Gouken Arcade/DLC Changes SSF4 update thread

but shouldn’t cl.mp, jab, lp palm work?

I do it in one of the videos.

The damage nerf off a backthrow is -huge- I think it does barely 300 now at low life.

I’m curious… does HP fireball, LP fireball, LP palm work on a corner EX palm juggle now?

I tried it once and the palm whiffs. I’ll try it tomorrow with different timing on the 1st FB.

I don’t think so. I watched your videos all over again and the closest thing are these:

[media=youtube]nopvLdsA_ZY&t=0m13s[/media] , first cl.mp is blocked
[media=youtube]F8BPsdF61y4&t=2m58s[/media] , looks like it combos but combo counter says only 2 hit.

BTW yours is the best AE Gouken around that I have seen, thanks for those vids

Hopefully it does work… :confused:

Oh, and after the local held in my city today…I seriously just want to say fuck the current EX tatsu. This not locking like in AE pretty much costed me a round and the match, honestly. >_<

it should be 403 damage from backthrow max.
thats what i was getting in the training room with lk tatsu (60 damage) fadc > ultra = 463.
it is a big nerf.

sanchez, what are the other two palms?
do we still have that long, slow one on hard punch?

btw I was thinking that the blanka matchup is going to be a problem with the new lp palm, I hope that the blanka ball nerf allows for other ways to punish it other than the old lp palm

not sure if weve even seen mp palm have we? did it retain its distance?

Close MP is pretty silly now. You can get cr.fierce off it which is nasty business. Close MP, jab(far, close, crouching) LP Palm works for what is basically safe pressure. Need to test vs SPD’s and 3 frame moves. The pushback and blockstun on it are pretty fierce, but this game is stupid. Science must be done.

The other palms still function the same way.

Blanka bounces pretty close on certain ball hits(consult your local Blanka forum for more information). I’m thinking dash RH is free–AT WORST.

Really now there’s not much reason to hold to Shin Sho, only damage made it a better option, and probably tatsu fadc u1 will be a lot better, but that’s it. Now with so many untech knockdown options, 120 free block damage and 400 stun are granted every round, it’s a better AA, can punish a lot more stuff, combos out of more stuff etc. and the improved df parry will help a lot in the stun mixups post denjin. Besides now that lp palm has so good recovery, lp palm > denjin has to be even easier to combo, it may even allow to charge the denjin a bit for more damage or punish further from the corner, maybe even midscreen?

One question, any improvements on his overhead? Also, now df parry > cl.mk > lp palm has to be pretty safe now that cl.mk is 3 frames right?

then dash cr.mp hk tatsu should work hopefully

Good bye to winning off of a missed tech or lucky back throw. NERF!!! He would have been K’O’d in Super, and that was the 3 hit version. The Multi Hit version must suck ballz after back throw.

[media=youtube]mWShTop9M40#t=02m15s[/media]

no way. I thought it was only supposed to be 80%

^ it is, but depending on how much life they have it’s scaled again :frowning:

How combo and damage scaling works in Street Fighter IV : EventHubs.com

At 51% health or higher there is no damage scaling.
50% health damage scaling is 95%.
25% health damage scaling is 90%.
15% health damage scaling is 75%.

So depending on how much life they have left, let’s say 25%, then you are looking at full hit Shin Do being capable of 90% damage which would then be scaled another 20% b/c Gouken decided to use back-throw. So basically…

At 51% health or higher there is no damage scaling > (80% per back throw> full ultra)
50% health damage scaling is 95% > (80% per back throw> full ultra) = 76%
25% health damage scaling is 90% > (80% per back throw > full ultra) = 72%
15% health damage scaling is 75% > (80% per back throw > full ultra) = 60%

I don’t even want to calculate the multi hit version… I’d probably want to cry.

I think it is 80%. I recreated similar circumstances(under 50% health(so 95% scaling going on), ultra bar not entirely full) and got an Ultra that only did 421 damage and visually looks only like a little less health than he ends with there.

Edit: @ I am, if you land a backthrow when they have 15% health left and get the multihit I think they’ll still be dead(does 156 dmg if scaled 60% at half ultra bar), you know except maybe gief and hawk. I think this is one of the least worrying nerfs in history of nerfs and in fact I applaud it. We Goukens made out like thieves having two minor nerfs and a boatload of Buffs.

^ no doubt, I’m actually happy about it considering all of the good stuff we got. Yeah, they’ll surely be put to sleep if they only had 15% left, I just included it since i calculated every thing else.

IMO all of the changes to Gouken which were good, actually force people to really “play” with him, instead of just being defensive, standing in the corner throwing hados, and hoping to land Back Throw. Then again, maybe it will be a bit worse now…

I currently use Shin Sho for Anti Air, b/c the inputs for tatsu/kongo over lap, but that’s not going to be an issue any more. As Anti Air is going to be A LOT better with tatsu, tatsu FADC > Ultra, and Tatsu trade > Ultra (this is going to piss sooooo many people off and I’m estatic about it). Combine that with cr. fp, cr. mk, st. mk, cl. st. hk, and kongo, we really shouldn’t have an excuse for Anti Air options. Oh yeah, tastu DESTROYS neutral jumpers… it’s possible now, but the over lap makes it un-reliable.

Raw Shin Sho is still going to hurt like a bitch though.

i think what’s going to piss people off the most is the many ways you can un-tech that ass and meaty Denjin them… whoop whoop…

Has the timing changed from backthrow to U1? From the vids, it looks like you immediately input it vs. waiting a second (or so).

Sanchez, can you please test cr.lp(x3) or cr.lp,cr.lp,cr.lk into any tatsu? According to the dev blog it should work.

So has anyone found out if standing Mp cr hp cRH are 1 frame links or not.