Gouken Videos

Ya, he was there.

every time i see a backthrow into shin sho on one of these ae vids, i get sick.
i can’t believe they nerfed back throw.

A normal throw that leads to 503 dmg. I’m not surprised to be honest. They nerfed it to 403 max dmg. Of all the nerfs some characters received, this one really isn’t that bad. I’m more upset about Super nerfing s.HPs damage :frowning: (I’m still sore over that)

its worse than you realize.
backthrow ultra was gouken’s path to victory and his comeback potential.
i heard a couple of people talking about how this will make denjin a more acceptable ultra.
well i’ve been fooling around with denjin again for the last couple of days, and losing a lot, and you know what an additional scaling agent does to denjin after backthrow?
it fucking neuters it.
the best thing you can hope for after backthrow > denjin is a stun.
well that fucking stun has three scaling agents on it now instead of two.
a backthrow nerf makes denjin even worse than it was before.
also there are set ups in the corner for high fireball > lp. palm > denjin that don’t fucking work anymore because they took lp palm away and mp. palm is too slow!

all they fucking had to do in this patch was take low counter off the kicks.
instead they kicked gouken in the balls.

I agree. Backthrow nerf is not a big deal. Imagine if they changed it to a normal throw :slight_smile: Getting kongos removed from kicks, something safe to end a block string with, locking EX tatsu, real links into knockdowns and combos…

Fairly compensated I say!

you already had something safe to end a block string with, lp fireball.
and it left you at frame advantage.
the benefit of the new lp. palm is a hit confirm.
as a safe hit confirm in the corner its a good denjin setup.
none of that is a reason to nerf backthrow though.
they chopped a 100 damage off our kill stroke.

Nothing safe about a fireball from a blockstring since you can be hit out of the fireball. You can only SAFELY toss a fireball after a HP xx fireball. Just because most people don’t punish a c.mp xx fireball doesn’t make it safe.

lp.palm has nothing to do with hit confirming. You can hit confirm off the cl.mp -> c.hp. You can end in lp.fireball just the same as lp.palm. lp.palm gives you a safe palm at the end of a block string, which we have never had before. You can’t jab hit confirm into lp.palm.

oh you know, you’re right, we could have had cl.mp > c.hp xx lp. palm for a hit confirm, but that won’t work with the new lp. palm.
FUCK

Thanks for putting up those vids. When we all get to go to the training room we’ll be able to see what Gouken really can do due to the changes. The whole damage reduction thing is sorta scaring me. I’m usually a Denjin user but having that oomph taken out of back throw is sorta sucky (400 damage stuff is really not that great). Maybe now we’ll see more people using ex palm dashing forward and using Shin Shoryuken. Too bad it doesn’t work on everyone or it seriously isn’t worth it or misses in some cases. It’ll be interesting once we get the game in the future.

If you mean palmEX FADC U1 is still possible vs all the cast and U1 lands with the full animation of 3 punches. U have to do jump Mp after the FADC

Raunwynn: I was testing last night, c.hp xx mp.palm will combo. I admittedly don’t remember if cl.mp -> c.hp xx mp.palm works mid screen though. if you turn on counter hits and link the c.hp after, the c.hp does not count as a counterhit, correct?

Tuzzio: He is not talking about FADCing the palm. Is it different in super now? You need to use j.mp to land the full three hit on all the cast if you fadc??

It really isn’t any worse than I realise, to my method of playing Gouken, this nerf does nothing of consequence comparable to the buffs I’m getting. Btw it’s important to note that all following comments are entirely rooted in my playstyle observations, so if it is exactly part of your style, thats fine then.

Uhm just no to the first part. It is part of his comeback potential though, I won’t argue that, I know it’s on my opponents minds once their health begins a dropping.

Yes Denjin pretty much shouldn’t be done of backthrow, the nerf makes denjin more intersting due to the sheer volume of other ways to hit it. Me though I’ll probably always stick with U1 as it’s more applicable to my overall style, but I may discover some matchups where I prefer it.

As I said in the chat though, I would have greatly preffered had they moved the palms up by a step as well, but alas :frowning:
Hardly the end of the world though :slight_smile:

If a huge pile of buffs and 2 maybe 3 inconsequential nerfs is a kick to the balls then don your biggest heaviest spiky shoe and let me have it, cause damn :smiley:

It is possible without jMp but i don’t know if it works on all the cast. With jMp is kind an autosetup

have a look --> [media=youtube]oQKMXC_OttE[/media]
It works only if you land the first hit of jMp. In the video i do that near the corner but it works also mid screen, i promise :smiley:

souchan, when you tell me things like “the players i play with don’t get hit by backthrow, they tech it every time,” like you did in peaceful jay’s stream, it leads me to believe that you just don’t use it.
in my experience, which i feel i should state every time is entirely online, backthrow is extremely useful and how i win the majority of my games.
the change they made to it, changed a whole bunch of my future rounds from wins to maybes and i am pissed off.
i am also pissed off because i spent the last two days playing with denjin and i havent seen anything so far that is going to make that damn ultra any better.
each version of this game we keep trading really deadly stuff for practical stuff.
its fine, im just fucking pissed off about everything right now and this where i’m bitching.
i’m officially bitching.
this is the official gouken bitching going on RIGHT HERE.

Well I know it worked on the entire cast in vanilla (the no j.mp with a FADC). Was just curious if it worked on the entire super cast. I like the KISS method. I’ll take the simplest and least complicated method :stuck_out_tongue:

I have a variety of ways and online is indeed where I land backthrow the most, the ones I’m referring to are a lot of the players I meet at tournaments I go to, now it’s not that I never land it on them, but it’s just not as reliable and I usually win without even needing it(I must commonly land U1 as a punish for something/crumple/ex palm fadc or corner). I do keep backthrows in my backpocket though and toss them their way on occasion, to keep them on their toes and the scaling hurts it only a little.^^

Tatsu as a reliable antiair and EX locking is one of the most needed for my style so I’m happy with that, not to mention the boosts gained from cl.MP when I pressure people up close. The j.knockdown moves are a pleasant surprise as more oki allows more chances for them to make a mistake and j.MP cancel to tatsu another small but pleasant change :smiley: Did I mention how good the cl.MP was, cause that thing being +7 is ridiculous, I never even imagined they’d give us +5, but they apparently had the christmas spirit and just went: okay fine we’ll give him a link combo too.

I seriously don’t see how LP fireball is better in a blockstring ender than a safe LP palm…considering the fact that LP fireball is not fast enough to be a true blockstring from anything other than hard normals and really does nothing more without 2 bars, whereas the new LP palm is fast enough to work after lights and knocks down on hit (as well as pushes the opponent to the corner)…without any meter whatsoever.

Backthrow nerf is w/e…we got compensated so much in our pressure ability…it really is not that big a deal. I mean…we have a true invincible antiair that works 100% of the time now, and a viable link…with random extra buffs in between that! So what we can’t get full damage off backthrow now? We are lucky to get as much as we do off of it…not one other character has a normal throw that leads to such significant damage.

He is actually playing him. But he told me, that he has not the best days against many chars in the cast. Especially those none fireball chars, like yun, rufus, adon fei long etc. . He also said, that the change of counter makes it more difficult if you want to counter something. It kinda sounds like that you have to find another way to play him on Arcade Edition, because of his changes he got there.

I can see Yun really rocking Gouken. EX shoulder through fireballs (or just palm to build meter), and dive kick at will. I wonder if Gouken has to play that match super offensively and kill Yun before he gets anything going… somehow.

Oh you kids these days. We figured all this out back in Vanilla, it’s probably lost in the threads somewhere. EX Palm FADC is possible on anyone in the cast no matter what without j.mp, all you have to do is dash twice. You can do it on anyone anywhere and get more damage that way. Some people tend to do j.MP because it’s flashier and is easier to do online.