Omega Gouken!

Gouken has a new special, called “True Immobility.” It seems to similar to Slayer’s crouching heavy slash from Guilty Gear. It has low knockback and high advantage, so you can use it to continue combos. It seems they want gouken to end combos with this move and then use the frame advantage to link to other normals, giving Gouken extended combos and potentially even corner loops. The EX version causes a crumple (!).

They have also adjusted Gouken’s EX Gohadoken so that you can now choose to fire his two fireballs different direction combinations depending on which buttons you hit. These arcs do not necessarily align with the current fireball angles.

frame… advantage… ?
what is this “advantage” you speak of?

omega gouken seems like what gouken should have been in the first place

It seems the English version is out now:

http://www.capcom-unity.com/haunts/blog/2014/10/30/an-introduction-to-the-usfiv-omega-mode-characters-part-2

It seems I was wrong on a few details:

  1. The normal versions of the ability is called Fudoshin, which is sort of an Englishization of the Japanese name rather than a direct translation.
  2. It does not have advantage… instead, it’s a grounded combo ender that has low knockback. In this way, it behaves a little like Yun’s light shoulder. A welcome addition, if it is safe on block, it doesn’t say.
  3. The idea is you can end grounded combos with this and then use EX Focus Cancel to continue combos on the ground. This likely includes Red Focus. The EX version does crumble as I thought.

I’m curious as to how we will combo into this, or why we’d even want to. If you land one of Gouken’s comboable normals, I’d need a damn good reason not to go directly into EX Palm or just use the EX version of Fudoshin itself and just get a crumple. Why spend all the meter to FADC it? I’m confused lol.

GOHADOUKENS!!! Thank you …whoever made it happen. CAnt wait to peep the new steelows!!

At about 5:22 in the vid , we see some of Goukens new shit

I’d have to play it to know more, but it looks like:

  1. 2-hit fireball that works like a cross between Dee Jay’s EX Banana and Juri’s EX Divekick
  2. Stomp hits low… looks like a confirm ender similar to Yun’s shoulder. EX Crumples. It hits low but unless Gouken’s overhead is better (doesn’t look like it) I’m not terribly impressed with the normal version. I can’t imagine a scenario where you’d cancel to that instead of going into Light Palm (which seems to recover faster) or on hit, EX Tatsu or EX Stomp. And without a comboable overhead his high-low game will remain unimpressive.
  3. If EX Stomp has invincible frames you can maybe use it as the gayest reversal ever
  4. Tatsu subsequent hits don’t come out unless the first one hits! Really crazy. I wonder if they altered the advantage on the first hit because IIRC it’s + on block.
  5. EX Palm seems to connect faster for no reason
  6. Tatsus seem to work a little differently on hit, they don’t go as far off the ground

That’s all I saw, anything else?

Man I’m loving these changes so far. I thought they were just going make him shoot fireballs from him legs or something stupid like that. This is the Gouken that should have always been. I mean the fact that ex senku actually combos is amazing by itself. These presenters make it unfortunately clear that not enough people play Gouken. They did a pretty bad job showing off his changes.

it looks like omega mode will be the only one I play.

Omega gouken looks worse… Look at how low and fast sagat hits the ground from kongo. Doesn’t look like any possibility of any follow for fadc or anything. Looks even worse for his lp palm that he hit sagat with in the corner doesn’t look like he could follow it up with uc 2 that’s just sad… Lol gouken got nerfed…smh

I think the reduced fly-back is so you can follow up with a tricksy flip

I’m sorry but I use fadc kongo especially when I have corner game going and neither of those look like you can follow up with anything… Which not being able to follow up Palm in the corner with u2 is going backwards in a mode that’s supposed to be semi broken. And the stomp move? Wtf is that, what are you going to combo that from that you couldn’t end with one of his existing specials anyway. Besides the tatsu whiff/block mechanic which should of been many iterations ago, still left the ridiculously long float in, nothing from what I seen screams omega gouken is Omega Gouken, looks like usf4 gouken .2

-lpalm looks great. Travels nicely.

-new tatsu looks fun, launches on confirm only? Nice! Can chip standing opponents,but not crouchers far as I can see.

-new ex hadous ,second fb does not follow same exact path as the one before it, should snipe those narrow jump arcs from chun and blanks and adon.

-I bet that new non defensive low kongo is gonna be my new bitch. Looks like part of a regular kongoshin animation but without the unblockable explosion. I like it.

Something seems different about his fireballs. Faster maybe. That new move is hard to tell anything about cause these guys didn’t know enough to work off of it, but I am definitely disappointed in it. What the hell is the non ex version doing? Perhaps it can be used to cause reset after a lp palm or kongo? I DO like the new tatsu version ala King Black Toof.

However:
This upgrade gets a D-. Looking at the gimmicks other characters are being blessed with, Gouken is dropping pretty fucking far and I think I’ll be sticking to Ultra. If people stop playing Ultra…well, let’s face it, that won’t happen.

i think the non ex version is a striking kongo, not a defensive one, to be used to keep us on the offensive without the recovery/pushback and hard knock of a kongoshin.

The ex version would have to have some type of startup invincibility, meaning if it were to be used on our wakeup (dp finally?)jumping attacks might whiff on upper body attacks. Its hitbox should extend from the waist or knees to the floor surrounding gouken for a limited distance(maybe as much range as cr lk or cr mk.) I will happily accept another method of creating hard knockdowns, which the ex version does apparently.

The whiffing ex tatsu…hopefully retains its startup and invincibility , because now with all that forward movement it becomes a ranged threat for chip damage.

thankfully gflip looks unscathed…

and EX Gohados… throws with 2hands now! that’s just dope!

9:00 or so starts gouken footage

More here

Some observations

  • No more juggles to air fireball after ex palm
  • Med and Heavy Palm now look like the second half of EX Tatsu and launch a bit
  • EX Tatsu has less height, presumably so you get a setup after
  • Tatsus do not fully animate against airborne targets (only first hit, acts as a launcher)
  • Overhead is a hard knockdown vs airborne targets and juggles
  • Close MK x Fireball is a combo?
  • Several animations including EX Palm and back throw are really, really fast, I don’t know what affect this will have
  • Charging Gouken’s EX Fireball makes both fireballs hit twice
  • Light Palm is really fast and travels more, so you can combo from almost anything at a good distance
  • Pushback on s.MP is a lot lower… seems like a weird change, maybe it was just carried over from character changes in 1.0.4! (We can pray)
  • Gouken’s normals, now with more screen shake
  • Regular divekick falls really fast and combos to s.MP

YIEKKKKKKS

Things that I’ve noticed about Omega Gouken.

lp palm- is the palm we always wanted and needed. It is REALLY GOOD and lands from max cr. mp.
GF Grab- Faster Recovery!!! This is GREAT. You no longer get pinned in the corner and you can better oki now.
mp palm- can land Denjin mid screen and hit confirm into it
back throw- is automatic (is it a normal throw now??)
ex palm- lost juggle
fireball- lp + mp straight forward and lp + hp (current??)
ex tatsu- no height restriction but you can no longer control it
lp - cancels seem to be a lot easier… I thnk it’s +5 b/c… cr mp can link into it.
It seems some activation range has been taken off of cl. st. mp- lp + cl. st. mp seems to be out of range (could be character spec.)
kongo stomp- you can fadc after this
ex kongo stomp- i could only get it to activate and combo off of hp. mp seemed to not connect. I hope I was doing it wrong… but…
cl. st. mk xx hado- does not combo
d+mk- not sure if these was touched…
palm drops the opponent faster now
lvl 1 focus knocks them air borne… I haven’t tried to combo off of it, but I will.
tatsu has changed… he doesn’t leave the ground on whiff and EX animation has changed when it lands. (not sure if it’s throw invincible)

It seems we lost back throw to Ultra, not unless there’s another way to do it.
Corner juggles are nerfed (or we need to do them differently now…)

Some of the animations seem unfinished etc. This will have to grow on me.

Hahaha hahaha gouken is worse in omega haha haha capcom just took a messy shit all over him… Can’t cancel cr mp into ha do lol no ultra follow ups after ex Palm not even tatsu follow ups hahaha. You can link cr lp after stomps and can link med punch after jabs but seriously this is worse than any iteration I’ve ever seen he took 5 steps back in a mode that was supposed to be broken and be crazy,…

You can’t do EX Palm to either Ultra, even? Then what’s the point? lol

You can timing is different