Gouken SF4 Ultra Updates

I like the hop kick idea, but honestly I think the Denjin is fine. The variable speed and damage buffs they added in AE2012 were enough. Because of the speed changes in particular, I noticed opponents playing differently when you get ultra.

CR MK i like cause although shitty range reacts with a fast startup- good for fast focus startups like feilong and others----listed also because psychologically they might just be like “ugh goukennnn…lets shut these guys up…hm mmm cr mk 2 hits? didnt know he needed that., oh and revert these 2 items fuck it , no one uses him anyways ROFL…there thats it were done with gouken, lets get back to buffing yang”

i think there is still time, look at the asshole ryu, he’s definitely capcom’s baby face!!! danm it, there’s still hope for something retarted to happen…

Cammy

  • Cannon Strike reduced height by 20%, increased recovery 2 frames (All regular versions)
  • Hooligan can cancel into Cannon Strike.

what the shit is this fuck

Unconfirmed Gouken Changes from Capcom Cup.

Ex Tatsu: Start Up Reduced to 5f (was 7f)
Standing Jab: Start Up Reduced to 3f (was 5f)

Can anyone confirm this?

Ryu got Gouken’s j mp/ tatsu combo? What the FUCK?!

Ugh… I just saw that. I agree WTF.

I don’t know man, I’ll start looking at others characters if this keep going the way it is…

ya… try “not bothering to play this clusterfuck of a game anymore”

I’m trying to imagine what’s going thru their heads…

“ok, this is going to be the last update for sf4. Let’s add SO MUCH stupidity to the game that it destroys the sf4 community. This way, when we release the next game, we won’t be competing with ourselves. They’ll HAVE to buy the new game because the old game will be dead!”

http://i.imgur.com/RXmUa2y.jpg

Hop kick is a must. If anyone played the alpha games this move will fit gouken

I’m still with the Denjin change. Keep it the same just add the stun on block. Capcom already made it were it can drain the stun and even if it hits the 1000 or so they don’t get stunned. Just will add more pressure game in rare situations

wow, this could be big… not sure in the moment, but does standing far lp hit crouchers? 1fr hitconfirm and true blockstring after close mp?

+1 for denjin on block to dizzy (eddys proposal), could lead to interesting stun set ups. but i have doubts… as usual…

some of the changes are really out of this world in the new build, e.g. counterhit on yuns whiffed command grab. could also apply to goukens backthrow as similar use and maybe they want to increase the risk/reward ratio…?

So I just sent this to Combofiend. This happened to me yesterday and yes I know why it happened because of C vipers invincibility but still this kinda shit should not happen. Its hard enough as it is to do kongo with three zones and it being defeated by throws, reversals. armor breaks, and doing nothing/bait and ontop of that we have to deal with situations like this.

As for a fix I don’t know once and only if kongo is activated suck in the opponent and give framedata to insure the hit.

https://www.youtube.com/watch?v=2iIrgTOc_-U

They won’t use it anyway. Double hit to srk or ex hado or ultra will still be so much better.

Might be a good corner combo in there though that;; be interesting. JMP xx EX Tatsu to ex tatsu to ultra :3
(Also mentioned it in the other topic already, but again, I have no issues with kongo not hitting invincible stuff , just have it not lose to regular hitting moves and a slight rethink on the zones and I think we are good.

Yes st jab hits crouch opponents I currently use this aka Rolento style to add pressure it’s downfall is the 5f and sometimes u can get jabbed or shorted out by someone with lower F. This will decently help if it is 3f.

The Denjin currently drains stun when blocked. Keep the stun damage the same I think 50 per hit on block. First set up is after ex palm and finish with palm combo activate Denjin right when they hit the ground and if Technical shows up during the ultra freeze animation release the Denjin at full speed and it hits meaty. I currently use this for chip but if the change is made this set will be scary and ur opponent will be forced to do something to escape.

This can help his pressure game to make up for gouken not having jab and shorts to confirm into a big combo like the rest of the cast. Gouken play style fits more towards old school sf games and that’s how capcom made him to be we’re your focus is zoning, throwing, frame traps and footsies. But the good part is gouken hits hard and has a sweep with no recovery so it can be slightly abused. Ex tat does 200 damage thats huge for an anti air and most people attack on air so you get the counter hit damage.

If there is no Denjin improvement we will be fine because with that new ex tat. We can start punishing some of back dashes… :smiley:

It’s not that they wouldn’t use it. As you pointed out, they don’t need it in the first place. They have many more options in their air attacks. J mp is our fastest air normal and even if we had faster air normals, most of ryu’s have more active frames, letting him throw them out early and still be effective. I guess I’m just salty that they gave one of gouken’s nicer tools to someone that didn’t need It, seemingly arbitrarily.

Ryu learnt everything from the old man, finally stepped up his jMP game once the old man improved it :3

we should be more advanced still and be able to cancel from gflips to armor and or normals and or tatsus , and from j.mp to cmd dive kick…

If Ryu is able to cancel after both hits of dj. mp, so should we. He get’s to do a lot of shit off of the move hitting twice, and we have to make it hit once. What gives…

Do you mind elaborating here?