Instant Air Tatsu? How does this work? How does this hit? Is it performed via TKCS?
Im really interested in finding out how the nj.hp and the j.hk is going to play out in air battles. I usually only use j.hk for an instant overhead.
Instant Air Tatsu? How does this work? How does this hit? Is it performed via TKCS?
Im really interested in finding out how the nj.hp and the j.hk is going to play out in air battles. I usually only use j.hk for an instant overhead.
its performed like a tk but the kick is delayed, and the timing is very strict. imo very do able.
Agreed and IMO, the most useful when you have meter. The reason for this is the speed control you have during EX. As lon g as you’re not expecting an anti-air from your opponent and you’re not standing close enough (I believe the hittable hitbox is low-mid-center, from his trailing foot up) you’re basically guaranteed an escape faster and longer than a back dash with offensive properties.
Is the pressing of kick delay or is pressing the up+forward/up+backward/up direction AND kick delayed. I had slightly better luck with the instant air tatsu if I delayed both the upwards direction and kick button pressing.
just play around with it till you find the sweet spot.
I think I forgot about this. If there’s anyone who can test this before Friday, can you try CH close s.MP -> c.HP and see if that links? If it cannot link, then it’s possible that the pushback would change as well.
Also, I think Gen’s s.MP -> s.HP couldn’t link on Ryu (leaning forward on s.MP hit) didn’t connect in the corner, while it did after jump-in. I’ll give you confirmation on this on Friday.
CH cl.MP > cr.HP is a link
I thought they had the same acess to consoles as we do, just because they prefer it doesn’t mean it’s all they have. Let them start hosting gatherings and shit like we have to lol. I felt no pity when that debate came up a while ago. I would if console release dates were drastically different but the way it is, it’s just silly to say that we had an advantage because of that.
It’s simply not how their scene was, all the tourneys were arcade back in the day so thats what they played. Im not saying they didnt have the potential, they just didn’t have much reason(but those that travelled abroad should have taken the effort, I think Daigo eventually did, or maybe he had right away I don’t know I’m not stalking him).
It is a pity that the reverse isn’t as easy for us to solve unless one is lucky enough to have an arcade nearby, but honestly when looking through the list, a good player will still be great with his character, as long as hes aware of his nerfs/buffs and some quick training time should solve it. Advantage yes? Incredible one, hardly, no doubt well be getting plenty of footage released till we get the console DLC.
Could someone tell me what Gouken’s current links are? I think he has cl.mp > jab and cl.mp > cr.mk… And that’s all i know of. Is this correct?
That’s the gist of it. In the corner he also has links off of Hadou(sweep, c.lk, c.mp typically). Now open the counterhit bag and you’ve got a lot more(a lot of which will be regular combos come AE by the sounds of it :D)
s.hp -> cr.lp works well on some characters. Also s.hp -> cr.mk, but you can’t combo into tatsu then because of pushback.
cough* **…that’s what she said…
Earlier someone mentioned that we don’t know if cl.MP is getting more hit stun or less recovery, and I’m going out on a limb here and saying it’s getting more hit stun for the simple fact that in the Dev blog they didn’t say “Cl.MP has faster recovery.” In every other situation where that was the case ,Dan’s changes for example, they said “Normal move has faster recovery making more combos possible.” This leads me to believe that it was given more hit stun.
Of course I could be wrong, but that’s how it seems to me.
That is a reasonable assumption but I don’t want to jump to conclusions.
…Status quo…here is to assume and suppose anyhow…
There’s 25 pages of assumptions in this thread alone…
We have great imaginations here…lol!
Gouken is not a beast lol my character is not much better but gouken in general is pretty free raun is as good as gouken gets and that’s still not very good it has nothing to do with gouken players skill it’s just the character that sucks.
Gouken isn’t as free as you think. How free a character is is limited to just the character. But you’re forgetting to include how free or how NOT free the player is.
Good Gouken play relies not only great knowledge of the character, but Gouken is also as good as the player is in the game in it’s entirety.
Take Bullcat for example. Granted it was in an online match, but he beat Mago’s Fei Long. That’s a HUGE achievement. Just proving that it’s doable. With Gouken.
PS: Of course Gouken is beast. Lol, you’re definitely in the wrong forum to try and disprove that. :china:
If cl. st. mp links into lp hado then we will have a couple of hit confirm/block strings to untech.
For example right now on counter hit you can cl. st. mp > lp hado > cr. roundhouse as a 3 hit combo. I sometimes execute this now as a frame trap and if the lp hado hits you still can combo with cr. roundhouse for the knock down, but only the hado and cr. roundhouse combo.
Just something to think about, as it will be one of the first things I’ll try as I’m very curious as to how his untech game has been improved.
And I fall back…
Rauns Gou is comparatively better than your Mexican. …I have a feeling.