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== Frame Data (Condensed) == | |||
{{USFIVMoveListCollapseHeader| }} | |||
{| class="wikitable" cellspacing="0" width="900px" style="border: 1px solid #999; background: #F2F2F2;" | |||
{{USFIVFrameDataGlanceHeader}} | |||
{{USFIVFrameDataGlanceRow|Close LP|Close Jab|Close lp||Close [[File:Jab.gif]]|30|50|20|HL|ch/sp/su|4|2|9|4|2|9|14|2|11|14|0|3|||||||Reset|Reset|-|-|-|-|-|-|-}} | |||
{{USFIVFrameDataGlanceRow|Close MP|Close Strong|Close mp||Close [[File:Strong.gif]]|65|100|40|HL|sp/su|5|2|11|5|2|11|17|2|17|20|4|7|||||||Reset|Reset|-|-|-|-|-|-|-}} | |||
{{USFIVFrameDataGlanceRow|Close HP|Close Fierce|Close hp||Close [[File:Fierce.gif]]|100|200|60|HL|sp/su|8|2|16|8|2|16|25|2|18|22|0|4|||||||Reset|Reset|-|-|-|-|-|-|-}} | |||
{{USFIVFrameDataGlanceRow|Close LK|Close Short|Close lk||Close [[File:Short.gif]]|35|50|20|HL|-|5|2|9|5|2|9|15|2|11|14|0|3|||||||Reset|Reset|-|-|-|-|-|-|-}} | |||
{{USFIVFrameDataGlanceRow|Close MK|Close Forward|Close mk||Close [[File:Forward.gif]]|70|100|40|HL|sp/su|3|2|13|3|2|13|17|2|14|17|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-}} | |||
{{USFIVFrameDataGlanceRow|Close HK|Close Roundhouse|Close hk||Close [[File:Roundhouse.gif]]|40*70|125*75|60*20|HL|su*-|4|5(1)3|15|4|9|15|27|3|18|23|0|5|+4 Hit advantage on crouching opponents||||||Reset|Reset|-|-|-|-|-|-|-}} | |||
{{USFIVFrameDataGlanceRow|Far LP|Far Jab|lp||Far [[File:Jab.gif]]|30|50|20|HL|ch/sp/su|5|2|9|5|2|9|15|2|11|14|0|3|||||||Reset|Reset|-|-|-|-|-|-|-}} | |||
{{USFIVFrameDataGlanceRow|Far MP|Far Strong|mp||Far [[File:Strong.gif]]|80|100|40|HL|sp/su|5|2|11|5|2|11|17|2|14|18|1|5|||||||Reset|Reset|-|-|-|-|-|-|-}} | |||
{{USFIVFrameDataGlanceRow|Far HP|Far Fierce|hp||Far [[File:Fierce.gif]]|120|200|60|HL|-|8|5|13|8|5|13|25|5|18|22|0|4|||||||Reset|Reset|-|-|-|-|-|-|-}} | |||
{{USFIVFrameDataGlanceRow|Far LK|Far Short|lk||Far [[File:Short.gif]]|40|50|20|HL|ch/sp/su|6|2|9|6|2|9|16|2|11|14|0|3|||||||Reset|Reset|-|-|-|-|-|-|-}} | |||
{{USFIVFrameDataGlanceRow|Far MK|Far Forward|mk||Far [[File:Forward.gif]]|75|100|40|HL|-|7|2|13|7|2|13|21|2|14|17|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-}} | |||
{{USFIVFrameDataGlanceRow|Far HK|Far Roundhouse|hk||Far [[File:Roundhouse.gif]]|110|200|60|HL|-|8|2|19|8|2|19|28|2|18|21|-3|0|||||||Reset|Reset|-|-|-|-|-|-|-}} | |||
{{USFIVFrameDataGlanceRow|Crouch LP|Crouch Jab|d + lp||Crouch [[File:Jab.gif]]|20|50|20|HL|ch/sp/su|3|2|9|3|2|9|13|2|11|14|0|3|||||||Reset|Reset|-|-|-|-|-|-|-}} | |||
{{USFIVFrameDataGlanceRow|Crouch MP|Crouch Strong|d + mp||Crouch [[File:Strong.gif]]|70|100|40|L|sp/su|5|2|14|5|2|14|20|2|14|19|-2|3|||||||Reset|Reset|-|-|-|-|-|-|-}} | |||
{{USFIVFrameDataGlanceRow|Crouch HP|Crouch Fierce|d + hp||Crouch [[File:Fierce.gif]]|80|200|60|HL|sp/su|6|4|22|6|4|22|31|4|18|23|-8|-3|||||||Reset|Reset|-|-|-|-|-|-|-}} | |||
{{USFIVFrameDataGlanceRow|Crouch LK|Crouch Short|d + lk||Crouch [[File:Short.gif]]|40|50|20|L|sp/su|5|4|9|5|4|9|17|4|11|14|-2|1|||||||Reset|Reset|-|-|-|-|-|-|-}} | |||
{{USFIVFrameDataGlanceRow|Crouch MK|Crouch Forward|d + mk||Crouch [[File:Forward.gif]]|70|100|40|HL|sp/su|4|3|16|4|3|16|22|3|14|17|-5|-2|||||||Reset|Reset|-|-|-|-|-|-|-}} | |||
{{USFIVFrameDataGlanceRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch [[File:Roundhouse.gif]]|100|100|60|L|-|6|3|18|6|3|18|26|3|18|-|-3|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-}} | |||
{{USFIVFrameDataGlanceRow|Sakotsukudaki|Overhead|f + mp||Overhead|80|100|40|H|-|17|4|13|17|4|13|33|4|14|19|-3|2|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-}} | |||
{{USFIVFrameDataGlanceHeader}} | |||
{{USFIVFrameDataGlanceRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump [[File:Jab.gif]]|50|50|20|H|-|5|6|-|5|6|0|10|6|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup and active|-|-|-}} | |||
{{USFIVFrameDataGlanceRow|Neutral Jump MP|Neutral Jump Strong|u + mp||Neutral Jump [[File:Strong.gif]]|85|100|40|H|-|5|4|-|5|4|0|8|4|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup and active|-|-|-}} | |||
{{USFIVFrameDataGlanceRow|Neutral Jump HP|Neutral Jump Fierce|u + hp||Neutral Jump [[File:Fierce.gif]]|105|200|60|H|-|6|4|-|6|4|0|9|4|||-|-|||||||Soft Knockdown|Soft Knockdown|-|-|-|Legs: During startup and active|-|-|JP: ?}} | |||
{{USFIVFrameDataGlanceRow|Neutral Jump LK|Neutral Jump Short|u + lk||Neutral Jump [[File:Short.gif]]|40|50|20|H|-|6|7|-|6|7|0|12|7|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup and active|-|-|-}} | |||
{{USFIVFrameDataGlanceRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump [[File:Forward.gif]]|80|100|40|H|-|6|3|-|6|3|0|8|3|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup and active|-|-|-}} | |||
{{USFIVFrameDataGlanceRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump [[File:Roundhouse.gif]]|100|200|60|H|-|7|3|-|7|3|0|9|3|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup and active|-|-|-}} | |||
{{USFIVFrameDataGlanceRow|Angled Jump LP|Angled Jump Jab|ub / uf + lp||Angled Jump [[File:Jab.gif]]|50|50|20|H|-|5|5|-|5|5|0|9|5|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup and active|-|-|-}} | |||
{{USFIVFrameDataGlanceRow|Angled Jump MP|Angled Jump Strong|ub / uf + mp||Angled Jump [[File:Strong.gif]]|50*30|50*50|40*20|H|sp*-|4|2*2|-|4|4|0|7|2|||-|-|||||||1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|-|-|-|Legs: During startup and active|-|-|2nd Hit JP: ?}} | |||
{{USFIVFrameDataGlanceRow|Angled Jump HP|Angled Jump Fierce|ub / uf + hp||Angled Jump [[File:Fierce.gif]]|100|200|60|H|-|5|3|-|5|3|0|7|3|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup and active|-|-|-}} | |||
{{USFIVFrameDataGlanceRow|Angled Jump LK|Angled Jump Short|ub / uf + lk||Angled Jump [[File:Short.gif]]|40|50|20|H|-|7|8|-|7|8|0|14|8|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup and active|-|-|-}} | |||
{{USFIVFrameDataGlanceRow|Angled Jump MK|Angled Jump Forward|ub / uf + mk||Angled Jump [[File:Forward.gif]]|70|100|40|H|-|7|4|-|7|4|0|10|4|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup and active|-|-|-}} | |||
{{USFIVFrameDataGlanceRow|Angled Jump HK|Angled Jump Roundhouse|ub / uf + hk||Angled Jump [[File:Roundhouse.gif]]|100|200|60|H|-|8|3|-|8|3|0|10|3|||-|-|||||||Soft Knockdown|Soft Knockdown|-|-|-|Legs: During startup and active|-|-|JP: ?}} | |||
{{USFIVFrameDataGlanceRow|Tenmakujinkyaku|Dive Kick|(in air) d + mk||Dive Kick|60|100|40|H|-|12|until ground|-|12|until ground|0|-|until ground|||-|-|||||||||-|-|-|-|-|-|-}} | |||
{{USFIVFrameDataGlanceHeader}} | |||
{{USFIVFrameDataGlanceRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|65|100|20|HL|-|10+11|2|35|21|2|35|57|2|||-21|-21||||||Crumple|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-}} | |||
{{USFIVFrameDataGlanceRow|Focus Attack (Level 2)|Level 2 Focus|mp + mk||Level 2 Focus|85|150|40|HL|-|18+11|2|35|29|2|35|65|2|||-15|-|||||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-}} | |||
{{USFIVFrameDataGlanceRow|Focus Attack (Level 3)|Level 3 Focus|mp + mk||Level 3 Focus|150|200|60|-|-|65|2|35|65|2|35|101|2|||-|-||X|||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-}} | |||
{{USFIVFrameDataGlanceHeader}} | |||
{{USFIVFrameDataGlanceRow|Raikotokyaku|Forward Throw|f or n + lp + lk||Forward Throw|140|150|40|0.91|-|3|2|20|3|2|20|24||||-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-}} | |||
{{USFIVFrameDataGlanceRow|Amaoroshi|Back Throw|b + lp + lk||Back Throw|1|0|40|0.9|-|5|2|24|5|2|24|30||||-|-|Float for 21f, throw damage is recoverable|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-}} | |||
{{USFIVFrameDataGlanceHeader}} | |||
{{USFIVFrameDataGlanceRow|Gohadoken|Fireball|qcf + p ex|Hold p to charge|Gohadoken|55|50|10/20|HL|su|17[8]|-|Total 41[32]|17|0|41|58||||2|6|20~21f [11~12f] focus cancellable, hold down the button to charge, [] refers to after button is released||X||||Free Juggle|Free Juggle|-|-|-|-|-|-|-}} | |||
{{USFIVFrameDataGlanceRow|Gohadoken (Charged)|Fireball (Charged)|qcf + hold p ex||Gohadoken (Charged)|55*55|50*50|10/10*10|HL|su|68|-|Total 93|68|0|93|161||||9|13|71-72f cancellable||X||||Free Juggle|Free Juggle|-|-|-|-|-|-|-}} | |||
{{USFIVFrameDataGlanceRow|EX Gadoken|EX Fireball|||Gohadoken [[File:EX.gif]]|60*60|80*80|-250/0|HL|su|17[8]|-|Total 55[46]|17|0|55|72||||4|-|2nd fireball active on 33f [24f], 20-36f [11-27f] focus cancellable, hold down button to charge, [ ] refers to after button release||X||||Free Juggle|Free Juggle|-|-|-|-|-|-|-}} | |||
{{USFIVFrameDataGlanceRow|EX Gadoken (Charged)|EX Fireball (Charged)|||Gohadoken [[File:EX.gif]] charge|60x4|80x4|-250/0|HL|su|68|-|Total 107|68|0|107|175||||13|-|2nd fireball active on 86f, 71-89f focus cancellable||X||||Free Juggle|Free Juggle|-|-|-|-|-|-|-}} | |||
{{USFIVFrameDataGlanceRow|Senkugoshoha|Palm Strike, Rush Punch|dp + p ex armorbreak||Palm Strike Jap.gif|90|150|10/20|HL|su|9|4|21|9|4|21|33||||-4|-||X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-}} | |||
{{USFIVFrameDataGlanceRow|||||Palm Strike [[File:Strong.gif]]|120|200|10/20|HL|su|21[16]|4|23|21[16]|4|23|#VALUE!||||-6|-|Startup is distant dependent|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|All: 4~13f (4~8f on fastest startup)|-|-|-}} | |||
{{USFIVFrameDataGlanceRow|||||Palm Strike [[File:Fierce.gif]]|130|200|10/20|HL|su|27[17]|4|23|27[17]|4|23|#VALUE!||||-6|-|Startup is distant dependent|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|All: 5~19f (4~9f on fastest startup)|-|-|-}} | |||
{{USFIVFrameDataGlanceRow|EX Senkugoshoha|EX Palm Strike, EX Rush Punch|||Palm Strike [[File:EX.gif]]|90*60|100*50|-250/0|HL|su|32[17]|4(11)4|22|32[17]|19|22|#VALUE!||||-5|-|Startup is distant dependent|X|||1st Hit: Forces stand, 2nd Hit: Free Juggle|1st Hit: Forces stand, 2nd Hit: Free Juggle|1st Hit: Soft Knockdown, 2nd Hit: Free Juggle|1st Hit: Soft Knockdown, 2nd Hit: Free Juggle|-|-|-|All: 5~24f (4~9f on fastest startup)|-|-|-}} | |||
{{USFIVFrameDataGlanceRow|Tatsumaki Gorasesn|Hurricane Kick|qcb + k ex||Hurricane Kick [[File:Short.gif]]|60*20*40|100*25*25|10/20*10*10|HL|su*-*-|7|2(8)2(10)2|41 + After landing 26|7|24|67|97||||-70|-|||||1st Hit: Free Juggle, 2nd-3rd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-3rd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-3rd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-3rd Hit: Soft Knockdown|-|-|-|-|-|9f~|JP: ?}} | |||
{{USFIVFrameDataGlanceRow|||||Hurricane Kick [[File:Forward.gif]]|65*20x2*50|100*25x3|10/20*10x3|HL|su*-(x3)|10|2(8)2(8)2(10)2|44 + After landing 26|10|34|70|113||||-83|-|||||1st Hit: Free Juggle, 2nd-4thd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-4thd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-4thd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-4thd Hit: Soft Knockdown|-|-|-|-|-|12f~|JP: ?}} | |||
{{USFIVFrameDataGlanceRow|||||Hurricane Kick [[File:Roundhouse.gif]]|70*20x3*55|100*20x3*40|10/20*10x4|HL|su*-(x4_|13|2(8)2(7)2(8)2(11)2|53 + After landing 26|13|44|79|135||||-102|-|||||1st Hit: Free Juggle, 2nd-5th Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-5th Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-5th Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-5th Hit: Soft Knockdown|-|-|-|-|-|15f~|JP: ?}} | |||
{{USFIVFrameDataGlanceRow|EX Tatsumaki Gorasen|EX Hurricane Kick|||Hurricane Kick [[File:EX.gif]]|80*10x6*60|100*10x6*40|-250/0|HL|su*-(x7)|5|2(8)2(2)2(2)2(2)2(2)2(2)2(5)2|53 + After landing 26|5|39|79|122||||-97|-|1st hit locks opponent||||1st Hit: Free Juggle, 2nd-7th Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-7th Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-7th Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-7th Hit: Soft Knockdown|-|All: 1~6f|-|-|-|9f~|JP: ?}} | |||
{{USFIVFrameDataGlanceRow|Airborne Tatsumaki Gorasen|Air Hurricane|(in air) qcb + k ex|ex version can be controlled with b or f|Air Hurricane [[File:Short.gif]]|100|200|10/30|HL|-|6|2(4)2(3)2|After landing 20|6|13|20|38||||-|-|Jumping backwards will travel backwards||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-}} | |||
{{USFIVFrameDataGlanceRow|||||Air Hurricane [[File:Forward.gif]]|110|200|10/30|HL|-|6|2(4)2(3)2(4)2(3)2|After landing 20|6|24|20|49||||-|-|Jumping backwards will travel backwards||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-}} | |||
{{USFIVFrameDataGlanceRow|||||Air Hurricane [[File:Roundhouse.gif]]|120|200|10/30|HL|-|6|2(4)2(3)2(4)2(3)2(4)2(3)2|After landing 20|6|35|20|60||||-|-|Jumping backwards will travel backwards||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-}} | |||
{{USFIVFrameDataGlanceRow|EX Airborne Tatsumaki Gorasen|EX Air Hurricane|||Air Hurricane [[File:EX.gif]]|140|200|-250/0|HL|-|6|2(4)2(3)2(4)2(3)2(4)2(3)2|20|6|35|20|60||||-|-|Can control movement left or right||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-}} | |||
{{USFIVFrameDataGlanceRow|Hyakkishu|Demon Flip|dp + k ex||Demon Flip|-|-|30/-|-|-|0|0|Total 39|0|0|39|39||||-|-|27~37f cancellable into followup, 40f lands and activates Hyakki Gozan (slide).||||||||-|-|-|-|-|5~39f|-}} | |||
{{USFIVFrameDataGlanceRow|EX Hyakkishu|EX Demon Flip|||Demon Flip [[File:EX.gif]]|-|-|-250/0|-|-|0|0|Total 39|0|0|39|39||||-|-|27~37f cancellable into followup, 40f lands and activates Hyakki Gozan (slide).||||||||-|All: 1~26f|-|-|-|5~39f|-}} | |||
{{USFIVFrameDataGlanceRow|Hyakki Gozan|Demon Flip Slide|No input after performing Hyakkishu||Demon Flip Slide|100|200|0/30|L|-|39+4|11|20|43|11|20|73||||-13|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-}} | |||
{{USFIVFrameDataGlanceRow|Hyakki Goheki|Demon Flip Focus|p|Perform during Hyakkishu|Demon Flip Focus|-|-|-|-|-|4|Until ground|After landing 6|4|Until ground|6|-||||-|-|||||-|-|-|-|4f~until landing has armor|-|-|-|-|-|-}} | |||
{{USFIVFrameDataGlanceRow|Hyakki Gojin|Demon Flip Dive Kick|k|Perform during Hyakkishu|Demon Flip Dive Kick|80|100|0/20|HL|-|12|Until ground|After landing 4|12|Until ground|4|-||||-|-|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-}} | |||
{{USFIVFrameDataGlanceRow|Hyakki Gosai|Demon Flip Throw|lp + lk|Perform during Hyakkishu|Demon Flip Throw|150|160|0/30|1.17|-|3|2|After landing 12|3|2|12|16||||-|-|Cannot throw crouching opponents|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-}} | |||
{{USFIVFrameDataGlanceRow|Kongoshin|Counter|rdp + p ex|Counters only against certain attacks; lp counters low, mp counters mid, hp counters upper body attacks; EX version counters any height;|Counter|-|-|10/-|-|-|1|14|18|1|14|18|32||||-|-|Frames 1~14 counter is active / LP: low, MP: mid, HP: high, EX: whole body. Incurs grey damage on a successful counter.||||-|-|-|-|1~14f|-|-|-|-|-|-}} | |||
{{USFIVFrameDataGlanceRow|Kongoshin Triggered|Counter Triggered|||Counter Triggered|150|150|0/25|-|su|12|10|43|12|10|43|64||||-|-|Unblockable|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 7~21f|-|-|-|-|-}} | |||
{{USFIVFrameDataGlanceRow|EX Kongoshin|EX Counter|||EX Counter|-|-|10/-|||1|14|18|1|14|18|32||||||Frames 1~14 counter is active||||-|-|-|-|1~14f|-|-|-|-|-|-}} | |||
{{USFIVFrameDataGlanceRow|EX Kongoshin Triggered|EX Counter Triggered|||EX Counter Triggered|150|150|0/25|||12|10|43|12|10|43|64||||||Unblockable|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 7~21f|-|-|-|-|-}} | |||
{{USFIVFrameDataGlanceHeader}} | |||
{{USFIVFrameDataGlanceRow|Forbidden Shoryuken|Super|qcf qcf + p||Super Combo|85*40x5*60|0|#DIV/0!|HL|-|1+2|3*2*3*3*2*3*3|30+31|3|19|61|82||||-57|-|Lock opponent upon first level hit, block disadvantage refers to 2nd hit|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~4f|-|-|-|5f~|JP: ?}} | |||
{{USFIVFrameDataGlanceHeader}} | |||
{{USFIVFrameDataGlanceRow|Shin Shoryuken|Ultra I|qcf qcf + 3p||Ultra Combo 1|135*48x6*90 [503]|0|0/0|HL|-|0+11|2*3*3*2*3*3*2*4|42+51|11|22|93|125||||-88|-|1st hit goes into animation, block disadvantage refers to 2nd hit, [] refers to animation||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~12f|-|-|-|13f~|JP: ?}} | |||
{{USFIVFrameDataGlanceRow|Denjin Hadoken|Ultra II|qcf qcf + 3k|Hold 3k to charge up to 5 levels; Repeatedly inputting directions during charge can increase level up to 2 levels; Causes stun damage even on block|Ultra Combo 2 (Lv1)|60x3*120|100x4|0/0|HL|-|0+13|-|Total 73|13|0|73|86||||-9|-|Does 50x4 stun on block, fireball active 14f after button release||||4th Hit: Hard Knockdown|4th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|All: 1~12f|-|-|-|JP: ?}} | |||
{{USFIVFrameDataGlanceRow|||||Ultra Combo 2 (Lv2)|60x4*120|100x5|0/0|HL|-|3+14|-|Total 74|17|0|74|91||||1|-|Does 50x5 stun on block, charge 3~22f, fireball active 14f after button release||||5th Hit: Hard Knockdown|5th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~3f|-|-|-|-|JP: ?}} | |||
{{USFIVFrameDataGlanceRow|||||Ultra Combo 2 (Lv3)|60x5*120|100x6|0/0|HL|-|18+14|-|Total 89|32|0|89|121||||11|-|Does 50x6 stun on block, charge 23~42f, fireball active 14f after button release||||6th Hit: Hard Knockdown|6th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~3f|-|-|-|-|JP: ?}} | |||
{{USFIVFrameDataGlanceRow|||||Ultra Combo 2 (Lv4)|60x6*120|100x7|0/0|HL|-|33+14|-|Total 104|47|0|104|151||||21|-|Does 50x7 stun on block, charge 43~62f, fireball active 14f after button release||||7th Hit: Hard Knockdown|7th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~3f|-|-|-|-|JP: ?}} | |||
{{USFIVFrameDataGlanceRow|||||Ultra Combo 2 (Lv5)|60x7*120|100x8|0/0|HL|-|0+65|-|Total 118|65|0|118|183||||31|-|Does 50x8 stun on block, charge 63f~||||8th Hit: Hard Knockdown|8th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~3f|-|-|-|-|JP: ?}} | |||
{{USFIVFrameDataGlanceHeader}} | |||
|- | |||
|} | |||
{{USFIVMoveListCollapseFooter}} | |||
Line 275: | Line 361: | ||
TBW | TBW | ||
==Frame Data== | ==Frame Data== | ||
{| class="wikitable" cellspacing="0" width="2800px" style="border: 1px solid #999; background: #F2F2F2;" | |||
{{USFIVFrameDataHeader}} | |||
{{USFIVFrameDataRow|Close LP|Close Jab|Close lp||Close [[File:Jab.gif]]|30|50|20|HL|ch/sp/su| | |||
|- | |- | ||
|} | |} | ||
=====Notes:===== | |||
[[Category: Ultra Street Fighter IV]] | [[Category: Ultra Street Fighter IV]] |
Revision as of 22:01, 1 June 2014

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.
Ultra SFIV Changes
TBW
Frame Data (Condensed)
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Moves
Unique Attacks
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