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| align="center" |0 | | align="center" |0 | ||
| align="center" |+5 | | align="center" |+5 | ||
| align=" | | align="left" |(Bend H) Stiffness difference +4 | ||
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| align="center" |-3 | | align="center" |-3 | ||
| align="center" |- | | align="center" |- | ||
| align=" | | align="left" |(H) Down effect Hard Knockdown | ||
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| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align=" | | align="left" |(Fly) until continuing ends (leg area only) | ||
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| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align=" | | align="left" |(Fly) until continuing ends (leg area only) | ||
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| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align=" | | align="left" |(Fly) until continuing ends (leg area only), (Sky H) Blown away effect air to air forces slam effect, techable knockdown | ||
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| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align=" | | align="left" |(Fly) until continuing ends (leg area only) | ||
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| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align=" | | align="left" |(Fly) until continuing ends (leg area only) | ||
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| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align=" | | align="left" |(Fly) until continuing ends (leg area only), (Sky H) Blown away effect | ||
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| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align=" | | align="left" |(Fly) until continuing ends (leg area only) | ||
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| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align=" | | align="left" |(Fly) until continuing ends (leg area only)/First level (Sky H) floating effect/2nd level (Sky H) Blown away effect, Pursuit possible skill First hit induces float state, 2nd hit techable knockdown and pursuit property. | ||
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| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align=" | | align="left" |(Fly) until continuing ends (leg area only) | ||
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| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align=" | | align="left" |(Fly) until continuing ends (leg area only) | ||
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| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align=" | | align="left" |(Fly) until continuing ends (leg area only) | ||
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| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align=" | | align="left" |(Fly) until continuing ends (leg area only) air to air forces slam effect, techable knockdown | ||
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| align="center" |-3 | | align="center" |-3 | ||
| align="center" |+2 | | align="center" |+2 | ||
| align=" | | align="left" |(Ground H) Forced standing effect | ||
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| align="center" |-21 | | align="center" |-21 | ||
| align="center" |-21 | | align="center" |-21 | ||
| align=" | | align="left" |1-10 or Until after releasing button 1 (a)/ (Sky H) Blown away effect / 5-11 or (H) or (G) Dash and Backstep - cancel possible/ 12 occuring after releasing holding button | ||
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| align="center" |-15 | | align="center" |-15 | ||
| align="center" |- | | align="center" |- | ||
| align=" | | align="left" |1- until after releasing button (a)/(Ground H) collapsing effect/ (Sky H) floating effect / 5- while gathering or (H) or (G) with dash and backstep - possible to cancel/ gathering time 17 - 49/ occuring after releasing button 12 | ||
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| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align=" | | align="left" |1-64 (a) / AB effect / (Ground H) collapsing effect / (Sky H) floating effect / 5-50 or (H) or (G) dash and backstep - possible to cancel / gathering time 50 | ||
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| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align=" | | align="left" |(H) Down effect Hard Knockdown | ||
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| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align=" | | align="left" |(H) Floating effect (Da)/ After stiffness ends 21, down the opponent Juggle ends on frame 21, then hard knockdown | ||
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| align="center" |+2 | | align="center" |+2 | ||
| align="center" |+6 | | align="center" |+6 | ||
| align=" | | align="left" |Sky H) floating effect / 20-21 (11-12) each type of canceling possible / hold down the button and able to gather effect. ( ) is for after the button is released. juggle, FADCable | ||
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| align="center" |+9 | | align="center" |+9 | ||
| align="center" |+13 | | align="center" |+13 | ||
| align=" | | align="left" |(Sky H) Floating effect / 71-72 each type of canceling possible juggle, FADCable | ||
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| align="center" |+4 | | align="center" |+4 | ||
| align="center" |- | | align="center" |- | ||
| align=" | | align="left" |(Sky H) floating effect / second level (H) floating effect / second one occuring at 33 (24)/ 20-36 (11-27) each type of canceling possible / gathering possible by holding down button. ( ) is after the button is released juggle, FADCable | ||
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| align="center" |+13 | | align="center" |+13 | ||
| align="center" |- | | align="center" |- | ||
| align=" | | align="left" (Sky H) floating effect / 3-4th level (H) floating level / second one occuring at 86/ 71-89 each type of canceling possible / second one occuring at 86 juggle, FADCable | ||
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| align="center" |-4 | | align="center" |-4 | ||
| align="center" |- | | align="center" |- | ||
| align=" | | align="left" |(H) blown away effect/ AB effect | ||
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| align="center" |-6 | | align="center" |-6 | ||
| align="center" |- | | align="center" |- | ||
| align=" | | align="left" |5-19 (9) (None)/ (H) blown away effect/ AB effect/ occurance changes based on distance/ ( ) is for when it is very close | ||
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| align="center" |-6 | | align="center" |-6 | ||
| align="center" |- | | align="center" |- | ||
| align=" | | align="left" |8-27 (12) (None)/ (H) blown away effect/ AB effect/occurance changes based on distance/ ( ) is for when it is very close | ||
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| align="center" |-5 | | align="center" |-5 | ||
| align="center" |- | | align="center" |- | ||
| align=" | | align="left" |5-24 (9) (None) First level (Ground H) effect of forcing to stand, (Sky H) blown away effect/ second level (H) floating effect/ AB effect/ chasing possible skill/ occurance changes based on distance/ ( ) is for when it is very close | ||
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| align="center" |-70 | | align="center" |-70 | ||
| align="center" |- | | align="center" |- | ||
| align=" | | align="left" |9- (Sky) / First level (H) floating effect/ 2-3rd level (H) blown away effect, chasing possible skill Airborne on frame 9 | ||
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| align="center" |-83 | | align="center" |-83 | ||
| align="center" |- | | align="center" |- | ||
| align=" | | align="left" |12- (Sky)/ First level (H) floating effect/2-4th level (H) blown away effect, chasing possible skill Airborne on frame 12 | ||
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| align="center" |-102 | | align="center" |-102 | ||
| align="center" |- | | align="center" |- | ||
| align=" | | align="left" |15- (Sky)/First level (H) floating effect/2-5th level (H) blown away effect, chasing possible skill Airborne on frame 15 | ||
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| align="center" |-97 | | align="center" |-97 | ||
| align="center" |- | | align="center" |- | ||
| align=" | | align="left" |1-8 (None)/9- (Sky) / First level (H) floating effect/ 2-8th level (H) blown away effect, chasing possible skill/ to continue, 2(8)2(2)2(2)….. / when hitting opponent at first level, lock opponent. frames 1-8 invincible, airborne on frame 9. First hit locks opponent. | ||
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| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align=" | | align="left" |(H) blown away effect/ when jumping behind, will move behind | ||
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| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align=" | | align="left" |(H) blown away effect/ when jumping behind, will move behind/ to continue, 2(4)2(3)…. | ||
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| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align=" | | align="left" |(H) blown away effect/ when jumping behind, will move behind/ to continue, 2(4)2(3)…. | ||
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| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align=" | | align="left" |(H) blown away effect/ the change of direction will change during movement with Right and Left/ to continue, 2(4)2(3)… | ||
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| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align=" | | align="left" |SOMETHING at 40" probably refers to the sweep kick 5-39 (Sky)/27-37each type of secondary skill possible to switchover/ switch over to SOMETHING at 40/ EX version - search for opponent Airborne on frames 5 ~ 39, frames 27 ~ 37 activate parry/kick/throw, sweep activates on frame 40 | ||
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| align="center" |-13 | | align="center" |-13 | ||
| align="center" |- | | align="center" |- | ||
| align=" | | align="left" |(H) down effect Hard Knockdown | ||
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| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align=" | | align="left" |4- until landing (a) | ||
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| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align=" | | align="left" |(Ground H) Forced standing effect Forced stand on grounded opponent | ||
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| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align=" | | align="left" |(H) down effect hard knockdown | ||
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| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align=" | | align="left" |1-14 knockout blow possible/ determination of knock out blow is Weak (P): lower body, Medium (P): torso, Strong (P): Upper head, EX: whole body/when knockout is successful, incurs recoverable damage. Frames 1~14 counter is active | ||
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| |Counter | | |Counter activated | ||
| align="center" |- | | align="center" |- | ||
| align="center" |150 | | align="center" |150 | ||
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| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align=" | | align="left" |7-21 (None) / (H) floating effect/ AB effect | ||
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| align="center" |-57 | | align="center" |-57 | ||
| align="center" |- | | align="center" |- | ||
| align=" | | align="left" |after dark tumble = flash? 1- after dark tumble 12 (None)/ 13- (Sky)/ (H) blown away effect (Da)/ AB effect/ 2-7th level chasing possible skill/ lock opponent upon first level hit/ stiffness difference is up to 2nd level invincible frames 1 ~ 12, 13th frame is airborne, hits 2 through 7 can juggle? Locks for full damage on 1st hit | ||
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| align="center" |-88 | | align="center" |-88 | ||
| align="center" |- | | align="center" |- | ||
| align=" | | align="left" |1- after dark tumble 12 (None)/ 13- (Sky)/ (H) blown away effect (Da)/ AB effect/ 2-7th level chasing possible skill/ lock opponent upon first level hit/ lock opponent upon first level hit /stiffness difference is up to 2nd level ( ) is for when it is locked invincible frames 1 ~ 12, 13th frame is airborne, hits 2 through 7 can juggle? Locks for full damage on 1st hit | ||
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| align="center" |-9 | | align="center" |-9 | ||
| align="center" |- | | align="center" |- | ||
| align=" | | align="left" |1- after dark tumble (Hit)/ 1-3rd level (Sky H) or 4th level (H) floating effect (Da)/ (G) Faint value 50x4/ occuring after releasing button 14 Dark tumble = Ultra Freeze. Able to be hit after Ultra freeze, frames. On guard 50x4 stun damage. Induces Juggle state on on hit on grounded opponent | ||
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| align="center" |+1 | | align="center" |+1 | ||
| align="center" |- | | align="center" |- | ||
| align=" | | align="left" |1- after dark tumble 3 (None)/ 1-4th level (Sky H) or 5th level (H) floating effect (Da)/ (G) Faint value 50x5/ gathering time 3-17/ occuring after releasing button 14 Dark tumble = Ultra Freeze. Invincible on frames 1 ~ 3, charge time is 3 ~ 17 frames. On guard 50x5 stun damage. Induces Juggle state on hit on grounded opponent | ||
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| align="center" |+11 | | align="center" |+11 | ||
| align="center" |- | | align="center" |- | ||
| align=" | | align="left" |1- after dark tumble 3 (None)/ 1-5th level (Sky H) or 6th level (H) floating effect (Da)/ (G) Faint value 50x6/ gathering time 18-32/ occuring after releasing button 14 Dark tumble = Ultra Freeze. Invincible on frames 1 ~ 3, charge time is 18 ~ 32 frames. On guard 50x6 stun damage. Induces Juggle state on hit on grounded opponen | ||
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| align="center" |+21 | | align="center" |+21 | ||
| align="center" |- | | align="center" |- | ||
| align=" | | align="left" |1- after dark tumble 3 (None)/ 1-6th level (Sky H) or 7th level (H) floating effect (Da)/ (G) Faint value 50x7/ gathering time 33-47/ occuring after releasing button 14 Dark tumble = Ultra Freeze. Invincible on frames 1 ~ 3, charge time is 33 ~ 47 frames. On guard 50x7 stun damage. Induces Juggle state on hit on grounded opponent | ||
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| align="center" |+31 | | align="center" |+31 | ||
| align="center" |- | | align="center" |- | ||
| align=" | | align="left" |1- after dark tumble 3 (None)/ 1-3rd level (Sky H) or 4th level (H) floating effect (Da)/ (G) Faint value 50x8/ gathering time 48f Dark tumble = Ultra Freeze. Invincible on frames 1 ~ 3, charge time is 48 frames. On guard 50x8 stun damage. Induces Juggle state on hit on grounded opponent | ||
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=====Notes:===== | =====Notes:===== | ||
Gouken's NOTES section is a quick translation of the Japanese AE guide. Someone please translate these rough NOTES into a more readable english/sf4 terminology. |
Revision as of 23:37, 7 June 2011


Gouken
Being one of Goutetsu's two students, alongside his brother Gouki, Gouken realized the dangerous nature of the art of Ansatsuken (the Assassin's Fist) and was determined to pass its teachings along... but only after removing its "killing intent" called Satsui no Hado. However, Gouki, now known as Akuma, became consumed by the Satsui no Hado and challenged Gouken to a death match, during which he killed Gouken. However, Gouken had mastered a secret technique that allowed him to separate his soul from his body, so while Akuma managed to destroy Gouken's body, his spirit remained. After the spirit had rebuilt Gouken's body, Gouken returned to not only face Akuma once again, but to ensure that his students, Ryu and Ken, continue to avoid the Satsui no Hado.
In a nutshell
Gouken is a tricky character. His gameplan is never obvious and, while he has a huge set of different tools at his disposal, knowing what to do with them can be extremely tricky. Using Gouken really requires a high level of adapting to your opponent and countering what it is they want to do. Gouken's damage output is extremely high, and some combos in the corner can easily lead to resets and dizzies, which pretty much spells the end for your opponent that Round.
Moves
Unique Attacks
Throws
Special Moves
Super Combo
Ultra Combos
AE Changes
- Close Standing Hard Punch and Close Standing Hard Kick have more frame advantage.
- Close Standing Medium Kick has 3 frame start up start-up, so it'll be easier to compete against some of the other fighters.
- Neutral Jump Hard Punch and diagonal Jump Hard Kick have pursuit properties, and will slam opponents into the ground.
- Ranges on his normal moves haven't changed.
- Back grab has been changed to deal gray damage, so the combo damage from the grab has been decreased.
- In specials, Light Punch Running Palm (Senkugoshoha) has been drastically changed, so it will connect from weak attacks (Light Punch/Light Kick), and EX Hurricane Kick locks opponent, making it easier to combo.
- Recovery of the Demon Flip Focus has been significantly decreased, making it easier to utilize.
- Kongo (Counter) is changed as well. To be precise, it can only be activated now by using Punch buttons and the strength of the Punch changes where it sets up a counter hit at. Light for low attacks, Medium for middle attacks, and Hard for upper body attacks.
- During backdash, Gouken is now considered airborne right after invincibility ends.
The Basics
Combos
Strategy
Matchups
Frame Data
Notes:
Gouken's NOTES section is a quick translation of the Japanese AE guide. Someone please translate these rough NOTES into a more readable english/sf4 terminology.