thank you very much, sounds promising.
vs the low crouchers stand lp>cr lp>stand lp will catch the hitbox, I would think as vs blanka iirc
Gaku what are your opinions on the changes? Do you think it is enough? Do you think he still needs more?
Seems like cr.mp needs to be +4 on hit, lp palm need more range still.
Can you guys give feedback at the loc test?
I think this is pointed in a good direction, but @ loctest (ers) let us know how it helps or hurts…
@reipin how do we lobby for more help w buffs etc?
Can someone please check if the command dive kick has more hitstun? Really would love just being able to link cl.mk reliably.
Capcom was setting up questionnaire at location test and players filled that with feedback.
cancelable far.LK is unique, but it might be need to change the LK’s frame.
Gouken’s far.LK is start up6/active2/recovery9 and it is not good enough for ground game.(Oni’s st.LK is start up4/active 5/recovery6)
I think it is good for ground game to increase start up/active frame and MORE expand hitbox of LP.Palm.
In my opinion, Gouken was always given changes to be close to standard character, not develop the Gouken originality.
cancelable far.LK, cr.MP +3 on hit and EX.Tatsu’s hitbox expanded are good buff, but I want to use the more Gouken-ish Gouken.
I request to buff Kongoshin every time. LP and MP Kongoshin divide receive box and give HP.Kongoshin new effect(e.g. anti-throw or no damage but high stun with whole body receive box), I want to use Kongoshin as Gouken’s main tactics.
“IT’S NO USE!!”
Kongo is really what makes Gouken, well… Gouken.
IMO, the 3 best options for solving this are:
-
As Tiberious suggested, (with added insights)
Jab activates against moves only blockable low (normal damage)
Fierce activates against overheads/jump attacks (normal damage)
Strong covers anything that can be blocked both ways (except overheads, lower damage for lower guessing game)
EX is still the no guessing version (and should not be armor broken IMO) -
If you kongo with the wrong strenght you could just block the attack and not inflict any damage to the opponent.
-
One of the kongos would work like Ogre´s Ancient Power (hitting the opponent if he tries to grab) but would have a larger recovery to be punished.
PS: I still think that it shouldn´t be broken by reversals. Remember that reversals doesn´t always come from wake ups. If the opponent blocks a move and does something on the next frame, it´s also considered a reversal.
It just seems like from what you have said, and what the mod video shows, that Gouken has not really gotten anything good except for EX Tatsu hitting low.
cr.mp xx fireball does not seem to combo unless really close, and you said st.lk xx lp palm still does not combo at max range.
I agree Kongo needs two zones, like in super. If they want three zones they need to make one an anti throw.
I still feel the need for cl.st.mk to be a command normal and I agree with you about far st lk.
I can reversal throws w Kongo and make many whiff, if were both standing,but on wake you can’t kongo throws and. make em whifff…
were close, still needs a buff,…also ex Iat vs wake up throws is strong fyi