Dev blog Gouken changes AE 2012

^^^^^^^ Im saying ivwe been waiting for a f.mp buff since vanillllllerrrrrrrrr!!!

remember Clx mp palm is the super lp palm so the startup frames might be diff. cant confirm that since i dont have frame data around atm.

i dont understand your response to me. is it a completed sentence my friend?

noone does focus attack within cl.st.hk activation range. who does that? although cammy rushdown sometimes does, but even then hardly ever. its a problem for gouken, we have no answer yet

Gouken
[Sakotsukudaki] (f+MP): Hit box enlarged downwards, active frames changed to 4F. Hit stop and guard stop time has been changed from medium attack length to heavy attack length. Hittable area has been reduced, making it easier to dodge crouching attacks.

I hope this means combos off overhead are possible outside of just counterhit situations. This could make his wakeup meaty/high low game a lot stronger.

opponent wakes up blocking low? get overhead, cr. lp xx lp. palm/tatsu
opponent wakes up blocking high? meaty cr. lk xx lp palm
and of course just standing their waiting for a reaction.
Would make for a nice mixup. I doubt that far mp is going to combo into hadouken, but it would be nice.

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

So basically meter dependant ass gouken has to hord meter so that he can gain respect from his opponents rushdown? lol…forbidden shoryuken indeed. It’s a nice change though I guess, but who wants to use this for some 300 something damage when you can ex tatsu for 200? I’m sure this will be useful, maybe even changes a few matchups.

[far MP]: Deals additional 1F of hit stun, and is now special/super cancelable. Thus [far MP] -> [M. Senkugoshoha] combo is now possible.

this is great even if this doesn’t combo into hadouken.

[far HP]: Active hit frames changed from 3F->5F.
fuck yes

[close HK]: Active hit frames of first part changed from 2F->5F.

maybe this will be easier to use effectively for anti crossups, *shrugs

[Denjin Hadouken]: Lever rotations needed to speed up the move have been reduced.
That’s cool

Oh. Yeah if it’s the former number in the startup it should connect squarely. In any case, I’m pretty sure they’ll intend for the cancel to work like the Vanilla->Super change: give or take a few frames from the palm’s startup if they have to.
cl.MP->fs.MP xx MP.palm should work hopefully. If it does, it should be a really strong frame trap blockstring

@ mullah yea shit got fragmetned i realized we were talking about dif shit.
i personally love it for a late reaction option , it does very well vs focus attacks at various distances.

let me see if i got this right…
REipin and Mullhuh? …
re: cl.st.hk vs focus…
can you both agree with me that it does currently kill FA’s from several distances quite soundly. I wwas just putting it out there as an option, but i get the " why on earth" and the " well rarely if ever ol’ chap" responses , I mean cmon now…

lol, old chap is for me right :stuck_out_tongue: crumpets on the side thx!

but seriously (not really) cl.st.hk is useless vs focus attacks outside of point blank (which never happens) because you just get the far one hit st.hk

blimey!!! like i was saying now maybe its buffs mean more utility for this jolly ol move

Just a note to help some ppl remember how palm’s start-up works:

Part A - start-up before dash
new MP Palm - 3f
new HP Palm - 4f
EX Palm - 4f

Part B - dashing part. Invulnerable here. Distance dashed depends on the how far you are from the opponent, unless the palm already travelled the max number of frames possible for that certain version
new MP Palm - 5f~10f
new HP Palm - 5f~15f
EX Palm - 5f~20f

Part C - attack start-up. 8f across the board, except for LP Palm with its 9f start-up.

Therefore, the minimum start-up for MP Palm is 3f + 5f + 8f = 16f, with maximum start-up being 21f.

After today’s dev blog, they posted a pdf file. It has a change that dev blog didn’t say. Here is the translation:
MP Palm - changed so that it combos after cancelling from far st.MP
This change was written down separately from far st.MP change.

I have no freaking idea what they changed other than that it combos.

Time to step my shit up with gouken

As happy as I am to see gouken getting buffs, it’d be nice to see how some of them actually play out. I’m sure everyone feels the same!

I have been wanting far st.MP to cancel-able since Super, glad to finally see that we have it.

Close st.MP, Far st.MP, cr.LK , Tatsu. :smiley:
Close st.MP, Far st.MP, MP Palm :smiley:

I hope we get one more thing, cr. MP into fireball as a combo. Then i would have no complaints about Gouken at all. Can’t wait to use AE 2012 Gouken.

:china:

Yea or a ex instant 2 hit fireball. air parry needs to recover in 4 frames and I feel they are overlooking it. I dont care about overhead dive kick anymore lol since akuma’s palm got nerfed hahaha.

Regular fireball’s charge time needs to be reduced a bit. It would be nice if Clmk and cl HK were command normals.

In my opinion, one of the last things they need to fix is Tatsu. Then Gouken would be somewhat overall better/solid.

that also.

Close st.MP, Far st.MP, cr.LK xx RH Tatsu.

Is this now possible? I want to know. I’m guessing it’s character dependant (cr.lk range…)

Far st.mp, cr.lk? That’s a 1-frame, non-plinkable link, right?

Ya, no way I’d ever use a 1frame link into roflcopter. It’s just begging to be dropped and now you have a full punish waiting for you when you float to the ground.

If the knock back is not far, it is possible to link into st.cl.mk as a 2 frame link. Pretty doable. But I would suggest MP palm instead of Tatsu.

Artificeren - What do you mean it’s non plinkable?

ID01 - You can’t connect Mp palm after cr.lk, unless you made a typo.