vs sagat thought it might.
what’s the range on crouchers? w ex tat now? CR.MP added?
anyhow I do think its cool you got ur hands on the mod,’ that should insure hidden changes personally
vs sagat thought it might.
what’s the range on crouchers? w ex tat now? CR.MP added?
anyhow I do think its cool you got ur hands on the mod,’ that should insure hidden changes personally
In KingBlackToof’s mod, the hitbox for EX Tatsu was lowered by .1, which basically is just enough to make it go from whiffing on Claw to hitting Claw while he’s crouching. It’s possible it can still whiff if they’re doing an attack, for example Ryu’s c.MK.
Hitboxes in this mod shouldn’t be assumed to always be correct though, because Capcom’s notes don’t give specific numbers typically. I suspect KBT’s mod didn’t quite do the buff justice because playtesters have said EX Tatsu is absolutely crazy (hitting crouching attacks and such) but I don’t know.
I tested your combo, and it works on Sagat. I test most things on Ryu unless otherwise asked, by the way. He’s the template character so it seems like a logical choice. Using c.MP causes a recoil animation which can make EX Tatsu whiff, but against taller opponents, I suspect it will still hit most of the time.
Though you probably already know this Reipin:
If you wanna build meter on a dizzy just backthrow the fool.
If you are near enough you can do up to 3 counters to build extra meter before you do the backthrow.
If he has enough life to sustain 2 hits do jmp tatsu, if he only lasts 1 hit, do lp palm.
I myself had the same problem as you before though instead had it with Dan.
Its just totally ridiculous this can even happen.
http://www.capcom-unity.com/combofiend/blog/2014/01/30/ultra-street-fighter-4-change-list
The “official” change list has been released. Nothing terribly surprising here, except:
Further out? Really? It already has a vacuum effect, it’s almost comically massive horizontally in AE2012, lol.
I’m not exactly a high level player but this set of changes seems quite good. All of my primary wishes have been fulfilled (safer wake-up game, crouching jab combos, better footsies with cMP, jab, and fs.LK). In addition to that, the nerfs to many of the game’s rushdown characters will probably mean a pace more in line with how Gouken functions. Zoning and footsies will be more powerful and the game will be overall a bit less vortex-happy, which should benefit Gouken too.
I think I’d still have wanted some adjustments to Parries and more frame advantage on c.MP, but I do think these changes have the potential to make Gouken a pretty good character going into Ultra. Maybe not top tier, but you know, better relatively speaking than he is now.
Ideally it doesn’t need to be moved any further out cause it vacuums already.
They should have made regular tatsu hit low since it is useless as a reversal. Making it hit low will allow you to combo without certain reeling animations making it whiff.
Counters… There has to be a dead horse around here somewhere.
For the record, the only problem I have with parries is that the version you need to respond with can be wildly deceptive. You shouldn’t have to check the Wiki to figure out which parry you should use. For example, Fei Long’s c.HP looks like a medium attack, but you have to parry it low. Chun-Li’s overhead special has to be parried low, too. So dumb.
I’m ok with having to parry different attack in different places, so long as the same counter works all the time for the same attack.
What I am not ok with is the three zones. It needs to be two. That’s all I want.
Bison’s s.HK. Bison, pls.
So is it just me or does it not say Gouken is -5 on blocked ex tatsu fadc like every other character :3
Also I can’t but help notice that besides hitting low ex tatsu says it hits further out? Hope they just mean the low hitting part, what does it hit full screen now XD
Forward momentum on L Palm could give us a few nice cross-up divekick set-ups…
For example, after ultra 2: l palm x2, heavy kick flip divekick, maybe. Currently, this timing places you right on their head. A little forward momentum could place you squarely behind them. Just handwaving.
^ you can do that already, but who knows.
I’m glad, that’d be BS if they made it the same after spending 3 meters
Gouken
**Far standing light kick: now is Special, Super, Focus, cancellable**
I have yet to understand how this is in any way useful. It’s a 6frame startup move that’s really only useful as a footsie counterpoke against low attacks. Who the fuck wants to cancel this into anything? If I’m going to use something like this as a cancel, it’ll be cr.lk, which is 5frames, has a farther hurtbox, and actually hits low.
**Crouching light punch: Starts up faster (4F->3F)**
This, on the other hand, is going to be epic.
**Crouching medium punch: Advantage on hit increased (1F->3F)**
Not especially useful, afaict. The distance where it combos on cancel is not a distance where I want to be using cr.mp
**
Kongoshin: Removed accidental input command (646+P)**
bug fix, yay. how about you actually make it either not break against reversal specials or not break as a reversal. You know, make it useful if you are going to continue making it 3 zones.
** Hyakki Gosai: Stun decreased (200->160)**
yes, because gouken needed a nerf. And don’t give me that “even out stun between characters” bullshit. Different characters have different strengths, and “stun” is supposed to be one of gouken’s strengths, as a balance for his weak sides.
** Light Senkugoshoha: Travels forward further**
we’ll see how useful it is, depends on distance.
** EX Tatsumaki Gorasen: Starts up faster (7F->5F)
EX Tatsumaki Gorasen: Invincibility reduced (1F~8F->1F~6F)
EX Tatsumaki Gorasen: Hitbox increased to hit opponents crouching and further out**
this is going to be epic. I wish they made non-ex versions useful as an antiair.
lk.tatsu, is still 7 frames, still drops too much
mk.tatsu is completely useless
hk.tatsu is only useful in combos, and still drops too much
Looks like they are forcing all of the invincible reversals to be committed to with the elimination of FADC after the first hit. Hi, cheesy srk mashers. Welcome to G-WORLD!
There are two characters on that list that make me really concerned. The Elf match up just got stupid bad, believe it or not. Everything he got improves start up, active frames, or advantage on hit/block. And Dan. Jeez…Dan. That freaking Dan kick is so damned annoying and far too safe. Now it has better hitboxes. CRAP.
I know I should be looking at the “good” characters and what not, but those two boys drive me nuts already and EX Tatsu might only be somewhat helpful…sometimes.
we’ll have to see about the elf matchup. delayed wakeup might totally fuck him over.
For Dan:
Light Dankyaku: Hitbox increased downward
this probably means no more low-profiling it with cr.lk, but maybe it’ll reduce the ability of the crossover he can do as well.
Heavy Koryuken: Hitbox extended horizontally
hopefully we can still pimp slap him out of it.
oops, i thought it was talking about the kick, not the dp.
for dp? I’m thinking… so?
doesn’t seem that bad to me, I guess.
Just saying, close MP is +4 on block
cMP is 5f startup
Sweep is 6f startup
While not much its another thing that it helps do though we have yet to see how well the new version cancels to hadou. Though with redfocus …
The cr.mp buff will be very helpful to me, as well as the 3 frame jab. I will put them to good use as they are tools I already rely heavily on.
That description always bugged me. How is it that they know for sure it’s going to be -5 for all DP-like moves? It’s sounds like an awful assumption to make considering everyone has different durations of dashing forward. And what about block-freeze? I find it hard to believe they would actually adjust the block-freeze on all the FADC’d DPs so that they become -5 on block. Ryu’s DP felt like the block freeze lasted much longer than Evil Ryu’s. I say this because when E.Ryu’s FADC their DPs and throw, the time between the DP and the throw feels significantly smaller.
Not to be a doubter, but I think delayed wakeup only will hold him back temporarily… Just like how people have figured out an entire oki setup that will apply on a soft-knockdown which could then be resumed into another setup in case player doesn’t quick-rise (almost like an option-select sequence of moves), I’m sure people in the Elf community will figure out ways around Delayed Wakeup eventually…
I don’t like this line of reasoning. You don’t want to be in that range now because you don’t really have any tools in that range. c.MP’s comboable range is not as bad as you’ve heard on the internets (thinking about making a video using the PC mod to show what I mean), and between c.MP, crouching jab and standing light kick, you now won’t be so helpless up close.
There’s also a new benefit to c.MP: it can be comboed into a full damage combo or sweep. This gives Gouken a way to get into full damage on the ground by spending some meter. IMO, not being able to get good damage without the your opponent whiffing something, or getting a jump-in, is a big weakness that has been addressed with this change.
But really, I keep hearing that c.MP’s comboable range to Gohadoken is like, point blank? That’s absolutely not true. You can add 2 frames of hitstun on hit to c.MP yourself in Ono on PC and try it out. It combos on Ryu at about Gouken’s wrist and on a lot of the bigger members of the cast at max range. This is normal, most bread and butter 2-hit combos don’t connect at max range (Viper’s c.MK to Thunder Knuckle, Ryu and Ken’s c.MK to Hadoken, etc).
Im positively surprised about the buffs. Not what I wanted (particularly cr.mp x hado should be better), but nonetheless good buffs. Looking forward to try out the new Gouken.
5Fr Extatsu will also be a superior raw punisher for small punish windows out of jab range. I am really interested to test lab which sweeps (or similar) on block can be punished so hard on which range…