I've been editing KarmaCharmeleon's Gouken for a while now. It's different enough to get released. But it's still not 100%I've added a ton, and gotten rid of some things. First thing of note, Gouken's Kick Throw, the one that send's P2 up into the air, can be followed up by a punch throw. Most people wouldn't expect a throw after a throw to be possible so I'm pointing it out. Spoiler, click to toggle visibiltyI've created a few frames to make moves more fluid. Gouken now has an air fireball! He has 2 standing animations. I redid his face a tiny tiny bit.BUT the main difference is the special system. Gouken has 9 ground fireballs, not including the gold variations. He has 9 hurricane kicks. Gouken's LP fireball goes horizontal across the screen at one speed usually. But if you hold the button down long enough to hold back or release forward you can alter it's speed. The reverse of that is true for the hurricane kick. So D,DB,B,c,F will go the furthest out of all the hurricane kicks. D,DB,B,a,F will not go as far as D,DB,~B+bBack is Slow, Nothing is Normal (which is easy to get used to) and Forward is Fast.The Tatsumaki Gorasen Can go straight up like normal with a button tap. It will go backwards if you hold back, and it will go forwards if you hold forward. The Gold fireballs. There's a lot going on. Holding 2 punches produces THOSE fireballs. X+Z makes the horizontal and highest fireball. Y+Z shoots both vertical fireballs. X+Y does the X and Y. You can hold the directions to get 2 different speed fireballs. hold back on the first hold forward on the next for a slow+fast combo.So that's 27? fireball combinations on gold? 27 or 18. It's a lot. If you count holding the button down to get the 2 hit version there's just too many. The gold Senkugoshoha can be combo'd after. If you hold up, Gouken can jump for a small air combo. Holding DF+z is a regular uppercut launcher like you'd see in a VS series. I have taken away the different strengths of his ultras. Trying to get all the different versions of his specials kept overriding or being overridden by the different ultra levels. I also removed the custom combo activation. The plan is to have such long combos that it's not needed. BUT, you can hold Forward, or tap, or hold back, on his uppercut ultra(s) to change the distance. The hurricane kick ultra you can get on the buttons to get 4 more hits out of it. I couldn't decide if I wanted it to move by holding directions so this is what I came up with. Dashing has an "Ibuki" effect. Same thing with his Kongoshin's. He has an air Kongoshin!The back dash can be held into a roll. Running forward has the attacks I gave Sagat. Hitting FP will be a double forearm attack, and FK is a spear kick. I'm sure there's a bit more I'm forgetting about. I, personally, seem to be running into problems with the EXPLODsive Buffering System, so I'm probably going to gut that out of the character completely. The problems it fixes, is how I've taught myself to play over the years. I bump heads with it when I try to get things really cooking. https://www.file.io/dLQ1/download/r1xTjCgfIoOghttps://filebin.net/ohdyvu67dalxb772/Gouken718.zip