There’s nothing impossible about giving gouken a light punch hitconfirm. The technology already exists in the engine. As a matter of fact, if you just open up Ono and change fst.lk to special cancelable, the hitconfirm works without any additional changes. In fact, one must make another change – changing fsl.lk around so that it can’t be cancelled from a chain – to ensure that the combo can’t work.
Canceling a special from a chain of normals is not a system-wide ban. It has to be set on each individual normal attack within the engine. If they want to give us that combo, all they have to do is turn off the flag that indicates it can’t be cancelled after chains. And actually, I’m not entire convinced **they didn’t just leave it **in the current USF4 build, because we have yet to have any confirmation that it isn’t possible and the video we have seen shows that it might be possible, although we don’t know if that was a blockstring.
I’ve said it before and I’ll say it again. Jabs to sweep. That is all.
Check out the Ken updates, E.Ryu updates…etc etc. Gouken supposedly started the whole thing with these imitators/innovators. Somehow give me jabs to sweep.
Many have dreamed of EX Tatsu hitting low and cMP comboing to hadou since Vanilla. Can’t fault him there.
Not my dream changes though, in fact they are the changes I fear will only help his already good matches and do so so in the other ones. I’ll rock them though if they become final and dream of Gouken that could have been(and quickly switch to Juri who is getting even more than I wanted in the first place, dammit capcom :3)
Yeah I’m here now. I’m gonna stay until after top 8 which starts at 5. I’ve been able to get on and play Ultra but really really briefly. Cr.mp combos ok but it needs to be better for it to be as viable as a shotos cr.mk xx hado combo. F.st.lk is ok, nothing special. Tatsu in fact does hit crouchers but I need to test if it hits a meaty cr.mk from Ryu. Haven’t been able to test lp palm range but will.
I apologize fellas. Between running pools for teams and singles and everything else going on and the stations being packed I haven’t been able to get on a station for more than 5 minutes. I will wait in line again, get back on and report as well as find the change log here and suggest changes.
So far we have what? Cr.mp needs to be +5/+6. What else?
1: Kongoshin still not functioning properly: Jump attacks can beat HP counter. Make two zones to fix. This problem never occurred in Vanilla/Super.
2: cr.mp still does not combo into fireball at a useable range. Point blank is not useful.
3: Far st.lk needs better frame data to be used in footsies now that it is cancellable (i.e. Oni starts up in 4 vs 6 for Gouken)
4: lp palm is 90 damage, -4 on block, and still cannot combo from max range far st.lk. Why? Would be best if range increased to combo from max range c.lk
5: cl.st.mk should be command normal or increase the proximity range needed to set it off. Fails at its intended use because it needs proximity.
Maybe something different for the 3rd button. My wishlist includes a counter that also beats throws but has longer recovery.
Combined with cr.lp +5 on hit would finally grant us a (low damage) hitconfirm.
A little frame buff on the palms would be nice. If just the Medium palm was safer (like -3 or -4 on block) would be awesome, like they did to Oni.
I was still hoping for a wider projectile invincibility window on HP palm but ok.
Actually, when increasing the hit stun of cr.mp to make it a viable footsie tool when cancelled in HADO, the cr.mp recovery needs to be adjusted as well. Such a long range poke being +5/6fr is just too much (+8/9 on counter with that range, really?) To make it viable and balance it out maybe increase hit stun by another 2-3 frames, but also the recovery of cr.mp by 2-3frames. Or whatever frames maybe necessary to make cr.mp x LP Hado a combo on most distances… Sure, it will be easier to whiff punish, but … ya, you know…
I would like a c.lp hitconfirm. But that’s been said to death and is probably not going to happen. Ask for it, but don’t be too upset if it doesn’t work out. Other things I’d be happy to have though:
Buff things:
I want c.MP->Gohadoken at max or near-max range on all or most of the cast.
s.LK should start up a bit faster, 6 frames is really bad.
Gohadoken charge time should be buffed, it’s way way too slow for any practical use against anyone who knows what they’re doing.
**Bugs/life quality-type changes:
**
Close standing medium punch should either not come out if it isn’t going to connect, or the range should be longer. Anyone who’s ever gotten a WHIFF close standing medium punch will know that feel.
Ex Demon Flip sometimes incorrectly tracks the opponent, placing you on the wrong side of the guy… really hate this one. Would like to see it fixed.
Command dive kick is total shit, what is even the point of it? I don’t know what I’d suggest, but yeah it’s completely pointless, do something with that.