Callie Rose (talk | contribs) (Created page with "{{Infobox Character SFIVR |name=X |image= |health=XYZ |chains=XYZ |forwarddash=X |backdash=X |movement=XYZ |content= == Introduction == <div style="width:800; margin-top:5px; padding:25px;"> ''Insert character description here.'' ----- Insert character introduction here. {{ProConTable | pros = * '''Pro 1:''' * '''Pro 2:''' * '''Pro 3:''' | cons = * '''Con 1:''' * '''Con 2:''' * '''Con 3:''' }} </div> }} == Normals == === Standing Normals === === <span class="invis...") |
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{{Infobox Character SFIVR | {{Infobox Character SFIVR | ||
|name= | |name= Gouken | ||
|image= | |image= | ||
|health= | |health= 1000 | ||
|chains= | |chains= Command Normals | ||
|forwarddash= | |walkspeed= 1.5 (Below Average) | ||
|backdash= | |forwarddash= 17 | ||
|movement= | |dashdistance= 1.2 (Very Short) | ||
|backdash= 23 | |||
|backdashinvuln= 7 | |||
|movement= Superjump | |||
|content= | |content= | ||
== Introduction == | == Introduction == | ||
<div style="width:800; margin-top:5px; padding:25px;"> | <div style="width:800; margin-top:5px; padding:25px;"> | ||
'' | ''Gouken returned from an alternate future where they accessed his secret abilities to instant air divekick and superjump. Gouken is Ryu and Ken's father, but they have lied about this in order to prevent Dan from finding out.'' | ||
----- | ----- | ||
''Gouken'' is a defensive character who relies on solid normals, long range, and strong defense options to keep opponents out. | |||
Gouken is defined by some of the most powerful and unique defensive options in the game. PPP and KKK are armored parries that allow Gouken to punish tons of attacks, call out neutral skips, delete projectiles, and more, while being whiff cancellable off ''any attack at all''. This is backed up by his 6HP ''Fork Hand'', an extending strike which posses an absurd amount of invincibility and can be kara cancelled into any special or his parries. 214K ''Tatsu'' also possesses invuln, and can cancel to divekicks to make for awkward punishes. | |||
While his defense defines him, he's far from lost on offense or in neutral. His dash is unique and carries tons of momentum when cancelled, allowing him to cover tons of distance with normals alone. He can also super jump, and all of his normals are superjump cancellable on hit or block, allowing him to cover tons of space and reset pressure. His j.214K ''Air Tatsu'' also leaves him plus, allowing him to keep pressure up. 236K ''Demon Flip'' is a fast neutral skip and pressure reset, and can be cancelled into air parry to disrespect people trying to challenge it. | |||
While his damage is just average, his corner carry is amazing, as he can use the launcher followup from 214P ''Palm'' to go into a j.214K route. He can clear much higher damage in the corner and even secure hard knockdown, allowing him to run much better oki. Gouken in the corner can feel absolutely suffocating, as his mixups between divekick, crossup j.MK, an extremely fast overhead 6MP that can be chained into, and superjump cancel j.214K lockdown keep opponents stuck. | |||
{{ProConTable | {{ProConTable | ||
| pros = | | pros = | ||
* ''' | * '''Defense:''' Between 6HP, Parries, and one of the best backdashes in the game, Gouken isn't hurting for defensive options to escape even the best setups | ||
* ''' | * '''Neutral:''' With angled fireballs, solid mobility, good normals, and strong anti-air, Gouken has solid neutral options that can keep an opponent out for extremely long times | ||
* ''' | * '''Corner Pressure:''' Gouken is great at putting you in the corner and keeping you there, both by locking your movement down with fireballs and mixing you up, and his damage spikes up considerably | ||
| cons = | | cons = | ||
* ''' | * '''Corner Reliant:''' Without the corner, Gouken's offense and damage fall off considerably. Matchups where the opponents character has strong corner escape options can feel a bit hopeless | ||
* ''' | * '''Zoning:''' While Gouken's neutral is solid, he isn't a zoner, and lacks the tools to permanently keep you out like some of Remix's more premiere zoning characters | ||
* ''' | * '''Flawed Parry:''' Parry is strong, but as it functionally acts like armor, it can be broken by most armor breaking moves. Remix has an ABSURD amount of armor breakers, so most characters have multiple options to break parry, leading to a full punish on Gouken | ||
}} | }} | ||
</div> | </div> |
Latest revision as of 18:27, 14 May 2024
Introduction
Gouken returned from an alternate future where they accessed his secret abilities to instant air divekick and superjump. Gouken is Ryu and Ken's father, but they have lied about this in order to prevent Dan from finding out.
Gouken is a defensive character who relies on solid normals, long range, and strong defense options to keep opponents out.
Gouken is defined by some of the most powerful and unique defensive options in the game. PPP and KKK are armored parries that allow Gouken to punish tons of attacks, call out neutral skips, delete projectiles, and more, while being whiff cancellable off any attack at all. This is backed up by his 6HP Fork Hand, an extending strike which posses an absurd amount of invincibility and can be kara cancelled into any special or his parries. 214K Tatsu also possesses invuln, and can cancel to divekicks to make for awkward punishes.
While his defense defines him, he's far from lost on offense or in neutral. His dash is unique and carries tons of momentum when cancelled, allowing him to cover tons of distance with normals alone. He can also super jump, and all of his normals are superjump cancellable on hit or block, allowing him to cover tons of space and reset pressure. His j.214K Air Tatsu also leaves him plus, allowing him to keep pressure up. 236K Demon Flip is a fast neutral skip and pressure reset, and can be cancelled into air parry to disrespect people trying to challenge it.
While his damage is just average, his corner carry is amazing, as he can use the launcher followup from 214P Palm to go into a j.214K route. He can clear much higher damage in the corner and even secure hard knockdown, allowing him to run much better oki. Gouken in the corner can feel absolutely suffocating, as his mixups between divekick, crossup j.MK, an extremely fast overhead 6MP that can be chained into, and superjump cancel j.214K lockdown keep opponents stuck.
Strengths | Weaknesses |
---|---|
|
|
Gouken | |
---|---|
[[File:|center|300px]] | |
Character Data | |
Health | 1000 |
Chains | Command Normals |
Walkspeed | 1.5 (Below Average) |
Forward Dash Duration | 17 frames |
Forward Dash Distance | 1.2 (Very Short) |
Backdash Duration | 23 frames |
Backdash Invuln | 7 frames |
Unique Movement | Superjump |
Normals
Standing Normals
5LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
Crouching Normals
2LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
Jumping Normals
j.LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
Command Normals
Command Normal 1
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | SP, SU | X | X | X | X | X |
Command Normal 2
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | SP, SU | X | X | X | X | X |
Command Normal 3
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | SP, SU | X | X | X | X | X |
Universal Mechanics
Forward Throw
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Throw | N/A | X | X | X | X | X |
Backward Throw
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Throw | X | X | X | X | X | X |
Alpha Counter
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | X | X | X | X | X | X |
Special Moves
Special Move 1
LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Special Move 2
LK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Special Move 3
LK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Special Move 4
LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Super Moves
Super Move 1
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | - | X | X | X | X | X |
Super Move 2
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | - | X | X | X | X | X |