Gouken SF4 Ultra Updates

Not trying to be a negative nancy but…

I highly doubt they will be adding any new movesets to anyone. I could be wrong but i don’t think any characters got any new moves. Just straight up frame data adjustments and hitbox changes. Nothing was altered in any of the characters move set. I know Dan got a move where one of his close moves can now be executed on command rather than it being by range but that is not an added move. It was just an existing move where they altered the input.

So with that said … air fireballs wouldn’t make the cut and neither would selecting the type of demon flip throw. Even though those suggestions are cool, i doubt they will make it.

What i would like however, is to be able to control the EX Demon Flip’s distance. Similar to Blanka’s ex up ball and how he uses it to get out of the corner.

What do you guys think?

No love for the 3s reference?

I think controlling palm distance by holding down the punch button would be a cool bait move since we can charge fireballs already. Of course the strength differences would determine the speed of activation of the move. Just a small wish list.

I don’t mind it. I wish that ssf4 denjin was like sf3 denjin. Unblockable! Lol

At least make it were the demon flip throw doesn’t change sides… who’s idea was that anyways? Gouken’s corner game would improve

I like the ex d/f idea, free corner escapes…

^ Just another sign that they rushed his design…

He needs fake fbs

MP not good enough for you?

Nope. Needs flip throw mid air.

Why the hell haven’t they fixed opponents falling out of Cr.HP > EX palm… It’s the #1 most important combo we do.

Whenever it happens I want to grab their coder by the throat and be like “WHY!? WHAT IS THE FUCKING POINT OF A COMBO IF IT DOESN’T ACTUALLY WORK?” Ooo I was 2 inches away, guess the old master just couldn’t get there fast enough. Same thing with people falling out of tatsu, landing before I do. Whereas Sakura, this little punk ass teenager, hits you with the tip of her running shoes and the rest of her EX tatsu hit’s no matter what. SHE STOLE THAT MOVE FROM MY DOJO.

I’ve started to use a lot less of the tatsu ender unless I know it works vs. the character and all I want is the damage.

After EX Senku, try a dash forward st.hk reset, just the nasty heavy duty gut kick…walk forward after the reset and cr.mp xx flip grab or use your own ideas for a follow up. 80% of the time, the cr.mp hits because, well, because people are dumb but from the cr.mp on hit or block you can mix up pretty nicely between bait, flip, fireball, palm FADC…

If they are mashing, do HK reset, walk forward > kongo or block and punish.

yeah I rarely tatsu after EX palm anymore. I probably use dash to sweep more than anything else. That will probably change with the delayed wakeup in ultra though. Hard knockdowns won’t be quite as valuable.

Don’t write off any aspect of Gouken game…

This post made me laugh, but I think it is important to clarify why that doesn’t work. j.MK has kind of a lot of pushback, so if you jump in with it (especially on cross-up) it doesn’t really work. Just combo to sweep or go straight into EX Palm instead unless you’re super close or you’re doing it on a character it will usually work on (Ryu is a good example, you can cross-up j.MK on Ryu to full combo pretty easily).

I have never thought of it as them “falling out of it” as much as I’ve thought of it as a character-specific combo. There are definitely other cases of this happening to other characters, so I wouldn’t say that part of Gouken was “rushed…”

Now normal tatsus on the other hand…

Word word. Yeah skinny characters you have to the Cl.MP > EX palm combo. But I’m talking about counter-hit frame trap Cr.HP (say on Guy because it happens with him a lot for some reason) to EX palm and he’ll get hit by the first hit of EX palm and not the second. That’s some bullshit.

Oh, I think that the buff on cr. MP will help me passively.

When I do the bnb I always try to plink cr. HP and if I mess up cr. MP comes out and I screw the combo.

But it seems that in Ultra cr. MP will also work for the bnb combo, right?

I mean the cr. HP -> EX Palm.

I can imagine that the new 3f cr.lp will open solid opportunities for his command dive kick to go into a hit confirm cr.lp > close.mk x special … still a 1f (plinkable) combo … but currently you directly need to go for the close mk to be able to get the combo if the dive kick hits …

Similar situation will be after a FA level 1 forward dash … therefore that gouken ist +0 on block you will have time to confirm into close mk x special

I know that a lot of players like to have 2 light for the hit confirm but as a Adon player I am pretty much used to only have 1 light as a hit confirm to go for a medium into special.

This is something Gouken already has BUT not with a 3 frame start up and not from his command dive kick … Imho I think that is a bigger thing than the new possible light > light > light (link) x special … Reason is simple it is more damage and I am able to plink the mk … sure it needs proper spacing. It should open more pressure opportunities/set ups for his cmd. dive kick … which is a very good thing and also improve his already very good Level 1 FA … what do you guys think ?

I thought so too for a while, but when do you ever use d.MK except in safejump setups? It’s pretty hard to aim it at the foot otherwise. divekick->c.lp isn’t a blockstring, which defeats the purpose. I still think command divekick->s.mp is going to be the better choice for approaching in the air. And safejumps as we know it will be gone anyway…

There gonna be there , just need manual timing now…no more training wheel’s

Not sure what this will have to do with any other characters getting additional alterations at a later date depending on complaints etc… but they are releasing Decapre per update patch after the launch.

I do find it hard to believe that they will release a patch just to add one character though…