FINAL AE 2012 Balance change Request for gouken to ONO!

IF far st.HP’s frame advantage on hit remains the same as now it should work.

Just to be picky, frame advantage changes, but hitstun and blockstun dont unless the devs set it in a weird way.

He is asking about far.st.hp. It has been changed to 5 active frames.

If it stays at +4 on hit while adding 3 more active frames it means alot. It means you can theoretically now hit meaty with it on someones wakeup and combo sweep without counterhit. With counterhit and hitting on the last active frame it would be a 1 frame link into U1.

Adding active frames doesn’t help on combos.

AE 2011 S.HP
Active = 3
Recovery = 15
Hitstun = 21
Blockstun = 17
Hit Advantage = 21 - (2+15) = +4
Block Advantage = 17 - (2+15) = 0

+2 active frames now

AE 2012 S.HP
Hit Advantage = 21 - (4+15) = +2
Block Advantage = 17 - (4+15) = -2

There’s no word on changing hitstun or recovery.
Same goes for overhead. Less frame adv.

S.hp’s change was not meant for combos. Active frames goes for counter attacks.

Close MP->S.MP>Palm is easier to connect than simply S.MP > Palm.
Tatsu whiffes in these situations. Shitty range remains shitty.

Thought it was 2 active frames… Anyway as we said, if advantage on hit stays the same. Obviously if they just add two more frames in without adjusting anything else it will make it worse on hit.

You’re under the impression they won’t keep the same frame adv on hit?

Would suck cause I think a lot of people are hoping meaty overhead will allow for combos.

Are there any examples you are aware of in the prvious versions where they added active frames and it changed the advantage on hit?

the opposite. Ryu’s Cr.MK. SUPER->AE lost active frame and gained frame adv. Now, he’s gaining its active frames back. His adv will probably be changed again (to be how it was in super)
For me, Overhead’s change was to allow easier timing and S.HP to be used as counter attack (hitbox collision). It has good priority.

What about cl. st. mp, far st. mp, ex palm? Same as regular palm?

I get what you mean now by the active frames, thanks.

far st.HP had 2 active frames way back in vanilla. It got buffed to 3 active frames.

BTW, Ryu didnt gain frame advantage. It retained -3 on block and 0 on hit status.

Considering how Gouken’s far st.HP retained frame advantage from vanilla to super, I think it will remain the same. Cannot be 100% sure tho.

My bad. Ryu had his Cr.MK’s recovery changed from Super to AE to retain frame adv. Bad memory/knowledge here.

As for S.HP, we must wait a bit more then. In the mod, only active frames were changed.

I agree, the obvious use is for counterhits/stuffing things, but you can always find other uses than the obvious ones, like using it for meaty combos on wakeup.

@street11 if that is true about the buff from 2 to 3 with frame adv on hit staying the same it at least bodes well since there is a precedent in place.

I srsly doubt that short ranged overhead that can be focused will be -5 on block.

I don’t if these corner combos existed before (cr.hp extra hitstun could ve created these…or not):
Charged Hadoken > CloseHP, Hadoken, Cr.HP, Hadoken, Sweep = 380 damage. Meterless
Charged Hadoken > CloseHP, Hadoken, Cr.HP, EX Palm, Hadoken HP, Tatsu HK = 502 damage. 1 Meter

frametraps with lots of hitconfirms
closemp, smp, hadoken, sweep
closemp, smp, hadoken, cr.lk, tatsu hk

Yeah those combos existed before.

I assume those frametraps only work in the corner. Right now I use cl.st.mp, st.mp CH > sweep.

random late request: pressing pp during ex flip gives you a triple armor air parry, pressing kk gives you overhead dive kick. at cost of one ex each.

Surely double armour is the maximum anyone would need, and we rarely need that.
Nahh, we can do fine without extra demon flip stuff, people know how to block overhead.
Interesting idea though i wont knock that.

The interesting, solid character stuff comes from the small normal tweaks; a frame advantage here, an increased hitstun there… (And helpful fixes to palms/kongo.)

Thats my opinion anyway.

Rather than the double armor, if they just tweaked the window for Kongo/air parry to get broken off reversals, that would be more than enough imo. But tbh, as long as it functions off the focus system, I don’t see this happening :frowning:

They have the ability to do this. Reversals don’t break fei/cammy U2.

In all honesty I wouldnt mind having kongo mapped BACK to kicks …those were the days!

why Kongo to kicks? This way it makes mashing EX Tatsu much harder… and don’t tell me mashing is bad idea. Sometimes, it’s an option!

Mashing kongo is ok. Mashing EX tatsu is a terrible idea.