Gouken Arcade/DLC Changes SSF4 update thread

When you successfully raise the money for AE Just sent it to saint louis and ill take care of it. :wgrin::wgrin::wgrin:

Ok will do… we will send you double the order. You’ll get it on Feb. 30th :woot:

He’s neither. He’s different.

Gouken’s changes haven’t elevated him a great deal (if at all), they’ve just sorta moved him sideways.

I’m noticing the damage reductions on U1 (backthrow) though I must admit that the new properties of EX tatsu are good - they remove a lot of the frustrations from vanilla and super that arose from opponents falling out of it and costing us damage (and meter). Its also pleasing to perform it and not have a whiffed EX Kongo come out.

The close up normals changes allow for some interesting pressure by way of frametraps rather than getting reversalled out like in previous games. I’m finding more opportunities to poke away up close and then score more fs.hk opportunities. GF parry also became much more useful, though its certainly not as fantastic as has been speculated here.

If it’s an easy loop it doesn’t really matter does it?

I got test out a lot of his changes that have already been mentioned. Close normals are nice. Like lp.palm for meter.

But for some reason the only time I got really excited was jump medium punch to tatsu.

I fought one Zangief, but I never game him the opportunity to Lariat me really. He got me once or twice in a combo so the focus situation never came.

Did you try the loop?

Tried it once, didn’t get it though. I had two friends with me and we were going to try to get on the cabinets at the same time and give each other one round each to test, but that never ended up happening.

If a combo doesn’t do damage there’s not much point to it even if it’s a loop except to run the clock down.

And you don’t think that it powerful? If you are ahead and start this loop and can easily do it for the rest of the game? Being able to finish a game before the time is up just because you land a level 2 is pretty ridiculous.

Life lead + level 2 landed = game over at any time (assuming this loop is shit easy).

I would highly doubt it’s that easy. It’s also rumored that other characters have it as well; Chun and Abel are two included in those rumors.

whats the damage with j mp to air tatsu? Why is everyone so excited about it?

what loop are you talking about. Something like the feilong infinte back in vanilla?

i am …/.if wake up focus absorb backdash safe on block works mvs lariat , then i know EXACTLY what you mean…ima try it tomorow…i didnt even think about that!!!

I believe the damage was somwhere around the 175-225 mark (don’t quote me). I’m excited about it because we’ve just been given the opportunity to cancel one of the best air-to-air normals in the game.

Gouken’s diagonal jump medium punch is a four frame start-up. You’re going to outclass most of the cast with that move, regardless of whether you start it early or late. The fact that you can cancel the first hit into Tatsu just allows for more added damage, and depending on the situation/match-up you can either continue to pursue your opponent (lk/mk/rh tatsu) or back away from them and have some potential to reset your zoning (EX Tatsu).

Anyone else have any other thoughts on its usage?

Sorry I didn’t get the opportunity to test this out on Monday. If you can, let us know the results! :china:

Sorry my first request was a bit cryptic.

Takin Flight you can try wake up focus back dash, but I doubt that would work since Goukens back dash is shitty. What I actually was concerned with was, if Gouken did EX Flip on wake up and Zangief did lariat. Does GF air focus recover fast enough to asborb the first hit and block/duck the follow up hit from the lariat so Gouken can punish with buffered Shin Sho while he is still in lariat animation or punish his lower body with cr. fp > ? while he is still in lariat animation.

The fact that back dash is considered airborne after invincibility wears off, also means that we can’t be command grabbed out of it unless it’s an Air Ultra. This helps so much in that Zangief match up, b/c we can force him to do something else besides command grab mix up after Green Hand now since it doesn’t knock down on hit for free oki now.

Edit: I know they changed a bunch of shit, so what is so different about focusing and dashing in AE that makes the loop possible but not in Super?

Ive done this a lot with my gief player bff, and I have some notes:

  1. The air parry–>absorb lariat will give you time to land and block but it is iffy. It still depends on what part of the animation you hit it in and the distance. If you demon flip in and he does lariat super late(aka deep) then you will get hit after you recover from what I’ve seen. Again, this is only been my experience, and the time between goukens air parry reocvery and the second hit of the lariat hitting is super close, so adjusting the timing on when you activate it could help in this.

  2. If the distance is on the out edges of the lariat’s hit box then you can easily absorb then cr.block and follow up with sweep, U1, parry(lolz), or cr.HP. 8/10 when i have EX DF’d when gief was right on my nuts(like after a green hand) and he lariats i eat the damage after air parrying. You should really avoid it in the gief matchup.

  3. Caveats: Lariat against U1 is a wacky ass situation. U1 now gets knocked out of full hit animation by guy’s elbow drop and I’ve seen the U1 trade with lariat when it’s super close. So, remember, gief can wiggle his lariat around, so this whole air parrry–> U1 thing is not for sure, it’s a feeling and experience kind of thing.

As for all the dashing stuff

There’s a ton of problems with using it too much in the gief matchup

  1. Gief can option select ex green hand, if you dash after green hand you will get SPD’d because of the range increase(the airborne frames at end are tiny and dont help against such a long ranged command grab). This also means that if you ever back dash in the corner against someone with a command grab with some range in the attempt to use the airborne frames to make them whiff the grab you will eat that shit.

  2. Gief’s ultra 2 can grab you in the dash towards the end of the dash(airborne frames) and its very easy to do. Ive eaten it like 20 times. Dashing back against zangief when hes close should be used very very sparingly now. He has too many ways to bait and punish it(both from super and now new ones in AE)

  3. As for what’s different about dashing go look at the dashing comparison chart on eventhubs.com. you’ll notice that gouken has one of the better dashes (0) on block after lvl2, so what probably happened is that there was some kind of increase in hit and or block stun on focuses so it allows for the loop.

I’ll be trying the loop today and getting some footage of my attempts.

Is there a noticable difference with his hit/block stun on jump in attacks and d+mk?

The reason I’m asking is b/c there’s currently a way to use d+mk as your safe jump instead of GF Dive Kick, so it allows you to overhead them in the feet if they are crouching. You lose about 50 damage points b/c of the dive kick, but you gain the overhead in the oki scheme. The best set ups I’ve found for it have been after forward throw, cr. roundhouse, or Super/Ultra.

The way it hits is like a 1 -2 frame link but if landed below the shin area you can connect with any of your normals including cr. roundhouse and cr. fp. etc.

Thanks for the updates.

Edit: Here’s a vid on it.

My use of normal divekick (:d: :mk: in air) is as follows:

  • you can do the overhead setup you talked about. and it has more follow ups as well…

-When you land a regular divekick close to the opponent you can actually follow it up with jabs, st.MP, st.Mk, LK, or cr.MPxxTatsu
this is a huge change from super since gouken only had that one really fucking lame range you could actually combo with regular divekick, and you could only do cr.MPxxTatsu. Now the regular divekick is exactly like Akuma’s and should be added to your arsenal NOW.

other notes on it:
Just like akuma, it can stuff a cr.:hp: from shotos and most normal AAs, it hits overhead when hitting a crouching opponents lower hitbox(either crossup or front), and the angle hasn’t changed from my recollection.

It can be used as a safe jump in the sense that you are changing the angle of your jump and shortening your jump arc to land faster and/or make a mashed reversal AA whiff. I would still just use j.mp as its the fastest air normal on startup, and it looks deceiving.

1.) I’m going back to Chinatown Fair this Saturday and I can’t wait to test/confirm your AE comboes from dive kick to see if they work. :tup:

2.) Regarding the part of your post that I quoted, this is something I’ve been thinking a lot about and how/when to incorporate certain air to air normals in AE Gouken’s game.

  • We have the pursuit property on both neutral jump fierce and diagonal jump roundhouse.
  • We have the 4-frame diagonal jump medium punch; first hit can cancel into Tatsu or be followed up with another normal for DF mix-up, cross under potential, ground tatsu for either FADC mixup or to score extra damage.
  • Jump diagonal fierce is just as fast as jump diagonal medium punch (either that or one frame slower)

All of his fierce moves as of SUPER in the air do 200 stun. j.mp does 100 if you hit both hits, 50 if you hit one hit. Based on what the stun values will be in training mode once AE gets ported over to consoles, I feel Gouken has a gigantic increase in his air arsenal that could potentially make drastic (but great) changes his air-to-ground and air-to-air style of play.

I feel slightly overwhelmed and I was wondering what the other Gouken users thought about this, and how they might incorporate all of it into their play style. Any takers?

Thanks for the update, so I guess it’s safe to assume it has more hit stun now. Cool.

So hopefully we can do this, from a tad higher up. [media=youtube]rwR4DainoOQ[/media]