Sunnyvale golfland is getting it!!! I’m so there!!!
It does seem like it cares where the move hits and not what its actual designation is. I tried to HP counter Ibuki’s overhead and got hit.
there are a lot of overheads that need to be low countered.
its weird, but its been there since the beginning, like chun li’s hazan shou.
ill be on the scene as soon as it gets to sunnyvale!!!1
Man i wish there was an arcade getting it near me. :sad::sad::sad::sad::sad::sad:
Im really wondering about Standing Mp to Crouching Hp and HK. Are they one frame links? If they are then it looks like gouken players have a reason to plink now heh.
Now i know Stmp to Clp clk Cmp and another standing Mp should be pretty easy.
It was that way in Chocolate.
Strawberry is Super, bro. Chocolate is AE IMO.
didn’t that ex tatsu hit on low at 0:55 ? YouTube - UltraDavid’s Channel
EDIT: BUT hp tatsu still doesn’t hit low 0:45 http://www.youtube.com/user/UltraDavid#p/u/3/oW3vcXdaG2c
[media=youtube]ghsJCFiGd6w[/media]
1:46 raw plam dhalsim tries to poke, dunno if its the block stun or knock back but lp palm looks practically safe on block, dunno about dp’s though…
An for the above post yea the ex does hit low, looks like Gouken players will be burning alot of meter this time around with confirm hits an ex tatsu fadc…
Doesn’t Gouken’s counter have a straight up legit hitbox? I’m pretty sure it has nothing to do with how the attacking move has to be blocked, since that’s just a programming flag on the move. Chun’s hazan-shu must have a super low hitbox, even though it has to be blocked high. It makes sense why Dudley’s is the same way when you consider how the animation looks. It’s just one of those quirks with the move, and I wouldn’t necessarily call it dumb I guess. Once you learn it, it’s not a big deal.
Also, can anyone confirm whether Gouken’s air tatsu is still an overhead? One of my favorite things to do with the character is instant air tatsu shenanigans. They took it away from Ken, though, so I’m scared now.
So how exactly does this new j.mp to air tatsu work?
Is it both hits of the j.mp, then tatsu before hitting the ground?
First hit of the j.mp, then tatsu before hitting the ground?
Second hit of the j.mp, then tatsu before hitting the ground?
Is it both hits of the j.mp, then immediately jump tatsu?
First hit of the j.mp,then immediately jump tatsu?
Second hit of the j.mp,then immediately jump tatsu?
We welcome all the bandwaggoners to the SHIN SHO Dojo Sessions. Get ready to get kicked off the bandwagon. Too bad you wont beable to KONGO your fall.
It’s first hit of the jump MP and cancel immediatly into Air tatsu. Just like say c.MP xx Tatsu, it’s j.MP xx Air Tatsu.
Hey guys, this video shows and confirms the knockdown of j. HK and nj HP, also shows some hit confirms using lp palm, very interesting, can the Gouken Guros analyze please?!:wgrin:
[media=youtube]F8BPsdF61y4[/media]
LP palmstrike has no range (everyone knows this). You can now frame link cl.mp to two japs cancel to lp palmstrike (will need to either do it myself soon or wait until someone else does). The block string cr. japx2 cr.mp cancel to lp hadou is still useful. But its weakness, more noticeable when the very tip of the old man’s cr. mp hits a blocking opponent (so he or she can mash jump over it or worse; Ultra), is still there. Looks like it is safe or “safer” when you are closer (can you please speculate or confirm this Sanchez?) Besides the super fast lp palmstrike and the new j.mp cancel to tatsu, the more important tool shown to us (at least I think so lol) is the knockdown of j.hk. This can be used against would be cross-ups and can demoralize jump backs. Also, when going up against an opponent that can Ume-Shoryu FADC into ultra, the downward motion of j.hk “should” be able to produce a trade. Meaning a trade will no longer result in a free ultra for the opponent. Granted this example pertains to Ryu, you should get the general idea. Then again, if you jump on a Ryu with no good reason then you kinda deserve to be lp shoryu to ultra. But hey, if this can be a remedy for that mistake then cool beans for us Gouken users.
-MAd
P.S. Checkout how Sanchez backdashed out of Ryu’s overhead from 1:40 tp 1:44. Not sure if that is possible in Super. Will check now and post the results. But if this is new, then what else will Gouken be able to backdash out of? Besides command grabs.
I’ve seen that happen in SSFIV. Sometimes when the opponent is still in the standing-to-crouching animation, Tatsu will catch them. I guess its because even when they are crouching, they have like a frame where they are still considered standing or something. Of course, most crouch and block so it rarely leads to anything besides meter burn or getting beat to hell as Gouken lands.
@obliovioner’s post
Has anyone seen if close strong, low forward xx jab palm works now?
Okay, just finished checking it out. It can be done, but timing must be absolutely perfect. Either its easier in AE (no offense Sanchez) or it is still the same (props Sanchez!).
The link cl.mp -> c.mk should be easier, though with the zero movement on jab palm it may be harder due to spacing not timing.
I haven’t played AE but isn’t cl.mp something like +5 to +7 on hit in AE and c.mk was changed to 3 frame startup? That’s probably target comboish easy to link at that point.
Can someone test out kongo FADC mp.Palm and see if it connects midscreen?
I know all the downsides to using Kongo but I don’t think people use it enough. And by enough, I mean once or twice a game. It’s almost like the player fears it infinitely more then the opponent. I’ve watched plenty of videos where people jump in all day with attacks because they know the Gouken is scared to kongo. One kongo FADCed to a lp.palm is 300 damage. That will make them think twice about jumping in with attacks and at that point you go to your normal anti airs…
Guess it won’t matter now though with the new kongo motion and Tatsu actually being able to be used from a blocking position on reaction instead of anticipation.
Sorry to get off topic! Can someone please test an anti-air kongo FADCed to mp.palm midscreen to see if we still have that combo (and by that combo I mean are we able to substitute mp.palm in AE since lp.palm will no longer work).
With the change to LP palm’s distance, is MP palm still unusable for mid-screen frame trap pressure after a blocked hadoken? It’s a common Gouken follow up after a blocked hadoken, so I’m really curious if its been kept.
The flip parry recovery into throw (~ 1.00min) looks quite fast… Hoping for the new/old mix up possibilities.