What dev blog was that? No it shouldn’t, chains do not lead to cancellable Specials :S
Sanchez already said he couldn’t get jab jab lp.palm to work which means you will not be able to hit confirm off multiple light attacks with anything. The problem is Gouken’s light attacks can only chain, not link into themselves
Kick out of demon flip needs to be an overhead again. Fuck the jab links combo crap. The end.
Yeah, this is my first match using Gouken in AE. Although these weren’t lvl2 Ultras, I could definately tell this was doing less that SSF4. It kinda sucks he got nerfed here, but once you play with Gouken for a few minutes, you realize how much better he feels. The buffs kind of out-weigh this nerf. I’m going to go to FFA this evening after work if the weather allows me. It’s been raining hella hard in LA for the past week.
^ I’m actually pleased with all of the changes thus far. The depths of kongo is still out there, but for the most part I think Gouken is infinitely better than what he was in SSF4. Even if he only got 2 new ways to Un-Tech I’d be saying this.
To know that every time an airborne opponent get’s hit by n.j. hp or j. hk and it’s a free oki is so beautiful. Then you consider that you can st. mp > cr. roundhouse and that puts them in an untech as well. So we have 3 new ways to Untech opponents.
It’s so many new possibilities with this and it makes Gouken that much more efficient.
I can actually input tatsu at will and I’ll get it damn near every time - Great indirect buff.
Air Parry is FASTER!
and he has Better Normals!!!
Not to mention the new “lp palm”. I think that shit is beastly, and focus spammers and hyper armor users better beware. I don’t even want to mention the frame traps you can do with that, especially what it can do to crouch teching.
I think they unleashed Gouken, and toned back throw Shin Sho b/c most people used it as a crutch. Save a few characters, I’m rolling with Denjin.
Something tells me we will be getting DLC earlier than later… just a hunch.
And I can’t fucking wait.
I wouldn’t be surprised if we see the DLC before the end of the fiscal year(mid march). Those leaked achievement images makes me believe they’ve already got something ready.
It’s unfortunate that it looks like we lost Kongo FADC palm midscreen though
Someone said that s.mp s.mk combo’d so it’s probably +7.
Has anyone tried kongo fadc tatsu?
Same here, I am very very happy with the changes.
The only nerf I see so far is backthrow. Is it a nerf? Clearly. Is it necessary? maybe not. But is it reasonable? Totally reasonable. No other character get 500 damage off a normal throw. Why should Gouken? Beside, he still get 400. Still no other character gets that off a normal throw.
Improved normal is the biggest buff I see so far. Every bad match up Gouken have is due to lack of good normal. There are no way to get off a good boxer pressure + throw mix up. Because he can just jab mix with heavy punch and and the worst you can do is jab back and do a messy 30 damage. Now that cl.mp links with cr.hk, and lp link with palm can really get them off you.
Improved recovery on air parry is second biggest buff. Such a underrated move in my opinion. Now we can reliably use it to mix in with GF pressure. Good player just mash c.hp whenever there are time, cause parry still lose to it and it beat grabs and dive kick. Now they clear can’t do that since they will eat a backthrow and ultra. Without that option GF become so much more scary. Not quite as scary as Akuma df but at least somewhere reasonable.
No overlaps on Tatsu is a mix in my opinion. But the only useful thing is when you have no idea which way to block on a cross up attempt, doing EX parry with kick button can somewhat give you a bad option select cause if it doesn’t auto correct EX GF is still a decent escape sometime. Except this set up is a bad habit. However Tatsu not hitting low just make really scary to use. Big risk, big reward I guess?
I actually liked Tatsu FADC + jab dash does cross up. Not having that would misses some confusing opportunity, but not a big deal I guess. No Kongo FADC palm is not a huge deal in my opinion. As most of the situation where Kongo were used would be replaced by Tatsu FADC palm.
What I’m worried about is MP Palm. does it punish ex blanka ball on standing block like LP palm used to do? Does it punish FB attempt after they block your land fb? I uses LP palm a lot and with perfect spacing it is basically not punishable. Without that move it would be troubling in mid range.
Now that EX tatsu locks that should work just fine, although it’s 3 meters.
Meter wise it is worth it, or at least it seems like it.
3 bars for 380/350 vs 4 bars for 345/0 (super)
kongo fadc palm was 300/350.
Do the regular tatsus lock as well? Come to think of it I haven’t seen anyone use tatsu at all really in these AE videos (unless I’m just forgetting something). Can you trade tatsu into Ultra?
Pretty sure the regular tatsus have been untouched, since one report said you still couldn’t EX palm dash HK tatsu on Sakura, so most likely no lock on those. But yes, you can trade tatsu into full ultra just fine, with the indirect buff to tatsu with Kongo motion change, it’ll play a bigger role than it did in Strawberry.
I know you could do it in Super, but I was just curious if it is still possible in AE. Given that they made it easier to actually use tatsu they may have given it the ryu/sagat treatment, who knows
^ And we saw the full 2 hit jMP into air tatsu. Also the mp palm after the anti-air FB seems to be a little faster but my eye may be playing tricks. Hopefully it is faster to take up some of what we used to use jab palm for.
That shit is nice. I’m a little peeved that j. hk isn’t an untech though.
It wasn’t the 2-hit j.MP. Back throw counts on the combo meter due to the small pixel of grey damage it does.
If 2 hit j.mp can go into air Tatsu or even just jumping round house, I don’t see what is stopping it from going into U2.
All those backthrow shin sho were depressing, damage is so low. But really, isn’t backthrow now faster? I can’t believe how many backthrows he did in that vid, together with many I’ve seen in other vids. I get teched out of backthrow so many times in current ssf4, it’s hard to believe some of the people in those vids got thrown that much.
offtopic but it looks like they fixed makoto U2 as AA, it locked for full non animation ultra both times he did it.
It does that now already :S
Really? Depressing, cause it just gets a smile on my face. That’s it, thats the whole tradeoff? For that teeny nerf(well also now 3 counters) we get sooooo much. So much. I don’t think anyone in AE or even in super got boosted like we did in so many different areas. Backthrow to Ultra has become one of my least satisfying wins of late(except if I did it to Gief^^) and the only thing I’ll miss is my j.MP to regular Tatsu combos.
2 Tiny nerfs
OMGWTFROFLMAOBBQ Buffs
Yep still nothing but smiles
OH yeah about the makoto ultra, she already could juggle like that on occasion, depending on hitboxes. Whenever I use I’m a fan of U2 and have seen it go either way a lot, so hoping those we’re caused by lock What was really noticeable though, was that she couldn’t juggle after. I was pretty sure she could do juggle after either full animation or the partial so I’m a bit O.o