Gouken SF4 Ultra Updates

The constant complaints that it will fuck up people’s games sounds silly…as if the opponent is always going to delay their wakeup.

Like any new move or mechanic, you can read when your opponent will likely use delayed wakeup (DW). If you are going to guess at the DW, you can adjust your setup timing and still maintain your okizeme.

All this just means is that now the player who scored the knockdown is not guaranteed 100% their setup will be successful. 100% doesn’t mean it’ll “never” work.

Off the top of my head all one would have to do is whiff a jab. If I’m not mistaken our 4 frame jab is 11 frames from start to finish. Once everyone gets this thing and is able to fully play around with it, people will figure it out.

Worst case is you’d have to stay grounded an extra 7 frames in from a general standpoint right? Plus jump frames or IDK…wont kill the wakeup smash factor

It looks like there should be a way to cover both, or at least the frames will be really close. :slight_smile:

But you’ll have to manual it. Which I like to do most of the time anyway.

that’s funny cause that’s my name irl

I really wonder why they didn’t map kongo like this.

lp - kongo beats all crouching attacks
mp- kongo beats all standing attacks

That would make it way more efficient to use. Nothing sucks worse than trying to kongo a low attack and you needed to mp kongo it instead… but the opponent is sitting down on the floor. lol…

I started a real lightweight list of which kongo works vs what…lol after rose and adon and the 18 variations each …i decided to take a break…for now

Auto-correct wins again.

That was exactly what I asked for on the freaking poll.
It would make perfect sense to to parry at least all the crouching attacks that hit under his waist (not Cammy’s cr.HP for example).

BUT, does anyone listen? Nope.

Its like when they changed kongo properties…one guy says ok now lets finish these related changes as a result of making kongo 3 zones…the other guy goes…shit I just put in my PTO request, im gone all next week …its not like anyone uses him anyways.

and that’s the story of why goukens 3 kongos suck

I must admit, 2 zone kongo was kinda op on jump ins… lol Either they empty jump or get countered… with no chance of him getting hit in a weak spot. lol

Ok, so option #248 to fix kongo:

lp counters all grounded attacks that hit bellow his waist
hp counters all grounded attacks above his waist and jump ins that hit in front
mp counters all airborne attacks that hit crossup

There’s no excuse to leave it as it is now. Just plain lazyness.

I actually like that. You deal with hitbox zones directly moreso than dealing with the HL condition of the attack.

That sounds good too. I think there are a few things they could do to tweak it in general, that wouldn’t be too op.

Our change list was quite short for Ultra though… There are still other things I would address before buffing kongo though… re-calculating lp and mp to work against crouching vs. standing would be more than enough for me… but I’d gladly take a kongo buff if we didn’t have to give up something else for it.

If we had to have a nerf to get it, I’d say address’ 3 or 4 smaller things… but it seems that we are nearing the final version… until the Ultra patch… lol

IMO, the reason they nerfed the high counter is that people would empty jump, land, and do a cr.mp and get countered.

That or when they moved it off kicks they just HAD to do something with the third button.

Honestly, Kongo can never be overpowered. Move it to two zones, if you are going to empty jump the old man, start low or throw.

I never thought about that part… that makes sense too.

I think you can balance any move to be op though…

That wouldn’t be balance though :3

^ Exactly lol

That’s what I’ve been saying.

The only way kongo would be op with two zones is if the move was turned into a general damage explosion AND it countered moves like it does now. As of now, the explosion isn’t even guaranteed!