@Killa - Thanks. I’m wondering if it has instant projectile invuln so you can react to fireballs. In the video where Guy tries an overhead but gets EX palmed Guy is far enough away that I doubt it has gone into its non invuln transition to active frames and become vulnerable where as a person trying to jab you on wakeup will be so close that the EX palm will start with the transition to active frames and thusly be vulnerable from the getgo. That’s my hope anyway…
That is Gouken from SSF4 Arcade Edition. That’s not Gouken from SSF4.
Golfland arcades has it in sunnyvale, although its not set up to play co op. There are two machines but their not networxed together. Try scandia as well, in ur area or what have you.
You may be better off hunting by phone first . San jose state may have it as well, by now. I saw the cabinet for sf4 but not AE
so, i went and only got to play 1 game, the wait was like an hr. I played this dude using guy and when the match started i forgot everything until the near the end of the last match. At that point it was too late. hell i didnt get to see anything new, i played him as if it was ssf4. ugh, so, sorry dude.
yeah, he has talked about that before.
he just practices it a lot.
instant air tatsu is probably equal to a 1 or 2 frame link in terms of difficulty.
like hitting an ex df throw on a croucher!
when the fuck did that become so hard?
i’ve been in practice mode hitting 40% or 50% of my ex df throws on crouchers!
was it easier in vanilla?
^ nope. IMO if you can consistently land it on Blanka, you can land it on anyone.
The one thing that has helped me out with getting more consistent instant air tatsu’s, is just jumping around like crazy and wiggling the stick in all sorts of directions, mostly what would be for the tatsu input fowards, backwards, neutral etc. etc. Once you’ve got that part all ironed out you just have press the kick button and you’ll be a lot more successful with it. I ended up using the same practice method for Dash > Ultra as well. So far, so good.
There’s not a lot of room for error with many of the things that Gouken does
I don’t think it was any easier in Vanilla, the difference in Vanilla was A) you had to stand to block a demon flip kick which basically made people stand up and get thrown easier and B) DF throws were pretty much instant recovery if you missed.
So true. Air throw was so free. I used to remember playing my friends for a really long time and they’d start AA’ing me out of DF throw.
I would start air parrying more often. Because Air Parry looks very similar to throw, people would stop throwing out anti-airs during DF throw because they thought it was an air-parry on whiff. If I did it early, to most it would look like a free jump-in.
arturo mentioned how that was gouken’s only legit mixup and they took it away.
when i played against juicebox in a casual room in super, he just sat in crouch and watched me whiff airgrabs.
at least we’re getting a legit anti-air in the next one.
i hate characters that stuff c.hp and c.mk with their jump ins.