gouken vs yang shows us some nice little palm combos - not much else though.
but you get to see him in action
looks faster - a lot faster.
EDIT: i have yet to see anyone tech neutral jump fierce OR diagonal jump hard kick. just noting that. would be AMAZING if that were true, but i doubt it. Doesn’t -slam- like juri/cody
it doesnt slam like juri but i have seen it and it is an untechable knock down. however i havent seen nj fierce hit on a grounded opponent. if that is a knock down then that would definitely be a nerf.
I really like to play that old man, so i decided to do another Video. But this time it will getting mindfu…ed ;).
For this Video i used the Music of CalciusRepton. Its a band from biffotasty and i really like their Music style.
If you want to listen to their Music, then visit their Website… Calciusrepton
I hope you have fun with this video and dont give it up.
Gouken only needs much practice !
Because there are characters that do have attacks that do that and the dev blog said dj.hk and nj.fp will slam opponents? Both those attacks slam airborne opponents for untechables. The dev blog didn’t go in depth on whether it slams airborne and grounded or just airborne.
My Bro Osiris is playing Gouken in Arcade Edition. We know eachother from the beginning of Street Fighter 4. And i can tell that he really knows how to play Gouken.
Justin.tv
1:14:30 - 1:17:00 vs. Fuerte
1:17:08 - 1:19:11 vs. Yun
1:19:35 - 1:22:30 vs. Makoto
1:23:05 - 1:25:30 vs. Ken
1:26:00 - 1:29:10 vs. Gouki
Those sets make me thinking about the change of buttons for the counter.
It could be a little nerf, because now you have to know which of these 3 different buttons (low,mid,high) you have to use against certain moves. On Vanille and SSF your decision considered only on low or high.
Aye it’s a nerf, but it changes very little overall. The only one is there is now a new jumpin mixup where they empty jump can now go low or regular attacks. If they are standing across you, it’s only the same 2(unless those airborne overheads/normals count for the high counter). The way I often use the counter is unchanged other than we need to research how the counters relate to the many different overheads in the new version. EX still works the same and counters vs pokes likely the same.
Especially where jumpins are concerned we can deal with a lot thanks to the new Tatsu and if EX Tatsu truly hits low like it seems to, then we now have perfect safety with 3 bars which is a great buff(you know as long as ex hits low enough to catch stuff like shoto c.mk, I’ve only see it vs crouching honda so far)