Gouken Frustration Thread, Go ahead let it out!

I’ve fought a few really good Ryus that have figured out that Gouken has no real answer for his normal tatsu on your wake up. Really. Lk tatsu whiff puts him right behind you. Your punish…a cr. jab…as he’s landing…so he resets. Both cr.hp and cr.rh get me thrown. Maybe you can get a tick throw but you can be damned sure they are going to either A) throw you or B) out poke you or C) reversal you. Any other tatsu could, I suppose, be tagged with Gouken ex tatsu on reaction after he crosses over but it’s damned hard to react to for me and then if it whiffs… Mix this up with some srk FADCs and some throws and some overheads…it’s a shit storm. There’s only so many times you can guess right. Crouch block is the only “safe” thing to do vs smart Ryu and then you have to be on point with techs. Ken has a similar setup that starts with a neutral jump. Not AS bad because it’s not armor break but it whiffs usually so kongo is pointless and he is coming down behind as you are standing up turning around…st.hk is questionable here. Jab gets blown up. Cl.st.mk loses to everything he’s got and trades with his lights…

I guess I’m just hitting a ceiling at the moment and this is where I get…grumpy.

I feel the same, but I feel like most would just say “Lern 2 ply nob”. I know I’m not as good as most of you guys, but somethings gotta give.

Yeah, most would say that. I say it to myself. That doesn’t change some inherent faults in the character and the game as a whole. When I’m hanging back and trying to keep space since I know getting close is bad because that character has x,y,z and EX x,y, and z moves plus faster normals…etc, I don’t need to be getting these messages about learning to play and stop running away and shit. Childish. I learned to play and that’s why I play keep away. Haters gonna hate lulzzzzz.

That’s bullshit my friend

This isn’t really Gouken frustration but PSN/SF4 netcode frustration. Why did I just pay to boost my bandwidth and run a 35 foot ethernet cord through my hallway when shit is still friggin lag-ASS. I have good mbps, always over 24 down…and it’s still like claymation video sometimes.

Also…grrrr…ALSO: DA FUCK? I’m in the middle of a heated match and the host decides to leave the lobby, so that boots everyone out of the room? It shouldn’t even interrupt the match!!! That’s some DUMB ASS SHIT! Now, on top of that, something in the game is freezing up the PS3 at random times. It’s not just me, either. I’ve had a few of you msg me the same problem. Something needs to be rectified. It’s also always bothered me that I had to wait til the end of a match and rush to the invite button before the next players start their match…Why can I not just invite someone while I’m watching a match?

Fucccccck I really cannot go 3 days while playing let alone over a week… All the same shit I keep freezing up to, I froze up to for like another 20 matches. I did however smarten up a few rounds so it’s good to know I wasn’t completely braindead.

For the most part, I was getting so cheesed people just jump in so freely and I never do anything about it. And as soon as they do something completely random, I’m on tilt. Even if they jumped in, and then just neutral jumped. That managed to freeze me up. I’m so upset all the logic I have observing a player doesn’t get brought in when I’m the one playing.

Yeah you just have to train yourself man. Break every aspect of what you need to work on down  and work on them separately.

They are talking Gouken over in the official rebalance thread, you guys should go head over.

Meh… I’m staying out of it… I read the last couple pages and it seems most like the same shit we’ve been debating for ages.

You even got people who don’t even use Gouken telling people that mained Gouken since the beginning of time that he has a lot of ways to cross up dive kick, and they STILL fight it. (AmigoOne)

Between that, someone saying his sweep should be nerfed, and that he can’t take advantage of knock downs… I’m not sure what rides my nuts worse.

And there is a BUNCH of mis-info being told…

Let them eat cake.

I was laughing really loud, it’s like me going on ken or Ryu and say they have to nerf their shoryuken or this or that, I don’t play that stupid ass character, so stay in your $@$@& mind

I need help with throw tech, was playing last night and got thrown probably 3 times per round (for real), when I watched the replay im either late or early, and more than 50% got caught on counter hit!!! Soooo frustrating!!! Any idea on how to improve this area???

This area sucks for Gouken. Period

Best thing is when you see your lk coming out and you get thrown anyway… So you try to cr. tech with mk and you get counter hit. Good times.

Start attempting to crouch tech with HP and do it with a slower cadence. I find myself hitting it too quickly, and it gets you blown up. Also, if you are using a stick, you will probably start plinking, which should give you another frame of protection.

that “True Double Plink” is difficult to wrap my head around because I’m having a different interpretation of what the resulting input should be based off the text description… same goes for the double plink.

I mean, if my goal was to link an :hp: after something and I wanted to increase my chances of landing the timing through plinking, I could use :mp:, but if I wanted to increase my chances even further, I could try at it with :lp: on top of :mp: since I can double my chances of inputting :mp: by plinking it with :lp:. Going back to the earlier statement, if I can increases my chances of landing :hp: by plinking it with :mp:, I can do :hp:~:mp:, with :mp:~:lp:… which (I believe) would mean:

:mp::hp:
:hp:

could become:

:lp::mp::hp:
:mp::hp:
:hp:

where all three inputs are still read as :hp: (unless you have a move that is :3p:), where you have 3 chances of hitting the link rather than one or two.

Well, that’s what I thought the inputs should’ve looked like, but now that I thought about it, I see what they actually mean by doubling the chance of landing the plink. So instead of increasing the chance of a successfully timed link the the sense I explained above, it’s increasing the chance of successfully timing the plink. So in case you screwed up the timing on :mp: when trying to plink :hp:, you also have a shot at successful timing with :lp:… and vice-versa.

P.S. when I do cl.HK > Super, I hit all three :p: consecutively to get three punch inputs to triple my chances of landing the timing. I usually do it wrong and end up doing a double plink, but sometimes I get three individual punch inputs. So ideally it would look like this in the log of inputs (the arrangement seen in training mode):

:lp:
:mp:
:hp:
:f:
:df:
:d:
:df:
:f:
:df:
:d:
:hk:

I’m not sure but I think that means you are doing it wrong. To do a proper plink, you are suppose to:

First frame: Press :hp:
Second frame: on the next frame, without releasing the :hp: you pressed on the first frame, press :mp:. So in the log, it should show up like :hp::mp:
Third frame: Without release :hp:, press :lp:, so in the log, it should show up like :hp::mp::lp: OR :hp::lp:. Either one is fine.

They are all going to be registered as separate input since they are considered separate button pressing and all registered as :hp: (unless your character have a lariat or something like that) since :hp: have higher priority over either :lp: or :mp:.

The key point is that you have to do it WITHOUT releasing :hp: Therefore, it should look like this in the log:

:hp::mp::lp:
:hp::mp:
:hp:

When it show up as:
:lp:
:mp:
:hp:
it will NOT work.

Plinking nets you multiple button presses at the same time according to training, just like ID01 shows. AOS, you are doing piano presses.

Piano presses, yes. That’s the term. Sorry if I confused you guys. I’m saying when I link cl.HK with super, Ideally I piano all three punches to increase my chances of landing it. Often times, it will end up being a plink with an extra piano input where I plink HP with MP and an LP after so it looks like (in training mode):

:lp:
:hp::mp:
:mp:

Without overthinking it, I’m saying it’s a mess of punch inputs pressed almost simultaneously lol

I’ve managed pretty well with double or triple presses.

BTW, why link cl.hk into super? Is it just for the extra 40(?) damage? Just seems like you are using a slower mover to get to the faster move and it’s a pain in the ass to do. I feel the same way about linking tatsu to super after a backthrow. I just do hado to super because it is about 94 times easier to do and it’s only like 10 points less.