What's wrong with Gouken?
I think the problem with Gouken is, while he has relatively good zoning in terms of screen fill. He has a lot hard reads to make and is meter hungry. A misplaced projectile at jump in range can net you a high damage punish due to jump in, especially against Evil Ryu or positional disadvantage like Yun. His closeup defense is quite weak and consists only of counter(preferably ex) or ex-tatsu. I can see him having trouble against offensive characters who can get in before he builds bars like Yun/Cammy/Dudley , big damage dealers like E. Ryu or characters like Rose who can dominate the zoning game and got comparatively better mid range normals.
Most of his buttons are not that good in close-mid range(sweep is very good but can obviously be focused, c.mp into hadoken is not a real block string). Gouken also has no good combos with his c.lp, which means he's dependent on his hadoken zoning and divekick setup and lacks good 2-hit attacks or focus breakers. The c.mp buff is quite good, but needs 2 bars to turn it into a combo and the range on that isn't that good either.
Also there's DWU now which means his mid range gameplan knockdown with sweep and pressure with follow up, the prime opener for big damage, has gotten weakened too.
Gouken really seems like an odd duck. As cHaotix8 mentioned he does have good damage(about 400 with 1 ex). But, those are done with divekick/jump ins or a hit confirmed hadoken fadc which costs 3 bars.
To be fair, I don't know how good Gouken actually is in highest level play, since Veloc1raptor is the only established Gouken player and has a relatively small opponent pool so far. While talking about Veloc1raptor here's a link to the match between
Veloc1raptor vs. Infiltration at EVO2014.
nah, that makes a ton of sense. Poor Honda, Gief and Hugo would have gotten murdered even worse than they do now. Outside of projectile wars and grapplers, I can't really see it helping other matchups as much given other character's changes. All it did was hurt Sagat while giving grapplers a slightly longer glimpse of salvation before snatching it away in the form of a kick to the face.
I really don't see how the fireball nerf helps the bad matchups as you mentioned in the big picture. It looks to me that those characters actually need buffs rather than Sagat getting nerfs and hurting him a lot more overall than helping the other characters.
I agree, there are a few characters that still struggle like DeeJay, Dan, Honda, Dhalsim, hell, I'd even throw Elena in there. I know Honda, Dhalsim and Elena are kind of hard to balance, as a few slight changes could make them really good. Deejay and Dan I feel are just bad because capcom wants them to be, lol.
I think Ryu, Goken and Oni are solid characters though. Oni and Gouken do huge damage when they earn it. Gouken can zone well and Oni has really good footsie tools and frame traps. Ryu is kind of decent at everything. I'd just make HP DP FADC a thing like it was in Vanilla and call it a day.
One thing I know for certain is that EX Quesadilla Bomb can't possibly stay the way it is. That move is beyond dumb.
In terms of Dan I think Ixion did made a good argument about his standing HK. While the buff is good it hurt his ambiguous cross up game. I find it sad that Capcom actually are making characters bad and wasting their time and money in creating slot wasters.
I have to agree on the Ryu buff, but in addition to that I'd like to see them(Dan/Ryu) getting their DP FADC frames back since neither really profit from red focus. Adding the vanilla HP DP FADC to the j.mp into tatsu buff sounds a lot better that's what's currently offered giving him more damage in defensive play.
Now onto some interesting tidbits about Evil Ryu from
Air's Blog.
Since Evil Ryus fireball is -7 on block, and his cr.mk into fireball is a true poke string which is good in general because of guaranteed chip damage, but in the listed match ups, it is not an advantage in those match ups because it is punishable on block any where in the screen unless you space it perfectly at the max distance. The flaw with his cr.mk > fireball is that with cr.mk you cannot NOT inch forward when you perform the kick and that what makes it a true poke string. On top of that, if you want to make it as a true poke string, you have to commit into the fireball right when you press cr.mk, and thats all where the damage comes from of Evil Ryu.
More at the blog.