Gouken SF4 Ultra Updates

I can’t remember the actual number. I went 7-2 losing to KBrad and then Raptor to make it out of pools.

Cr.mp works well when you have people cornered. Cl.st.mp xx hado, cr.mp xx hado works np so you can loop that.

If I did cl.mp xx fb, st.mp xx fb, cr.lk xx lp Palm, do you think palm will whiff?

Thanks for responding, but dude, can’t ya just multi-quote next time? lol

thx!

I know it’s very early, but what is your impression if Gouken may rise in tiers now that he essentially gained

  • 5fr reliable ex reversal to be respected and also enabling yolo Rufus tactis (e.g.corner max range Extatsu FADC LP senku U2) when having three bars combined with quick meter building
  • (more or less) safe hit confirm from lights in LP Senku sending the opp full screen
  • 3fr punish with cr.LP x LP Senku in Super or Ultra in corner
  • cr.MP maybe becoming an interesting frame trap normal in footsie range
  • DWU providing a 50/50 on wake up to “avoid” vortex and strenghtening footsies & neutral game, where Gouken is not bad at

Looking at that, I now actually think, Gouken will gain a lot in Ultra…

Right, sorry.

Last question is merely speculative. I have been considering the jab combo since it was announced, and as nice as it sounds, I have trouble imagining a scenario in which I will actually be able to use it. Most characters start their light combos from low short rather than low jab because it’s a low hit and you can catch them blocking high. In most cases where Gouken is able to get into jab, he is able to get into something stronger. You don’t usually see Sakura or Ken or whoever go straight into jab, they start with c.LK instead because it has the same frame data, links or chains into their jab.

Where I see it being useful is more in defensive situations (3 frame jabs are great for that) into tatsu, maybe some new punishes. But I was wondering if you could speculate as to what other situations Gouken might be able to get into this combo that it wouldn’t be more beneficial to go into standing MP instead. One situation I have considered is after a command divekick, but those are only used in safejumps typically and I don’t think cmd dk->c.jab is a blockstring, which somewhat negates the point of the safejump to begin with… I think anyway!

Up until now I’ve been more excited for c.MP but I seem to be alone, and I’m also not so great a player, so I’m interested in hearing some speculation about this topic.

Tbh I’ll be using the jab probably strictly defensively to interrupt things and actually be able to go into combo. I probably will never walk up to someone and start jabbing. It’s still miniscule damage if you end with lp palm or hk tatsu. BNB for us is still cl.st.mp, cr.hp xx ex palm. But all in all it is a fantastic addition and I’m looking forward to being stronger defensively with it. Because of it we can instantly go from defense to offense like almost everyone else can now. It’s gonna be awesome to frame trap now as well. Maybe do blocked dive kick, cr.lpx2, cr.lk, dash and instead of doing throw we’ll be able to just stay jabbing to catch their st throw animation. Or even if we catch them crouching we could cr.lpx2 xx ex tatsu for a solid punish.

Great post, but a counter-point: jab jab jab HK tatsu is around 200 damage, not exactly chump change. That’s more than almost any jab bnb!

I also went ahead and checked, and in fact divekick->jab is a true blockstring (can’t uppercut through it) from about the waist down on Ryu, so not bad. Delayed wakeup will mess with that though I guess :frowning:

Gouken is the best he’s been but imho idt it’s gonna attack up to well versus the laundry list of buffs most characters got. I really hope im wrong though. Yeah cr.mp is better but the hitbox isn’t extended, it’s not a longer poke or anything and it’s still only active 2 frames. That doesn’t compare in the slightest to something like Ryus low forward and now Kens sweep that’s as fast as ours and reaches farther. We won’t be able to play footsies at all with those two. Little things like that set us back.

I couldn’t even tell man, I’m sorry. I wanna say yes but it’s something I didn’t specifically test. Thing is that I play pad and have a macro for throw. These test builds have an easy button config by having lp, mp, hp, lk, mk, hk, 3p, 3k on the screen. Hoover over lp, push the desired button on your stick/pad and it maps and automatically moves to the next. That way you can go tap, tap, tap…tap, tap, tap…tap, tap and buttons are done…takes like 5 seconds. Long story short I didn’t have a throw and we’re my lk and lp are on my pad it’s difficult to hit them simultaneously. So I hopped on so I could report things back to you guys but only stayed on for about 5 minutes. So many people wanna play that they do 2 out of 3 and because I had no throw button I couldn’t throw or tech lol. I just had the dude let me test ex tatsu ranges, f.st.lk xx lp.palm, hado, tatsu ranges, cr.mp xx lp hado ranges, the cr.lp link and test for any hidden changes.

Oh, one last question that I forgot to ask before:

Did you try to see if EX Tatsu hits people who try to low-profile it? For example, can you hit a Ryu doing cr.MK? A sliding dude like Guy or Blanka?

  • 5fr reliable ex reversal to be respected and also enabling yolo Rufus tactis (e.g.corner max range Extatsu FADC LP senku U2) when having three bars combined with quick meter building

WHOA I didn’t even think of that. Gouken is gonna be scary as hell now.

Are you saying that they’ve removed the throw button binding from the game? Or that they just don’t have it on that quick-button screen?

Because i’ve used throw on my fourth-bottom button since the game came out. I seriously doubt I could switch that up now. That’d be crippling for me.

No one knows. I highly doubt they’ll remove macros though. Almost every pad player uses them and that means people like BroyLegs wouldn’t be able to play the game at all. I doubt that. I think because there’s people constantly on and off the machines, for ease they did it that way in the test builds.

Thanks for all you input and your time to bring us all this info DEK. Appreciate it bro.

I’m even more excited for Ultra Gouken.

Oh and thanks for bodying me online to show me what a real gouken is. Lol

  • Tactix555

Np problem man! I’m hella excited for Ultra too man, I can’t wait.

And LOL, we had some great matches. The Gouken was me but all of the other characters were Sonyono. We had just got back from FR and he spent the night at my house. I told him you would probably be confused because you know I only play Gouken lol

Supposedly, combofiend said they were “looking into” select-plinking. :confused: Lame.

Is it known if Cr.MP > EX palm will work? It’s one of my most common flubs.

Also will Cs.MP > Cr.MP > EX palm work?

I tried this in the kingblacktoof mod, which isn’t perfect but this is solely a frame data question, so it should be good enough.

  1. Yes, but only if you’re pretty close, like way closer than going into fireball… at about Gouken’s elbow.
  2. Yes, but again, gotta be close. If you hit Ryu on the top of his head with Divekick and go into cs.MP>cr.MP, it will work. If you hit him at around his shoulder, it doesn’t work anymore.

I don’t know why you’d want to do that though, since HP is better on hit (and not a terribly hard link) and c.LP will be safer on block.

use dj hk>cs.mp>cr.mp>ex palm perhaps? should work due to reel back animation.

Works, but you still need to be pretty close.

Basically any “deep” jump-in will allow you to connect that combo.

Note of my own: 3f light punch allows you to cross-up very high with j.lp and combo to c.jab, not bad.

Jab combo shit:

I think c.lp cs.lk c.lp xx Tatsu will be the combo of choice.

Reasons: more damage (201 vs 188), doesn’t chain (meaning the link is easy to practice and it’s a little easier to time), swaggy-looking as fuck. Close standing short is also 0 on block, so if they block you can tick throw with kara throw, pretty nice.

hey on gat and seth and hawk does c.lp>dj mp combo?