Omega Gouken!

A lot of characters (maybe all of them except the vanilla shotos) are grabbable on wake-up now. It’s still annoying for Gouken, but you can grab SO many reversals (you can even grab Poison’s EX upkicks thing if I’m not mistaken).

My opinion about Omega Gouken is that his footsies and neutral game are a lot like Sakura’s (+his great fireballs). His buttons aren’t the best at far ranges, but you can buffer c.LK with Light Palm and catch them walking or sticking out normals. He still has a safe sweep and toward HK is probably the best counterpoke in the game. Palms don’t knock the opponent away full screen, so it’s easier to maintain pressure after landing one. Gouken is a good zoner, but is best when he gets inside, even though getting there can be a bit of a struggle. I think that’s all right, because his close range game is really really good.

s.MP is the meat as usual, and the nice thing here is that you can chain into it from any light normal. Most of his normals are really + on block now, so there is a lot of potential for deadly traps. Stomps are never + on block, but they hit low. High low game is better than I thought, too… doing a frame trap or blockstring into s.MK and then going for overhead is insanely good. Overhead now cancels to super if you have the meter, and the whole combo is about 510 damage.

When inside, Gouken has BNBs that are absolutely ridiculous. The damage is really just absurd, even for Omega. s.lk is 4 frames now which makes it a more reasonable combo starter and what’s nice about that is you can get into stomps from 3 buttons if you start with it.

s.lk s.lk s.mk x stomp, s.mp/c.mp x light palm is almost 300 damage and nearly 400 stun, for no meter.
c.lp s.mp c.hp x palm is amazing, too. Heavy for damage, medium for juggles to ultra or donkey kick for meter.

One problem that carries over from Ultra Gouken is that you don’t really have a good way to get things started at mid range. You can’t combo into fireballs except EX and stomps have poor range. You won’t be poking or FADCing your way into bigger combos with Omega Gouken.

How sure are you of this?

seems as though we can cancel out of focus dashes earlier into things like u1…

When I looked At it, I could only get a second block after a cross

But hey, sometimes I get a aa fb to palm and other times it wiffs. So I have no idea.

Now you know this is complete bs. There’s several differences in between the 2. If you feel that he is better for the way you like to play or you like to see him implemented, that’s one thing.

The only way Omega Gouken would clearly be better is if he could actually combo into fireballs and mp palm from cr. mp and far mp.

He can’t do either and he suffers at mid range b/c of it and if forces you to be rather close to do anything with stomp links.

Lp palm is very good but you can’t only link super after.

You can’t fadc after kongo / I tried super too… (maybe I used punches instead of kicks, but it didn’t work).

You can only combo into EX stomp off of a hp button and it has 0 invincibility and limited range.

EX Tatsu has nerfed range and it can be thrown now.

EX Palm juggles are nerfed.

Corner Juggles are nerfed.

You have to get point blank and 1 jab to cl st. mp > mp palm to get the free Ultra. (and his mid range is compromised and also it’s very hard to do b/c you can quick rise everything… so there’s no vortex options).

Back Throw Ultra is gone

Range on stomps are pathetic.

I still don’t know what d+mk does. It looks like cr. lk but just slower.

He has 0 wake up options now… (EX Flip is still punishable)

NO VORTEX!!!

Did I mention… NO VORTEX!!! For this alone he’s not better b/c he has 0 dp and can’t control the pace of the match b/c his set ups are limited in this mode.

Granted he does have some things that I wish ultra Gouken had.

-jab links/cancels
-palm buff
-stomp
-grounded tatsu on whiff
-f+hk is good
-cl st. hk buff
-j hk buff

There are probably some other things I missed… but these are the ones that stick out to me.

But it is what it is either way… They’ll probably patch it in the future any way to get $$$ from us.

Bottom line, no one has to play with him… if you want to avoid the Omega foolishness just turn the option off in endless or stay in ranked.

Omega Gen is the best!!! LOL

Unfortunately I have not had much time to test Omega yet. But I am wondering why donkey kick was given to Gouken instead of Ryu… anyway.

Just a general question, does donkey kick have any special properties on counterhit?

Nope

Confirmed. You can stomp FADC Ultra 1. LOL

You’re right iamthatiam. Gouken is better for my playstyle, which is mostly footsie based. I don’t vortex, I zone and I footsie.

Gouken’s footsies are much better and once you hit one palm, you can dash in and frame trap all day.

Yeah, I actually like the footsy buffs aside the short cut being gone. My biggest hurdle right now is, how am i going to pressure people with Omega Gouken b/c all his moves push the opponent away and they can quick rise everything but Ultras. So it’s going to be harder to dizzy people.

remember that after lp palm you can always dash in and be in their face. Also, lp palm can be just thrown out with little to no consequences. quick dash in and they have to block on wake up or risk a dp: no time to jump out of a meaty poke.

Confirm to sweep from st lp and cl st lk…

CL.mp>cl.hk now hits a majority of the cast (I’m assuming after some brief testing) without a jump in.

Lp>cl.mp>hcf mk>d+mk>super

CL.mp>cl.mp very reliable now

Feels like playing super or vanilla Gouken as inputs now must be very exact and deliberate

Ex iat still does forward and back/its either or, no longer controllable

Also with hcf+k great recovery , and forward movement

cr. lk, st. mp, cr. hp, mp palm seems to work on everyone.

Best success w tatsus I’ve been using same strength punch into identical kicks, mp with mk tatsu, lp w lk tatsu, and hp w hk tatsu for combo finishers.

c.lk? really???

Probably meant cl.lk

Oh and almost forgot…overhead mp >sweep , on counter hit…

and…

cr.lp>cl.mp>cr.hp>ex tatsu & crossup mk>cl.mp>cr.hp>ex tatsu , work on various character sizes

does that mean overhead is +3? i can’t ge tit to link to anything.

I dont think so, maybe they just scripted it to connect on counter hit.

Only thing I got it to link to was super, but its always been able to do that,which was a reassuring feeling handling this new gouken.

St and Cr lp seem to be the same speed. We can Stand lp crouch lp sweep now. But when i was chaining them shits earlier just felt slower, so idk what’s up, someone just came in and said he’s going to do this now and he does all sorts of we I rd shit.

Oh in case anyone wants a sexy jump in…go with

DJ.hk>cl.lp>qcf+k>cl.lk>qcf+k>Cr.hk

Works on Goukens or near his size…

For smaller like cammy, take out a cl.lk>qcf+k

I like sweep set up… too bad they can quick rise :frowning:

fyi, air fireballs get float state on counterhit.

also, mp.palm doesn’t get the launch as an AA

-lk tatsu and ex air tatsu can fully connect after 2 hit j. mp
-stomp has juggle properties, that allows you to float the opponent and stomp them. examples. ex palm > stomp, 1 hit j. mp > stomp, denjin > stomp > super
-full denjin > hp palm > super does 937 damage
-cl st. mp is about +5/6 on block in Omega mode. Or the push back on block has been reduced. It’s quite easy to cl. st. mp (blocked) and move forward and cl. st. mk as a true block string.