Yes, the super is a great upgrade…but it is once per match maybe. I burn meter and I’m not afraid to admit it. EX flips and EX palms, EX tatsus, FADCs…whatever I need to maintain pressure. If I take the turtle route, then the g-man’s super does play more into the formula…and yes, it is great vs. DeeJay
Also, don’t forget that everytime you see the words “counter-hit” pop-up out of st. mp(both far and close), st. hp(both far and close) st. hk(far specially) you have about 3-4 frames to input super and get some good damage.
The one thing I tell everyone about Gouken’s super in 2012, when asked, is the following:
When I have super, my greatest weakness no longer exists; the lack of a three frame SRK.
Everyone who plays Gouken should think long and hard about this concept. A shoto-killing shoto receives a true, 3 frame dragon punch the instant he gets four bars. I can cancel into it from any cancellable normal. Not only could I not be safe jumped because of counter (granted opponent must attack) but if I hit it full, it nets me approximately 400 damage. I can react safely to jump ins in the same manner I would as Ryu, or any other character with a true SRK.
Super is godlike in so many different ways it’s unreal. Just having it during high-level play scares a lot of people. You can fireball, and in the same manner you’d knock someone out of the sky with crouch fierce, or counter or block, or ex tatsu because you have amazing recovery, you can now DP. It buffs Gouken so much.
The best part about it is that no one really knows, or remembers during a match that it’s a true SRK. Punish with it as you would Ryu.