Gouken SF4 Ultra Updates

I don’t really like 1 fr links from a design standpoint.

I think links should always be 2 frames or greater unless there’s some balance reason they need to be 1 frame. For example, Cammy’s 2 frame links from fierce buttons became 1 frame because they didn’t want her to be able to counter-hit into Ultra 1. That’s a pretty legit reason for her to have 1 frame links.

The reason I say this is because I don’t think making something error prone in a way that teeters on the edge of human ability is a good balance knob to tweak on its own. Making something harder doesn’t justify it; if something is possible, good players will always be able to do it (see Zeus KILLING his jab links with Vega). If it’s too strong, it’s too strong, whether or not it is difficult. Plus, 1 frame links kill accessibility and make certain tools very scary for players even a tier below players like Zeus. This isn’t necessarily the greatest concern, but it is something worth thinking about. Those new jab links are really fun; don’t you wish you could confidently use them without worrying you’re going to drop them all the time?

The question I have to ask is: does making c.jab +4 have balance implications? That’s actually a good question. +4 means c.LP links to standing HK. Standing HK is red focus cancellable. So now you can get into max damage with jab by spending all your meter. Is that a big deal? Maybe, I don’t know. You could also link c.LP to c.MK and then heavy tatsu for about 240 damage. Is that a big deal? Maybe.

So Gouken’s c.LP to +4 is not a “free” change in the sense that the decreased difficulty also carries some risks. Would you be willing to have easier c.LP links in exchange for s.HK not being Red Focus cancellable? (Personally I would take that trade, by the way).

I believe this *is not actually a 1 frame link * at most ranges far MP tends to hit after the first active frame, making it effectively always meaty. Most of the time, c.LK after far MP is very easy. There’s only a small area between close MP and far MP range where it hits on the first active frame and links are harder. But if you’re using far MP as a footsies tool, then hopefully you aren’t sitting at that range anyway.

How did you know I was going to bring up stupid but doable…lol
wait til I make some dope shit outta stupid shit…hahahahah
I like more advantage off lights ,after the new Cr.lp I see alot of mixup potential

Yeah i see your point…but all these uses you could do it in the previous ver with cr.LK…

I know everybody can’t have target combos (only the characters Capcom likes) but I’d sure like to see a target combo on Gouken with his standing jab which is pretty incredible anyway.

Great post and I totally agree with you but all that stuff you mentioned are one frame links as well. It’s the same risk as right now linking jab into tatsu. Jab into tatsu is awesome but sometimes I don’t even want to attempt it because if I miss it’s a full punish.

Cr.lp COULD be +4 without hurting anything or hurting anybody. I personally think it should stay at a one frame. They gave him a confirm and he still does the same amount of damage and stun output, that shit is broke to me lol. I don’t complain cuz of OD shit like ex messiah, our new ex tatsu, Bison being able to get 620 damage off of an aa ex head stomp, and Akuma being able to cancel f.st.hp and stun you in one fadc combo.

Yes, the new links I mentioned are one frame. I was only expressing that by making the jab +4, you make the jab link easier, but you also open up a few new combo possibilities that while 1 frame (and very difficult) are now possible whereas before they weren’t.

If a change list like:

  • Crouching light punch is now +4 on hit, up from +3
  • Close Standing Heavy Kick is no longer Focus Cancellable or Red Focus Cancellable

I think we could call that pretty balanced. That’s not to say it is necessary, just that this set of changes could easily work. I don’t think people would miss cs.HK RFC combos (lol) as they are at this moment. This change set effectively makes Gouken’s jab combos easier almost for free. There’s still the issue of jab to c.MK but that’s not really that good.

Plus we’d get super impractical combos like c.lk s.HK c.MP x EX Tatsu.

while i see no problem for cr.lp being +4, i doubt it makes sense to discuss further buffs at all. and even if there will be new changes with the retail version, i would adress other things like b.dash or os tech cr.mk.

Completely. Agree. Thank you.

I wish we could cherry pick like that!

Meh… no nerfs.

A customizable gouken would be all bad!!! I for sure would fuck that up

I usually try to go for cr. LP , cl. LP, st. LP, st. LK, st. LK, as the standing jabs do more damage. Won’t work on really short characters though.

Going Crouch stand crouch stand is a good way to finding out if an extra light could fit in there, or vise versa, sometimes hitboxes do the wonkiest shit

For the record… Goukens d +mk is different than Akuma’s and Evil Ryu’s. Not sure why… but it definitely is.

Descent angle and vertical acceleration

Ours definitely has more priority over alot more things but theirs has more frame advantage

Are the hit boxes that different?? For what I use them for the priority doesn’t seem to matter much.

If it’s not knock down its hard or if it doesn’t hit low it’s hard af to combo into something with Gouken.

I’m trying to incorporate it more into my game plan but aside vortex shenanigans and short jumping I don’t use it much.

I’ll do it when im in trouble to set up back throw. Any normal will beat naked jump in but if you do jumping command dive kick it beats most normals, minus high priority ones like Cody and Guys f.st.hk, Goukens f.st.hp and such. It’ll hit the opposing normal, your opponent loses track for a second and they get back thrown lol.

Man all I got to say is the thawk match up has gotten worse. I have been losing to t hawks all dam day. meet me in the vs thawk thread i am really struggling with that match up now.

I think the problem is that it’s hard to get to a good angle to dive towards their feet because of the angle of descent. Think about it, a steeper angle like Gouken’s means you will have a harder time landing below the knee. Consider the difference between Yun’s light and medium dive kicks.

It’s also the slowest command divekick in the game outside of like Dhalsim, meaning that it reaches the ground slower after you hit them = less advantage