I love these threads, Gouken Honda 6-4 in Honda’s favor, gotta love it.
Let’s get this petitioned at Capcom!
First give Gouken a DP or make his palms much better/safer/faster
Then take away everything he has that Ryu doesn’t (Good juggles, meterless way through fireballs, angled upward fireball)
Stop trying to cherry pick the good things about other characters, Gouken has good tools that Ryu lacks, just as Ryu has good tools that Gouken lacks.
I made a SSFIV Hack with some of the changes we wanted to Gouken, like:
Palms are invincible to projectiles throughout the move (except the recovery) and are hit invincible at startup
Palms are faster and safer when distanced properly
LP Palm connects from a few jabs (hitconfirmable)
MP Palm connects from cr. MP at max range
EX Palm absorbs a hit
Flip kick have to be blocked high (overheads)
EX Flip still tracks the opponent but is air controlable (like Vega’s wall dive)
EX Flip focus can absorb 2 hits
Kongo is back to low/high only and 200 damage
All tatsus have way less recovery (like a whiffed DP)
Ultra 1 has a better horizontal Hitbox
I wasn’t claiming it to be like that, I was just saying that it almost felt that way. If you try to keep Honda out, your fireballs will do 55 damage plus possibly maximum 130 damage to a total of 185 damage. Honda’s jumping HP to standing HK will do 200 damage. His jump is also pretty good against Gouken, so it’s an iffy match in some respects, as I was saying.
Also, go ahead and “love these threads”. What do I care? o_O
I don’t think you know your stuff very well.
It’s true that Gouken has plenty of strengths, but he also has some major weaknesses.
At any rate… thanks for the reply. It kept me occupied for 15 minutes, lol
Buff his meter gain, Give Palms invul and/or less recovery, Buff demon flip and give him more HP Palm Range for juggles.
I’d be more than happy then. Overall I just think he needs more meter due to his EX moves being so crucial to his overall game plan. Especially EX Palms and Kicks.
In case you haven’t noticed, this is the official Gouken bitching thread. It’s pretty much all in the thread title. I’m not sure what you are expecting here, but you should probably just take it somewhere else so you don’t risk looking like a douche.
Gouken has strengths and weaknesses like a normal balanced character. He doesn’t have a 3f DP, a Rose backdash, and Sagat zoning because he would be broken as shit if he had those.
I wouldn’t wanna risk looking like a douche on an online video game forum! That would be nerd suicide!
Firstly I’d like to express how annoying Makoto is, her ability to Anti-Air me with a st.LP is beyond annoying.
Secondly , Everytime I play Matt-Hazard I get a delay on my inputs and it’s really annoying, whats more so is I don’t think he believes me haha.
Normally I wouldn’t care but as a fellow Gouken I’d prefer him not to think I’m some whiney crappy player.
I’m not good at naming flags, half green on top, half white on bottom.
Hey dude. No judging here. I was playing a Fei yesterday (Supremekilla) and I swear that buttons and inputs were not responding correctly so everytime he got anywhere near me I ate cr.lk to lp to rekka doom. I KNEW what he was going to do and could do nothing about it. On top of that, every time we’d start up, he’d take like the whole 30 seconds to pick the same character. Frustrating to no end.
Re:Makoto-If the player is good, I don’t really try to jump in front because she has too many ways to drop you out of the air. Cross ups are the order of the day. In front, don’t forget about command divekick to throw off her anti air attempt. You can pull up short and punish her for pressing buttons. Also, early dj.hk(back or forward) stops a lot of her air shenanigans. Watch for the patterns and punish her. She’s still dangerous thanks to command grab.
I think the AA was mostly from DF Dive Kicks. I might record some and put them up. I do some strange things, like just walking at her and grabbing since I began to work around her crouching turtle - AA style.
Gouken’s jump ins are shit. And you shouldn’t really be neutral jumping against makoto too much. A connected light uppercut leads to big damage and getting stuck in the corner. st LP to anti air neutral jump shenanigans is a pretty universal answer, anybody can do it.
we don’t have the shoto jumping HK, but if you do our own HK “early” it will give you a hit-box during the downwards kick that quite resembles the shoto jumping HK, but it’s just that the active frames are like one as opposed to whatever the shotos have.
use Down+MK if you jump as you normally would, but want to change the timing and distance to counter the opponent’s anti-air. Slightly distanced Flip divekicks also counter anti-airs
but I think the reach of our jumping MK is a joke that makes us look like we don’t even have a black belt degree
True. Jumping in a lot on Makoto is very dangerous. She can up-fist (forgot the name of the special move) any option from demon flip into her special jump kick which nets damage and a pretty good amount of stun.
But, if you do decide to neutral jump, keep high kick or ex air tatsu in the back of your mind. If you don’t see her command throw attempt, then I would air ex tatsu the hell out of there and hope you don’t get ex dash fisted by her on the way down. That’s pretty much the only escape you have in this scenario, and I’m pretty sure it’s punishable by ex dash fist, also might be punishable by a long range ultra 2, but I haven’t tested.
I’m sorry to say that Im done with Gouken for the time being. Moving on to Fei because Gouken just doesn’t have the tools to make the opponent respect him. Maybe I am just a terrible Gouken player. But at least with Fei I can play the footsies game without being outsped, outprioritized, and focused to shit every single time.
I was kind of expecting something like this, as you’ve been a little negative about Gouken lately.
Which is fair enough, we all get like that from time to time. Obviously bad matches have caused it, happens to us all.