No. This is one of the reasons scrubs don’t use him – you need a modicum of timing to land a lot of his stuff… unlike Wii-yu. -_-
You can use the j.:mp: just fine if you have the correct timing. It delineates in no uncertain terms a half-decent Gouken from the Hado spamming scrub.
(*j.:mp: ‘wiff-hitting’ after hip-toss into Shin Shoryuken, instead of just ‘n00b landing’ the Ultra, is a basic example of this.)
Back throw, one hit j strong, ultra at full gauge 464 damage
Back throw ultra at full gauge 518 damage. What makes back throw 1 hit j-strong ultra better?
If hitting the start button drained all your opponent’s health and gave you an automatic perfect without even throwing an attack and awarded you all the precious BP/GP/CP your stats whoring heart could desire, would you use it also?
Lets petition for that in ‘Super’, shall we. :rolleyes:
This^ is a prime example of what makes ‘IV’ so scrubcentic – no reward for skill. -_-
You are incredibly dumb. Next time, don’t cite the timing on backthrow -> j. strong as “one of the reasons scrubs don’t use him” when it nets you no extra damage.
Or if you just want to talk about how “scrubcentic” SF4 is, you can get the fuck out of this thread.
kongoshin and demon flip parry getting crushed by reversals SUCKS.
recovery time on tatsu is odd but i dont use that move anyway so whatever.
it would be GREAT if i could air tatsu out of demon flip.
I’d like it if they changed the Kongoshin to lp = low counter, mp = something new, hp = high counter.
As it is with Kongo using kick and the motion overlapping with tatsu, trying to do a tatsu when you were just blocking or walking back usually results in a low counter Kongo. Kind of like trying to walk forward with Abel and then doing cr.mp xx rekkathing usually turns into cr.mp xx falling Sky with Abel belting out PUNISH ME as he exposes his armpit.
I’d love to see a vid of you playing, you must attack with all shorts and jabs and when you do land a combo you burn all your EX meter FADCing into more combos heavily utilizing jabs and shorts for minimum damage maximum waste.
You strike me as the kind of guy who picks Dan so he has an excuse to lose and a reason to think he is awesome when he wins.
Not even sure what your ridiculous suggestion as to do with you not knowing that j.mp to ultra does less then Ultra. Your whole argument is that only noobs use the highest damage in a punish and that only skilled players willingly hurt their damage output for the sake of… being skilled
You seem to be reading (or not -_-) my comments as loosely as most do Bible scripture! :rolleyes:
I only use Gouken. The the rest of the roster are boring, garbage or just plain broken… suffice it to say.
Short of every piece of superfluous frame data on every one of his moves, I know more or less all there is to know, or that I wish to know, about him. I wouldn’t even be typing this if said combatant wasn’t on the roster. Although derivative, he’s the only decent character creation Crapcom (read: EGM!) have concocted since SuperSF. (*Not counting the EX games.)
And FYI, I barely use jabs outside of block string, so as to get the hell away from throw hoes. ‘Jab, jab, jab’ crap is for Wii-yu and Ballrot 'tards and doesn’t enter into the equation with a dignified character like Mr Sheng Long. >_>
Reipin Pillage. I was on your side until you brought Dan into this. Dan never loses, he just uses his face to fist technique more to win in spirit. His style is called Saikyo for a reason! YJDK about my AA focus attack to stun, to taunt super.
More seriously, if they just kept Dan as a super SNK rip off and actually gave him run as opposed to dash, and short hops/super hops I think even with the garbage they gave him for his normals in this game he could still be really good.
Anyways I digress. Back to Gouken.
What would the new medium punch Kongoshin be in your design? I think a nice special effect for it could function like a normal coutner, but as opposed to knocking the enemy the direction they’re attacking from it knocks them back, enabling him to plan for future zoning better? That way he can set up corner with parry much more easily as well.
Also, would it be a buff or a nerf over all if Gouken’s 623P went through fireballs for its entire active time but wouldn’t work on things like limbs? I think it could be interesting to just shut down fireballs if you do it at all early at the expense of having it less functional against certain other attacks.
Chrisis, I don’t think you can give something immunity to one thing and not another, you can only remove a hitbox from the path of a projectile, but even projectiles can have different hitboxes (Seths sonic boom vs Guiles sonic boom).
I’m assuming you are talking about his facepalm anyway, but it loses invincibility when he comes out of dash and goes into his hitting animation. I’ve thought about this myself after all those times you eat a fireball towards the end of his dash
I thought perhaps doing something like giving it Abel’s Ultra hitbox would be good, but that would make his feet vulnerable to Akumas air fireball…
EDIT: It might actually be a good trade off to lose to air fireballs but only be vulnerable to hits at the feet… Not sure if that would make it too powerful