FINAL AE 2012 Balance change Request for gouken to ONO!

Weaknesses? WTF?! I have a brilliant idea! He should do some sort of punch on the way up, but the punch should hit people no matter how low they are, and it should hit people that touch his feet once he’s already way up in the air, and it should hit people that try to jump over him, and people shouldn’t be able to hit him when he does it, and if it hits someone that is in the air we should be able to Ultra them, and if it trades with someone we should be able to Ultra them!

If we had armor form the start, we would still lose to armor-breakers but it would give us a better chance. The parry would only be activated on the current window.
(An option for the 2 hit armor EX flip).

Can you give me a list of armor breakers that could stop the flip on the way up on reaction? How many armor breakers attack the air? How many would even be fast enough to work on reaction? Think about what you are saying.

Edit: Better yet, think about it from the perspective of every other character and how you would deal with it if you fought Gouken as those characters. You’d be screaming bloody murder.

I like the sound of that.

We should be able to full combo even when flip divekick hits the tip of the head.
And the old divekick comboability goes to the d+mk one.

Yeah, comboing from tip of foot would be really nice.

Old divekick stun to the command divekick would be kind of nuts. I do like the weak hitstun when I am going for a tick :wink:

More pointless musings from me:

How about a move that is the opposite of Seth’s Tandem Engine? Instead of sucking the opponent in, it pushes them away. Blocked it pushes them to just out of sweep range, full connect standing or crouched it sends them just over half screen, in the air they go 3/4 screen.

Or how about holding the button down on Kongo keeps it active, until a maximum number of frames is reached, then he goes into recovery. Recovery could be increased the longer the button is pressed to increase the risk. This wouldn’t be the biggest help in the world… most likely my timing just sucks and that would be a pointless change.

----Close standing mk a command normal----

—Reduced recovery on tastu’s or make them cause a hard knockdown. Shit is retarded to deal with

–Start up for each tastu reduced by 1 or 2 frames–

–Fix the issue with people droping out of lk tastu so we can get our full hits every time.

– Rework EX fireball. Lp and MP together(Instant 2 hit fireball going forward) MP and Hp(2 direction fireball like we have now)

–Air parry recovers in 4 frames—

More blockstun and hit stun on cr mp.

So much more but this is the main stuff I want right now. Can’t wait to see what they have in store for us at the end of november!

How about instant recovery for standing tatsu once it hits the ground BUT either put him in a juggle state or consider him grounded once he is a certain distance from the ground? So full punishes are possible but the window to do so is ONLY while he is “in the air.”

This is the thing that pisses me off the MOST! Ridiculous dps seems to recover before they reach the ground. Sometimes when they are a little far and I try to reach them when they are coming down from it, I eat another FREAKING dp in the face. Goddamnit! And when we tatsu, the opponent can literally WALK. Not dash. Maybe even MOONWALK and do a full punish.

They made so many good things to Cody and Makoto, they still have their flaws (as every character should have some) but they made them real solid characters. Why not fix these things and make Gouken the bad ass he should be? Thinking of the concept of the game, he should be really tough to beat. Sagat is considered a boss character. Seth is the last boss, harder to beat, and Gouken was the last hidden challenge. Think of that. Even though we’re not playing Shin Gouken, he should be really up in the tiers.

Im going to be real. When you wiff any srk pretty much you as risk for full punishment. Im fine with that with tastu but the problem is that if the recovery is going to be that long then make it result in a hard knockdown on all hits like giefs SPD. Like when im anti airing with lk tastu and the second hit drops them out!!! They fucking recover faster then i do which is pure retardation.

If capcom gives attention to lk tastu and HK tastu then I will be happy. Mk tastu is useless and ex is pretty much godlike lol. When I anti with Lk tastu I want all my fucking hits all the fucking time like EX tastu!!!

Turn Palm into Rekkas… turns out Gouken taught Fei back in the day :slight_smile:

I’m so GLAD they are nerfing that bullshit.

How about this: make DF dive kick and sweep both two hitters.

Obviously it would help with your opponent doing a Focus but for the dive kick there would be an added benefit. Make it only hit twice if you hit high, this would allow you to combo afterwards at the expense of damage scaling. If you do it deep, you hit once so your combo does more damage. The first higher hit should only do 10-20 damage.

Wouldn’t be bad for All EX Attacks to have Armor Break period.

Maybe for the sweep. But there’s no need to change the dive kick (really fine as it is). The damage scaling would not be worth it.

I would like EX palm to have armor. That would be some crazy s*** :slight_smile:

It wold make it combo-able in situations where it isn’t now and in situations where is is currently possible it would be the same.

LOL. U CRAZY BRAH?

imagine fb’s with armor?

ex chicken wing with armor?

ken’s ex tatsu with armor?

HONDA HEADBUTT WITH ARMOR?

I know you probably said that out of your ass but I have to stress here.

On a side note: did anyone see if you can do counter fadc denjin from anywhere? or palm fadc denjin?