Most people get defensive when you are using Parry and stay on the ground more to wait you out, so grab and dive kick are more effective.
If Parry recovered instantly it would prob. be considered broken.
Most people get defensive when you are using Parry and stay on the ground more to wait you out, so grab and dive kick are more effective.
If Parry recovered instantly it would prob. be considered broken.
Then you dive kick his face when he does ultra from cr. hk as AA and rape his sorry ass.
we will now be able to parry thru lariat at certain points/times >land and super
Sooo… Counter FADC denjin…
It works, even on ground counter.
Do we know if the 5-hit denjin lands off of ground counter FADC?
S.MP doesn’t combo into EX Palm. Only MP (ex palm had equivalent startup to old MP Palm, which is now HP one).
Here’s my buff tier
S Tier buff: Denjin damage and speed (punishment, chipping, combos from everything everywhere)
A Tier buff: Palm LP Back (many popular combos)
B Tier buff: S.MP Comboable + Hitstun / Cr.HP extra hitstun (Helps in common situations)
C Tier buff: Super (punishment + Unsafejumpable AA)
D Tier buff: Counter, Close HK Overhead / S.HP (extras and fixes)
According to the video, it will hit if you do it tight enough. It only add 3 frames. Which seem like there are enough time to do.
I think even a palm FADC will work, because currently in training mode, how fast the denijn come out wasn’t as much an issue as the distant. Since Denijn travel so fast, it might just work at any distant.
I’m curious to see what Gouken’s with good execution, aka not me, can do with these changes.
I think you might be underestimating the advantages of the close HK and overhead tweaks(and far HP to a lesser degree, it was already godlike). I keep whiffing close HK on the situations I need it in vs Seth due to hitboxes, but I think those extra active frames might just do the trick(if not never mind me anyway). Might also make it more interesting vs a lot more characters, I can’t wait to try it out.
with cl. hk getting more frame advantage, it makes this link easier: cl.hk xx super
Cl.HK isn’t getting more frame advantage(AE already changed it to about +5), it’s getting more active frames on the first hit(hte one that goes straight up). I already love using it for certain closeup anti airs, but some situations where it would be nice it tended to whiff(seth being the main one) I can see these extra active frames possibly solving that.
new denjin combo shown in trailer @ 1:09
It was never linkable before, only cancellable off of the first hit of st.cl.hk. Now that super is 3 frames you can actually link it after a 2 hit st.cl.hk
The +5 frames, I think, are so that the first attack does not whiff if you did a jump in attack first (on certain characters). It will also benefit you as an antiair as well.
This also might fix being able to combo into sweep on some characters but we’ll have to wait and see.
Edit: I hate typing on the ipad
I for one am really looking forward to the new f+mp
shitty buffs no-one counted:
The good thing is Im still learning gouken so adjusting shouldnt be too hard. I wish they sped up U1.
Me too man, me too.
Me too, but even one frame faster means counterhit cl.MP links to it and I think they are wary of giving us even more ways to ultra^^
I would have settled for a Ryuesque hitbox increase ala his U2 so that comboing without FADC after EX palm isn’t so difficult.
Whenever Reipen linked some vids of the location test a few weeks back , it seemed like all the players wanted just to use Gouken’s improved overhead and cl.st.hk. While everyone on the forums wanted to see the new lp palm, and st. mp cancels. But it looked to me like the cl.st.hk was far more useful for anti-air so I think you are right SIR.
Gouken!!!