No, but we also see the possible advantages from it. While I loved catching people like bisons slide or codys EX ruffian with it, I get more air to airs with it and then the knockdown will be more advantageous than a reset. All the nerfs we got I couldn’t care less about, compared to all the buffs we got, utterly worth it. AE is Goukens playfield now, welcome the master
That HP > LP Palm looked like a god damn target combo, holy shit that thing is fast.
I played AE all day today and spent my time using Akuma and Gouken.
Akuma impressions are in the Akuma forums. Here are my brief Gouken and misc notes:
Ryu’s c.mk is noticeably poorer. It extends and retracts very fast. I saw a few trade Ultras, though interesting I actually saw a few miss outright. It seems you need to ‘aim’ the Ultra a little better unlike in vanilla.
Gouken’s changes are interesting (I used to main Gouken, and still alt him). He has a couple of neat hit confirms now (lp into palm, cs.mp > c.hp) and the jump mp > tatsu juggle is kinda cool. The nj.hp smash-down effect is pretty cool, as is the j.hp effect (air to air) though I didn’t spend a great amount of time with him as my focus was with Akuma.
I wouldn’t say Gouken is massively ‘better’ he’s just a little different though it is far too early to say. He has some new stuff that ought to help him and give him more offensive power. He has four counters now: lp, mp, hp all perform counters - lp low, mp mid/high and hp has the animation from his EX counter where he kinda crosses his arms. Fourth counter is the EX version. I couldn’t figure out what is happening with the HP version as I never got a chance to use it. EX functions as usual - covers both high and low. Back toss into ultra does noticeably less damage now, especially if you don’t connect the full animation. EX tatsu locks in opponents for all hits now. Demon flip parry is much more useful due to its reduced recovery. lp palm remains stationary and he shoves his hand out. I combod this from a crouching light punch. Its very fast.
Not sure what Japan’s reports were about re: people missing backtoss > Ultra. I landed this no worries. Nothing to concern yourselves with here.
I didn’t use U2.
Other misc stuff:
One cool thing - Rufus’ U2. I ‘fell’ out of this a couple of times when he caught me from the air. Seems the vacuum effect has been scaled back significantly.
Gief’s EX hand takes some getting used to.
Honda’s damage seemed a little tamer.
Chun is still solid.
Cammy’s uppercut has less pushback on block.
I could punish blocked Blanka balls with a fireball, lol.
Some translations from Japanese SSF4 AE BBS. Please take this with a grain of salt.
-
Close s.MP changes
"Frankly it looks like console SSF4’s close s.MP on counter hit.
Hitstun from 16f to 19f
Blockstun from 13f to 16f
Hadouken, MP/EX Palm turned out to be connecting.
Frame advantage seems to be
+7 on hit (Far s.MK connected, so this is probably it)
+4 on block
Pushback seemed to have increased a little so after it it’ll always be far normal" -
j.MP -> air Tatsu on grounded opponents
"Worked on T.Hawk. Didn’t test but maybe works on Seth and Gief as well" -
j.MP 2 hits air-to-air -> j.HK follow-up
"Won’t connect if you don’t do it as you would do j.MP -> j.MP 2nd hit.
Probably is useful only if you forget air tatsu input" -
Close s.HK
"Close s.HK -> c.LP connected so should be at least +4 on hit.
Has much pushback so c.MK will not connect." -
Other things that seemed to have changed
"EX Palm’s 2nd hit’s launch. Maybe it the horizontal distance launched is less than console version?
Corner EX Palm -> EX Hadou -> U1 didn’t connect fully because the timing was too fast, and HP Palm connected at a higher point so I think there are some small adjustments.
Either c.LK’s range decreased or c.MP’s range increased.
They had similar range, but c.MP’s range is noticeably longer now.
Not sure which one is the case."
This guy later said this after more testing
-
Close s.HK
"Frame advantage on hit is +5.
Tried hit confirm with c.LP, c.LK, and c.MP but none of them cannot be connected into LP Palm." -
EX Palm
"Still can’t follow-up with HK Tatsu on Sakura."
and someone said
"Low Kongo’s counter range got a little wider?
Instead, you cannot counter attacks that hit Gouken’s head with Mid Kongo. Like Gief’s Far s.HK or Sagat’s high tiger shot."
Boy, that was insightful. I’m going to have to totally change my gameplay against her now.
Why not just EX Palm > forward dash > cr. roundhouse and rape her poor wake up?? If you can knock that bitch down, she’s powerless to oki. The only thing that can save her is guessing correctly, much like how Akuma does Gouken but unlike Gouken EX can’t even save her ass.
He’s being sarcastic.
I love dash tatsu though. That 60 damage and extra meter can mean a big difference. I guess dash sweep will be better now that Gouken has good frame traps in AE.
iam, while I respect your post, I think you missed the joke. It was sarcasm, as that combo has never worked ever. For someone to report it just means they don’t know Gouken very much. Knocking her down and going into DF mixup is always what I’ve done since she can’t do anything about it.
LOL… It’s too early for jokes. I better wake the hell up and get in gear.
Also, s.mp is +7!?!?! 2 frame link into cr.hp? FUCK YEAH.
It probably isn’t +4 on block, most I’ve ever seen on a normal in SF4 is +3.
So Kongo is now in 3 parts for real? That makes me sad.
This shows how much a sentence can be changed by forgetting to add one single word: “Still”.
Btw, lots of jabs are +4 on block, and Gen’s mantis s.MP on block is +5.
You know what is really amazing about this news? With cl.MP being +4 on block, Gouken finally has a true block string.
I just saw the new LP palm. I want AE Gouken on console. Now.
Balrogs f.LP is+5, his c.LP +4 and his c.MK +4.
Cody has cl.MP at +4.
(giggled when I got to dan its all -X or 0 XD)
Honda has cl.MP at +4.
Fuerte has f.HP at +5.
Gen has mantis cl.MP at +5
(hakan might have some when oiled, not sure)
Ibuki has f.LP at +4
Ken has cl.LP, f.LP and f.MP at +4
Bison has cl.LP at +4
Rufus has f.LP at +4
Sagat has cl.LP at +4
Sakura has cl.LP and f.LP at +4
Seth has cl.LP and f.LP at +4
A lot of the +4s were +7 on hit so it’s not that unlikely
Gods I can’t wait, I never dreamed we’d get cl.MP at+5 and when they announced that I was exstatic. Then they confirmed it as likely being +6. Then it turns out it’s +7. Good games capcom, I love you <3
Good shits… I want it NOW!!
[media=youtube]8f8DJpS05UE[/media]
Confirmation, on being able to link poke chains into LP Palm (Sweet!) and Neutral Jump HP with knock down properties …
[media=youtube]8f8DJpS05UE[/media]
As I see it he didn’t chain anything, he got 2 jabs, then the combo dropped, and then he hit jab then LP palm.
Look at that recovery on the GF Parry, it may not be as fast as Akuma’s Hammer Fist but it’s close, def. better than what we have now.
[media=youtube]8f8DJpS05UE#t=02m20s[/media]
What is the substitute for kongo fadc > lp palm?? or does the new lp work.
Also does the new lp palm have any juggle properties. For example palm fadc > lp palm?
Missed this one
[media=youtube]0gNYtlN0824[/media]
Gouken vs Seth
wow the new df parry is mindblowing, incredibly fast!!! omg!!!
the new slam moves look great, oki is going to be good in sf4 ae for gouken
nobody is using tatsu as aa yet but they dont kongo either, probably muscle memory isnt there yet with the new input, and no j.mp into tatsu either
no c.lp hit confirm into palm sadly, but the new lp palm looks really good
not of much use but here’s a vid of shin gouken in ae ssf4 [media=youtube]6VdYPjXIv5U[/media]