Dev blog Gouken changes AE 2012

Done and done :lol:

That was the first combo that poped in my head when reading the changes

Ok, well this is my take.

Overhead: This is great if it is a damage buff and you can combo after it. Otherwise I don’t see it making a difference. It really would help in opening people up if you can combo after it. In effect, it would give us a bit of a mixup.

3 frame super: Well, I don’t see myself having a super a lot of the time but hey, it gets us out of a lot of things if we do have it. It’s a great buff to our super, no doubt, I just don’t know how much people will be hanging around with a super. Consider that it only does 345 damage and EX tatsu does 200… Yeah. I just find it really hard to believe you are going to be conserving super. Really would have preferred cl.st.mk to be a command move (nag nag nag!).

cl.st.hk: I think the 5 active frames is so that it hits people after a jump in where they are crouching and allow you to use super a whole lot easier. I’m really hoping they made the pushback even less so that the followups can actually combo (more then just a normal).

st.hp: Can’t complain, this will make it that much better vs Akuma st HK as well as a ton of other stuff.

st.mp: obviously a buff. If you can combo st.mp into mp palm you can combo a fireball right?

Denjin, yeah, it’s a buff to me to not get carpal.

it would have been lovely lol.

[Forbidden Shoryuken]: Startup greatly reduced from 11F->3F, which makes it easier to combo and counterattack with.

That is the best useless buff I’ve ever seen. between the necessity of every single ex move he has, I don’t think i’ve been sitting on super against a good opponent more than 3 times since i started playing gouken.

Not really sure how to feel about these changes. I still feel hes not getting what he REALLY needs.

Overhead buff! If the hittable area has REALLY been reduced then it will be much more usable. Guess we wont know till we mess around with it

Super buff – Hmmm Buffing super on a character who is Meter dependent is kinda weird. We need meter for EX tastu, EX kongo and EX palm. However if we have super we cannot be safejumped and we can combo super from jabs. This is a nice buff but I feel its not REALLY needed to contribute to him becomming a better solid character.

Far standing mp-- This is prob my favorite buff! The fact that it combo’s to Mp palm is really good. Im sure to also combo’s to hadou also. I allways felt this normal should be special cancel. I really wanting to mess around with this buff to bring out its full potential in making gouken a better character.

increased active frames on far hp is nice and makes it a better poke.

Increasing active frames on Cl HK is awesome.

Making dejin easier to use is allways a plus.

Do these buffs really fix gouken though?!?!?!

It’s standing close HK for sure unless the Japanese dev blog is wrong.

They are nice but I don’t think it really fixes anything. If st.mp combos to fireball then you basically got the cr.mp that was wanted but it’s just a standing mp so you have to give up your down-back.

Overhead buff will go a long way if you can combo after it.

Hmm Far standing Mp cancel to fireball on block would not be a true block string would it?

Question… So if this it or are they accepting more feedback for further changes?!? Im pretty sure Ryu players are going to be PISSED about HP shoryuken lol

But Gouken, much like Chun, is pretty meter dependent. It’s good they gave him a SRK super that can be used as a AA, but I dont see a whole lot of Goukens hording meter

Then again, a 3f super may change that

I really hate it how people are just glancing over goukens buffs not realy understanding how it really changes him. They see buffs and assume its making him really good. In reality I dont see these changes making gouken that much of a better character like Hakan was improved. We will see.

This will be the best version of gouken regardless

You can’t hoard meter with Gouken, you just can’t. You need it for his punishes, you need it for his anti-air.

It’s interesting, but I can’t see it being useful unless he got some sort of meter building buffs. The cl.st.hk buff in particular seems like it is geared towards the super along with the st.mp buff.

If they changed it so Gouken gets full hits on super cancels I can see this allowing for something viable (Don’t think I would change my style to fit this though). I.E. Kongo super cancel = full hits or Palm super cancel = full hits.

Basically you will have meter hoarding Gouken waiting for full super punishes, with “normal” damage punishes vs big punish/anti air Gouken

It will be interesting to test everything out.

st.mp is pretty buff. St.mp after cl.st.mp on block was already a frame trap but now it is special cancelable as well. Just saying. On counter hit you will get +3 frames and make it so EX palm should hit (theoretically, assuming the distance is not too far).

I think they are doing another location test soon and I hope some results of his changes come flying in. Listing changes and actually seeing them in action are 2 different things. I want to see this shit in action. Wished I lived in Japan lol

WOW…
So is it possible now to combo a Hadou of a normal? I know the main basis for all his move is the Ver.2012 So when they mention Mp. Senku they reffering to Super Lp.Palm. It was a smart choice to choose far st.mp to be hadou comboable(If it is;not sure yet). With its high hitbox, hadou loop wont occur often near the wall without compensation for something.

cl.st.mp xx hadou -> far st.mp xx HK tatsu combo. This better happen.

I’m actully doubtful about far st.mp comboing into hadou. Cuz… it’s a far version normal. I also don’t think any palm can combo from max range of st.mp.

Tatsu cancelled into Super will finally do more dmg than raw super in most cases. Super is buffed for sure, but I’m not sure if I would use it often. If I manage to put a denjin between some blockstrings and I have a super, I’m gonna always go for it.

I mean as a Sagat player I have access to some of the best ex moves in the game, TU FADC for Ultra set-u[s and to deter rushdown, a special that buffs my uppercut which will be even better in 2012 and one of the best supers in the game. Sagat is also pretty meter intensive, but proper meter management is part of being good at the game.

If anything this buff will force you guys to really consider all your options and think further ahead in the match.

Pretty sure nothing past chained lights are considered true block strings.

No one said he’s going to be top tier. I used to main Gouken in Vanilla/Super so it’s refreshing seeing these buffs after all this time. And with half the cast getting nerfs, Gouken will at least gain some leverage on the unfavorable match-ups. And he’s sure as hell looking a lot better than Oni is currently.

It’s unfortunate that the buff is apparently to close s.HK as opposed to far. Some extra active frames on far s.HK would’ve nice to abuse.

buff to cl.hk could lead to curtain tactics:
using it as a meaty attack
greater chance to cancel to super
easier to link to cr.mp / cr.lk on hit

Damn I just notice how annoying the overhead will be with accidental overlapping when performing mp combos. haha

By the way is it possible now to link normals after far.st.mp (ex.cr.lk)?