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==Introduction== | ==Introduction== | ||
Gouken is a | Gouken is a console-only character with tools to shut down many common character types, including charge & shotokan characters. He is best played by someone who can consistently predict his opponent's next move based on their prior patterns. He has the concept of Shoto style, but no shoryuken, and a much different hurricane kick. This leads to a weak wake-up game, and his worst matchups are against characters with many safe or armor-breaking moves like [[M._Bison_(SFIV)|Dictator]] and [[Balrog_(SFIV)|Boxer]]. His combos are very high damage, which makes up for his lack of offensive options. | ||
=== How do I unlock Gouken? === | |||
Follow the instructions on the [[Street Fighter IV#Gouken|main SFIV page]]. | |||
==Move Analysis== | ==Move Analysis== | ||
Guide to [[Notation]] | |||
===Normal Moves=== | ===Normal Moves=== | ||
* '''c.FP''': Great anti-air, general poke & combo starter. | |||
** Combo timing changes when you hit from further away. | |||
** Hit it late as an anti-air. | |||
* '''s.HK''': Distance poke; unpunishable on block. | |||
===Normal Throws=== | ===Normal Throws=== | ||
* '''LP + LK''' or '''f + LP + LK''': Regular throw | |||
* '''b + LP + LK''': Dat backthrow. Follow up with... | |||
** Full 3-hit Ultra | |||
** c.FP xx [[#demonflip|Demon Flip]] | |||
** j.MP (one hit) combo. ?? | |||
** QCB + HK | |||
* '''s.HK ~ LP + LK''': Kara-throw. | |||
===Command Normals=== | ===Command Normals=== | ||
* '''f + MP''': Overhead | |||
===Focus / Saving Attack=== | ===Focus / Saving Attack=== | ||
===Special Moves=== | ===Special Moves=== | ||
* '''QCF+P''': Hadoken | |||
** P strength determines angle - lp is horizontal, mp is slight upward angle, hp is sharp upward angle. | |||
** Juggles - combo into dash punch whenever possible. | |||
* Ground '''QCB+K''': <span id="tatsu">Tatsumaki</span> (Hurricane Kick) | |||
** Most useful when guaranteed after an EX Rush Punch or backthrow | |||
** '''EX''': Invincibility frames on startup. Useful if your enemy is pressuring you on wakeup, but NOT if they're crossing over. Hitbox is high, so it can whiff on many characters if they are crouching. | |||
* Air '''QCB+K''': Air Tatsumaki (Hurricane Kick) | |||
** Travels horizontally | |||
** Can punish Gief's Lariat at the right height | |||
** '''EX''' Forward-back direction can be controlled. | |||
* '''DP+P''': <span id="senku">Senkugoshoha</span> ("Rush Punch") | |||
** '''Armor Breaking''' | |||
** Has three "phases": startup, dash, attack. Is invulnerable during the dash phase. Dash phase will end prematurely if Gouken reaches the opponent. | |||
** Punch strength determines the startup time & "max range" of the dash portion. All version (incl EX) are punishable. | |||
** '''EX''': Two-hits, launcher. | |||
* '''Reverse DP+K/P''': <span id="kongoshin">Kongoshin</span> ("Counter") | |||
** Can be cancelled into super. | |||
** Punch version generally counters high hits (high with regards to hitbox, not hit type). It will counter Chun-Li's sweep and Akuma's slide kick. | |||
** Kick version counters low hits. | |||
** '''EX''': Counters high & low, does slightly less damage. | |||
** Vulnerable against... | |||
*** Armor-breaking moves (including reversals) | |||
*** Grabs & grab supers/ultras | |||
*** Certain multi-hit moves (loses to Zangief's EX palm, but beats Bison's Scissors) | |||
** See [[#Matchups|Matchups]] for a table of which Ultras and Supers can be countered. | |||
* '''DP+K''': <span id="demonflip">Demon Flip</span> | |||
** '''EX''': Invincible [[#Frame Data|startup frames]]; tracks opponent. | |||
** '''Followups''' | |||
*** '''P''': Focus | |||
*** '''K''': Dive kick - does more hitstun than the bare Down + MK dive kick. Can hit-confirm into c.hp for combo starter. | |||
**** The lower you are when you hit, the more frame advantage you'll have. This is why you cannot combo if you hit the top of Zangief's Lariat, and why a Sagat can punish this on block if you hit him high. | |||
*** '''LP + LK''': Grab - works on standing and crouching opponents. Timing is very tight. | |||
**** Has instant recovery as soon as you hit the ground. | |||
*** '''No Input''': Slide kick. | |||
===Super Move=== | ===Super Move=== | ||
'''Kinjite (Forbidden) Shoryuken''': QCF, QCF + P | |||
* Can be cancelled into from Counter or Dashpunch | |||
===Ultra Move=== | ===Ultra Move=== | ||
'''Shin Shoryuken''': QCF, QCF + PPP | |||
===Comboing into Shin Shoryuken=== | |||
* Backthrow, Ultra | |||
* Ex Palm xx FADC, Ultra | |||
* Tatsu xx FADC, Ultra | |||
* Demon Flip, Dive Kick xx Ultra | |||
** This only works if you basically kick their toe. This works because you hit the ground sooner, and thus can hit the Ultra while they're still in hitstun. | |||
* Corner | |||
** Counter xx FADC, Ultra | |||
** EX Palm, Ultra | |||
** EX Palm, EX Hadoken, Ultra | |||
To combo the full 3-hit version from a juggle, your opponent has to "fall" onto the first hit, so don't time it too early. If it still catches someone, a many-hit version will come out | |||
Trades with Gief's [[Zangief (SFIV)#lariat|Lariat]] | |||
====FADCing into Shin Shoryuken==== | |||
Practice this: MP+MK, QCF, QCF, PPP. If you do the QCF, QCF fast enough, the "forward" parts will count as the double-tap you need to dash cancel the Focus Attack. That is, QCF, QCF will count as your dash input ''and'' your Ultra input. All you have to do is time the PPP once you recover from your dash, and you'll Ultra. Make sure you release MP+MK as you hit PPP, or at any time before you hit PPP. | |||
==The Basics== | ==The Basics== | ||
==Combos== | ==Combos== | ||
Any combo beginning with s.FP or c.FP can be started with an FP or deep MK jumpin, or a dive kick. | |||
===BnB's (Bread 'n Butter Combos)=== | |||
# FP, EX DP+P, DP+P | |||
#* Works against all characters | |||
#* DP+MP is easier to time than DP+FP | |||
# FP, EX DP+P, dash forward, QCB+HK | |||
#* High damage | |||
#* Whiffs against {{:small characters (SFIV)}} | |||
===Corner Combos=== | |||
These are the ones that make people ragequit. | |||
# FP, EX DP+P into corner, FP Hadoken, LP Hadoken, FP xx [[#demonflip|Demon Flip]] | |||
#* Leads into Demon Flip Mixup. | |||
# FP, EX DP+P into corner, EX Hadoken, Ultra | |||
#* Can EX Hadoken twice vs. Zangief | |||
===Footsies=== | |||
# c.LP, s.LP, s.LK | |||
#* Can follow up with c.MP, LP Fireball, but it doesn't actually combo, so you're vulnerable to people mashing Shoryuken | |||
==Strategy== | ==Strategy== | ||
==Matchups== | ==Matchups== | ||
===Responses to Ultras / Supers=== | |||
{{:Gouken Super and Ultra Counters (SFIV)}} | |||
===Cammy=== | |||
High Counter will protect you from everything except Hooligan Throw and her armor-breaking Spin Knuckle. Blocking low is a safe bet, especially since she can't Hooligan Throw a crouching opponent. | |||
===El Fuerte=== | |||
* Backdash on wakeup. It has invincibility frames and will help you escape his wakeup traps. | |||
===Blanka=== | |||
* Tricks & Tips | |||
** Blankaball is punishable by reversal jab dash punch IF you block it standing. | |||
** Slide is punishable either by c.fp or c.hk depending on distance. | |||
*** Slide has a deceptively long range, but it slows down considerably after the first few frames. If you throw an LP Hadoken that Blanka slides under, and he's far enough away that it doesn't immediately hit you, mashing low counter may net you a hit. No use against a Blanka with a great sense of spacing, though. | |||
** Punish Rainbow roll with EX dash punch, use counter on point-blank electricity. | |||
It's important to punish him for all of his special moves. Don't let him play a game of abuse. Once he starts playing his normal game of crossups and pokes, you have the advantage (c.FP as anti-air is excellent against his jumpins). The hardest part is your wakeup since he can play a mean crossup game. The best thing to do is avoid these games all together with EX demon flip or by blocking + teching any throw attempt. Once you get to a midscreen game, the risk/reward is totally in your favor. | |||
===Gen=== | |||
* Tricks & Tips | |||
** MP+HP Hadokens shut down his jumpin game. | |||
** He has no easy ground way to deal with LP hadoken. You can play a very good keepaway game with these two. | |||
** Be sure to play very differently once he gets an ultra - he can fly through your fireballs and do serious damage. | |||
His ground pokes can be torn apart by counter. When he hits the wall, a HP hadoken can usually nail him for whatever he does. Really, hadokens shut down most of Gen's game. | |||
===Abel=== | |||
* Tricks & Tips | |||
** Depending on distance, his wheel kick will get stuffed by Jab & MP Rush Punches. Sweet! | |||
** He can be grabbed out of his roll. Bait the hell out of it. | |||
===Balrog=== | |||
* Punishable moves | |||
** Throw him out of his rush punches. | |||
===Zangief=== | |||
* Punishable moves | |||
** Green Hand: c.FP + combo (This even works on hit, against non-EX Green Hands) | |||
** Lariat: Demon Flip + Slide, c.FP + Combo at max range, HK Tatsu at long range, c.LK + HK Tatsu at close range | |||
===Guile=== | |||
* Guiles love to pin you down with Sonic Booms on wakeup, so they can walk up and mix you up once you come out of blockstun. High Counter will catch the Sonic Boom and slap him in the face. | |||
* Punish his double-sweep with an ultra or low counter between the first & second kicks. | |||
==Frame Data== | ==Frame Data== | ||
{| border="1em" cellspacing="0" width="100%" style="border: 1px solid #999; background: #F2F2F2;" | {| border="1em" cellspacing="0" width="100%" style="border: 1px solid #999; background: #F2F2F2;" | ||
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The 1 frame discrepancy you see between Startup+Active+Recovery and Total is because when it says a move has 4 frames startup, it really has 3 frames startup and hits on frame 4. It was written this way so you don't have to do any math to figure out what frame a move first hits on. | |||
{{Street Fighter IV}} |
Latest revision as of 18:53, 25 February 2019
Introduction
Gouken is a console-only character with tools to shut down many common character types, including charge & shotokan characters. He is best played by someone who can consistently predict his opponent's next move based on their prior patterns. He has the concept of Shoto style, but no shoryuken, and a much different hurricane kick. This leads to a weak wake-up game, and his worst matchups are against characters with many safe or armor-breaking moves like Dictator and Boxer. His combos are very high damage, which makes up for his lack of offensive options.
How do I unlock Gouken?
Follow the instructions on the main SFIV page.
Move Analysis
Guide to Notation
Normal Moves
- c.FP: Great anti-air, general poke & combo starter.
- Combo timing changes when you hit from further away.
- Hit it late as an anti-air.
- s.HK: Distance poke; unpunishable on block.
Normal Throws
- LP + LK or f + LP + LK: Regular throw
- b + LP + LK: Dat backthrow. Follow up with...
- Full 3-hit Ultra
- c.FP xx Demon Flip
- j.MP (one hit) combo. ??
- QCB + HK
- s.HK ~ LP + LK: Kara-throw.
Command Normals
- f + MP: Overhead
Focus / Saving Attack
Special Moves
- QCF+P: Hadoken
- P strength determines angle - lp is horizontal, mp is slight upward angle, hp is sharp upward angle.
- Juggles - combo into dash punch whenever possible.
- Ground QCB+K: Tatsumaki (Hurricane Kick)
- Most useful when guaranteed after an EX Rush Punch or backthrow
- EX: Invincibility frames on startup. Useful if your enemy is pressuring you on wakeup, but NOT if they're crossing over. Hitbox is high, so it can whiff on many characters if they are crouching.
- Air QCB+K: Air Tatsumaki (Hurricane Kick)
- Travels horizontally
- Can punish Gief's Lariat at the right height
- EX Forward-back direction can be controlled.
- DP+P: Senkugoshoha ("Rush Punch")
- Armor Breaking
- Has three "phases": startup, dash, attack. Is invulnerable during the dash phase. Dash phase will end prematurely if Gouken reaches the opponent.
- Punch strength determines the startup time & "max range" of the dash portion. All version (incl EX) are punishable.
- EX: Two-hits, launcher.
- Reverse DP+K/P: Kongoshin ("Counter")
- Can be cancelled into super.
- Punch version generally counters high hits (high with regards to hitbox, not hit type). It will counter Chun-Li's sweep and Akuma's slide kick.
- Kick version counters low hits.
- EX: Counters high & low, does slightly less damage.
- Vulnerable against...
- Armor-breaking moves (including reversals)
- Grabs & grab supers/ultras
- Certain multi-hit moves (loses to Zangief's EX palm, but beats Bison's Scissors)
- See Matchups for a table of which Ultras and Supers can be countered.
- DP+K: Demon Flip
- EX: Invincible startup frames; tracks opponent.
- Followups
- P: Focus
- K: Dive kick - does more hitstun than the bare Down + MK dive kick. Can hit-confirm into c.hp for combo starter.
- The lower you are when you hit, the more frame advantage you'll have. This is why you cannot combo if you hit the top of Zangief's Lariat, and why a Sagat can punish this on block if you hit him high.
- LP + LK: Grab - works on standing and crouching opponents. Timing is very tight.
- Has instant recovery as soon as you hit the ground.
- No Input: Slide kick.
Super Move
Kinjite (Forbidden) Shoryuken: QCF, QCF + P
- Can be cancelled into from Counter or Dashpunch
Ultra Move
Shin Shoryuken: QCF, QCF + PPP
Comboing into Shin Shoryuken
- Backthrow, Ultra
- Ex Palm xx FADC, Ultra
- Tatsu xx FADC, Ultra
- Demon Flip, Dive Kick xx Ultra
- This only works if you basically kick their toe. This works because you hit the ground sooner, and thus can hit the Ultra while they're still in hitstun.
- Corner
- Counter xx FADC, Ultra
- EX Palm, Ultra
- EX Palm, EX Hadoken, Ultra
To combo the full 3-hit version from a juggle, your opponent has to "fall" onto the first hit, so don't time it too early. If it still catches someone, a many-hit version will come out
Trades with Gief's Lariat
FADCing into Shin Shoryuken
Practice this: MP+MK, QCF, QCF, PPP. If you do the QCF, QCF fast enough, the "forward" parts will count as the double-tap you need to dash cancel the Focus Attack. That is, QCF, QCF will count as your dash input and your Ultra input. All you have to do is time the PPP once you recover from your dash, and you'll Ultra. Make sure you release MP+MK as you hit PPP, or at any time before you hit PPP.
The Basics
Combos
Any combo beginning with s.FP or c.FP can be started with an FP or deep MK jumpin, or a dive kick.
BnB's (Bread 'n Butter Combos)
- FP, EX DP+P, DP+P
- Works against all characters
- DP+MP is easier to time than DP+FP
- FP, EX DP+P, dash forward, QCB+HK
Arcade characters | Abel • Akuma • Balrog • Blanka • C. Viper • Chun-Li • Dhalsim • E. Honda • El Fuerte Guile • Ken • M. Bison • Rufus • Ryu • Sagat • Vega • Zangief | |
---|---|---|
Console characters | Cammy • Dan • Fei Long • Gen • Gouken • Rose • Sakura • Seth |
Corner Combos
These are the ones that make people ragequit.
- FP, EX DP+P into corner, FP Hadoken, LP Hadoken, FP xx Demon Flip
- Leads into Demon Flip Mixup.
- FP, EX DP+P into corner, EX Hadoken, Ultra
- Can EX Hadoken twice vs. Zangief
Footsies
- c.LP, s.LP, s.LK
- Can follow up with c.MP, LP Fireball, but it doesn't actually combo, so you're vulnerable to people mashing Shoryuken
Strategy
Matchups
Responses to Ultras / Supers
This table explains how you can counter/punish Ultras on reaction (that is, if you essentially mash your response during the Ultra cinematic startup.) "EX HK" is EX Hurricane Kick (QCB+KK). For fireball supers like Ryu's and Dhalsim's, the Counter will avoid the entire Ultra (except for the first hit) if you are at point blank range. If you're further away, the counter-hit will still come out, but you will proceed to eat some more damage from the ultra.
Character | Super | Ultra | Notes | ||
Counter | EX HK | Counter | EX HK | ||
CAMMY | Low | Yes | Low | Yes | Super: Only EX HK from one character width away. Ultra: Only EX HK from one jump length away. |
BLANKA | High | Yes | * | No | Ultra: Counter Low at point blank range, High for all others. At long range, throw a Jab Hadoken. |
C. VIPER | High | Yes | No | Yes | Super: Can EX HK after the first 2 hits. Ultra: Can EX HK after the ground pound. |
DHALSIM | High | Yes | High | Trades | |
FEI LONG | High | Yes | High | Yes | You can also do this between the 4th and 5th hit. |
GUILE | High | Yes | High | Yes | You can also do this between the 2 flip kicks. |
ABEL | No | Yes | No | Yes | |
M.BISON (Dictator) | Yes | Yes | Yes | No | |
RUFUS | High | Yes | High | Yes | |
RYU | High | Yes | High | Yes | |
AKUMA | No | ? | No | ? | |
BALROG (Boxer) | No | Yes | No | Yes | Ultra: Can block 4 hits, then EX HK |
CHUN LI | No | No | No | Yes | Super can be Countered/EX HK'd, but only if you input it BEFORE the freeze. |
DAN | No | No | Yes | Yes | Super can be Countered/EX HK'd, but only if you input it BEFORE the freeze. Or block until the last uppercut and Counter High/EX HK. |
E.HONDA | No | Yes | No | No | |
EL FUERTE | High | Yes | No | Yes | In the air HK/EX HK will also work against his Ultra. |
GOUKEN | No | Yes | No | Yes | |
KEN | No | No | No | Yes | Super can be Countered/EX HK'd, but only if you input it BEFORE the freeze. |
ROSE | High | Yes | No | No | Ultra: Hold up or EX Demon Flip. |
SAGAT | No | No | Yes | Yes | Super can be Countered/EX HK'd, but only if you input it BEFORE the freeze. |
SAKURA | Low | Yes | No | No | |
SETH | ? | ? | ? | ? | |
VEGA (Claw) | * | * | No | No | Super can be Countered High or EX HK'd if he goes for the stab. |
ZANGEIF | No | ? | No | ? | |
GEN (Mantis) | No | No | No | No | |
GEN (Crane) | No | No | No | No | Hold up or EX Demon Flip. |
Arcade characters | Abel • Akuma • Balrog • Blanka • C. Viper • Chun-Li • Dhalsim • E. Honda • El Fuerte Guile • Ken • M. Bison • Rufus • Ryu • Sagat • Vega • Zangief | |
---|---|---|
Console characters | Cammy • Dan • Fei Long • Gen • Gouken • Rose • Sakura • Seth |
Cammy
High Counter will protect you from everything except Hooligan Throw and her armor-breaking Spin Knuckle. Blocking low is a safe bet, especially since she can't Hooligan Throw a crouching opponent.
El Fuerte
- Backdash on wakeup. It has invincibility frames and will help you escape his wakeup traps.
Blanka
- Tricks & Tips
- Blankaball is punishable by reversal jab dash punch IF you block it standing.
- Slide is punishable either by c.fp or c.hk depending on distance.
- Slide has a deceptively long range, but it slows down considerably after the first few frames. If you throw an LP Hadoken that Blanka slides under, and he's far enough away that it doesn't immediately hit you, mashing low counter may net you a hit. No use against a Blanka with a great sense of spacing, though.
- Punish Rainbow roll with EX dash punch, use counter on point-blank electricity.
It's important to punish him for all of his special moves. Don't let him play a game of abuse. Once he starts playing his normal game of crossups and pokes, you have the advantage (c.FP as anti-air is excellent against his jumpins). The hardest part is your wakeup since he can play a mean crossup game. The best thing to do is avoid these games all together with EX demon flip or by blocking + teching any throw attempt. Once you get to a midscreen game, the risk/reward is totally in your favor.
Gen
- Tricks & Tips
- MP+HP Hadokens shut down his jumpin game.
- He has no easy ground way to deal with LP hadoken. You can play a very good keepaway game with these two.
- Be sure to play very differently once he gets an ultra - he can fly through your fireballs and do serious damage.
His ground pokes can be torn apart by counter. When he hits the wall, a HP hadoken can usually nail him for whatever he does. Really, hadokens shut down most of Gen's game.
Abel
- Tricks & Tips
- Depending on distance, his wheel kick will get stuffed by Jab & MP Rush Punches. Sweet!
- He can be grabbed out of his roll. Bait the hell out of it.
Balrog
- Punishable moves
- Throw him out of his rush punches.
Zangief
- Punishable moves
- Green Hand: c.FP + combo (This even works on hit, against non-EX Green Hands)
- Lariat: Demon Flip + Slide, c.FP + Combo at max range, HK Tatsu at long range, c.LK + HK Tatsu at close range
Guile
- Guiles love to pin you down with Sonic Booms on wakeup, so they can walk up and mix you up once you come out of blockstun. High Counter will catch the Sonic Boom and slap him in the face.
- Punish his double-sweep with an ultra or low counter between the first & second kicks.
Frame Data
Frames | Frames | Frames of | Frames of | Super Meter | Cancel | Ability | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Move Name | Damage | Stun | Startup | Active | Recovery | Total | On Block | On Hit | Block Stun | Hit Stun | Gain | Chain | Special | Super | Notes |
Close LP | 30 | 50 | 4 | 2 | 9 | 14 | 0 | +3 | 10 | 13 | 20 | O | O | O | - |
Close MP | 75 | 100 | 5 | 2 | 11 | 17 | +1 | +4 | 13 | 16 | 40 | X | O | O | - |
Close HP | 105 | 200 | 8 | 2 | 15 | 25 | 0 | +4 | 16 | 20 | 60 | X | O | O | - |
Close LK | 35 | 50 | 5 | 2 | 9 | 15 | 0 | +3 | 10 | 13 | 20 | X | X | X | - |
Close MK | 70 | 100 | 5 | 2 | 13 | 19 | -1 | +2 | 13 | 16 | 40 | X | O | O | - |
Close HK | 40*70 | 125*75 | 4 | 2*3 | ?? | 30 | -3 | +2 | ?? | ?? | 60*20 | X | X | O | 1st hit cancellable |
Far LP | 30 | 50 | 5 | 2 | 9 | 15 | 0 | +3 | 10 | 13 | 20 | O | O | O | - |
Far MP | 80 | 100 | 5 | 2 | 11 | 17 | +1 | +4 | 13 | 16 | 40 | X | X | O | - |
Far HP | 125 | 200 | 8 | 2 | 17 | 25 | 0 | +4 | 18 | 22 | 60 | X | X | X | - |
Far LK | 40 | 50 | 6 | 2 | 9 | 16 | 0 | +3 | 10 | 13 | 20 | O | X | X | - |
Far MK | 80 | 100 | 7 | 2 | 13 | 21 | -1 | +2 | 13 | 16 | 40 | X | X | X | - |
Far HK | 110 | 200 | 8 | 2 | 21 | 30 | -5 | -2 | 17 | 20 | 60 | X | X | X | - |
crouch LP | 30 | 50 | 4 | 2 | 9 | 14 | 0 | +3 | 10 | 13 | 20 | O | O | O | - |
crouch MP | 70 | 100 | 5 | 2 | 14 | 20 | -2 | +1 | 13 | 16 | 40 | X | O | O | Low attack |
crouch HP | 100[70] | 200[150] | 6 | 4 | 22 | 31 | -8 | -4 | 17 | 21 | 60 | X | O | O | - |
crouch LK | 40 | 50 | 6 | 4 | 9 | 18 | -2 | +1 | 10 | 13 | 20 | X | O | O | Low attack |
crouch MK | 70 | 100 | 4 | 3 | 16 | 22 | -5 | -2 | 13 | 16 | 40 | X | O | O | - |
crouch HK | 100 | 100 | 6 | 3 | 18 | 26 | -3 | D | 17 | - | 60 | X | X | X | Low attack, cannot fast recover |
Jump up LP | 50 | 50 | 5 | 6 | - | - | - | - | - | - | 20 | - | - | - | - |
Jump up MP | 85 | 100 | 5 | 4 | - | - | - | - | - | - | 40 | - | - | - | - |
Jump up HP | 105 | 200 | 6 | 4 | - | - | - | - | - | - | 60 | - | - | - | - |
Jump up LK | 40 | 50 | 6 | 7 | - | - | - | - | - | - | 20 | - | - | - | - |
Jump up MK | 80 | 100 | 6 | 3 | - | - | - | - | - | - | 40 | - | - | - | - |
Jump up HK | 100 | 200 | 7 | 3 | - | - | - | - | - | - | 60 | - | - | - | - |
Jump forward LP | 50 | 50 | 5 | 5 | - | - | - | - | - | - | 20 | - | - | - | - |
Jump forward MP | 50*30 | 50*50 | 4 | 2*2 | - | - | - | - | - | - | 40*20 | - | - | - | (translate), 2nd hit pursuit property |
Jump forward HP | 100 | 200 | 5 | 3 | - | - | - | - | - | - | 60 | - | - | - | - |
Jump forward LK | 40 | 50 | 7 | 8 | - | - | - | - | - | - | 20 | - | - | - | - |
Jump forward MK | 70 | 100 | 7 | 4 | - | - | - | - | - | - | 40 | - | - | - | - |
Jump forward HK | 100 | 200 | 8 | 3 | - | - | - | - | - | - | 60 | - | - | - | - |
f+MP Overhead | 80 | 100 | 19 | 2 | 17 | 37 | -5 | 0 | 13 | 18 | 40 | X | X | X | Mid attack |
Dive Kick | 60 | 100 | 12 | - | - | - | - | - | - | - | 40 | - | - | - | Mid attack |
Focus Attack LVL 1 | 65 | 100 | 21 | 2 | 35 | 57 | -21 | -21 | 15 | 15 | 20 | - | - | - | - |
Focus attack LVL 2 | 85 | 150 | 18+11 | 2 | 35 | 65 | -15 | D | 21 | - | 40 | - | - | - | - |
Focus attack LVL 3 | 150 | 200 | 65 | 2 | 35 | 101 | D | D | - | - | 60 | - | - | - | - |
Forward Throw | 70*70 | 150 | 3 | 2 | 20 | 24 | - | D | - | - | 40 | - | - | - | Throw range 0.9 |
Back throw | 0 | 0 | 5 | 2 | 20 | 24 | - | D | - | - | 40 | - | - | - | (translate), Throw range 0.9 |
Gohadoken LP | 70 | 100 | 17 | - | 41 | +2 | +6 | 10/20 | X | X | O | - | |||
Gohadoken LP charge | 60*60 | 100*50 | 17 | - | 41 | +2 | +6 | 10/10*10 | X | X | O | - | |||
Gohadoken MP | 70 | 100 | 17 | - | 41 | +2 | +6 | 10/20 | X | X | O | - | |||
Gohadoken MP charge | 60*60 | 100*50 | 17 | - | 41 | +2 | +6 | 10/10*10 | X | X | O | - | |||
Gohadoken HP | 70 | 100 | 17 | - | 41 | +2 | +6 | 10/20 | X | X | O | - | |||
Gohadoken HP charge | 60*60 | 100*50 | 17 | - | 41 | +2 | +6 | 10/10*10 | X | X | O | - | |||
Gohadoken EX | 70*70 | 100*100 | 17 | - | 55 | -12 | -8 | 0/0 | X | X | O | - | |||
Gohadoken EX charge | 60x2*60x2 | (100*50)*(100*50) | 17 | - | 55 | -12 | -8 | 0/0 | X | X | O | - | |||
Rush Punch LP | 120 | 200 | 16 | 4 | 28 | 47 | -6 | D | 25 | 10/20 | X | X | O | 4~13f invincible | |
Rush Punch MP | 130 | 200 | 17 | 4 | 33 | 53 | -6 | D | 30 | 10/20 | X | X | O | 5~19f invincible | |
Rush Punch HP | 140 | 200 | 20 | 4 | 38 | 61 | -6 | D | 35 | 10/20 | X | X | O | 8~27f invincible | |
Rush Punch EX | 100*60 | 100*50 | 17 | 4*4 | 72 | -5 | D | 0/0 | X | X | O | 2~25f invincible, 2nd hit juggles, Armor break, 1~2 hit cancellable | |||
Hurricane Kick LK | 60*20*40 | 100*25*25 | 7 | 2x3 | 97 | -70 | D | 10/20*10*10 | X | X | O | (translate), Pursuit property, 1st hit cancellable | |||
Hurricane Kick MK | 65*20x2*50 | 100*25x3 | 10 | 2x4 | 113 | -83 | D | 10/20*10x3 | X | X | O | (translate), Pursuit property, 1st hit cancellable | |||
Hurricane Kick HK | 70*20x3*55 | 100*20x3*40 | 13 | 2x5 | 135 | -102 | D | 10/20*10x4 | X | X | O | (translate), Pursuit property, 1st hit cancellable | |||
Hurricane Kick EX | 80*10x6*60 | 100*10x6*40 | 7 | 2x8 | 124 | -97 | D | 0/0 | X | X | O | (translate), Pursuit property, 1st hit cancellable | |||
Hurricane Kick LK(air) | 100 | 200 | 6 | 2x3 | - | - | - | 10/30 | - | - | - | - | |||
Hurricane Kick MK(air) | 110 | 200 | 6 | 2x5 | - | - | - | 10/30 | - | - | - | - | |||
Hurricane Kick HK(air) | 120 | 200 | 6 | 2x7 | - | - | - | 10/30 | - | - | - | - | |||
Hurricane Kick EX(air) | 140 | 200 | 6 | 2x7 | - | - | - | 0/0 | - | - | - | (translate) | |||
Demon Flip | 0 | 0 | - | - | - | - | - | 30 | - | - | - | - | |||
Demon Flip EX | 0 | 0 | - | - | - | - | - | 0/0 | - | - | - | 1~25f invincible, flies toward opponent | |||
Demon Flip Slide | 100 | 200 | 43 | 11 | 73 | -13 | D | -/30 | - | - | - | (translate), Low attack | |||
Demon Flip Focus | 0 | 0 | 4 | Until ground | - | - | - | -/30 | - | - | - | (translate) | |||
Demon Flip Kick | 80 | 100 | 12 | Until ground | - | - | - | -/20 | Forces stand | ||||||
Demon Flip Throw | 150 | 200 | 3 | 2 | - | D | D | -/20*10 | - | - | - | Throw range Light=1.15, Medium=1.25, Hard=1.35, EX=1.5 | |||
Counter P | 180 | 150 | 1 | 14 | 18 | 32 | - | - | 10/35 | X | X | O | (translate) | ||
Counter K | 180 | 150 | 1 | 14 | 18 | 32 | - | - | 10/35 | X | X | O | (translate) | ||
Counter EX | 150 | 150 | 1 | 14 | 18 | 32 | - | - | 0/0 | X | X | O | (translate) | ||
Kinjite Shoryuken | 85*40x5*60 | 0 | 11 | 3*2*3*3*2*3*4 | 90 | -89 | - | 0/0 | - | - | - | 1~12f invincible, Pursuit property, Armor break | |||
Shin Shoryuken | 128*195*195 | 0 | 11 | 2*3*3*2*3*3*2*4 | 124 | -123 | - | 0/0 | - | - | - | 1~11f invincible, Pursuit property, Armor break | |||
Frames | Frames | Frames of | Frames of | Super Meter | Cancel | Ability | |||||||||
Move Name | Damage | Stun | Startup | Active | Recovery | Total | On Block | On Hit | Block Stun | Hit Stun | Gain | Chain | Special | Super | Notes |
The 1 frame discrepancy you see between Startup+Active+Recovery and Total is because when it says a move has 4 frames startup, it really has 3 frames startup and hits on frame 4. It was written this way so you don't have to do any math to figure out what frame a move first hits on.