Line 559: | Line 559: | ||
| align="center" |-21 | | align="center" |-21 | ||
| align="center" |-21 | | align="center" |-21 | ||
| align="left" |1 | | align="left" |1~10f or Until after releasing button has armor, [air hit] knocks down, dash or backdash cancellable from 5~11f or on hit or block, charge time 17~49f, attack active 12f after button release | ||
| | | | | | ||
|- | |- | ||
Line 573: | Line 573: | ||
| align="center" |-15 | | align="center" |-15 | ||
| align="center" |- | | align="center" |- | ||
| align="left" | | | align="left" |1f~ button release armored, [Ground hit] crumples opponent, [air hit] floats opponent, dash or backdash cancellable from 5f~ or on hit or block, charge time 17~49f, attack active 12f after button release | ||
| | | | | | ||
|- | |- | ||
Line 587: | Line 587: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="left" |1 | | align="left" |1~64 armored, armor break, [Ground hit] Crumples opponent, [air hit] floats opponent, dash and backdash cancellable 5~50f or on hit or block, charge 50f | ||
| | | | | | ||
|- | |- | ||
Line 629: | Line 629: | ||
| align="center" |+2 | | align="center" |+2 | ||
| align="center" |+6 | | align="center" |+6 | ||
| align="left" |[Air hit] floats opponent | | align="left" |[Air hit] floats opponent, 20~21f [11~12f] focus cancellable, hold down the button to charge, [] refers to after button is released | ||
| | | | | | ||
|- | |- | ||
Line 643: | Line 643: | ||
| align="center" |+9 | | align="center" |+9 | ||
| align="center" |+13 | | align="center" |+13 | ||
| align="left" | | | align="left" |[Air hit] floats opponent, 71-72f focus cancellable | ||
| | | | | | ||
|- | |- | ||
Line 657: | Line 657: | ||
| align="center" |+4 | | align="center" |+4 | ||
| align="center" |- | | align="center" |- | ||
| align="left" | | | align="left" |[1st air hit] floats opponent, [2nd hit] floats opponent, 2nd fireball active on 33f [24f], 20-36f [11-27f] focus cancellable, hold down button to charge, [ ] refers to after button release | ||
| | | | | | ||
|- | |- | ||
Line 671: | Line 671: | ||
| align="center" |+13 | | align="center" |+13 | ||
| align="center" |- | | align="center" |- | ||
| align="left" | | align="left" |[1st, 2nd air hit] floats opponent, [3rd, 4th hit] floats opponent, 2nd fireball active on 86f, 71-89f focus cancellable | ||
| | | | | | ||
|- | |- | ||
Line 685: | Line 685: | ||
| align="center" |-4 | | align="center" |-4 | ||
| align="center" |- | | align="center" |- | ||
| align="left" | | | align="left" |knocks down, Armor Break | ||
| | | | | | ||
|- | |- | ||
Line 699: | Line 699: | ||
| align="center" |-6 | | align="center" |-6 | ||
| align="center" |- | | align="center" |- | ||
| align="left" |Invincible | | align="left" |5~19f [5~9f] Invincible, knocks down, Armor Break, startup is distant dependent, [] refers to fastest startup | ||
| | | | | | ||
|- | |- | ||
Line 713: | Line 713: | ||
| align="center" |-6 | | align="center" |-6 | ||
| align="center" |- | | align="center" |- | ||
| align="left" | | | align="left" |8~27f [8~12f] Invincible, knocksdown, Armor Break, startup is distant dependent, [] refers to fastest startup | ||
| | | | | | ||
|- | |- | ||
Line 727: | Line 727: | ||
| align="center" |-5 | | align="center" |-5 | ||
| align="center" |- | | align="center" |- | ||
| align="left" | | | align="left" |5~24f [5~9f] Invincible, [1st Grounded hit] forces stand, [air hit] knocks down, [2nd hit] floats opponent, Armor break, can juggle (pursuit property), startup is distant dependent, [] refers to fastest startup | ||
| | | | | | ||
|- | |- | ||
Line 741: | Line 741: | ||
| align="center" |-70 | | align="center" |-70 | ||
| align="center" |- | | align="center" |- | ||
| align="left" | | | align="left" |9f~ airborne, [1st hit] floats opponent, [2nd, 3rd hit] knocks down, can juggle (pursuit property) | ||
| | | | | | ||
|- | |- | ||
Line 755: | Line 755: | ||
| align="center" |-83 | | align="center" |-83 | ||
| align="center" |- | | align="center" |- | ||
| align="left" | | | align="left" |12f~ airborne, [1st hit] floats opponent, [2nd-4th hit] knocks down, can juggle (pursuit property) | ||
| | | | | | ||
|- | |- | ||
Line 769: | Line 769: | ||
| align="center" |-102 | | align="center" |-102 | ||
| align="center" |- | | align="center" |- | ||
| align="left" | | | align="left" |15f~ airborne, [1st hit] floats opponent, [2nd-5th hit] knocks down, can juggle (pursuit property) | ||
| | | | | | ||
|- | |- | ||
Line 779: | Line 779: | ||
| align="center" |su | | align="center" |su | ||
| align="center" |7 | | align="center" |7 | ||
| align="center" | | | align="center" |2(8)2(2)2(2)2(2)2(2)2(2)2(5)2 | ||
| align="center" |53+26 | | align="center" |53+26 | ||
| align="center" |-97 | | align="center" |-97 | ||
| align="center" |- | | align="center" |- | ||
| align="left" | | | align="left" |1~8f Invincible, 9f~ airborne, [1st hit] floats opponent, [2nd-8th hit] knocks down, can juggle (pursuit property), 1st hit locks opponent | ||
| | | | | | ||
|- | |- | ||
Line 794: | Line 794: | ||
| align="center" |6 | | align="center" |6 | ||
| align="center" |2(4)2(3)2 | | align="center" |2(4)2(3)2 | ||
| align="center" |20 | | align="center" |After landing 20 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="left" | | | align="left" |knocks down, When jumping backwards, will travel backwards | ||
| | | | | | ||
|- | |- | ||
Line 807: | Line 807: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |6 | | align="center" |6 | ||
| align="center" | | | align="center" |2(4)2(3)2(4)2(3)2 | ||
| align="center" |20 | | align="center" |After landing 20 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="left" | | | align="left" |knocks down, When jumping backwards, will travel backwards | ||
| | | | | | ||
|- | |- | ||
Line 821: | Line 821: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |6 | | align="center" |6 | ||
| align="center" | | | align="center" |2(4)2(3)2(4)2(3)2(4)2(3)2 | ||
| align="center" |20 | | align="center" |After landing 20 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="left" | | | align="left" |knocks down, When jumping backwards, will travel backwards | ||
| | | | | | ||
|- | |- | ||
Line 835: | Line 835: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |6 | | align="center" |6 | ||
| align="center" | | | align="center" |2(4)2(3)2(4)2(3)2(4)2(3)2 | ||
| align="center" |20 | | align="center" |20 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="left" | | | align="left" |knocks down, Can control movement left or right | ||
| | | | | | ||
|- | |- | ||
Line 853: | Line 853: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="left" | | | align="left" |5~39f airborne, 27~37f can activate parry/kick/throw, Demon flip slide activates on frame 40. EX tracks opponent. | ||
| | | | | | ||
|- | |- | ||
Line 892: | Line 892: | ||
| align="center" |4 | | align="center" |4 | ||
| align="center" |Until ground | | align="center" |Until ground | ||
| align="center" | | | align="center" |After landing 6 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="left" | | | align="left" |4f~until landing has armor | ||
| | | | | | ||
|- | |- | ||
Line 906: | Line 906: | ||
| align="center" |12 | | align="center" |12 | ||
| align="center" |Until ground | | align="center" |Until ground | ||
| align="center" |4 | | align="center" |After landing 4 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
Line 920: | Line 920: | ||
| align="center" |3 | | align="center" |3 | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |12 | | align="center" |After landing 12 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
Line 937: | Line 937: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="left" |Frames 1 | | align="left" |Frames 1~14 counter is active / LP: low, MP: mid, HP: high, EX: whole body. Incurs grey damage on a successful counter. | ||
| | | | | | ||
|- | |- | ||
Line 951: | Line 951: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="left" | | | align="left" |7~21f, floats opponent, Armor Break | ||
| | | | | | ||
|- | |- | ||
Line 965: | Line 965: | ||
| align="center" |-57 | | align="center" |-57 | ||
| align="center" |- | | align="center" |- | ||
| align="left" | | | align="left" |1~12f Invincible, 13f~ airborne, untechable knockdown, armor break, [2nd-7th hit] can juggle, lock opponent upon first level hit, block disadvantage refers to 2nd hit | ||
| | | | | | ||
|- | |- | ||
Line 979: | Line 979: | ||
| align="center" |-88 | | align="center" |-88 | ||
| align="center" |- | | align="center" |- | ||
| align="left" | | | align="left" |1~12f Invincible, 13f~ airborne, untechable knockdown, armor break, [3rd-8th hit] can juggle, 1st hit goes into animation, block disadvantage refers to 2nd hit, [] refers to animation | ||
| | | | | | ||
|- | |- | ||
Line 993: | Line 993: | ||
| align="center" |-9 | | align="center" |-9 | ||
| align="center" |- | | align="center" |- | ||
| align="left" |1 | | align="left" |1~12f strike invincible, [1st-3rd air hit] or [4th hit] floats opponent and untechable knockdown, does 50x4 stun on block, fireball active 14f after button release | ||
| | | | | | ||
|- | |- | ||
Line 1,007: | Line 1,007: | ||
| align="center" |+1 | | align="center" |+1 | ||
| align="center" |- | | align="center" |- | ||
| align="left" |1 | | align="left" |1~3f Invincible, [1st-4th air hit] or [5th hit] floats opponent and untechable knockdown, does 50x5 stun on block, charge 3~17f, fireball active 14f after button release | ||
| | | | | | ||
|- | |- | ||
Line 1,021: | Line 1,021: | ||
| align="center" |+11 | | align="center" |+11 | ||
| align="center" |- | | align="center" |- | ||
| align="left" |1 | | align="left" |1~3f Invincible, [1st-5th air hit] or [6th hit] floats opponent and untechable knockdown, does 50x6 stun on block, charge 18~32f, fireball active 14f after button release | ||
| | | | | | ||
|- | |- | ||
Line 1,035: | Line 1,035: | ||
| align="center" |+21 | | align="center" |+21 | ||
| align="center" |- | | align="center" |- | ||
| align="left" |1 | | align="left" |1~3f Invincible, [1st-6th air hit] or [7th hit] floats opponent and untechable knockdown, does 50x7 stun on block, charge 33~47f, fireball active 14f after button release | ||
| | | | | | ||
|- | |- | ||
Line 1,049: | Line 1,049: | ||
| align="center" |+31 | | align="center" |+31 | ||
| align="center" |- | | align="center" |- | ||
| align="left" |1 | | align="left" |1~3f Invincible, [1st-3rd air hit] or [4th hit] floats opponent and untechable knockdown, does 50x8 stun on block, charge 48f~ | ||
| | | | | | ||
|- | |- |
Revision as of 12:26, 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 Medium 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 and has armor break properties.
- 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.