaction.

That’s what I don’t understand. Four chances to up this guy a little bit, each and everytime is a fail.

I liked super LP palm because it kept Focus dashers honest at that distance while being relatively safe. The fact it activated at the distance it did allowed you to also combo from Kongo FADC, which I used a lot. It was a pretty good tool but I am also going to miss HP palm a lot as forward dash super MP palm is fine for fireball wars but there are def some distances where you need that HP palm. I REALLY REALLY REALLY FUCKING HOPE they don’t try to dick us over by making the new MP palm do 120 damage and new HP palm do 130.

Can you read any of this? I see him talking about Senkugoshoha and the loctests…

http://twitter.com/#!/desora24