Gouken Arcade/DLC Changes SSF4 update thread

So either the cabinet is on a low difficulty or Shin Gouken’s AI got nerfed. And it wasn’t that bright to begin with other then Hadou infiniting you.

So is the new lp palm basically really safe?

I hope the natural jump HP doesn’t cause knock down like Juri HK on grounded opponent so I still have tons of combo opportunity after. Beside that everything look great. LP palm look to be very low range, and have no forward movement whatsoever, but the push back make it rather safe.

I can’t believe nobody tested Tatsu and parry yet. =/

It’s hard to test stuff when some people are playing you seriously and you just want to try shit out. When this gets released for home console you can best believe everyone is going to know everything.

Some peeps still don’t noe the half …

“”“Yes, together with Diagonal Jump HK, it known down the opponent…”"""

WHAT?!?!?!??!?! NOOOOOOO Why did they do that! I use this all the time to start combo’s. Im not going to like this not one bit to honest. Jumping forward Hk was all they needed to make give a knock down. Now i wont be able to combo from it anymore man this is a big let down.

The knockdown only occurs if it hits against an airborne opponent. Hitting a grounded one is business as usual.

And it’s a merry X-Mas after all.

Too bad it’s not that way with nj.hp

ae gouken from ultradavid here with lots of the new gouken stuff [media=youtube]F8BPsdF61y4[/media] , I cant stop watching the new df parry, me wants ae dlc now

I think someone better than me should start a thread about the new gouken oki options.

The new parry does seem like it will punish any anti-air normals (like most crouching HP) with untechable backthrow. Having that does seem like some damage nerf off back throw being reasonable. Imagine if they can’t use normals to counter Fall, there is not much they can do beside block. Which would leave them while open to additional pressure or simply get air grabbed

I’m finding my focus cancels with Gouken come out much more reliably in AE.

Example:

j.hp, cs.hp xx ball, fadc, c.mp xx lk tatsu.

Sometimes in Super and vanilla if i wasn’t spaced correctly (i.e. very close) or the character is small, the tatsu would whiff. Its almost as if the tatsu’s initial hit has a slightly larger hitbox. I didn’t have the confidence to try it as an AA, as c.hp and fs.mk still function fine.

Demon flip parry I caught myself using a lot more often. Its surprising how many people haven’t seen it before, lol.

Yun and Yang will give Gouken trouble once they smash through your zoning wall.

Japanese BBS said now Sako is using Gouken instead of Cammy…

[media=youtube]gukSQvRrcCE[/media]

maybe tatsu hits low now? :amazed::amazed:

Oh gawd… This isn’t going to be good.

^ LOL

I guess the nerfs to Cannon Spike and Cannon Strike were really that bad huh.

I sure hope your right man. Can someone test this out. Although Im already trying to find new ways to do N Jump ins perhaps Jumping Mk ?!?!?! lol It works but it feels awkward.

anyway i hope your right. Otherwise IM very excited for the new gouken!!! Im already testing new combo’s as if i was playing AE gouken. Jmp to air tastu is looking freaking sweet cant wait to do that.

Oh and WTFF is up with sako using gouken. Man i hope this dont cause a huge bandwaggen lol

It most likely will. I’m starting to see alot more Gouken online and offline. I myself don’t play him anymore and don’t intend to, however my friend mains him and I am intrested in seeing Goukens progression throught SSF4AE.

The Gouken spam will begin soon. Once we get AE here in NYC and I hit the arcade I can just see the amount of gouken matches imma catch. I’m really gonna miss being part of the far and few. Ah well.
So has anyone caught people using his Cl.MP-cr.hp link yet?

J.mp currently gets 2 hits on certain crouching opponents, does this mean now j.mp >air tatsu can chip to death now these crouchers?