Gouken SF4 Ultra Updates

Punish utility is the same, but not stuffing certain things on reaction, e.g. Balrog dash punch terror or Fei Chicken Wings (u1) or fireballs (u2)… It may proof advantageous to maintain backthrow damage in DWU1 on regular U2 level but still keep the threat of anti fireball ultra2 in wall bounce follow ups, which will still hurt plenty…

So basically, it is extremely situational if you choose to use it for those things. EX tatsu would be just as good.

This is where I’m at, too. U1 is for damage, U2 is for stun and flexibility. Choosing U1 against Balrog makes sense, but you wouldn’t pick UCD because you can punish dash punches with U2 and it will do ~the same damage as U1. It seems that it is pretty much always U2>Situational U1>UCD.

Make sure when you’re seeing up controllers in game to select the controller you want. It defaults to keyboard first.

I think I’m the only Gouken who does not pick U2 for the majority of matchups. I just love the threat of backthrow U1. Makes my frame traps more effective.

Back throw U1 is of course very good, also I don’t think there’s anything necessarily wrong with using U1 a lot. It’s a very potent ultra.

I prefer Ultra 2 because U1’s tech window is so big, it becomes pretty tough to get back throw the better opponents can react to you. I also like to get my Ultra and hopefully a stun without FADCing mid screen (not getting full damage leaves a bad taste in my mouth). U1 is definitely better in the corner though.

capcom did too much nerfing to it with the grey damage. It’s just not the threat it was.

looking over my ultra-per-matchup thread

All I can say is that i might consider UW for deejay or elf.

You can try the old-school way of handling controllers like me and use xpadder to map buttons to keys on your keyboard. It usually can auto-detect your controller when setting it up.

U2 sucks vs Rog IMO. It can’t reliably be used to beat a turn punch that goes through a fireball because your fireball is still on the screen and it does shit level 1 damage vs ex rush punches. Stun is nice and all, but stun doesn’t win the round. Damage wins the round. Also, U1, although not great at it, feels like a better AA tool to catch jumpers. I’ve been hit out of Denjin too many times to trust it for that purpose. I use both ultras and definitely pick one over the other vs certain characters, but my heart is with U1.

This game is going to get really dumb now with this red focus shit and double ultra shit. What does that give Gen now, 4 ultras? You can’t be near Gief or jump away from him? Never mind the change in match ups thanks to the added characters…

Grumpa does not approve.

I’m not sure how much different gouken’s offensive game will be with red focus. We weren’t really doing a whole lot of multihits against focus anyway.

Red focus ain’t going to change our offense a whole lot. The benefits of red focus are only to be cautious of once they have meter, don’t forget. I imagine that eventually people will get predictable with it so I wouldn’t stress out dramatically about what it can do for the character.

^ EX Red Focus will be good… Crumple right into U

This worked… Thanks a million!!!

Still working out a few quirks with parallels and for some reason A LOT of characters aren’t available… including GOUKEN WTF???

Edit: Fixed!

needs xism or vism…lol

5fr extatsu seems to be a very good tool against red focus when baited…

offensively: red focus could be interesting during fireball combos in the corner in crumple and ultra as round ender. need to see final dmg values though…

Hey guys … not able to test it BUT will Gouken be able to connect a EX RFA level 1 after cr.mp x lp.hado into Ultra 1 ?

Like other chars getting an Ultra hit confirm out of regular hit-confirm combo and with 3 Bars ?

Not a game changer … but fishing with cr.mp x hado and with 3 Bar in stock … would be nice to get that low hit into RFA into Ultra … to finish the round ?

Does this work for all FB chars ?

Is one of his combo normals like far.MP or cr.HP EX RFA cancelable ?

^ Doesn’t work except in the corner due to pushback (which seems to be very very high on both cmp and lp hadoken, never noticed before), even on big dudes. In the corner, you get 426 damage from that.

What you can do is like, s.MP c.HP Red Focus, but for 3 bars you can get Ultra from an EX Palm strike anyway. :stuck_out_tongue:

I played the Ultra Mod last night. EX tatsu is nice, it’s really hard for the opponent to jump a fireball from full screen. They have to almost predict it or really be looking to jump it early.

If LP Palm range stays the same, it’s nice. Real nice. Almost max range c.lk into palm combos. 3 frame c.lp is what it is, you don’t need me to tell you what it is like to be able to do 3 jabs into a tatsu or palm. In the mod you can currently do 3 c.lp into c.lk into a combo, doubt it works that way in the actual game.

I found little use for c.mp into fireball.

Hmm I have the mod and I’m unable to do this. It sounds cool, can you explain how you’re doing it? Are you chaining any of the light punches? I can’t get c.LP to link to c.lk, and can’t get c.lk to special cancel when chained.

I wasn’t doing anything special. c.lk doesn’t link so I had to have been chaining it. I’d just assume it was a bug in the mod. It’s worth noting my friend did not have the MOST up to date version of the mod.

Either way I don’t think it will be working in the real game.

But damn, that c.lk into palm is really freaking nice. That’s exactly what we need for armor breaking and red focus, I REALLY hope it has that kind of range.

This bugs me the most! It could have been such a good tool for the old man. Now it seems just to be an alternative to far mp after close mp…

But I still have hope for cr.LK x LP Palm to be good.