Gouken SF4 Ultra Updates

USFIV will be getting a patch update. If someone can make a video of this kinda of thing it would help.
EX Palm sometimes drops people too, or doesn’t connect properly (very situational) when canceled from cr.HP.

It happens when you hit someone out of the air with EX Palm.

On the ground too. I’ll try and make a vid of it, but I don’t have ultra yet.

I’ll see if I can’t compile a video of some of the more requested, viable requests.

What springs to mind:

  1. EX Palm getting blocked when it looks like it should connect.
  2. Tatsu’s hitting > dropping > punish (Vacuum or Hard Knockdown please)
  3. Ex Palm > Tatsu Dropping
  4. cl.st.MP whiffing
  5. d.MK divekick hitstun improvement?
  6. Parry fix for moves like [Bison] Ex Devils Reverse & [Blanka] cl.st.MK not activating.

That’s all I can think of right now without going crazy on the requests.

How about standing fierce punch not hitting crouching pixie characters like Cammy and Elena…thats been a lingering problem for too long.

Awesome. If we just get these fixes would be great.
I don’t want to make a long list and be ignored.

All you need to do to fix his 1f link woes is make close stand Mk activate from farther out. Then you can plink it.

It also doesn’t hit dan during most of his crumple, which is annoying

Eh…

I think this is beyond the scope of the kind of changes they’re going to make. I also just don’t think it’s a change they’d make anyway. Gouken has a command divekick because Akuma does and for no other reason… they probably aren’t interested in making it useful tbh.

And really… The other divekicks do tend to work better because they descend faster (thus giving you more advantage after landing), but gouken’s divekick already combos when meaty and alters anti-air timing, which accounts for much of the reason the evil dudes use theirs. It combos to jab just like Akuma or Evil Ryu’s, it’s just not that great because Gouken’s jab isn’t as rewarding.

If they buffed his command dk I’d want it to cross up a little better on wake-up, but again, beyond the scope of the kinds of changes they’re going to make.

1, 2 & 6 for sure
Actually, 2 takes away the need for 3.

Definitely, ex palm should NEVER be blocked if you canceled into it on hit with cr. fp…EVER.

Kongo should never be beaten if it activates by anything but armor breakers. I don’t care how fast Rolento twirls his boyfriend. NEH…VER.

Let them know these are not buffs, they are corrections to their mistakes.

faster tatsu startup should be included as the "complete tatsu " movement gains strength for normal tatsus.

kongo absorb needs more active frames

far mk to all tatsus

done

I just can’t understand why there is no vacuum on the Tatsu hits after the first one.

Putting it on the first one is dangerous because it gives the move more effective range, but putting it on subsequent hits just ensures that people don’t fall out of the move. It’s a no-brainer change that gives gouken what he needs more than anything: consistency. Solves so many problems, I really wish they’d just do it.

As for buffs, changes that give gouken more power or additional options, I wouldn’t expect any of that from capcom. I think character balance is pretty much done for the moment.

I think we should be looking for:

  1. vacuum on normal tatsus
  2. slightly reduced pushback on standing and crouching HP or reduced start-up on EX Palm (so that EX Palm always works in bnbs)
  3. parry fix
  4. s.MP whiffing at close range

Someone with twitter or Facebook or whatever (no, I don’t do social media) needs to let Capcom know how absolutely atrocious the PS3 online lag is. They left an extra 1 or 0 somewhere in the code and things are not good. Irony: Best Gouken to date, worst playing experience ever.

I think the problem is the game itself, not necessarily the online. I find it that if I play in any stage that’s not the training one, the game starts dropping frames.
If I play on other stage is horrible, try it out.

^^Hey Black-Toof, this is due mostly to characters reeling back while crouching. Try doing cl. st. mp > cr. fp xx hado vs. Balrog.
-If he’s standing it works no problem, but if he’s crouching the cr. fp pushes him back (reel back) and the combo won’t work. The simple fix would be just to make cr. fp force stand so people don’t reel back if they get hit by it. (I’m assuming you can mod it to force stand to show the difference)

-Kongo Fix-Showing Rolento do his basic Baton 2+ hit baton move vs. kongo would be good too. Gouken gets hit twice before the kongo activates, same as green hand, same as Blanka’s knees, same as devils reverse, same as Elena’s overheads… etc. (not sure how you will mod this aside from having the invincibility start when kongo is activated).

There are other things, but these are the 2 things that stick out the most… you guys have most of the other stuff listed already.

Now back to the shadows… :slight_smile:

Goukens hitbox is so big, that you can link a cr.lp after cl.s.hk on him.

You can do this to a lot of characters and it makes a really good 4-frame punish

I’m going to try it on all to see on which it works. Could be a good after you have done dash throw a couple of times, doing dash cl.s.hk and then combo.

Maybe I’m missing something here, but your meta seems backwards. You want to dash in grab a few times so that the next time you can dash in cl.st.hk? If your now trained opponent does what you trained (tech), wouldn’t you get thrown? Or is there some anti-throw property to this move that I didn’t know about?

I was asumming they’ll react 1 or 2 frames slower than my input.

You’re assuming that you’ll be frame perfect and if you are they can be 1 frame slower and you still get thrown. I would do that shit the other way around so they start blocking or trying to counter hit, then you throw them. Maybe I’m just seeing it wrong, though.