you have to hit pretty low to the ground to get c.hp to combo off of j.mk and c.hp starts in 6 frames.
cs.hp starts in 8 frames.
j.mk doesnt have enough block stun to safely link into c.hp.
people can mash their way out of that online or off.
if you dont know if the crossup is going to connect, you need to go to c.lp and push them out and start planning another opportunity.
i dont know if c.lp is safe after blocked j.mk either.
i have gotten away with it and been hit when i tried it.
depending on the height you connect with it, j.mk is very risky.
against shotos i usually block/tech after a blocked crossup, yay!
i’ve had the same experiences as you, even c.lp is not fast enough after j.mk for it to be a reliable follow-up without being srk’ed out of it. i really hate j.mk for this reason. in fact, one of the very few suggestions i posted in the ssf4 gouken thread was to give longer blockstun for j.mk because it’s too ridiculously easy to be knocked out after it. heck, i’ve even been srk’ed out of a follow-up c.hp even after the opponent was hit (not blocked) by the j.mk. whether it was online lag, stun time too short, or whatever, it pisses me off. i can’t imagine how that can be “balanced” in gouken’s game.
if we get unbreakable kongos, this wont be an issue.
Unreakable kongo (at the expense of the damage loss) is something I’d really desire. A universal “stop” move that is punch OR kick only (not either/or) that will do a consistent amount of damage (vs. the scaling it can do it).
You know what really grinds my gears?
Gouken having no wakeup meaties that leave him at +2 or better on block. Close Standing MP should be +3 on block and not +1.
Why is block/hit stun for dive kick different on regular dive kick vs. demon flip dive kick. Its the same damn move!!!
I don’t see any reason to lower the damage on an unbreakable kongo. This move already has enough drawbacks that simply unlinking it from the FA system is going to make it OP or borken, as much as people like to claim it will be. God forbid you have to delay an attack for a second or throw instead of mindlessly tiger kneeing all over the place.
They have different hitboxes and have different applications, from my experience.
Maybe they wanted to account for the implied momentum being different in both moves.
goke dog doesn’t need an unbreakable kongo…if they did give him something like it they might as well make his kongo cancel kongo the unbreakable. That crap is hard to do but I do it consistently! Even that fails to ex green hand.
But I feel honestly if they make gouken any easier to use or more powerful I won’t feel as tho he’s the same dude. They gave us ryu in sf2 he was dope. Then dudes wanted him changed, he evolved and somewhat revolved to being hella similar in sf4 except for the obvious differences. But things like spacing and timing are more like sf2 with respect to ryu. I’m saying if goke aint broke don’t fix him. He will just end up being changed and changed making him easier for you to use. And I don’t like that!
He’s not broke. He’s severely lacking.
I suppose… whatever it is, it sucks.
You can land cr. FP after hit if it hits below the knees, but you can safely sting cr. lp (hit/block string) and mix up frome there.
The MK dive kick has other applications other than to just ‘hit’ the opponent.
He’s an old ass dude, he is a defensive character by nature…his defensive ultra is a testament to this. All that linking stuff is for younger fighters, Gokes style is normals mixups/crossups and spacing.he’s powerful. He’s an OG! Why does he need so much improvement? With Gman you’re supposed to be a master of the shoto, shotos pretty much kill any character model given to us over the years, beat all shoto , beat all others. I think he has more than enough tools he builds meter like a pimp.
Only thing I think so far is make that damn tatsu hit behind as well on the way up. Or make it like ryus huricane kick from ex2. Oh and make df cancelable on the way up, cancel to an air tatsu.t That would make him the frikkin Man!
Just think about that!!!
I coulda swore I saw myself do this against an online dhalsim as he jumped back into the corner. As I’ve never been able to replicate this I assumed it was a glitch, but it is a dope ass idea!
Yeah, but he’s shit defensively. That’s why he is lacking.
gouken isnt defensive at all.
the last place he wants to be is on defense!
beating your friends or random noobs in ranked doesnt make gouken overpowered or even balanced.
he is a fun character with a cool design but he could definitely use a few adjustments.
you can see this when you play against strong competition.
right now gouken cant properly use the tools he was given because of random glitches.
i challenge anyone to give me one legitimate example of why counter should be associated with focus at all.
it has no where near the utility of an active reversal, even if it cannot be crushed.
Difference in philosophies! That’s why we play folks! Anyways…add me and get at me!
One example would be the inability to perform tatsu/EX-tatsu as a counter-move while blocking. Not spamming it, but let’s say you’re predicting your opponent’s next move after a block string will be something you can counter with an EX-tatsu. Since you’ve been holding back the whole time, you’ll end up performing a kongo instead. It’s not a technical glitch, but I would say it’s a glitch in practice.
So don’t we just do forward then hcb from the block position?