Tatsumaki: Honestly, though I am not opposed to having this move (at least the ex version) hit low, I kinda like that it only hits high. It makes it a really unique move and even further distinguishes it apart from an srk.
Since Gouken has been concieved, players on this forum have had a very hard time of where to place the Tatsumaki. Is it a wake up reversal move much like an srk? Is it an anti air move? The thing that makes the Tatsumaki so difficult is that noone knows what it’s really used for. It is a very grey move. It has many applications yet does not excel in any of them. This move is extremely unreliable in every situation that it can be used for. This move is broken. It would help alot if Capcom were to unblurr this move and give it definition; something it is specifically used for. You can’t use the none EX versions of this move as a wake up. There are not enough (if any?) invincibility frames on it.
If this move does become ungreyed and Capcom desides to give it an actual purpose, and if they decide to make it a wake-up reversal type move much like an srk, then by God… make it invincible. It’s bad enough that it doesn’t hit low, at least make the active frames start earlier or allow the move to be invincible until the active frames.
If they decide to make this move into a strictly anti-air move (which is my opinion, as you will see why after hearing my ideas about Kongoshin), then they need to make the move a solid anti-air move that does not whiff so easily. If the first hit lands, then all of the preceeding hits should also land. Also, the first initial hit of the Tatsumaki needs to be more difinitive as an anti-air, and hit more consistently by increasing it’s priority. Gouken’s legs are short. So if I have to wait forever for a jumping character to get all the way down and in range of the initial kick, that initial kick needs to take priority over a j.hk. (If, of course, this move goes strictly anti-air.)
This move needs a difinitive purpose. I detest the lack of definition and it’s “all-purposeness.” I’d rather it be what it’s going to be and for it to be good and reliable at that thing.
Palm: I actually like the way they did this move. I know it’s punishable on block, but i think it should be. Other wise it’d be like a tiger knee. :tdown:
Kongoshin: I think I would enjoy this move better as a parry. I wish it did not take fake damage and thus did not increase meter that way, but instead acted like an actual parry in that it deflected the damage and automatically gave it in return. Also if this was the case, I’d like to see the high version parry non-command throws as well. This is not an unrealistic request. We have no wake up. An srk on wake up beats everything except block. Kongoshin acting in the way I described above would allow for the non-EX high version to take care of throws/high attacks and be susceptible to low attacks, whilst the low version only low attacks, thus being susceptible to high attacks and throws. This would be a very realistic “buff” and would not be over-powered in the least. Of course the other option an opponent has to a rising Gouken would be to do nothing, thus when the rising Gouken performs the Kongoshin he is super suceptable to punishment much like a blocked srk. This though, would give the opponent no chip damage for he would not be blocking anything.
The above scenario of Kongoshin is STILL inferior to the properties of an srk. This is a viable balance to Gouken’s wake-up game.
Gouken’s normals/Hit confirms: I think Gouken’s normals seriously lack. I also belive that this is a good balance to a zone-type character. His close-in game should lack in comparison to other characters in order to compensate for his keep away abilities. If the above scenario of Kongoshin was a reality, I could accept his lack of normals. How often does Ryu spam srk during a block stun? Can I not be allowed to spam high Kongoshin and at the same time have no fear of a tick throw attempt? A spammed srk has no fear of a tick throw attempt OR a low attack during block stun. Not to go into Kongoshin again, but I do think that Gouken’s normals not having link abilities is completely acceptable with Kongoshin reworked like this.
There’s more I can touch on, but It’s late and this is a rediculously long post as it is. Sorry for all the spelling errors.