AE 2013 Gouken 'Request List

http://www.capcom-unity.com/combofiend/blog/2013/03/22/sf4-update-character-forums

They’re about to fuck Gouken up…I blame you guys lol

*dusts off copy of ssf4

My only request, is to make sure we are making solid request that make sense.

Eveytime they update Gouken, they nerf the shit out of him the same time. I swear to GOD if they nerf cr. roundhouse, G-Flip, and dj. mk I will probably go Bat Shit.

With that being said… don’t go posting dumb shit on Capcom Unity… get a solid list and everybody post the same thing so the requests can be heard loud and clear…

Combofiend has specifically requested that people motivate why the change is needed, so don’t fear to much them taking on any dumb suggestion. I’m gonna look through my old requests and ideas and compile a list to be ready for next week and probably organise the suggestions on priority(its me, Im gonna have the whole top dedicated to getting rid of the kongo input bug and no doubt will mention it in Fei Longs topic as well) When posting a list or quoting existing posts do remember to motivate reasons, its the best way to get them to stop and read it.

And this is exactly why I said theyre gonna fuck him up. Everybody is asking for this and and this and that…Capcoms gonna change him and its not gonna be good. We NEED everything Gouken has now. What would you do with a changed dive kick? A buffed normal but nerfed palm? They’re not gonna buff every area when they make changes. They’re gonna buff one thing and nerf something else.

Only thing Gouken needs is for tatsu to hit crouchers and for kongo not to break on reversal possibly and even the latter may break him. Maybe have it not break but give it 5 more frames of recovery. Anything else is overbaord imo…I just don’t like this whole update ridiculousness already lol. I don’t wanna hear NO complaining when they nerf him (Souchan I’m talking to you)

:3

My wish list:

  1. Tastu need to be able to hit crouch opponent.
  2. A little bit better backdash, either increase the invincible time or better range.
  3. MP, HP or even only EX Palm need to be better to go through fireball.
  4. Neutral jump HP need to have larger hit box on the downside of the body.

They need to fix Abel. Make Ryu’s Fierce DP FADC capable. Make Ryu’s Ultra 2 USEABLE lol. Bring back Ken’s st.Jap > sweep back AND make his Ultra 2 juggle in the air (not for an insane amount of damage but decent). DE-NERF Guile’s Sonic booms and other minor things…especially the damage off his FADC Ultra 2 combos (wasn’t cool that they nerfed that). And most important of all. Make some slight changes to Gouken lol. For the love of GOD give him a hit confirm that leads into sweep or cr. short from a landed normal like st. jab. Shorten the animation of his Lk. Tatsu to just the first kick (that lifts the opponent), so that it is a more viable, but still slow, anti-air. Two: Give his cr. strong MORE + frames on HIT. Make the start-up speed (not the velocity) of his Hadou FASTER so that they can land off a cr. jab, cr. strong etc. Four: Make his EX tatsu HIT CROUCHING ENEMIES (just his EX) so he can at least have a more solid wake up game solution that will cost one bar instead of the usual three. Also, almost everyone in this thread has never mentioned the fact that CAPCOM has nerfed Gouken’s STUN DAMAGE since Super was released. He needs that back. Yeah the changes I suggested will help him out but he is STILL a slow character. Slow character = BIG DAMAGE (lol) = More Hit Stun. His counter activation areas are fine as it is. If you can’t use it then you aren’t doing your homework on the character hit-box data. I also agree with an earlier post suggesting that the cl.st.mk should be a command normal (I like hold back and MK).

I’m never good at asking for things so my requests are simply fixes. (Haha, as if that hasn’t been said before.)

  • All connected Tatsu’s suck in the opponent for future hits. (So no one fall out.)

  • cl.st.MP extend it’s range a bit. (Seems irrelevant, since you need to be close for it to come out. But I’ve had it be a close.st.MP and still whiff… I was like… "If you give me a cl.st.MP make sure it damn well hits or give me the far.st.MP!!!
    Haha, you could even have it so a cl.st.MP hits fullscreen for all I care! Since, again, it’d only come out when they’re close!)

:slight_smile:

I personally feel that if characters such as Fei long and Adon get some nerfs that we don’t really need much.
Adon for example I think should be easier to stuff out of his Jaguar Kicks. That would involve increasing his hitbox or reducing hurtbox.

Fei, I dunno, slower startup on Rekka?

Ex-tatsu needs to be able to hit crouching characters and not get stuffed randomly by a cr.lk. A small crouching combo option as well wouldn’t hurt. Also make ex palm/hp palm fully combo after canceling it from cr.hp at long ranges. Mp or Hp palm needs to be better at going through fireballs, a dmg nerf wouldn’t be too bad for whichever version either. Something like Yun’s shoulder.

Possibly broken buff:
Let him cancel his air parry into flip grab if you parry something. lol.

If they gotta nerf anything, I’d rather they just leave him the hell alone.

It is not getting stuffed by the light(if you are talking about what I think you are talking about), it is simply whiffing entirely on the hitbox and then our 7f invinicbility ends so it gets hit and is actually a far better situation than a full whiff.

Instead of EX Tatsu hitting low(though I agree it’s one way to make Gouken a little more solid), we could also go for EX Palm having full invincibility and faster startup(Have a little nod to Shin Gouken here) but greatly decrease the block stun so we need to FADC to be truly safe(other possible issues here, just a passing fancy)

@The earlier fireball faster startup suggestion, that immediatly results in close MK getting nerfed to avoid a corner infinite. This might not be the worst but could still be a pity.

@dek Seriously though, have I ever been one to do wanton complaining of changes they made? My one true hangup is the kongo input glitch :3 Ive always,iirc, been very positive to the AE and 2012 changes of Gouken.

Up until this point he’s just been buffed. Now seeing as he was the most buffed character last go round the’re bound to make some changes. They’re gonna buff a thing or two but tthey’re gonna nerf a thing or too as well. If that’s the case then I don’t want anything.

-Demonflipdivekick no longer overhead
-demonflip grab recovery nerfed

  • far Fierce damage 125 -> 90 (fortunately back to 120)
  • crouch fierce damage nerf
    -kongo zones and damage nerf
  • backthrow nerf

I don’t complain about changes, I love me some nitpicking and semantics though :3

(I will complain if input bu…yeah you know what I’m on about already)

I look forward to seeing the suggestions made and incorporated in the game, capcom is trying to be more in touch with the community which has great potential. Remember despite everyone being able to suggest, not everyone that suggests can properly motivate it, we’ll probably see a lot of “nerf cammy, buff thawk!” without proper ways of going about it. Also capcom has serious gamers working for them too. As long as they dont pick the starcraft player to balance :3

Yeah, there HAVE been take-aways whenever he has been buffed. I don’t mind the BackThrow nerf. But like I said before; Gouken needs his stun damage back. Plus I was devastated when I found out his divekick was no longer an overhead. At least make his air command divekick overhead. Anyway…I don’t expect Gouken to get many changes in this version.

Goukens command dive kick is already an overhead, it just needs more hit/block stun.

EX Fireball needs to flash after he throws the fireballs.

It’s almost useless as is since the flash at the beginning is a dead giveaway

Interesting. A lot of these suggestions have been made before and I agree with a few of them, especially tatsu fixes and kongo fixes. I also understand Dek saying leave G alone because Dek has become so comfortable with how he is that any changes might blow up his style. I’m not convinced that Gouken needs to stay exactly the same when Capcom is going to be changing other characters.

When I came here a few days ago and posted about the kick button fireballs, this thread was dead and I kind of just posted an epiphany with no expectation that that could possibly ever happen. I really just posted it to have a discussion about the ideas. I’d still like to hear what anyone thinks about having four more hado options but I know that it’s really a whimsical idea that would come with serious nerfs.

However, my suggestion regarding cl.st.mk becoming his standard mk with the same startup but much improved hitbox is a serious suggestion. The reason is that there are too many characters who are able to chip poke Gouken for free, even chip poke with armor breakers, with little worry about retaliation. It’s pretty dumb. People should be afraid to get near Gouken and pull out this “hope it hits but doesn’t matter either way” bs pressure. I’d also like to see cr.lk get 3 frame startup. It has the range I want for an interruption-type move so when Deejay does his stupid sobat loops that give me about a 1/5th chance of guessing correctly to get out, I can cr.lk, interrupt his loop, and get to a better position.

Make MP, HP and EX Palms fireball invincible from start to finish and give EX Palm one hit of armour.

EX Kongo can’t be armour broken.

EX Tatsu hits crouchers.

Flip Parry can be cancelled into a normal.