Dev blog Gouken changes AE 2012

I’ve been using cr.lk and cr.mp canceled into LK or MK demon flip (depends on the opponent character and spacing) as my “focus breaker” with Gouken lately. I like it because it’s meterless and if they let the focus go, trying to hit the normal they aborbed, you get dive kick into full combo plus the full damage/stun from the absorption. If they dash instead you usually have enough time to parry or whiff throw instead to recover safely. TBH it’s difficult and far from a perfect solution and I’m still kinda bad at doing this on reaction to focuses consistently, but ever since I started using this I’d wished that his far MP was cancellable for it (vs. chars with focuses that are good at beating his lows, like Makoto/Sakura/Juri). Now it is!

Far MP being cancellable is definitely a huge buff IMO, or at least bigger than it seems on the surface. Very cool.

Oh yeah, it’s not the far st.HK that got 5 active frames, it’s the 1st hit of cl.st.hk. I think some of u already know this tho.

I’m wondering again: Will the increase in active frames result in a longer duration on whiff, or did they decrease recovery frames accordingly?

You remove the recovery frames when you cancel, I believe. For instance, use Akuma’s (;)) cr.MK without hitting. Then do it on a dummy that’s is or isn’t blocking. Spam pauses and it’s that much more noticeable.

I think with the new fs.HP + fs.MP xx cancel you’ll have some really applicable far blockstring mixups, and ability to punish focus attacks, hopefully.

I think, if I’m reading the frame data right, Gouken will end up with another 1F frame trap that’s safe on block and cancellable now.

The changes to cl.st.hk dont help with the focus fishers? 2 hits and faster now.

These changes will only embolden my desire to be right on top of the opponent.
F.mp buff has been loooong overdue. I am very excited to get to work with the old man!

Forward throw is a frame faster and sets up safe kicks, why on EARTH would you use cl.st.HK?

Wait, isn’t the LP palm buff gonna help with dealing with focus fishing? Or is the range not far enough still?

No one here has played @ a loctest so no idea if it is far enough or not. Looking at what scant video we have it didn’t seem to be far enough.

GOUKEN!!!

We dont have any idea what the new hitbox looks like.

I doubt it’ll be as drastic of an increase like Zangief’s SPD, but hopefully, it’ll help with pushing back and footsies.

I understand you remove the recovery frames when you cancel, the algorithm I used was to determine the total hit stun of f.mp

(Active - 1) + Recovery + Hit Advantage = Hit Stun

Because if we don’t cancel and are left at +4, that means the move does enough hit stun to last the remainder of the active and recovery frames + 4 more frames, giving a grand total of +16

Wow, been a while since I have posted in, let alone looked at, this forum. Haters gonna hate, lovers gonna love! If people here (u know who u are) keep whining over and over about how Gouken needs more buffs, then go play another character. Your continued bitterness tells us all, and more importantly yourself, that your understanding of Gouken playstyle is limited and misunderstood. That is all I will say about that.

These buffs IMO will be great for Gouken. far st.mp was and is still my favorite normal to use against rushdown characters who get a little too close for comfort. Dudley comes to mind when I think of an extremely useful application of this move. Add on a hit confirm? Bam! We have yet another way to instill fear into their hearts. Plus (Takin, Delf, and Iam know this about me lol) I tend to use overhead A LOT as a mix-up move and to just mind fuck my opponent. Making his hittable box smaller during this move will definitely make Gouken that much more dangerous up close. Hella-faster super? Great as a last resort when it comes down to the wire, but EX Tatsu will suffice for me anytime. And I already said the buff made to Denjin puts it in my repertoire. Now…ima get back to 3rd Strike Online! Whooooooo!!! Denjin Ryu!!!

Perhaps, as they said the combo to mp palm was “possible”, they meant on counter hit or they were just emphasizing that far mp can special cancel…like cr.mp can special cancel now.

id like to use it maybe on jump ins…idk , shit just popped in my head

from the vids of the last loketest the new range is still very small and of limited use outside of punishing point blank when your opponent is -3 or -4.

add a frame and a half for encoding and decompression to the footage we have available , it “staying out there” longer is what we have in store with a bigger hitbox i think is Zwellllll

the vid showed it whiffing when combod from a close normal. what you want to use it for? st hp has biger range, more active frames, better priority and less recovery, if you want to just poke with it . its too stubby to break focus and too slow considering it has no invincibility to stop you getting counterhit crumpled. its shit outside of combos from cl.st.mk from the vids we’ve seen.

Oh, yeah after the active frames, if you hit, the opponent is stunned and reeling back for all recovery and advantage. I don’t quite get what you were asking about earlier though. Starting up a raw MP.palm after letting fs.MP recover? I would think it’d have a pretty substantial startup. If the new MP.palm (SSF4 LP.palm) is 21 startup, I’d assume it’s 17 frames to start it up if you don’t cancel and do it after the last frame of fs.MP (hit). I have no idea about what the frames are gonna be though in 2K12.

I’m assuming what they’re doing with fs.MP is what they did to fs.LP and how it can cancel now into LP.palm (Vanilla->Super). It’ll gain the ability to drop recovery frames to startup a special.

I originally commented on the lpalm staying out there longer and then

@ reipin: i thought I was talking about HK. because this works soundly vs focus attacks in its current form and sometimes you dont have your finger on the throw buttons

Jesus Christ

f.mp does 1 + 11 + 4 frames of hit stun. Start up of mp.Palm is 27 frames

Im trying to say, they say f.mp xx mp.Palm is possible now, and Im saying f.mp doesnt do enough hit stun to be cancelled into mp.Palm and have it hit

Though the frame data I have has all Palms have two numers for start ups frames, for example mp.Palm is 27 [17]

Maybe if its cancelled from a normal, it has fewer start up frames to help it combo?

For example: cl.hp does 21 frames of hit stun. Ex Palm is 32 [17] frames of start up. But we all know cl.hp xx ex palm works