Dev blog Gouken changes AE 2012

No. Akuma nerf doesn’t really help us. We still can’t focus dash away from that mix up. All we gains is less worries being link from c.lk into combo cause we don’t need to block standing. It is still a 70/30 set up from us since the 2f nerf on forward throw recovery will still beat a 7f reversal start up.

Also, I just checked, wow, the amount of salt in Akuma forum is astounding, they didn’t realizes this really only give us a fighting chance against them. The match up is still easily 6/4 instead of 7/3 like before. And against other character they are still 5/5 at worst. While we are here hoping to get a 4.5/5.5 disadvantage instead of 4/6, they are there whining about getting too close to a 5.5/4.5 advantage instead of 6/4. It is almost funny

I just read your comment, and i thought it was very well said.
Figures you were a Gouken player :wink:

Just realized nothing will really be possible with cr.hp. It’s -4 on hit. Maybe what raun said but nothing else i woud think, anyone can do the math?

Well well well! Im pretty happy with the changes! Reipin pillage your idea of wanting Hit confirms fixed has been done. My idea of palm switchs which I posted in my original Balance change thread with the name BlackblazeQ has been done.

Ha capcom listens to us. Im sure there will be more changes. once they get feedback. Happy to be a gouken main since vanilla!!!

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Well he has worked out for me since I left the Treehouse !!!
Being that I messed around with him in super he’s not bad in AE, that nerfed palm helped vs. akuma.

Level 3 speed Denjin will travel twice as fast as the original one. Dev blog exclusively stated that.

Some maths:
hitstun you need to do FADC -> U1: 4+15 (FADC part) + 11 (U1 part) = 30
Current cr.HP hitstun: 21

…Nah it’ll be impossible.

always getting ex palm after c.hp is a good buff.
you can tell when you’re too far out; that’s when we used to go to lp. palm instead of ex palm.
now we will be able to rip ex palm every time we hit confirm with cs.mp.

also, i’ve noticed a lot of people bashing the new lp. palm in here.
the new lp.palm is actually a useful tool.
(xup.mk > cs.mk xx lp.palm) is a true block string and a hit confirm into super.
(c.lk xx lp.palm) is a strong pressure option on your opponent’s wakeup and a hitconfirm into super.
(level 1 focus > cs.mk xx lp.palm) is a strong general pressure tool and hit confirms into super.
after ex palm in the corner, (ex fireball > lp.palm > forward or backward j.hk) does less than 10 damage less than an hk.tatsu combo but around 100 more stun.
i’m looking forward to the new array of palms, each having a valuable use.

Probably for FADC ultras or catching jumpins. Personally, it needs to be tested before I commit to switching it up.

I’m not happy or disappointed with these changes, impressed or angry…I am aloof. I needed something more or something different to really care about the changes. Anyway, they are all for the better so bring on the update.

Unfortunately, “13frame” doesn’t translate well to actual speed, we can’t be sure if it can punish something until we actually try it. But this can become huge.

Oh, looks like I misunderstood, my apologies. Are you saying you want to know how fast the denjin’s speed level will increase? Because I know they stated the fastest projectile speed will be approximately twice as fast as the original.

Now that we know the changes I’m curious to see how each of you think it will affect you and what it brings to the tale for you.

Explain in detail if you would :). I like reading detailed things of this nature.

I’ll do the same when i get back tonight

The only things this will change is that:
I will not want to engage in full screen fireball wars as much

I will be able to poke with m.palm (I wonder what they will do to the damage)

I might actually consider Denjin if they made the charging aspect easy enough. I don’t necessarily enjoy the idea of churning butter for 20 rotations. I also have to see if the character will show the speed changes before the release of the denjin. If Gouken changes stance or there is some kind of graphic flourish to show the other player what speed is coming, that would be stupid.

I’m hoping the extra hitstun on cr.HP can lead to good things other than ex palm, maybe counter hit st.HK but then what, you’re too far out anyway. It might give us a better flip in with the opponent having less time to srk or jump air grab(F U GUILE!). Maybe we’ll have a pseudo-loop this way! It would be nice if they increased the blockstun also.

I feel that the list given does not show all the real changes. I think there will be other frame changes not stated in that list. They say he was one of the most changed characters and then I read the list and I’m thinking…what changed?

I like most of these changes but don’t love them. I guess that’s where I’m at. We are still going to be playing basically the same game as in AE against other characters who are now getting some sick ass buffs.

The extra hitstun on cr.HP will also let us more consistenly hit cl.mp > cr.hp X lp.fb

This didn’t connect with quite a bit of the cast, especially if they weren’t point-blank. chunli and deejay especially were major offenders.

The one change I am curious to see, is if they will allow follow up on all denjin charge levels, combo’d into or not. I could see a great many uses for it then to force stun on people near the end of a round, or simply turn the lights out. If they make this change, I will freely switch between the two ultras just based on what I’m up against. It’d be a nasty mix-up ultra, and that’s what I wanted out of it from the beginning.

But, the new changes seem rather mild to me. I was most interested in tatsu hitting low and sucking in for all hits, but maybe we got that too. I don’t believe we need hit confirms off of light moves because Gouken is not that type of character. All of his normals are capable of screwing with people so hard, combined with his forward dash and dumb cr.lp xx lp palm pressure, a lot of players I am seeing resort to jumping because they do not want to deal with that, and I’m practicing my heart out on dj.mp xx hk air tatsu and reaction EX tatsu to make them try again.When I’m successful at it, it seems morale dampening so to speak. They play way cautiously, and kind of just let me get away with stuff.

I don’t feel lp palm is useless, I just feel we need more time with it to pick up on what it’s all about. So far in my game, it has meant almost mindless dumb pressure on anyone who hesitates even slightly, and I only have to do it about twice before somethings is baited out, because they don’t want the corner. Honestly, being able to send someone fullscreen from a forward dash and their own hesitation (or latency) is really good. Far standing light kick can really mess with people, and after two chained you can block if you sense a bait, or throw out a safe, max range far st.hk, giving you neutral frame advantage, and free damage, and then you can look for a jump, or poke with cr.lk just to throw off their timing.

I feel like Gouken is a character that messes with you to damage you. If you are being messed with, then you are doing no good. I feel like Gouken is really good up close now with cl.st.mk because of its ability to combo into lp hado on counter-hit which sets up untech knockdown, or you can just lp palm, gflip, etc. Characters like Balrog (if you can react) won’t do any overhead rush punches if you punish with that consistently.

I know in my own game, I have a habit of poking a little too much because I see it is working initially, only to get FA’d because I didn’t cancel a normal in time into gflip, so now I’ve started to just use more light chains. Everyone says they are useless, but I really don’t think so. Far standing light kick, crouching jab, standing jab, and crouching light kick can all be chained in various ways depending on what you are trying to accomplish, and are very good for baiting out mashed attacks, just be more patient and use them to just wear your opponent down. Just setting up a 4 hit chain followed by a 3 hit chain of jabs and shorts (counter hit, maybe?) can do near 200 damage, not to mention the safe frame traps they set up on hit:

(Point blank) Cr. jab > Cl.St.HK (Cr. jab on hit = +3, Cl.St.HK = 4 frame start up, +4 on hit) followed up by: Cr. MP (5 frame start up, used to bait the next move), or Sweep (6 frame start up, untech knockdown for mixups)

Far standing light kick is +3 on hit, setting up Cr. MP, (if in range) Cr. Jab (counter hit sets up frame trap cr.fp) xx cr.lk (for the bait), or cr.lk xx lk or mk gflip > dive kick/throw

(Point blank) Cr.jab > Cl.St.MP xx lp hadoken > Sweep, or Cl.St.MP > Cr.FP xx EX Tatsu, (or even some new setups with the changes to palm)

Of course this is all theory fighter, but I’m incorporating them into my game step by step, match by match. Really focused on my anti-air too. I believe Gouken can hang in tournaments, it’s not so much the character as it is the players understanding of the character. We haven’t figured it all out, we don’t need light move hit confirms. I don’t think the new changes to palm are good or bad, until I mess with them for a while to find new set ups.

don’t know enough about most of the changes to theorycraft imo.

i’m hoping lp palm can be used in footsies but i doubt it’ll work from a max range cr.lk/mp.

i’m hoping denjin has more utility than shin sho now, i’d like to have a more useful ultra even though shin sho isn’t that bad at all.

mp palm will be used in combos when i don’t have meter for ex, and for random spots like when an opponent neutral jumps a jab fireball relatively close but out of ex tatsu range.

the biggest buff (except lp palm is its range is good) is the cr.hp hitstun boost, my standard punish is st.hp x ex palm but now i can add in a little bit more juice, and like artificeren says my hit confirm into lp hado will always work now which leads to a fadc x sweep > safe divekick mixup. you can defensively poke with cr.hp and OS ex palm too. which will be pretty sweet when it lands.

buffs are okay if lp palm works off max range cr.lk, if not then the buffs are not really going to change anything, he’s still free on wakeup, he’s still free at footsies.

i like kongo doing 200 but if max range of cr.lk would always connect to lp. palm that would be dope.

I thought the blog stated that the active frames of the crouching Fierce were increased. This indicates that the move stays in its hitting phase for a lot longer, and should say nothing about its hit-stun. Unless there was a mis-translation, I am not sure how an increase in the active frames of a move equals more hit-stun.

Guys, lets not forget the debuffs they didn’t mention. I’m expecting some damage nerfs.

As for cr. HP, I guess it’s two different things: more active frames and more hitstun.

from the front page

cr.HP deals more hitstun and so locks the opponent in place for longer, allowing cl.MP, cr.HP, EX Senku Goshoha to hit everyone.