Gouken Frustration Thread, Go ahead let it out!

Seriously, I’m not sure if they overestimated it’s usability, or intended it to be extremely limited in use…but it’d be nice to see the DF air parry buffed a bit.

I give it instant ground recovery and call it a day… it’s a AIR parry for Christ’s sake… I don’t even know why I’m complaining still… development is done… I’ll just complain about Super and STILL use Gouken LOL.

Any kind of buff to frame data will be trouble to the comp. For real…

An Akuma sent me a message tonight saying that Gouken has too many options…

What he meant to say was nice gouken too bad I don’t know how to use akumas vortex options to defeat goukens limited wake up options.

I d be happy if air parry was able to be cancelled.

Instant recovery on Air Parry would be amazing, too many times have I guessed correctly with it, only to not be able to punish the attack I “parried.”

YES. :sad:

Looks likes we’ll know exactly what we are and aren’t getting within a week!

I know your pain. the way i always thought it should have worked if they were gonna keep the same recovery is to give you a choice when you successfully parry. What i mean is lets say you do demon flip and a ryu jump at you with FP and you parry. you know you wont recover in time when you land so either you get lucky and block or you eat a punish. so why not allow us to choose to counter attack in that situation by hitting punch to place opponent in a floaty jungle state or kick to cause untechable knock down. the other option is if ryu does dragon punch and you parry then you choose to land cause youll recover in time to go for back throw or combo. the first option would be particular good against chuns air double FP due to after parrying the first punch you can counter to stop the second punch from nailing you. just an idea and not sure if that would make it over powered or not but i think its at least something to make use of it on more then just a once in a blue moon situation.

I wouldn’t mind if it worked like the Kongo, and spun them into the corner.

My idea for Air parry would be to give it a slight screen-freeze, like Dudley’s Cross Counter, where Gouken drops to the ground, giving you ample time to punish.

Even time to block would be nice. Allowing you to punish slower moves and avoid punishment from quicker moves would be nice. Either speeding up it’s recovery on a hit absorb or speeding up it’s recovery on a whiff would be nice. (I’d be shocked if both happened.)

With only a few days left, we’ll soon know for sure. I’m pretty sure his overhead has been sped up, but I’m definitely holding out hope that there have been some other changes as well. I’d love for them to try to tweak him to make him more offensive to encourage people to try to get in a bit more, and an improved air parry would probably have that effect. :slight_smile:

That would be crazy. :slight_smile: (Even if it did minuscule damage, although I suppose might eliminate some concern by the designers that a buffed parry would easily enable huge combos off a correct air parry…)

Two things I’ve thought about that I’m almost sure would never happen are:

  1. I think it’d be nice if you could hold down the button to travel the full distance of the palm strength you selected on a whiff, as opposed to stopping when you’re parallel with the opponent. That would be a neat trick to possibly escape an airborne opponent.

  2. With multiple strengths for P and K available, I’ve wondered why they didn’t include any options for Kongoshin, DF kick, parry(focus) or sweep. Even the option to have *slightly * different durations available for some of those moves would have been nice.

Gouken’s issues are beyond stupid at this point to me…it makes me want to pull out my hair and throw my stick like Gootecks, lol.

Is it me, or do his jump attacks blow monkey dick? I’m literally getting beat out of the air by Viper…guessing right to stop an air BK, and I get thwomped…knocked down into the hell of her mixup game. This happened consistently.

This, on top of his other bad issues (piss-poor close-up game, meh normals), and it made it feel like Gouken was worse than people say.

It’s disheartening to even play the guy anymore. :frowning:

Yeah, I know the feeling. Against really good rushdown Balrogs and Ryus who know how to throw you into the corner and walk over you with high-lows and overheads, Gouken is a sitting duck. For every one answer Gouken has, the opponent almost certainly always has more than one counter to put him in his place.

Using my friend’s really good Ryu as an example, on wake-up:

EX Tatsu - Beats walk-up throws, BUT… Whiifs low for free combo, loses to point blank EX Shoryus, useless against cross-ups

EX Demon Flip - Strong invincibility and can potentially put you in good position for sweep or dive kick combo, BUT… Can be walked under, gets you laughed at when they cross you up and watch you dive kick / sweep at nothing, and opponent tracking can compromise your defense just as much as being in a corner, if not worse, because a whiffed demon-anything will not recover in time to stop your opponent’s counter-attack.

EX Counter - Good for people who try to poke at your wake-up with meaty LK and MKs, and can FADC into follow-up if you’re fast, BUT… Wrong guess = Throw and knockdown reset, loses to armor break spamming like Tiger Knee or Tatsu spam

Your safest option is to basically block, but even when you block and tech throw-ticks, you’re constantly under extreme pressure. I like to be aggressive and personally hate having to always be blocking. It really frustrates me though, how against certain characters, that’s my best and only option. It’s like I’m forced to turtle until the other guy makes a mistake because they know I have no tools on wake-up that they should worry about.

I really hope that aside from his Denjin, SSF4 brings more to the table for Gouken so that his game improves in some manner that will make me want to continue maining him. The master of the Shotos doesn’t deserve to be walked all over like this!

I love it! Abandon him altogether please! This goes for everyone! They made him like this on purpose. He’s perfect for me and the OG’s:hitit:

Would be fine if you could parry before your jump arcs and land and block. But a cancellable df pre-arc into mid air tatsu would wrap it up for me!!!
408 GOUKEN!!!RepresenT!!!

:nono:
:karate:

I use air-parry only when i jump against a Shoto that likes to throw out a Shoryuken against an obvious jump-in (usualy hk or ex-flip from far away, so they see it). Whenever i try to be cool and use it in air-to-air combat i usually eat their attack and that reminds me to not do it anymore.

Since this is the frustration thread. I had such a bad execution today i even wiffed 2-3 backthrow tatsus ;(. This is so easy to do and i have no clue why i made so many mistakes today. I got angry because of that.

Wow, Gouken is synonomous with Garbage now. Why the hell did they have to fucking nerf him. He didn’t need it, he needed a fucking buff if anything. They just didn’t want their precious Ryu being closed to overshadowed. "Durr since we gave ryu a couple of small nerfs lets give gouken 80 million big nerfs, LOLOLOL) ok… maybe that logic is flawed and completely wrong

Still though, I want my old gouken anyday over this piece of shit

I think tatsu startup is a little different and/or backthrow lasts a bit longer since you can now wit FBs off of it.

I’m not sure about that, including him getting faster normals. I’ve been able to atleast trade with Bison on his lk scissor loop with cr.lp and lk and we coudn’t do that before. Every one else has been nerfed to hell and damage is down across the board. Most of the new characters added have a bunch of un-safe moves and Makoto’s wake up is prob the worst on the game.

I think every thing would have been perfect if they kept the overhead dive kick, but hopefully there will be some new discoveries around it. I just try to Gouken Flip throw more now since I know they are blocking a little more confidently and if you land one it can lead you into the promised land…

tatsu should’ve launched players a bit higher and more to the side to set them up for an easier Ultra juggle like Ryu and Sagat do…
I also hate how his combos all start with FP… He has nothing for crouching MP and his cr MK is HORRIBLE! :arazz: He needed his WK animation for MK…

you shut your whore mouth!! cr. mk is awesome.