Those aren’t online Gouken’s. Those are just really bad Gouken players. If they wake up with normals you need to break a foot off in that ass. If you’re getting hit by mashed counter’s, you’re either being too predictable, or they are using EX. In which case, just do soul spiral. It armor breaks. Counter gets blown apart by armor break moves. If they neutral jump, just soul throw dude. If they only do one of 3 things, you can either soul spiral to break the armor and the jab option, or wait to see if he jumps and then anti-air it.
(P.S. I alternate Gouken along with Ken, and Seth. Juri still the main though)
Look at the final arcade change list at eventhubs.com, i have a question about Yun…
Hard upkicks: Yun is considered airborne now from frame 7 of this move, how will that actually effect him…
Just so you know the move starts up in 8 frames. I know they did this change to compliment the hard upkicks only having lower invincibility nerf, still not sure what it does for him. Does it have to do with throws?
Eventhubs list has some weird notes and such that aren’t 100% accurate yet. This was somewhat speed translated.
The move is already airborne from 7F onward. I have no idea what they are talking about in regards to that change. However it is worth noting that since the move had it’s invincibility changed from full to only lower body invincibility that means that HK Upkicks will be throwable 1-6F since they are no longer throw invincible during the grounded part of the startup. Perhaps that is what the note is about.
They might have changed it so that he is throw invincible 1-7F just like MK Upkicks. I dunno.
EDIT*
That’s not true, cause Eternal just said the move has always been airborne from the first the 7th frame, not to mention FADCing upkicks seems like it would look weird for some reason.
Ryu anti air game got much stronger.
I am having a hard time picking an ultra since u2 viability went way up, and the meta is looking like a switch to as much dmg as possible(imo).
Even with Yun i am looking at u2. I guess time will tell.
This got me thinking some more about Vega’s Roll buffs. So, it went from 0 to +5 on FADC on block, does that mean it went from -2 to +3 without FADC? Or did they get more recovery to compensate? What about the hitstun? This change could really use some more explanation.
I only thnk the first hit of j.MP is cancellable, and that one has JP0, so it shouldn’t work. LP DP xx FADC, instant air tatsu might work on some characters though for about the same damage, but you’ll get no time to pressure afterwards in that case.
Just because it’s airborne doesn’t mean it can’t be FADC’d there are a couple of moves that have a special “air EX Focus” like Yun’s lunge punch.
You guys seriously couldn’t fucking bother to do ANY research? LOL. Hell the video where it’s done has been linked in this thread and on SRK front page AND eventhubs.
Gah, EH foils me yet again, their USFIV change list says only the first hit is cancellable. The silly thing is that I did watch this video. But that combo should only be 202 damage, right?
So can anyone tell me about Delayed wake up please? How it’s done? And how long i’ll be on the ground for before waking up? And if possible, any vids showing the power of this? Because I don’t entirely understand this concept.
From the looks of it they changed the JP on the first hit of the FJ MP if you watch the video slowly you’ll see that he does 1st hit not the second. That would be 222 since the first hit does 50 damage.
It’s extremely simple. However I don’t have a video I can show you. If you understand quick rise it basically functions just like that.
You hit 2 buttons the moment your characters hits the ground from a hard knockdown (sweep/throw/ultra/super/ect) when you do that it shows a “delayed wakeup” message at that moment and your character will get up 11F later than they normally would. So for example: normally it takes 31F for most characters to get up from a face down hard knockdown, in the case of a DWU it would be 42F instead of 31F.
The CR.LK buff looks really good. He looks less vulnerable now(Unoiled), which is good. W-Ultra seems to work well actually, although he missed the U2 one time.
Also lol at Peter for using DWU at a hard knockdown, which lasts for 70f normally.
People underestimating the buffs for Hakan.