The main thing cl.MK would be cancelled to is LP palm…having f+MK be the far version would kinda mess things up in that perspective, like with using buffers into LP palm.
Street’s idea kinda works, but the main problem with that is the damage on both hits will be significantly lowered. Capcom won’t let that sit as is. That means it’s almost guaranteed reduced damage on the far hit…which means less damage in matchups where we need that normal.
Oh ok. I apologize, but I’m looking at it from a 3rd strike perspective. I started from that game. With it’s strict controls I developed the habit of pulling of special moves officially without buffers from normals. I mean you can buffer from normal but playing that game overall develops a habit of being precise in pulling off special move. I wanted it to be the regular Mk because it would be better in my opinion so it would be more reaction based and having it the only 3F start up move for Gouken, It would only be fitting for it.
Earlier when I mentioned the back toss should change: I’m talking a command grab (HCB P?) like Gief/Hakan/Elf, etc. Akuma is one annoying character, but you can someone turtle him to get you off/put you at neutral against his pressure. Giving Gouken a command grab could lead into additional mixup pressure (esp if the grab has EX properties).
Lots of startup can be a great advantage if you have a normal that has enough blockstun that you can cancel into the throw and it goes active 1 or 2 frames after blockstun ends. Range is one of the most important requirements. Also throw invincibility is nice(I hate you Abel)
I’m really liking that 3f super buff. That, in conjunction with the buffed u2, makes it so that we have to use less meter to combo into ultra. Sitting on full bar might be viable.
Given that super does not juggle for full hits, can you give some examples of how/why you would consider sitting on the super, how often you think you will be getting super, and why it is worth losing a punish for one bar that does more damage than the super or losing an anti-air that does over half the damage of the super for just one bar?
How do you plan on not being the absolute worst wakeup character in the game while trying to get, and sit, on a super? Would you actually blow a super on wakeup once you are sitting on it? If not the super is a toothless threat…
Having a 3f reversal changes the meta game. Im not talking about doing it on wakeup. The range is on the super is actually quite good and being 3 frames means you can punish things like Balrog rush punch, Yun TC (probably), and Ibuki blade kicks. Im not advocating sitting on full meter and forego an ex combo or ex tatsu anti air given the opportunity, but perhaps the switch to U2 will mitigate the amount of meter we will be using (no more 3 bar FADC cancels).
Idk though, it’s been to my experience that opportunities to actually use my meter with Gouken are rare, so I end up with a lot stocked up.