Gouken SF4 Ultra Updates

LOL. Bet… if you know about the late dive kick then you are good to go.

not sure if i understand yet, a vid would be helpful…

but there are certainly options with old set ups on non-dwu and going for meaties if dwu. but not reversal safe.

i need more lab…

nevertheless i love the new ex tatsu and how it complements his zoning game plan. its really strong but not op as ex tatsu facd u1 is really difficult to space if you dont just go yolo. doesnt not really work on point blank due to dash under. anyway, sorry if anyone was offended while i voted against the extatsu buff. it was definitely the right buff for gouken. i was wrong…

the other buffs like 3fr jab and cr.mp are certainly helpfull, but the new ex tatsu is game changing in so many ways…

Sorry iam, I’m currently trying to get used to the new gouken, I mean his buffs, working in my execution and looking on what I can punish with ex tatsu, I haven’t work on dwu yet. Just give me a week to see what I can find out. If I get any ideas I’ll share, if I’m confused I’ll ask you. Is that OK for you sir???

Yes they are lol. I will get a video up, it seems the Akuma players haven’t figured it out yet either. Their thread is mostly RIP Vortex. LOL… When they see Goukens, they will see their set up as well and be able to Vortex Gouken. :frowning:

Well the ones that can manual their dive kick anyway.

Cool… see what you get when you delay the dive kick.

It’s definitely in there.

men, hats off, seriously!!! i found something but is not 100% and yes, when you delay the kick is when the miracle happens. also was able to to with command dive kick, but again, you have to wait for the msg to see if you want to delayed it or not, because that one can cover both!!! yeeeeeeeeeeeeeeyyyyyyyyyyyyy!!! also, forward throw dash 2X, stuff dwu dp’s, well some of them!!!

I haven’t had time to play as I been outta town, but am hyped to get back on this eve.

All Goukens seem to stomp the breaks just before the prime meridian, need to start canceling to dive later.

I feel what alot of Goukens have an issue with when it comes to dive kick setups is believing in their hearts that he’s capable of ruling both sides of a characters wakeup from the top down, this was the case since vanilla.

But with delay wakeup now gouken can stand his ground once he lands on that crossup side and stand his ground instead of going right into a faux setup or somethin to that effect.

NOW he lands and commands the space around him.
AE and prior since wakeup was black or white it was like no I’m not safe jumping, or cross my fingers here goes nothing for alot of Goukens.

Many of the vids with the placeholder normals and dash in jump back only distracted many from the more obvious visual cues, there are new cues for dwu, which can easily be handled manually now.

yo mic I’m thinking if your using the d.mk after knockdown setups, or as u said the old ones, you can try to swap it with a gflip to get a safe vs dwu but that’s just theory right now, as I said I ain’t played since Friday, but def experiment with it ,after all what’s to lose?

This is truly the Gflip era for Gouken.

Happy Labbin to all.

Top 5 …did ya miss me ? Daddys coming for his #1spot. Fyi I’m off til thursdaaaaaaaaaaaayyyy!

although w-ultra is really fun, for serious matches i am back to the original ones, mainly u2. the dmg and particularly stun reduction is to much. i rarily stun the opp now… and u1 is too limited to hold on to w-ultra. ex tatsu fadc u1 is also not that frequent for me.

so imo u2 still the go to ultra for most mus…

I use w ultra in the Vega and Ryu match up. For Vega I can punish wiff Barcelona with ultra 2 and the usual set ups with ultra 1. With Ryu it’s good to have both for beating his fireball with ultra 2 and the usual set ups with ultra 1. I am living the 3 frame jab. It’s so good but not as good as God tastu mode.

*far st. fp chop whiff’s a crouching Rolento… Capcom really!! Rolento is already a pain, why is his hit box small?
*using the lk cancel to TAT in footsies is good but doesn’t work on small characters at max distance.
*I still stick to either ultra 1 or 2 based on the matchups. Mostly Ultra 1 just for the grab threat.

Ultra question, can he now combo into any palm from cr. mp if so, can he do it from max distance cr.mp?

He definitely can’t combo into ex/hp palm at max range cr. mp. I feel like it’s about the same range as cr. hp.

After dwu, Capcom should have buffed taunts to provide 20 or 30 meter gain, so I can actually do something meaningfull while waiting that the opp gets up… and this could also lead to some hilarious situations as gouken’s taunt is actually a 3fr safe reversal bait after cr.hk.

Anyone notice there is a timing difference when you back throw > U1 and ex. palm > hp. fb > hk. tatsu in the corner? I can’t be sure because I didn’t see any update notes regarding this but the timing seems off for both of those.
Specifically in the corner the opponent seems to drop much quicker and with the back throw the opponent seems to drop slower compared to AE 2012…

Capcom should of put in the Third Strike taunts… characters got some kind of boost like Ken got a damage boost on his next hit and Hugo got a defense boost were hits took off less HP…

Has anyone else noticed you can’t do Ultra 1 after EX palm if the EX palm hits when they are airborne? i.e. try doing a crumple and EX palming them when they are on their knees, Ultra 1 will miss after.

yeah, i know these, but maybe a bit too much for sf4. but a general, minor meter gain for all chars would have been nice. for Dan they implemented that as a stealth buff, see eternal’s thread on the main page.

Doesn’t work in AE either. I’m still on AE on PC and I tested it out for you.

so i played around with my favourite safe jumps being dwu’ed after
cr.hk => 4fr safe jump + down mk => close mp
f.throw => f.dash => 4fr safe jump + down mk => close mp

it’s certainly possible to react to the tech sign and opting for either a close mp (regular) or an delayed os tech cr.mk (dwu) to stay safe against dwu reversal or throw. or going to an iaa bj.hk to punish throws even though unsafe vs. reversals. b.dash and meaties get tagged by reversals. but it’s kind hard to manually delay the os tech properly. so the fail risk is kinda high vs. the usual endless warrior throwing out stuff without much thought. do not know yet if my 3fr safe reversal bait (same set up slightly earlier dive cancel) carries to much fail risk now (risk/reward).

for f.throw i see potential for f.dash cross up hk flip kick to be timed manually hitting both. but have not tested yet…

but i am also testing a different, more defensive zoning approach with
cr.hk => b.dash => far.mp whiff (= fake hado; completely safe)
to a, make’em jump in my reactionary ex tatsu
or b, make’em throw fireballs to be punished by hp rush punch or buffered u2

similar things also work with dwu’ed f.throw and a fully charged 2hit hadoken, which they barly can jump over in my ex tatsu or need to take the chip. char spec of course as some anti fireball moves like ibukis ex neck breaker or seths u1 should be able to punish that.

fuck dwu!

I have some of those, after throw I can see anything working for both…