some loose wiring. reattached and taped.

Veloc1raptor won UCG Live last night and KBT won the WNF EU online tournament today!

Gouken taking names!

props yall! sup w them mirrors tho?

any videos?

hxxp://www.twitch.tv/ugclive/v/3731448 starts around 1h05m (maybe a little later) GFs, Veloc1raptor vs Brentiscool

hxxp://www.twitch.tv/kingblacktoof/b/617267267 GFs at 4h29m.

Replace hxxp with http

KBT owned that final. Jimmy was salty as fuck lol.

I finally did it! After years!

I actually used NJ.hk, in a match, on purpose, and it worked.

I did a NJ, and they jumped in on me so they were above me as I was landing. I hit the button, and to my surprise, It actually hit them.

Of course, I have no setup planned for that, so I ate a wake up dp… But NJ.hk actually did something besides look pointless!

I’m calling it a win.

nj.HK suffers from the same thing a lot of gouken’s buttons do, it’s redundant. We don’t need like 10 air-to-airs that cover the same angle, lol.

When in doubt, use standing fierce punch. Seams to out beat a lot of mid and high attacks.

This is more of a “How silly SF4 was in this regard”-appreciation, but anytime something goes wrong, I’ve picked up the habit of saying the death scream of Dhalsim…

“Yogaaaawwh!”

You can plink Gouken’s normal and ex kongo and parry two hits, not too useful but it’s cool.

When I get on the bus I say “Yoga teleport”.

Once there was a bomb on board and we couldn’t drop below 60 mph when I screamed “Yoga catastrophe”.

Whenever I’m lightin’ the BBQ I go “Yoga flame”.

Its very useful when you use it at the right moment…

You can cancel Goukens focus dashes into kingoshin also

I will never forgive Capcom for making his hurt box so big.

When I’m poundin’ a chick I go " Yoga! Yoga! Yogaaaaa Shangrila!".

Behind the turntables I go " Yoga blast!!" as I max the fuckin’ volume.

I lurk and wait for the class bully after school and say “Got you! Shin! Shoooooryuken!”…

It has its pros and cons… I don’t really mind it. Taking up more real-estate on the screen isn’t so bad IMO… besides, if they’re trying to just feast on our hurt-box then we can brush them off with Kongo.

Was there something specific that was giving Gouken a hard time?

What are the right moments? I went into training mode and I couldn’t find any use for it.

It’s mostly that most of his best normals are surrounded by hurt boxes. He doesn’t really have the kind of normal domination you’d expect. Really just a salty night haha!

it has uses…heres a focus cancelled into dbl kongoshin…

now double kongo into armor cancel U1,U2 is what ive been searching for!

Yeah, totally agreed. Especially st.MP since it can combo to Hado…

That makes me wonder what SF4 would feel like and maybe even how character-tiers would change if hit-boxes actually matched the animations, like in 3rd Strike.

Supposedly, that’s how the game originally was until “community feedback claimed it didn’t feel like SF”.

SFA3 is controversial for its ridiculous hit-boxes, and that was in 1998, but somehow we got the same wackiness in a mainstream-targeted title 11 years later.

I mean damn, if I’m playing a racing-game then I need for the distance between my car and the environment to be accurate, and not with invisible trees and buildings in the middle of the road.

generally i’d say gouken’s size is more of a problem for him than a boon. gouken isn’t gief, he doesn’t really want to take up more space. general gameplan is to try to maintain a spot on the ground or at least a good amount of distance from an opponent.

typically large size comes with more health or stun because it comes with so many disadvantages, but gouken’s health and stun are both 1000, which is technically above average i guess, but still not great for someone so big. it’s tough to make an argument for high health on gouken because his keepaway game can be so devastating to some characters, but having 1050 stun would be pretty balanced.

gouken has a lot of matchups where small fast characters with multiple ways of passing through fireballs get in on him easily. he has defenses (good ones even) but he doesn’t have the ability to turn the tides of a fight with his defenses in the same way that better characters can. maybe we should all be doing kongo->fadc ultra or ex tatsu every time… i dunno. but he doesn’t have the ability to trade with a fast normal at close ranges and then combo into other stuff, he can’t jab to break a frame trap and then combo into fierce punch or anything like that. If you break or trade out with a jab you’re basically just getting a few jabs and then you’re still not in a range that’s comfortable for you.

it’s strange because you can point to characters that should have similar issues as gouken and are built in a similar way (guile and gouken don’t really play all that differently) but works better. why does guile work better? 2-hit fireball is one, faster recovery on his fireball is pretty important, conversion from light attacks matters. guile has more ways to safely play defensively, and is better at getting people away from him and taking momentum when they get inside. He has beefier normals, too. And he’s smaller.

and gouken isn’t rewarded that much for playing the keepaway game he’s encouraged to. fireball damage was nerfed by 15 from vanilla to 55. you need to dash forward to land a palm after a fullscreen fireball, which is pretty dangerous tbh unless you have a good read. actually taht’s kinda the thing with gouken’s zoning in general. every fireball you throw out feels pretty scary once they’ve broken into that area just outside sweep range because focus dash is such a scary and universal tool.

all these weaknesses are actually okay if he had something that made playing him worth it, but high damage when opponents make big mistakes ceases to feel like it’s that big of a deal when so many characters can do high damage from mid- or close-range hit-confirms. evil ryu can do ~373 damage for no meter off a st.HP.