I’d like to be able to control it…
Yeah I think that would be good buff, or if rather be able to activate dive kick or parry earlier. You could use ex flip like rainbow roll… Lol
Id also like to see overhead changed to b+mp.

climaxter:
iamthatiam:
^ the fact that ex flip can track opposite side allows us to cross up when we shouldn’t.
I’d like to be able to control it…
Yeah I think that would be good buff, or if rather be able to activate dive kick or parry earlier. You could use ex flip like rainbow roll… Lol
Id also like to see overhead changed to b+mp.
So much this. Getting tired of trying to footsie or ex Kongo and getting that slow ass shit.
Meh, I use mp a lot and Gouken tends to be striking while pressing backwards a lot …st.mp would become something you couldn’t do backing up. I’d prefer b+mk becoming the far head kick we have now…
fmp needs to armor break…and invincibility on lpalm or an ex lpalm

climaxter:
iamthatiam:
^ the fact that ex flip can track opposite side allows us to cross up when we shouldn’t.
I’d like to be able to control it…
Id also like to see overhead changed to b+mp.
Would that not tremendously hinder when going for the frame trap blocked close MP => far.MP x LP Hado. This is actually quite a good frame trap, which can be hitconfirmed in FADC - cr.HP x HP/EX Rush Punch… Overhad having b+MP would really make this less effective and quite more demanding in execution…

fmp needs to armor break…and invincibility on lpalm or an ex lpalm
you mean having a two hit overhead f+MP like Ryu and Akuma?

iamthatiam:
climaxter:
iamthatiam:
^ the fact that ex flip can track opposite side allows us to cross up when we shouldn’t.
I’d like to be able to control it…
Id also like to see overhead changed to b+mp.
Would that not tremendously hinder when going for the frame trap blocked close MP => far.MP x LP Hado. This is actually quite a good frame trap, which can be hitconfirmed in FADC - cr.HP x HP/EX Rush Punch… Overhad having b+MP would really make this less effective and quite more demanding in execution…
I guess… but i see it no different than trying to go from far st. mp > palm or far st. mp > gf.
It’s not that big of a deal until I try to walk forward and far st. mp and I get overhead… either way we will have to neg. edge or go to neutral for something.

Mic_Witt:
iamthatiam:
climaxter:
iamthatiam:
^ the fact that ex flip can track opposite side allows us to cross up when we shouldn’t.
I’d like to be able to control it…
Id also like to see overhead changed to b+mp.
Would that not tremendously hinder when going for the frame trap blocked close MP => far.MP x LP Hado. This is actually quite a good frame trap, which can be hitconfirmed in FADC - cr.HP x HP/EX Rush Punch… Overhad having b+MP would really make this less effective and quite more demanding in execution…
I guess… but i see it no different than trying to go from far st. mp > palm or far st. mp > gf.
It’s not that big of a deal until I try to walk forward and far st. mp and I get overhead… either way we will have to neg. edge or go to neutral for something.
Is there even one overhead command normal in the whole game having backward+button?

iamthatiam:
Mic_Witt:
iamthatiam:
climaxter:
iamthatiam:
^ the fact that ex flip can track opposite side allows us to cross up when we shouldn’t.
I’d like to be able to control it…
Id also like to see overhead changed to b+mp.
Would that not tremendously hinder when going for the frame trap blocked close MP => far.MP x LP Hado. This is actually quite a good frame trap, which can be hitconfirmed in FADC - cr.HP x HP/EX Rush Punch… Overhad having b+MP would really make this less effective and quite more demanding in execution…
I guess… but i see it no different than trying to go from far st. mp > palm or far st. mp > gf.
It’s not that big of a deal until I try to walk forward and far st. mp and I get overhead… either way we will have to neg. edge or go to neutral for something.
Is there even one overhead command normal in the whole game having backward+button?
Yeah… both of Ken’s overhead are b+mk and b+hk.

Mic_Witt:
iamthatiam:
Mic_Witt:
iamthatiam:
climaxter:
iamthatiam:
^ the fact that ex flip can track opposite side allows us to cross up when we shouldn’t.
I’d like to be able to control it…
Id also like to see overhead changed to b+mp.
Would that not tremendously hinder when going for the frame trap blocked close MP => far.MP x LP Hado. This is actually quite a good frame trap, which can be hitconfirmed in FADC - cr.HP x HP/EX Rush Punch… Overhad having b+MP would really make this less effective and quite more demanding in execution…
I guess… but i see it no different than trying to go from far st. mp > palm or far st. mp > gf.
It’s not that big of a deal until I try to walk forward and far st. mp and I get overhead… either way we will have to neg. edge or go to neutral for something.
Is there even one overhead command normal in the whole game having backward+button?
Yeah… both of Ken’s overhead are b+mk and b+hk.
Yeah, ur right, I forgot… At least MK is backwards due to having the step kick as offense tool on forward. HK overhead respectively fake kick is also forward, not backward.
Point is, seemingly forward is mapped to offensive actions in Capcom’s design book for command overhead normals. I may be wrong, but then backward overhead seems to be strange…

^ the fact that ex flip can track opposite side allows us to cross up when we shouldn’t.
You’re right, it does, but I find it happens in situations where I really don’t want it to and personally I can’t confirm when it does happen.
For example, ex flip->grab, by the time I realize it’s on the wrong side all that can happen is me wasting meter, it sucks.
If we could control which side it would be nice, but at the very least it should be predictable each time.
Regarding overhead, I would like to be able to combo it into s.lk on counterhit, that would be pretty nice with the new s.lk buff.

iamthatiam:
^ the fact that ex flip can track opposite side allows us to cross up when we shouldn’t.
You’re right, it does, but I find it happens in situations where I really don’t want it to and personally I can’t confirm when it does happen.
For example, ex flip->grab, by the time I realize it’s on the wrong side all that can happen is me wasting meter, it sucks.
If we could control which side it would be nice, but at the very least it should be predictable each time.
Regarding overhead, I would like to be able to combo it into s.lk on counterhit, that would be pretty nice with the new s.lk buff.
Chances are if it’s crossing up you are doing it too close or activating it too early (which is not a bad thing, b/c you can ultimately end up controlling where you dive kick hits).
The only issue I really have with EX Flip is on wake up characters can just walk under it and avoid all of your options b/c of auto-track and how long you have to wait to activate dive kick or parry. Then again, I don’t think EX Flip was intended to be a wake up move either… so.

iamthatiam:
Mic_Witt:
iamthatiam:
Mic_Witt:
iamthatiam:
climaxter:
iamthatiam:
^ the fact that ex flip can track opposite side allows us to cross up when we shouldn’t.
I’d like to be able to control it…
Id also like to see overhead changed to b+mp.
Would that not tremendously hinder when going for the frame trap blocked close MP => far.MP x LP Hado. This is actually quite a good frame trap, which can be hitconfirmed in FADC - cr.HP x HP/EX Rush Punch… Overhad having b+MP would really make this less effective and quite more demanding in execution…
I guess… but i see it no different than trying to go from far st. mp > palm or far st. mp > gf.
It’s not that big of a deal until I try to walk forward and far st. mp and I get overhead… either way we will have to neg. edge or go to neutral for something.
Is there even one overhead command normal in the whole game having backward+button?
Yeah… both of Ken’s overhead are b+mk and b+hk.
Yeah, ur right, I forgot… At least MK is backwards due to having the step kick as offense tool on forward. HK overhead respectively fake kick is also forward, not backward.
Point is, seemingly forward is mapped to offensive actions in Capcom’s design book for command overhead normals. I may be wrong, but then backward overhead seems to be strange…
yeah… it’s not that big of a deal though… something I was just thinking about with all the buffs and changes… we’d still end up having the same issue just with a different set of moves/tactics.
But I do hate walking forward and Gouken does his judo chop when I don’t want him to… meh… execution.

Mic_Witt:
iamthatiam:
Mic_Witt:
iamthatiam:
Mic_Witt:
iamthatiam:
climaxter:
iamthatiam:
^ the fact that ex flip can track opposite side allows us to cross up when we shouldn’t.
I’d like to be able to control it…
Id also like to see overhead changed to b+mp.
Would that not tremendously hinder when going for the frame trap blocked close MP => far.MP x LP Hado. This is actually quite a good frame trap, which can be hitconfirmed in FADC - cr.HP x HP/EX Rush Punch… Overhad having b+MP would really make this less effective and quite more demanding in execution…
I guess… but i see it no different than trying to go from far st. mp > palm or far st. mp > gf.
It’s not that big of a deal until I try to walk forward and far st. mp and I get overhead… either way we will have to neg. edge or go to neutral for something.
Is there even one overhead command normal in the whole game having backward+button?
Yeah… both of Ken’s overhead are b+mk and b+hk.
Yeah, ur right, I forgot… At least MK is backwards due to having the step kick as offense tool on forward. HK overhead respectively fake kick is also forward, not backward.
Point is, seemingly forward is mapped to offensive actions in Capcom’s design book for command overhead normals. I may be wrong, but then backward overhead seems to be strange…
yeah… it’s not that big of a deal though… something I was just thinking about with all the buffs and changes… we’d still end up having the same issue just with a different set of moves/tactics.
But I do hate walking forward and Gouken does his judo chop when I don’t want him to… meh… execution.
Yeah, i feel you you, for me it’s just the opposite as I use far.MP mostly in defenseive situation or frame trapping, meaning holding the stick back. outside of frame traps or counterhit in Hado or cr.HK I very rarily offensively poke with far.MP
I don’t have a problem with where the OH is, but the s.LK combo on counterhit would be really awesome…

Buff things:
- 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.
The command dive kick forward jump + down + MK is actually the best (!!!) safe jump tool Gouken has on untechable knockdown after cr.HK (immediate jump dive kick) or f.throw (f.dash - immediate jump dive kick). It has a built in mix up, early cancel from jump in dive kick is a 3fr safe whiff to bait out SRKs, late dive kick it’s a true 4fr safe jump providing a true blockstring in close MP as hitting so deep on the last active frame. Sure this is its only purpose (in my opinion) but this is also really good! Analyse in training mode, pratice and I am sure you will change your mind… Unfortunately delayed wake up will make it less effective in USF4.
OMG…
Are you telling me I’ve been using the wrong dive kick all this time for safe jumps? I always used the medium demon flip kick… LOL

OMG…
Are you telling me I’ve been using the wrong dive kick all this time for safe jumps? I always used the medium demon flip kick… LOL
This may be up to your preference, but the command dive kick is obviously underrated and underused…
EDIT: plus command dive kick need to be blocked high (“overhead”) instead of the demon flip kick…

The command dive kick forward jump + down + MK is actually the best (!!!) safe jump tool Gouken has on untechable knockdown after cr.HK (immediate jump dive kick) or f.throw (f.dash - immediate jump dive kick). It has a built in mix up, early cancel from jump in dive kick is a 3fr safe whiff to bait out SRKs, late dive kick it’s a true 4fr safe jump providing a true blockstring in close MP as hitting so deep on the last active frame. Sure this is its only purpose (in my opinion) but this is also really good! Analyse in training mode, pratice and I am sure you will change your mind… Unfortunately delayed wake up will make it less effective in USF4.
But a little more hitstun would be great!