Agree, but just like they have to do nothing to punish you, you could throw or kick. Toss up for them too if they are in range and don’t possess an air throw or 2 hit jump attack.
This reminds me of something… I hate Sagat and his standing hard kick.
OMG GUYS LEAKED GOUKEN CHANGE LIST!!!
Devs: We want to make gouken a stronger character seeing as hes ryu and kens master and akuma’s brother so we make some changes.
- Hadou can now be canceled using kick buttons. This will give him more mix up potential and baiting options. if you choose to charge hadou you can cancel and store charge and released for 2 hits when at max . When Charge is fully stored gouken’s arm has an aura.
- EX hadou has been changed. Pressing lp and mp gives gouken a instant 2 hit hadou(like most of the projectile having cast) that goes only on the ground. However by pressing Mp and Hp you get the 2 direction hadou like before but you can’t charge it for to hits. We feel this will help goukens fireball game to compete with the rest of the cast.
- Close standing mk has been made into a command normal to help goukens punish ability.
-Ex tastu now hits all crouching opponents to help his wakeup game. FADCing will take three meters and therefore we consider it balanced. frame data remains the same. - WE fixed problems where people would drop out lk tastu. We also made each final hit of every tastu including ex result in an untech knockdown. No changes to frame data on tastu’s
-Air parry now recovers in 4 frames when touching the ground. This will give him faster chances at punishing
-Cr mp has more block stun and hit stun to improve footies. Cmp will now combo into hadou.
-Throw box on GF throw has been made larger to capture crouching opponents better.
Devs: We feel gouken will be much stronger this time around. We touched up on his fireball game and gave him a SAFE wakeup option that requires alot of meter. Due to complaints we looked at tastu’s and made adjustments along with his other tools such as air parry. Cmp has good range and will surely help in his footies department. We are looking forward to what the street fighter community can do with the master of ryu and ken in the future!
Sigh… one can only hope… I wish this was real so bad loolololol Too bad the real final changes will prob be nothing like this…
HAHAHAHAHHAHA>::::::::::::::::::::::::::;
Why even bother post these junk, there are no way they will give Gouken so much god like stuff. Especially that one. Basically a free EX fireball that hit twice with no bar at all? At least try to be believable jeez.
All I ask for is MORE HITSTUN AND BLOCKSTUN on demonflip and j.mk. That’s all I want. You literally have to kick them in the balls to put them in the blockstun you want.
It makes sense for other characters to have the stun we have now because they can start big combos off of c.Jabs (which are usually faster than Gouken’s) while we have that 1 frame link into not really a big combo thing. I really try to do cl.st.MP after a jump in but sometimes they’ll just throw me out of it or srk me and i’ll be like…I guess I’ll 50/50 myself next time when I jump in and he blocks or just make sure that I hit them in the balls.
Not really free at all. You have to charge it first and we all know how long it takes to charge for 2 hits. Plus I said when at max goukens arms glows an aura so the opponent WILL know that the next fireball will be 2 hits.
Anyway Im just fucking around… if we get more changes they will prob be in random pointless areas like overhead and super buffs we got. >_>
I read the same leak, but you missed a couple of things. Guess your japanese is a little rusty.
- cr.mp will now combo into hado AND mp palm.
- decreased recovery fot all tatsus, so Gouken will be able to block when he touches the ground again.
- we fixed lp Palm, so it will travel the same distance as SSFIV but faster, so it will still combo from light attacks.
- all palms now have projectile invincibility through the whole move, until active frames. Lp palm now has invincibility from frame 1. It used to start in frame 2.
The rest is the same!
You had me going. Good job
“Gouken also now has a big green laser sword that deals multiple hits. We feel this will help his priority and comboability immensely”
He also got a cancelable teleport (normals, specials, focus, jump, grab) with instant recovery and 0 frame command grab.
And he is still low tier.
My fiance thinks Goukens U1 is pretty badass but mentioned last night how she’s never seen his Super, so I went into how it is so slow it sucks ass but that it was being speed up in the patch.
Then I went on how Gouken is highly meter dependent, and that the only time you really have a full Super meter stocked is when you are playing a person much less skilled then yourself, so the change isn’t really that amazing.
That got me thinking about what the addition of an SRK would have on Gouken, even a 4 framer without much horizontal travel similar to Dan’s.
If they were to make his standing Tatsu mimic a Shoto DP where would he be in the tiers? No other changes, just that.
Even if they made it mimic a DP in terms of frames and startup invincibility it STILL would kind of suck because the only way to make it safe would be meter burning. The amount of recovery frames on it is obscenely high. -70 for LK -83 on MK -102 on HK and -97 for EX
Hell even on HIT the other person recovers before Gouken if you do a quickstand (except for LK Tatsu which Gouken recovers SLIGHTLY sooner than opponent on hit)
I would consider making those changes needed to have the recovery, and the hit box, similar to a DP as needed to satisfy my hypothetical question.
That’s not really true. Playing against people who don’t jump or highly skilled opponents that force you to block and look for openings and don’t give you room to do max punishes will leave you with a lot of meter as well. Problem is, two supers a game isn’t going to fix anything.
If it hit low that would be good enough, better anything else would just be a boon. The recovery frames are only a problem when someone drops out of it.
People do NOT recover faster then you do, even with quickstand, so long as you get full hits. If that was the case no one would ever finish a combo with HK tatsu in the corner. I don’t know the exact numbers but you can’t be punished, it is awfully close though.
That is a good point and I have noticed it a bit. Unfortunately I’m at the point with Gouken that I steamroll people, comeback from a severe beating to eke out a win, or get absolutely demolished. Pretty much just those three no real close back and forth matches.
In the last two scenarios I will have lots of meter, in the first of those two I blow through it to secure the win, in the last… I’m just holding my controller wishing I was playing Dan or Adon.
They need to give lk tastu suck in properties like EX. Im sick of people droping out when I anti air them at times >_>
LOL… I guess that’s Capcoms way of balancing how good EX Tatsu is.
I thought not hitting low was how they balanced it.
It’s really a shame that regular tatsu can only be used as an anti-air against noob jump ins. I mean is 120 damage really too big a deal? These god damn moves can’t hit low, they aren’t all purpose moves, it has no throw invincibility, it only has upper body invincibility and it has retard recovery with some of the slowest start up speeds and lowest anti-air damage. What’s the god damn problem here? It is strictly an anti air. Make it god damn anti-air properly.
On a side note, that one hit special (you know what I’m talking about, where you try to anti-air with the tip of LK tatsus foot) is the perfect range for FADC Ultra against a jump in.
LOL… I swear if they tuned him correctly he’d be the best character on the game. Maybe that’s the problem, if he had links and tatsu was srk, who would he struggle against?? NOBODY
And I don’t even want tatsu to be like SRK, I’d be more than happy if it was like Tiger Uppercut.