I’m tellin ya, replace forbidden shoryuken with a timed super that pretty much makes him shin gouken and he’ll be the problem. Have him yell “IM MOTIVATED” for dat extra peppah. It’ll balance out the salt that’ll be generated haha!
Correct me if I’m wrong but Gouken is one of the easiest characters to combo as he has a fat body and is not tall so your likely to hit him deep. He also is easiest character to throw and without a long range throw of his own. As long as he has those staple weaknesses I don’t fear making him too powerful.
Uhm I don’t think you realize the sheer level of Broken Shin version is. His corner infinites alone will get him banned straight off. Not to mention any of the other stuff his fireballs let you do.
I think the biggest problem with G-Man/ Old Man G’, is that…
Let’s say the opponent will never jump.
Then we’ll only consider the straight forward LP fireball. It’s slow, and it can be FADC’ed through, or it can be Special Moved through.
What are we left with? Crouching HK and standing HK or HP at least, but every character has something similar (just normals).
This is already past Gouken’s ideal zone.
We have our footsies to push the opponent away.
When they get close, they can combo, but we can’t. If they succeed the combo, our exposed wake-up will be targeted.
this is why it’s off if you ask me. That’s how I feel when I play good opponents who know Gouken, but on other hand I’m not very good at mirror matches, so I’m interested in hearing opinions on this.
What I would want most of all, is a buff on Palms. Sweep range on LP Palm, and less recovery frames on MP and HP palm (like 1 frame faster recovery on MP and HP). That would be the most of help, IMO. The rest that I wish for are fixes so Gouken isn’t so wobbly, if you know what I mean… land an anti-air Tatsu then don’t drop the juggle object… Kongo (a normal attack such as Blanka’s cl. MK) then WORK… combo with HK Tatsu for the high damage that Gouken boasts, then WORK!!!
I agree what Gouken lacks is defense or atleast the kind of defense he will need to fend off Sakura, Cammy, Yang, Evil Ryu and several others.
I’ll tell you why you likely lose mirror matches Gouken’s one sorta magical move is his focus attack. I’ve not been big on the focus attack but I can’t deny Gouken is such a tempting target to swing at it just works.
Here is the deal breaker…
90% of cast has a HIGH PRIORITY dragon punch or flash kick type move to either defend against or pressure him with. He has no move with that much priority. Sure you can try to reverse but like I said Gouken is mindlessly easy to throw.
I think Gouken’s biggest flaw is his lack of initiative. Like I said if the opponent doesn’t jump on your fireballs or into your EX Tatsu, you’re left with a sub-par ground-game, and in turn one of the weakest wake-up games.
no matter, though. I’d just request fixes and seal the deal, instead of buffing something and just repeating the cycle of ever-change-of-mind on Gouken’s design.
haha… that would actually be brilliant, looooooooool. “JUST YOU AND ME, BOY!”
oh man i love it lol
but to stay serious and on track with my train of thought but within reason, just fix the half-success that plagues Gouken’s special moves, and increase the range on LP Palm with some decent forward movement (and still safe on block).
You know what that does sound awesome. The power of nothingness is the power to shut down other peoples power. So something like you wipe out their entire gauge and they can’t build meter again until the next round
Ex Tatsu can cancel into air tatsu
Lp palm acts as an overhead
Empty/whiffed kongo pushes close characters back, reflects projectiles if kongo is activated before they would hit
Taunt acts like Seth’s tanden engine
Backthrow adds stun
Fireball travels faster the closer an opponent gets
Armor broken Kongo causes opponent hard knockdown, Gouken gets standard knockdown
I like the idea of multiple character teams like old skool KOF but characters diving in and out for tag I think fighter loses some its integrity with that. I might be alone but I can’t even really follow what goes on in MvC3 there so much crap on the screen with characters popping in and out. I can’t look at that say man I really respect that player for what he is doing.
Yeah I did mean like KOF or CVS2. I agree it wouldn’t be compatible with SF4’s nature to have characters tag in and out, but a team of two or three characters would be fun, and it would certainly benefit oddball-characters like Gouken.
Hopefully we will get the proposed changes from this blog and the Japanese one… Still missing some important things but between the both of them a lot of ground was covered.
combo… into… cr.mp? hopefully that means combo FROM cr.mp to fireball? But I don’t see how that’s gonna work out too well unless he gets some serious nerf elsewhere… cuz it’s gonna be a corner problem. perhaps a massive increase to cr.mp pushback before the cancel?
ex.tatsu hitting crouchers… ok. But if they are gonna “fix” tatsu, I’d rather see them give lock-on-hit to non-ex tatsus and throw invincable to lk.tatsu.
hopefully they meant standing close light kick chainable. I’d rather they just get rid of this move completely and make far lightkick the only one. perhaps st.lk to fireball would be a nice pushback ability, but I don’t see how it’d combo considering that cr.mp doesn’t combo.
fix kongo. ya, it’d be nice if kongo actually worked, but it needs more than an input bugfix to work as it’s imagined to work. skinny zones and armor breaking everywhere make it impractical anyway.
If the pushback of cr.mp will be increased, they need to add more than 3 frame hit stun. As soon as the range require the hado to travel for 1 or 2 frames, it is not a combo anymore (according to frame data). The pushback on cr.mp is already big, there should only be two cycles possible in the corner, maybe one more on XL hurtboxes. I believe they will slightly increase start up of cr.mp and slightly decrease hado hitstun for that. Nevertheless, the cr.mp x hado would be zoning heaven as opens up fadc hard knockdown in reliable 3 and 4fr safe jumps. Really big buff to ground game, but the wording of the 1st point is so strange, maybe they meant something else…
Regarding the standing lk i am wondering myself, cancel would not make much sense, chain sounds reasonable, but Gouken will not gain much there. Far.LK to hado is a bad idea, free focus crumple like cr.mp x hado in the moment…
Extatsu hitting crouch sounds fine, but I still fear the hidden nerfs to compensate for Rufus style options…
Unfortunately many things have been left out, like lp ruch punch, improved hitboxes on normals, buffed ultra1 or some sort of kongo improvement, not only fix.
In the rebalance thread here on SRK there was mentioned that CFiend also talked about mobility buffs, so maybe the improved backdash? Strangely this was not mentioned in the eventhubs article.
So, will AE2013 be presented on EVO or not? Can not wait for more concrete news…