Gouken Arcade/DLC Changes SSF4 update thread

The one who got changed to 3f was cl. st. mk. but you’re right about st.mp, cr. mk.

Can anyone please test st. mp, cr. lp, cr. lp tatsu? I saw on the changes that it’s possible now, due to lp cancelable into specials when chained.

Best setup in the game: anti-air kongo once, they empty jump, you lk tatsu fadc ultra.
They will shit shattered bricks.

I have opponents that will empty jump throw me instead of safe jumping four times in a row in order to not get hit by Kongo. Then I throw tech and I’m out.

Kongo is good. Don’t let people convince you otherwise.

Sup DK,
the change from the lp-palm and the improvement of his overall normals, could make a stronger close combat for Gouken.

In Vanille and SSF 4 he has not many answers (only throw/unsave ex-tatsu/unsave ex-dive-kick/counter), when it is coming to close combat. Counter and throw are those best options but still they are not really the most save one. A Counter and also the throw can be really easy punished if your opponent is baiting for it in the right time.

I dunno how fast the startup of the new lp-palm is, but with the right speed it could be a good option to get out of pressure. It also depends on how long the recovery time of this new move is… is it save on block at every range ?! Additionally his back dash could improve his close combat aswell, on wakeup or other difficult situation. A really big improvement could be the Dive-Parry. It has now the same recovery like the Dive-Throw of Vanille-Time. So its a save pressure option. The Question is… can you punish an approachable Dive-Parry, by doing cr.HK while Gouken is almost touching the Ground? How long are the active frames of the Dive-Parry in AE?
Another really good Pressure option are those j.HP and j.HK knockdowns. Those normals will make a defensive situation into an offensive situation if you use those untechable knockdowns in your favor.

Other than that, the Air-Tatsu will get more usefull since it is comboable from the first hit of j.MP.

We will see, how those changes will affect on Gouken.

The parry is active until Gouken hits the ground, then he recovers. Though possible, that happening would be very rare.

lk.tatsu def whiffs on crouchers…

[media=youtube]oW3vcXdaG2c#t=0m44s[/media]

im in love with this lp Palm

Does this also include, when you early activate the parry ? On the old version of the dive-parry, you are vulnerable a certain space over the ground, when you early activate the dive-parry.

I’ve yet to see someone combo jab jab palm.

I don’t think this is possible as not a single person has done it yet. This would probably be one of the first things anyone would try. Sanchez is posting in here so we can simply just ask him…

Also in his match vs Honda it looks like HP.Kongo is definitely air only attacks. Honda hits him with what looks like a standing strong or jab when he does HP.Kongo and it counts as a counter hit.

Sanchez, can you test to make sure HP.Kongo is air only and can you test to see if it still stops cross ups?

Can we get a new thread with all the updates on the first post? Reading through all this is so confusing.

I love that cl mp cr jab to lp palm string. Jeez, he needed that. Finally some non gimmick pressure

[media=youtube]aZnzE-8u1cE#t=8m14s[/media]

Is the overhead mistimed or does that EX palm have some invincibility? Keep in mind that Guy’s overhead is two hits…

Looks like it was executed a little too early. Not sure if all two hits of Guy’s overhead will land if he is at max distance. This either says EX palmstrike does have a bit of start up immunity or the attack was too early. FFA is close by so I will be having some hands-on experience very soon!

That is definitely invuln, that overhead spacing was beautiful. EX palm always had invuln, but it was never on frame 1, so maybe they buffed it.

ok im loving that lp plam

[media=youtube]mWShTop9M40[/media]

[media=youtube]uUjoFRMOu7U[/media]

I hope so. The Gouken flashed just before Guy had his overhead active, so I’m afraid that video doesn’t prove much.

[media=youtube]uUjoFRMOu7U[/media]

1:55 says Tatsu still doesn’t have lower body strike invincibility.

It’s been raining pretty heavy round these parts and AE is a 40 minute drive in either direction…

Fuck, I have access to two set ups. I’ll do my best to test out stuff tomorrow! JAB JAB LP Palm was the 1st thing I tried, but I couldn’t get it to work. I’ll play around with it more.

Thanks Sanchez, we all appreciate it :slight_smile:

Maybe you should start a thread where you can keep an updated list of changes you have verified and also to allow people to throw requests on there? Or perhaps we can use the ballsonchin thread?

I’m repeating myself here, but I am just doing so in case you missed my earlier requests…

I’m interested in Anti-air Kongo FADC to mp.palm works since we no longer have jab palm to use. I’m basically asking if mp.palm has been sped up or have we lost that combo…

If HP.Kongo will catch cross ups (since it appears to be the anti-air kongo)…

If EX Palm has invincibility on start up since it looked like it avoided that Guy overhead. I suppose the easiest way to test it is to meaty a fireball and if that works, meaty a low attack.

Thanks again!

jab jap > lp palm wouldn’t work unless they changed his jab. His jabs can’t link. They can only chain.

EDIT: cr. lp that is. To tell the truth I’m not sure about standing jab in SSF4 but it appears st.lp st.lp link does exist in AE

hmm shouldn’t that df parry have worked? [media=youtube]ecK2hCMsTgw&t=1m13s[/media] EDIT:my bad, that’s a df throw whiff

ex palm having invul on frame 1 would be amazing, though I fear that was a mistimed overhead meaty, please someone test this