c.lp x 3 -> lp.palm works, but only 110 damage. -> h.tatsu do a lot more damage, but they are all links.
EX tatus feel really freak’n good. I don’t know how I can go back to a gouken without this buff.
c.lp x 3 -> lp.palm works, but only 110 damage. -> h.tatsu do a lot more damage, but they are all links.
EX tatus feel really freak’n good. I don’t know how I can go back to a gouken without this buff.
I had to get used to the spacing and timing when trying to react punish a hado from close…
JJ to me I noticed a different feel for gouken from vanilla to super…not so much super to AE, but feel the disconnect from the hands on feel Gouken has from AE to U4
I would say he feels leaner it seems…cant put my finger on it maybe they quantized his ass idk!!!
p.s. whos in the 916 and wants to run some edition select soon???/
The new changes are cool for the most part, but 1f jab links are bullshit. Seeing as I pretty much only play online I don’t think I’m really going to be able to utilize them much. Without the ability to plink, 1f links are just hopeless to do consistently IMO.
Edit: Especially if you want to feel safe ending in HK tatsu, AKA. the most punsihable special in the game.
There are things you can do, to help with the 1f jab link.
You can move your punch and kick buttons one column to the right and change PPP to select to plink your jab with select.
You can do c.lp s.lk c.lp instead of c.lp c.lp c.lp. This is still a 1 frame link, but it removes the possibility of chaining the attacks together, reducing your chances of fucking it up. Also does more damage.
You can also (with no disrespect) just suck it up and practice, as Rufus and Guile players and everyone else with 1 frame links have been doing since time immemorial.
Unless you want to go into Ultra 2 in the corner, you shouldn’t be doing Palm after jab links. It does shit for damage and still knocks them to the other side of the screen without a reliable set-up. You might as well just do the normal chain, it does more damage and you can like kara grab after or something. c.LP s.LK c.LP -> HK Tatsu should be considered Gouken’s “bread and butter” after today.
Day 1 impressions (if anyone is interested)
Extatsu
… the force is strong in that one! It feels great and pressuring opps quickly recognized that they now need to consider that. This really helps Gouken; it’s not only that it hits low, but also the start up buff to 5fr is fucking huge. No jump over fireball is safe anymore. Full screen LP Hado forward dash in anti air extatsu is really deadly (and easy) now (e.g. after LP Senku). Extatsu is a great anti air (for front jump ins), legit high risk reversal, working yolo fadc tactic and great max range punisher. Far.LK x EX Tatsu is nice as a max range punisher and hits almost on absolute max range, but there are a few pixels where the far.LK hits, but the EX Tatsu whiffs. Unfortunately it’s not as consistent when hitting limbs, i.e. buffering EX Tatsu in an out of range far.LK; while the far.LK hit the limb (e.g. Ryu’s sweep) I quite often whiff skyrocket in max dmg punishes. I have my doubts in regard to that. Spacing is also really difficult for that.
3fr Jab
… although I really despise these online mash jab tactics, I found myself throwing out random jabs much more frequently as G’s jab range coupled with 3fr is really good. And the 1fr link in another cr.LP x LP Rush Punch also changes the risk/reward ratio as you can actually generate a bit damage now, but much more important, if hit you shoot the opp full screen right into G’s zoning game plan. But as it is an unplinkable 1fr LP link, I wouldn’t go into Tatsu, that’s something for the pros, but not me.
Cr.mp x LP Hado
… is nice to have, but in most situation (e.g. frame trap into FADC) I already efficiently used far.mp x LP Hado fadc in paint train. But hitting low with cr.mp is certainly a bonus. In general the range is a bit better than expected, but still really risky in mid range footsie situations, even on hit. I also believe they did not change the block stun, meaning the gap between max range blocked cr.mp and fireball is still huge? Further testing needed. But it provides an ok fadc hitconfirm option for close whiff punishes and has some uses in the corner.
LP Rush punch
… the range increase is barely noticeable. After a j.mk cross up and three jabs the LP Senku will whiff in most situations. It feels strange that there are situations where the cr.jab hits but the cancel in LP Senku actually whiffs and open ups Gouken for whiff punishes.
DWU
… fucks me up completely. I am not yet used to it and have not implemented it in my defense yet. For the moment I completely retract from any sort of wake up pressure until I adapted and learned to watch out for the tech message. For the moment I feel it really hurts Gouken’s (and all other chars) offense options even when I have adapated to it. On the other hand I really like that the games feels much more zoning and footsie based now (or for the moment). We will see…
W-Ultra
… I love it! Because it’s actually fun. Do not yet know if tourney worthy but for the moment I stay with it.
Red Focus
… time will tell. Have not found anything for Gouken yet that is confirmable (!) and cannot be replaced by a normal FADC in term of dmg.
Elena
… that high/low mix up during footsies. I believe she could turn out as a problem for Gouken, her pokes really outranges Gouken’s and on top she seems to have a viable anti fireball option with EX Rhino (?). A friend of mine played her in SF3, picked her up and really gave me problems already on the first day. But time will tell.
Other Chars
Poison looks like a really solid footsie character, Hugo is actually not as easy as expected for Gouken, Rolento is a pain and I will continue to ignore DeCaprio.
EDIT
Kongo
… seemingly no stealth buff to the low kongo zone, still inconsistent vs. cr.attackes (tested with Akuma’s cr.lp and cr.mp). High anti air kongo could be slightly better, had the feeling to counter some deeper jumps ins; but could also only be a placebo effect.
Still no re-match button in endless!
Training mode fight request only working for Ranked is also quite disappointing. Or did I miss something here?
But surprisingly I like the new stages…
Its early but I’m thinking I’m liking low strong…its not Rose’s low strong but better than it was
when is youtbe supposed to be live? I cant uplOAD anything
edit:wake up pressure seems stronger
…dwu is perhaps my bitch …
edit: right when I stuffed an srk it said technical…did I win a prize?
edit 2 :stuffed a dwu srk like nothing///// mk flip is the go to here I think, theres enuff play in goukens jump arc and it comes out really natural feeling…just play with it some more…
#:edit 3::::kens mp srk leaves him sooo vulnerable…its like an old turbo lp ryu srk
edit 4…th …im getting counter hits on empty jump in dumbshit vs dwu shotos right now…does that mean they don’t know how to use it yet?
frikkin you tube …why will you not uploassasdsfaodvnOLNSBQ
’LBM W;
fdl b
Try close medium punch xx fireball xx rfc. Should work but it’s character specific.
Yes and far mp > hado. And cl st hk > rfa.
Wait, c.lp x 3 -> lp.palm / tatsu are 1 frame links? Fuck. No wonder it felt so difficult. There are no way I am going to feel comfortable using it in live matches.
I guess I have to try c.lp -> st.lk -> c.lp instead, but the st.lk sometime turns into cl.st.lk without any real warning, extremely distant and character specific and damn annoying to pull off consistently.
It is the different between doing 100~ damage and no knock down to doing 200+ damage with full screen zoning and play footise. Considering zoning and footise become so much more important now that we can use W ultra and do hit confirm lk -> ex tatsu. Mastering this link seem critically important for Gouken.
Still don’t really know how to deal with delay wake up. It is nice for Gouken. Just randomly delay and block. The chance of them trying to throw you are much lower since they can get punished on whiff when you delay your wake up. So they usually throw jab pressure.
I do notice red focus breaks the throw tech + focus option select. This kinda blow, but people are more focusing on punishing back dash anyway, so I guess it is no big deal.
Wait, c.lp x 3 -> lp.palm / tatsu are 1 frame links? Fuck. No wonder it felt so difficult. There are no way I am going to feel comfortable using it in live matches.
Wait, why the hell not? It’s not a very difficult link. You can mash out the first two c.lps, pause briefly before the next one, and bam. It’s even easier if you do cl.st.lk instead of the second c.lp.
I guess I have to try c.lp -> st.lk -> c.lp instead, but the st.lk sometime turns into cl.st.lk without any real warning, extremely distant and character specific and damn annoying to pull off consistently.
There’s nothing character specific about it. First of all, you want the close light kick, not the far version (although it can work from the far version too). Second, all you have to know is if the first c.lp will push you into range for the far version to come out before you do it. Third, the timing is actually a lot easier than the c.lp because you can use the in-game sound during the chain to time the third lp. Once you figure out the sound of two c.lps linking correctly, you can use the very lenient timing between c.lk and s.lk to set the rhythm for the next c.lp.
I think it’s pretty amazing how people who have presumably been playing fighting games for like 5-10 years are suddenly terrified of a single (relatively simple) 1 frame link on a character with otherwise piss easy execution. I’m really bad at video games and new to fighting games and I can do this link. If I can do it, you can do it. Practice for a couple of hours while you watch TV.
Seriously: c.lp s.lk c.lp -> HK Tatsu is 201 damage. From a 3-frame move. And you can FADC into any Ultra. It is totally worth taking the time to learn and be consistent with it, and is not unrealistic to do correctly even online. If you aren’t you aren’t getting the most out of Gouken.
I actually find cr.lp, c.s.kl, c.lp very easy for a 1fr link. The fact that c.s.lk doesn’t cancel into c.lp helps the timing a lot.
I think it’s pretty amazing how people who have presumably been playing fighting games for like 5-10 years are suddenly terrified of a single (relatively simple) 1 frame link on a character with otherwise piss easy execution. I’m really bad at video games and new to fighting games and I can do this link. If I can do it, you can do it. Practice for a couple of hours while you watch TV.
The difference of hit and miss for that unplinkable (on standard, non-modded stick layout) 1fr link into cr.lp x tatsu is a full FA3 crumple in max dmg combo punish or Ultra and most likely already a lost round. In training i get this link quite consistently, but I really dont want to rely on that in an online match or even worse in a serious tourney match when under pressure… only because I was greedy for 80dmg (!) more for an option i did not have before anyway. And there would have been a solid and safe alternative leading to a favourable positioning with much less (fail) risk involved. Or spending two 3EX for safety (EX Tatsu x FADC) ahem again for 80dmg (!) which can be used otherwise much more efficiently. Maybe I aim to much for the consistent, realiable options, but the risk/reward ratio is somehow flawed in that regard.
just my 2 unworthy cents…
The difference of hit and miss for that unplinkable (on standard, non-modded stick layout) 1fr link into cr.lp x tatsu is a full FA3 crumple in max dmg combo punish or Ultra and most likely already a lost round. In training i get this link quite consistently, but I really dont want to rely on that in an online match or even worse in a serious tourney match when under pressure… only because I was greedy for 80dmg (!) more for an option i did not have before anyway. And there would have been a solid and safe alternative leading to a favourable positioning with much less (fail) risk involved. Or spending two 3EX for safety (EX Tatsu x FADC) ahem again for 80dmg (!) which can be used otherwise much more efficiently. Maybe I aim to much for the consistent, realiable options, but the risk/reward ratio is somehow flawed in that regard.
just my 2 unworthy cents…
I agree with you on ending the combo with tatsu, I think I’ll stick with ending it with lp.palm in the cases that it would hit.
I think the best use of the 3fr lp is mostly about getting out of pressure and punishing < -4 unsafe moves. Not changing our normal combo patterns.
I don’t find it easy nor hard, I’m just not used to it, but if you’ve seen sakura, ryu, ken and some others players doing it, why we can’t??? It’s only a matter of practice, right now I’m only practicing, can barely play online, shitty netcode. But to be honest I’m pleased by the range of ex tatsu and 3fr jab, comboable far lk and cr mp, haven’t tested much on dwu tho…
Ken’s c.lp -> srk are not one frame. Not sure which one frame you are comparing it to.
Ryu’s forward HP -> c.HP is indeed one frame. and many tournament player don’t do it live.
Sakura has a lot of one frame link but they are safe, if he misses it just turn into a frame trap.
Overall the risk / reward ratio is not in Gouken favorite compare to the other cast. Most 1 frame links that people regularly use are not nearly as risky.
I’m not saying it is difficult as in can’t pull it off. I’m saying it is difficult as in 1 out of 20 time you are going to mess it up, and every time you mess it up you damn near throw the round. Is it worth it for the extra 100 damage? We will see.
Played until 3am
Gouken feels more sold and you feel more confident with that ex tat in stock…
What makes that 3f jab so good is that goukens c.jab has a lot of range lol
I’m not phased by the back throw fix since it is just a regular throw that will lead to huge damage it should be able to be tech like a normal throw. I have always been a grappler user so I treat having a shin sho ready as a tool to force mistakes. First find how your opponent react to throw attempts. Do they c.tech or do they hold back and throw? C.tech you use the counters if they use a throw u take a step back and watch the thow whiff and punish… This will condition them to be scared to push buttons… Free back throw!
The online play does feel overall sluggish and worse I hope they patch that up soon.
Yeah, the online was a lot worst than what I remember, it feels like is droping in fps. Even the game itself slows down a lot when entering the menus in training mode.
I would just like to say, for the record, how much hate I have in my heart for all you dirty console peasants. This level of hatred is only superseded by the burning hatred I have for game companies who don’t equalize release dates.