Just as an afterthought, aside from tatsu being fixed; would it seem too broken if Kongo’s propensity to get hit out of fast 2-hit specials like EX greenhand or Bison’s scissor kick was removed? It already gets blown away by armorbreaks/reversals, is it really asking too much to just get it to function properly outside of that? Even with the 3-separate hitboxes?
Id actually like to end in a push vs EX green hand after DBL kongo staring Gief down, or Id actually lie it to work properly vs blankas DBL knee, It works great vs EX devils reverse and chun and gens 2hit jump ins
It would not be broken at all. Heck it would just be a fucking fix and it needs to be done! We get blown up by armor breaks and its in three parts instead of 2 in which is was also hard to use as well. EDIT: AND OUR DAMAGE WAS NERFED LOL CAPCOM REALLY?!? When we do get a kongo off we should at least be 100% granted the hit instead of bullshit like zangiefs green hand or seths and chun li’s head stomps or viper air burn kicking away from it. Its pure bullshit and needs to be addressed.
Boy I can’t wait for this final change list. I am SO fucking ready to see whats in store for us and if capcom made any changes that will actually make a fucking difference!
Amen!
I, for one, agree.
(Although i don’t know how i feel with the headstomp, i can see why it doesn’t hit, and i don’t feel like “kongo why u no work!”.
But i do feel that when a move hits twice. )
I also saved a replay where a Yun 2 x cr.LK my Ex Parry at point blank and there was no reaction. (I didn’t get hit, he just passed straight through but didn’t activate kongo.)
Its just so stupid simply put. If ANYTHING that is not armor break touchs kongo they should be sent flying back with 150 damage. We AT LEAST deserve that for our damage nerf and it being seperated into three parts making it MUCH harder to use properly. When its activated it needs to do its fucking job no questions asks lol. Capcom needs to and should understand this. Kongo is poorly made simply put just like regular tastu’s.
I really don’t understand why I like gouken so much when he has so many problems with his tools its not even funny lol
EX Kongo should beat armor breakers too. Come on Akuma, give me your palm now! lol
This is the post I made at Yeb’s topic about his MOD for AE PC changing into ver. 2012.
We can’t measure how accurate the mod is. But is can give us a preview of whats coming.
Here’s how Gouken’s extra hitstuns work in the Mod:
*S.MP combos into Palm MP and Hadoken.
*Against some characters, S.MP > Palm/Hadoken requires being closer than against others.
*S.MP into Hadoken combos way easier than Palm MP.
*When S.MP is used in combos, it combos much easier into Palm and Hadoken. Close MP, S.MP > Specials works easily. From Jump-ins, CloseMP -> S.MP -> Palm fails. Hadoken works.
*Cr.HP into EX Palm worked everytime here.
*Fancy: Jump In > Close MP > Stand MP > Hadoken > FADC > Cr.HP (extra hitstun) > EX Palm > Tatsu *works. But then, maybe Cr.HP was better than S.MP.
*Close HK > S.MP doesn t work. Too far.
*I don’t know if Cr.HP’s hitstun allowed this before: Corner against Rufus/Sagat: Charged Hadoken, CloseHP, Hadoken, Cr.HP, EX Palm…etc (1 bar combo). Well, it works.
Maybe S.MP > Palm triggers automatic success in the game…
Can you tell me if these work?
FAR St. Mp > cr. lk
FAR St. mp > cr. mp
FAR St. Mp > cr. mp > super lp palm / ae mp palm
Tests were done against regular Stance Ryu
S.MP > Cr.LK works, but requires close distance
S.MP > Cr.MP works much easier.
Max range S.MP doesn’t combo. Too far.
Cr.MP into Palm = doesn’t work until really really close (useless).
Damn it. This would be the s***.
This was on Ryu?
This doesn’t work on Ryu, Ken, Sagat, Hakan, Dan, E.Ryu and DeeJay.
Also, any chance that the mod has Denjin speed increase?
Works on the rest of the cast. I have the results in the labwork thread, you can also do cl.st.mp > hold forward > cl.st.hk > fat.st.mp
*Managed to combo CloseHK > S.MP, but S.mp doesn’t combo not even into Hadoken.
*No increased speed for denjin here
*CloseHP (Counter hit ) -> S.MP -> Hadoken works (Tested on sagat). In the corner, Hadoken follows with Cr.HK.
*Tried Close mp, s.mp, s.mp, special. Got the link, but last s.mp didn’t combo into any special
*CloseHP > Palm LP seems to be working better now. Used to whiff in AE2011. LP Palm still doesn’t combo from Cr.MP very well. This hitbox, however, may or not be accurate. Difficult to estimate how bigger it will really be in 2012. Don’t remember how it used to be. Well, Cr.HP/Cl.HP -> LP Palm doesn’t whiff against a high block cammy. Safe string ender for chip.
*Didn’t saw this one coming. S.MP combos into LP Palm. Not max distance, of course.
Punishing:
*Rekkas are easily punishable.
*Super punishes Balrog’s close LP Dash Punch
*Super punishes Close Cr.MK -> Hadoken (Ryu
*Palm MP is an nswer to all Blanka Balls. MP and HP can be punished by Crouch Block -> MP Palm
*Stand Block -> Super punishes LK Jaguar Tooth
*Impractical, but stand block -> Super punishes Yun’s Dive Kick (if done closed)
*Super punishes EX Hayate
*Super punishes Gouken’s CloseHP->LP Palm
Really hope that’s some sort of bug or something.
I doubt it’s a bug. Location testers said that far st.MP xx hadou doesn’t combo in certain ranges.
2012 MP Palm should combo however, but not from that mod.
I read it with the understanding that far st.mp won’t cancel at a certain range, but now I see it just lacks the stun to combo.
Yeah. It cancels, but there’s not enough time to combo.
The counterhit combo is good though.
Near corner, start a string with cr.lp, then frametrap with Close HP, link into S.MP (easy link), cancel into hadoken and finish with a sweep.
Sometimes close MP is not the best move to try.
What about st.mp xx tatsu?
With the new active frames, can you do far st. hp, cr. hk on wake up by making the far st. hp hit at the end of the active frames?
adding active frames changes nothing. Recovery and hitstun are the relevant data.
S.MP x tatsu might work if close enough, but useless. At this distance, there’s so much better things to do.
New S.MP came as footsies and punish mainly. Sometimes it helps on some combos.
Footsies mean it’s main use will be S.MP > Hadou. Punish = S.MP -> Palm/Hadou
Technically no. Frame data is calculated taking into account if you hit in the first active frame. That means that the later you hit during the active frames, the more hit-stun, and the more block stun you have.
In AE, if you hit far st. hp during the second or third active frames, you can hit a cr. mp after, even on non-counter hit, even though frame data shows far st. hp being +4 and cr. mp being 5 frames.
Having more active frames means you can get even more frame advantage, and the combo I posted should then work.
Also, what about cl st. mp, far st. mp, super lp palm(2012 mp palm)? And how about tatsu at the end?
Thanks for the testing Kriger.