What have you discovered with Gouken in AE?

Indeed! Ive hit characters with just the tip of the move and it sucks them in everytime. Capcom gets my props for this buff!!

Has anyone else noticed you can combo after an un-charged Denjin? MAdnfluenz and I were messing around with it earlier. You can only combo after an un-charged denjin if you go straight into the ultra with no set up, from jump-in fierce punch or focus crumple. The opponent will be untouchable after an un-charged denjin if you try to combo in to denjin from an ex-palm, back throw and anti-air mp.

thts hot!!!1

Here’s something that was impractical in Super become useful in AE. But like everything in Gouken’s arsenal it’s char specific.

This is possible to do in super actually. There wasn’t much chance to land it while the opponent is grounded though. In AE there’s a few different ways to land a denjin in a grounded combo and to be able to follow up.

hm, I wonder if you can also do focus, denjin, j.mp xx air tatsu or j.mp, j.hk.

that should make denjin a bit more interesting.

also, can you st. mp, lp hadou xx lv 2 focus to get the crumple?

cause all that together would seem like a good combo, with a good amount of stun and damage in it.

also, from the ammount of pushback st. mp has, it seems like it would connect anywhere.

Ahh, I see. Gotta land the denjin on a grounded opponent. I never use Denjin or knew how the wall bounce property worked. So when I landed a lp palm after it one time I thought something might have changed. Excellent video on the set-ups sir.

Check out phunkism"s video. http://www.youtube.com/watch?v=fdkhpAFY3bw

I tried using cl.mp xx lp and mp hado but couldn’t get the crumple afterwards midscreen. Might be character specific but I couldn’t get it to work on my usual training dummies (ryu). Might work on guile since he has a wonky hit box.

So far besides a crumple you can combo a grounded denjin by;

jump in attack, cl.mp, c.hp xx mp.fb, fadc, ultra 2 (works in corner)
crossup mk, c.hp xx mp.fb, fadc, ultra 2
jump in attack, c.mp, c.hp xx mp.fb, FA crumple, ultra 2 (corner only)

found new corner combo vs sagat
cl.mp, c.hp xx lp hado fadc cl. hk, c.lk xx hk tatsu 383 dmg 611 stun
might work on other big hitbox chars havent tested fully yet.

yes: sagat, t.hawk, seth
no: gief, abel

New matchup info
Blanka electricity nerf, more moves can poke right through electricity. So far only tested light elec.
s. hk, cr mp. Kongo:mid

Chun li’s sweep now has to be kongo’d low, unlike in super.

M.Bison’s double knee press, and s. hk are both mp kongo at close range,
s.hk, obviously high kongo at max range
knee presses have to be low kongo at max range.

I know you were talking about dj.lk but this works with dj.mk in the corner as well.

Basically, if you throw someone in the corner or get a knockdown and walk up on them an DJ over them, if you hit MK early you WON’t cross up and you come down in front of them for a nice combo (since most people will be blocking the wrong way for the cross up).

If the dj.mk actually hits and they don’t block it you still have enough hit stun to combo.

If you delay the dj.mk you will cross up and come down behind them with you in the corner.

The timing is not dificult at all. Mess with it and check it out for yourself.

Not sure if this worked in super or not.

i downloaded it today and i discovered that they nerfed the shit out of lp. palm!
lol, i was fooling around in the training room and noticed the 90 damage, 23 damage on block and was like, wtf, was that necessary? you still get mash dp’d on block.
then when i was freestyling a little bit on the comp opponent and went to some of my standard lp. palm set ups, i was like FFFFUUUUUUUUUUUUUUU
no more c.hp xx lp. ball xx fadc > c.hp xx lp. palm!
i would like to collect everyone’s favorite things about the new lp. palm and see if i can find something to like about it.

Was wondering where you were! Check the moveset ae edition for my thoughts on lp palm

c.hp xx lp.palm? Why???

yeah, i took a break when ae came out in the arcade but not for console.
i read your description of lp. palm in that guide, but it doesn’t say anything like "i sure am glad the new lp. palm can do THIS >"
it’s an extension of the new 3 frame close mk, which is probably good enough to make up for the things you can’t do with it anymore.
i’m still whiffing it out of habit though, so i’m going to go through a mourning period.
i wish someone at capcom had been like "hold on a second, let’s get rid of hp. palm instead. that one’s useless."
but no one at capcom was like that.

Well, correct me if i’m wrong, (don’t have AE yet) but I believe it’s been said that lp.palm can hit on cancel from any cancelable attack. Which gives us cr.lk or cr.mp to something worth using.

as for cr.fp x lp.fb > fadc…
I’ve seen some people using a simple sweep, doesn’t seem worth 2ex tho
I think i remember using mp.palm on a few characters, so perhaps you could test that to see if there’s still a way.
perhaps you could test for cr.lk x tatsu?

but overall, it’s looking to me like it’s best to only use it with 3 bars for the ex.palm

Right. I really liked the old lp palm as well and would like it back but the new one enables us to do things we couldn’t before, at price of course.

Fadc c.lk xx tatsu works. Bonus fadc ultra.

Be careful of cl.mp > c.hp xx lp bal fadc c.hp xx ex palm. It doesn’t always work.

Also, while new lp.palm cancels from anything it has zip range.

Def. needs to be buffed.

Fear not my friend, mp. palm has fast enough start-up (at all but just slightly under max range for c.hp to cancel) to still combo them in the old FADC combo, except I’ve found that doing c.hp xx mp. hado xx FADC > c.hp xx mp. palm works clean on any character tall enough to get hit in the face by the mp. hado (Ryu, and any character his height or taller), while cl.hp xx lp. hado xx FADC > cl.hp xx lp. palm works on everyone because cl.hp doesn’t have enough push-back to require a c.hp after your FADC, which guarantees lp. palm will hit following another cl.hp. So despite the fact that we can truly no longer do the original combo you posted outside of the corner, we can still do situational variations of the same combo mid-screen and net similar to more damage than before. It’s really about experimentation to find the new versions of old set-ups.

something that seems to work on every character pretty reliably is df crossup > cl.mp > c.mp xx hk.tatsu xx fadc ultra
that’s a huge buff.
i remember not being able to get any heavy damage out of df crossup setups because i didn’t know what side i was going to land on.
now you can hit confirm your side and safely land ultra. (safely because a df dive kick will stand your opponent up for the tatsu)
i assume that you can safely hit confirm c.hp xx ex palm as well, though the range might be a little strange on some characters.
also, if you hit a tall character high with df dive kick, you were forced to go to jab punches before.
now with the 3 frame cl.mk, you have more pressure.
lp. palm being -4 on block kind of sucks, but it is a long ranged -4.
the 3 frame cl.mk gives you more pressure after crossup mk as well.