As cool as Denjin is, I think Ultra 1 is my ultra of choice atm.
FADCing stomp or fireball into Ultra 1 (as well as dash after EX Palm for Ultra 1) is really good… Denjin is more rewarding post-reset and you can do it out of MP Palm but otherwise I like Ultra 1 better.
Looking at the way they rebuilt him id say its our new “footsie hado” intended to have gouken Cwalking all over mofos…
it will imply some cool OS’s since super is on kicks now, maybe it doesn’t take priority anymore over u1 when bars are maxed…
And i thought I double checked and I dont know what the fuck happened to oh mp >sweep…saw it twice and its gone now, I did it on elena…so maybe ill relook it later
I like the whole “kara” motion the hitbox takes on…good for spacing blah whatever, whatever… we may find it good for something somewhere down the line…
all the forward movement on his new moveset and the absence of kara fb’s will have to make up new gameplan on the move towards the inside…walking fb’s are still there so im cool
Takin, that combo you posted can be changed for the better. After Cr.lk xx stomp, if you did it right you can link Cr.hp xx mp palm ultra 1. Something about the second stomp canceled of Cr.lk makes it hit on later frames giving you more advantage. I could post my video if you want
After more experimentation I dig Omega Gouken from a playstyle perspective but not really from a numbers perspective at all.
Burning a bunch of meter to get less damage than you would off a single EX Palm is weird. Stomps don’t do enough damage. It’s obvious they want you to use them in max punishes because you can’t really confirm into them outside of jump-ins but they don’t really do very much damage in those scenarios. HP x EX Palm -> Ultra 1 is still like 600 damage. HP Palm x Stomp FADC Ultra 1 does considerably less and is less cost-efficient.
Oddly stomps are best-used in this very odd unintentional scenarios like the combo listed above or bnbs that I don’t think we’re supposed to be able to do (lk lk mk stomp mp l.palm).
I’ve also kinda stopped playing Omega for the time being. It’s really buggy and doesn’t seem to have much of a future.
I really hope they carry over some of the ideas from Omega into future Gouken versions though. Stomp is really cool, and I really dig the EX Fireball mechanic. There are a lot of great ideas here but it’s obvious it isn’t well-balanced. That’s okay, that isn’t the point of Omega to begin with. Again, overall I think Omega Gouken is an improvement but the numbers don’t really match the use cases for the specials in question.
I stopped playing the Omega version after like two days. I don’t know what direction they were trying to go in, but I hope they didn’t spend a lot of time on it because it is terrible. Risemix, you are correct with the numbers. Gouken does more damage off less hits so why give this combo extension tool that is pretty shitty in the first place if combos are going to be scaled so much? Anyway, I posted a video above of Gouken landing Ultra 1 with no meter anywhere on the screen from a stomp combo. I know it doesn’t work on Rolento but not sure about the entire cast.
Now we don’t need bar to consistently AA,
we don’t need ex bar to do 450+ damage out of lights,
we can hit confirm out of almost every light and strong we have,
we have more frame advantage on every normal,
we can do 400 damage without bar.
and you guys still think he’s worse?
I think Omega is not right. There’s lot of glitches or at least broken garbage that other characters have. I like playing zoning and rush down hybrid. I can’t do that very well with Omega Gouken without investing a lot of time and Omega, at this point, doesn’t seem to have the life expectancy worth investing into. I like the concepts behind Omega Gouken but they were slapped together slipshod and poorly executed. Besides, you can’t stand up after a knockdown if your opponent runs a meaty/grab pressure game well. That is a HUGE drawback.
I think the numbers are completely out of whack. The reward for landing stomps is really poor compared to just going into Palm every time especially when you factor in the use of meter.
They didn’t rebalance the damage numbers enough. Palms should do less damage and stomps should do more.
But the direction of Omega Gouken is (as you mentioned @howling ) is superior to the Ultra version. There are tweaks here and there that would be needed for it to work like it should, but again, Omega mode isn’t polished or balanced.
There’s a lot that this Omega Gouken can do that Ultra Gouken can’t and vice versa.
And Once you knock Omega Gouken down, what’s preventing the opponent from just throwing him? He literally has 0 wake up options, just throw him.
There’s other things too, but even with all the said improvements he’s still in the bottom half of the Omega Characters.
Overall, Omega Mode is poorly thought out and is just a place holder for the next balance patch. The characters are over-powered in some areas and under-powered in others and they’ve just removed certain universal mechanics to make you play the game differently period.
The better characters in this mode are characters who can dominate mid range, have invincible reversals, and special moves that allow them to be right beside you when you wake up. The lp palm buff, is great for his mid range… but other than that, he’s not just going to out right steam roll opponents b/c he needs a decent way to approach opponents.
I just can’t sit back and chuck hado and wait for someone to gimme a punish…
And then you have crap like this or the Genfinite…
I saw the gen 99 hit short kick loop … lol or whatever it was in a lobby I made the other day/…laffs
omega gouken would be cool if you couldn’t quickrise all his hardknock, were not even talking delayed wakeup either…
I like some of the ideas, but hes way underpowered compared to akuma and oni…you almost need a mugen gouken to ride with them cats…
anyways I will be rocking ultra gouken , kara fb game is legit for my style and knockdowns still mean something…don’t get me wrong ill rock him still in endless to see what I can get out of him…but yea…