Wait wait wait!!!??
Did you say that Lp palm travel distance increased??? Or did you mean lp palm hit box range increased.
There’s a difference. I would definitely love lp palm to move forward a bit.
Wait wait wait!!!??
Did you say that Lp palm travel distance increased??? Or did you mean lp palm hit box range increased.
There’s a difference. I would definitely love lp palm to move forward a bit.
Distance traveled has increased. It was the same in the first build.
The difference is barely noticable but you can supposedly c.lk->l.palm at a safe range now so that’s something.
So lp palm moves forward a bit. Wow. Totally missed that one
sounds like some good buffs in exchange of 100 stun…
I would really like someone who is a bit better at Japanese to clarify the s.lk change. My friend here insists it’s now clst.lk, and google translate says “less than far” (lol). It’s not that big of a deal except it starts up 1 frame faster than far version, so it’d be an easier link on counterhit.
Rest of list are same as ver.α changes so I didn’t translate them.
The first line of the list means “far.st.LK is now cancel-able”, it doesn’t change from ver.α.
I’m very surprised DF.throw get more nerfed. Maybe Ayano-san was killed his parents by DEMON FLIP THROW
True… but damn man… can they shave some of that recovery time off after it has been landed? There should be time enough to either do something to get some space to zone or to empty jump in after you’ve landed it and not get hit.
i believe they nerfed it because of post ultra2 mix ups leading to a potential, almost unscaled (!) dizzy and mostly final knock out.
i honestly do not understand the urge of decreased recovery frames… to bait reversals? why not possible with df focus, as only 2 frames longer than akumas df palm? or any sort of mix up? the move itself is mostly a gamble and gets punished regularly by better players imo. care to elaborate?
edit
forget it, understood you mean after (!) it hit for a better safe jump than only 7/8 frames…
edit
forget it, understood you mean after (!) it hit for a better safe jump than only 7/8 frames…
Yeah… and on top of that, if you land it on an opponent who’s back is in the corner > Gouken ends up with his back to the corner and you can’t jump out with risk.
Why is there a restriction on his ability to mix up or run away here. It really kills his momentum.
There should be enough time to dive kick and land… That would give him enough time to mix up or GTFO.
It just seem that this would just be common sense balancing.
But it’s whatever… I’ll just have to keep 1 EX Bar.
Updated.
It sounds like CS.LK is now cancelable, but we’ll have to wait for a definite translation.
Nice changes
3f jab is awesome will help his defense.
Ex tat. Buff…this gives gouken an official wake up and changes those match ups were small fighters can crouch rush on a knockdown… Gouken with ex is already strong and this will also make his zoning game stronger with the faster start up, range, low hit box, and damage in certain match ups.
3f jab is legitimately very strong
I just wish they would make c.jab +4 on hit so that the link wouldn’t be 1 frame and unplinkable. Gouken is not an execution-heavy character, this raises his skill floor considerably
Damage scaling prevents nonsense like c.lp->>>eventual ultra 2 or whatever from being that big of an issue, although the stun on U2 might be a problem… I’d take a hit to his Ultra 2’s stun to have an option like that
If that 3 frame cr. lp is true, then we will also have a much needed 2 frame link true block string after landing cl. st. mp. Which helps out a lot b/c we can hit confirm the combo or block string out to lp palm without getting our mouths torn off.
Isn’t clstMP already a really easy hit confirm?
How often do you get clstMP without a jump-in or divekick first, really? Isn’t that plenty of time to hit-confirm that, or is there another situation where you’d be in a position to hit that button? heh
I’m talking about after block.
It’s +4 on block and you can 1 frame link to lp after using it… it’s a true block string now but a 1 frame link b/c lp is 4 frames. But if lp is 3 frames, you will be able to have an extra frame to use lp and hit them while they are still in block stun animation.
This leads in to my gripe about the recovery time after landing GF. You can cross opponents up after landing it and try to hit confirm cl. st. mp but if it’s blocked, you’d get mashed after its blocked… not unless you hit the 1 frame link every time… but it makes things easier.
On offense I counter hit a lot with cl. st. mp alot… I also like focusing through attacks and I’m looking to punish with cl. st. mp, sweep, or grab (mostly forward).
I just think it’s a good buff for anytime you’ve used cl. st. mp and it’s blocked, this would be really good for Gouken… It has plenty + frames on hit already.
3 Frame Jab is a wonderful thing.
Cl St. Hp is something like +4 on hit and you can link cr. lp > EX Tatsu… so that would be a 2 frame link.
the look on their faces when crouching ibuki gets scooped up w extat>fadc>ex Iat…four bars of funk…
I’m looking forward to this new version…
So, not only they made Oni’s slashes safer on block, they gave a command normal to DAN! And not to Gouken!
F************K!!!
DAN! And not to Gouken!
There are probably more people that use Dan as a joke than those who use Gouken. Look on the bright side, maybe Gouken will become the new joke.
http://www.capcom-unity.com/street_fighter/go/thread/view/7411/30155871/?sdb=1&post_num=3#536900063
The Gouken community may be smaller than some other characters but this time I feel like we’ve stepped it up in terms of providing easy go-to lists for requested changes with explanations for Capcom to easily get at. This thread was locked, but I saw these and iamthatiam’s list of changes repeated in their new thread. I wanted to thank you guys for compiling that list and constantly knockin on Capcom’s door about it. If Capcom doesn’t give any of those changes to Gouken this time around… there’s no one to blame but Capcom.
Here’s the new one if you want to poke at them some more. http://www.capcom-unity.com/street_fighter/go/thread/view/7411/30158605/usf4-changes-thread
Don’t feel bad about doing it either. I’m sick of having half-assed broken shit with this character.
As far as the updated list of changes… I’m both happy for and dreading the new 1 frame link.
No F.mk hop kick
This leads in to my gripe about the recovery time after landing GF. You can cross opponents up after landing it and try to hit confirm cl. st. mp but if it’s blocked, you’d get mashed after its blocked… not unless you hit the 1 frame link every time… but it makes things easier.
On offense I counter hit a lot with cl. st. mp alot… I also like focusing through attacks and I’m looking to punish with cl. st. mp, sweep, or grab (mostly forward).
I just think it’s a good buff for anytime you’ve used cl. st. mp and it’s blocked, this would be really good for Gouken… It has plenty + frames on hit already.
There’s no reason to be jumping after landing DF throw. Not every throw in the game lets you do a safe jump. There’s enough time for gouken to set up meaties after DF throw which can lead to a lot of damage. Meaty close mp OS ex tatsu covers so many options its ridiculous.