Line 182: | Line 182: | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" |+5 | | align="center" |+5 | ||
| align="left" | | | align="left" |+4 Hit advantage on crouching opponents | ||
| | | | | | ||
|- | |- | ||
Line 350: | Line 350: | ||
| align="center" |-3 | | align="center" |-3 | ||
| align="center" |- | | align="center" |- | ||
| align="left" | | | align="left" |Untechable knockdown | ||
| | | | | | ||
|- | |- | ||
Line 364: | Line 364: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="left" | | | align="left" |Legs projectile invincible until end of active frames | ||
| | | | | | ||
|- | |- | ||
Line 378: | Line 378: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="left" | | | align="left" |Legs projectile invincible until end of active frames | ||
| | | | | | ||
|- | |- | ||
Line 392: | Line 392: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="left" | | | align="left" |Legs projectile invincible until end of active frames | ||
| | | | | | ||
|- | |- | ||
Line 406: | Line 406: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="left" | | | align="left" |Legs projectile invincible until end of active frames | ||
| | | | | | ||
|- | |- | ||
Line 420: | Line 420: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="left" | | | align="left" |Legs projectile invincible until end of active frames | ||
| | | | | | ||
|- | |- | ||
Line 434: | Line 434: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="left" | | | align="left" |Legs projectile invincible until end of active frames | ||
| | | | | | ||
|- | |- | ||
Line 448: | Line 448: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="left" | | | align="left" |Legs projectile invincible until end of active frames | ||
| | | | | | ||
|- | |- | ||
Line 462: | Line 462: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="left" | | | align="left" |Legs projectile invincible until end of active frames, 1st hit floats on air hit, 2nd hit knockdown on air hit , can juggle | ||
| | | | | | ||
|- | |- | ||
Line 476: | Line 476: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="left" | | | align="left" |Legs projectile invincible until end of active frames | ||
| | | | | | ||
|- | |- | ||
Line 490: | Line 490: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="left" | | | align="left" |Legs projectile invincible until end of startup frames | ||
| | | | | | ||
|- | |- | ||
Line 504: | Line 504: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="left" | | | align="left" |Legs projectile invincible until end of startup frames | ||
| | | | | | ||
|- | |- | ||
Line 518: | Line 518: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="left" | | | align="left" |Legs projectile invincible until end of active frames air to air forces slam effect, knockdown on air hit | ||
| | | | | | ||
|- | |- | ||
Line 532: | Line 532: | ||
| align="center" |-3 | | align="center" |-3 | ||
| align="center" |+2 | | align="center" |+2 | ||
| align="left" | | | align="left" |[Ground hit] Forces stand | ||
| | | | | | ||
|- | |- | ||
Line 602: | Line 602: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="left" | | | align="left" |Untechable knockdown | ||
| | | | | | ||
|- | |- | ||
Line 616: | Line 616: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="left" |(H) | | align="left" |(H) floats opponent for 21f, untechable knockdown | ||
| | | | | | ||
|- | |- | ||
Line 630: | Line 630: | ||
| align="center" |+2 | | align="center" |+2 | ||
| align="center" |+6 | | align="center" |+6 | ||
| align="left" | | | align="left" |[Air hit] floats opponent / 20-21 (11-12) each type of canceling possible / hold down the button and able to gather effect. [] refers to after button is released, juggle, FADCable | ||
| | | | | | ||
|- | |- |
Revision as of 08:16, 8 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.