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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. | 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. | ||
| | | | ||
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.}} | 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.}} | ||
=== Players to Watch === | |||
Veloc1raptor | |||
== Moves == | == Moves == | ||
Line 11: | Line 14: | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Sakotsukudaki | f + mp | high }} | {{SSFIVMoveListRow | Sakotsukudaki | {{f}} + {{mp}} | {{high}} }} | ||
{{SSFIVMoveListRow | Tenmakujinkyaku | (at top of jump arc) d + mk | high }} | {{SSFIVMoveListRow | Tenmakujinkyaku | (at top of jump arc) {{d}} + {{mk}} | {{high}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Line 18: | Line 21: | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Raikotokyaku | f or n + lp + lk | throw }} | {{SSFIVMoveListRow | Raikotokyaku | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{SSFIVMoveListRow | Amaoroshi | b + lp + lk | throw }} | {{SSFIVMoveListRow | Amaoroshi | {{b}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Line 25: | Line 28: | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Gohadoken | qcf + p | Hold p to charge; ex }} | {{SSFIVMoveListRow | Gohadoken | {{qcf}} + {{p}} | Hold {{p}} to charge; {{ex}} }} | ||
{{SSFIVMoveListRow | Senkugoshoha | dp + p | ex armorbreak }} | {{SSFIVMoveListRow | Senkugoshoha | {{dp}} + {{p}} | {{ex}} {{armorbreak}} }} | ||
{{SSFIVMoveListRow | Tatsumaki Gorasen | qcb + k | ex }} | {{SSFIVMoveListRow | Tatsumaki Gorasen | {{qcb}} + {{k}} | {{ex}} {{armorbreak}} }} | ||
{{SSFIVMoveListRow | Airborne Tatsumaki Gorasen | (in air) qcb + k | ex version can be controlled with b or f ; ex }} | {{SSFIVMoveListRow | Airborne Tatsumaki Gorasen | (in air) {{qcb}} + {{k}} | {{ex}} version can be controlled with {{b}} or {{f}} ; {{ex}} }} | ||
{{SSFIVMoveListRow | Hyakkishu | dp + k | }} | {{SSFIVMoveListRow | Hyakkishu | {{dp}} + {{k}} | }} | ||
{{SSFIVMoveListRow | Hyakki Gozan | No input after performing Hyakkishu | low }} | {{SSFIVMoveListRow | Hyakki Gozan | No input after performing Hyakkishu | {{low}} }} | ||
{{SSFIVMoveListRow | Hyakki Goheki | p | Perform after Hyakkishu }} | {{SSFIVMoveListRow | Hyakki Goheki | {{p}} | Perform after Hyakkishu }} | ||
{{SSFIVMoveListRow | Hyakki Gojin | k | Perform after Hyakkishu }} | {{SSFIVMoveListRow | Hyakki Gojin | {{k}} | Perform after Hyakkishu }} | ||
{{SSFIVMoveListRow | Hyakki Gosai | lp + lk | Perform after Hyakkishu; throw }} | {{SSFIVMoveListRow | Hyakki Gosai | {{lp}} + {{lk}} | Perform after Hyakkishu; {{throw}} }} | ||
{{SSFIVMoveListRow | Kongoshin | rdp + p | Counters only against certain attacks; LP counters low, MP for mids, HP for Upper body attacks; ex version counters any height; Counter attack is unblockable; ex armorbreak }} | {{SSFIVMoveListRow | Kongoshin | {{rdp}} + {{p}} | Counters only against certain attacks; LP counters low, MP for mids, HP for Upper body attacks; {{ex}} version counters any height; <nowiki>Counter</nowiki> attack is unblockable; {{ex}} {{armorbreak}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Super Combo ==== | ==== Super Combo ==== | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Forbidden Shoryuken | qcf qcf + p | armorbreak }} | {{SSFIVMoveListRow | Forbidden Shoryuken | {{qcf}} qcf + {{p}} | {{armorbreak}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Ultra Combos ==== | ==== Ultra Combos ==== | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Shin Shoryuken | qcf qcf + 3p | armorbreak }} | {{SSFIVMoveListRow | Shin Shoryuken | {{qcf}} qcf + {{3p}} | {{armorbreak}} }} | ||
{{SSFIVMoveListRow | Denjin Hadoken | qcf qcf + 3k | Hold 3k to charge up to 5 levels; Causes stun damage even on block }} | {{SSFIVMoveListRow | Denjin Hadoken | {{qcf}} qcf + {{3k}} | Hold {{3k}} to charge up to 5 levels; Repeatedly inputting directions increases fireball speed by up to 2 levels; Causes stun damage even on block }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
== AE ver. 2012 Changes == | |||
''Senkugoshoha'' | |||
Expanded light version’s hitbox forward. | |||
Changed medium version’s characteristics to match SSF4′s light version. | |||
Changed heavy version’s characteristics to match SSF4′s medium version. | |||
''Crouching Heavy Punch'' | |||
Lengthened hit stun by 1F. | |||
''Denjin Hadoken'' | |||
Made fireball speed variable by 3 steps by shaking the stick before start of hit detection. | |||
Increased final damage by 45 for all charge levels. | |||
Unified charge time required to launch all versions of attack, regardless of Ultra Meter level. | |||
''Kongoshin'' | |||
Expanded counter hitbox for medium and heavy versions. | |||
Set stun to 200 for all versions. | |||
''Near Standing Medium Kick'' | |||
Fixed issue whereby simultaneous near standing medium kicks in Gouken-Gouken attacks would miss each other. | |||
''Sakotsukudaki'' | |||
Expanded hitbox downward. | |||
Changed hitbox active period from 2F to 4F. | |||
Shrunk hurtbox on upper arm. | |||
Aligned hit stop time with length of heavy attack. | |||
''Near Standing Heavy Kick'' | |||
Changed first hit active period from 2F to 5F. | |||
''Forbidden Shoryuken'' | |||
Changed startup from 11F to 3F. | |||
''Far Standing Medium Punch'' | |||
Made Special Move cancelable. | |||
Lengthened hit stun by 1F, giving the attacker a possible +5F advantage on a hit. | |||
''Far Standing Heavy Punch'' | |||
Changed hitbox active period from 3F to 5F. | |||
== AE Changes == | == AE Changes == | ||
* Close Standing | * 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. | * 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. | * 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. | * 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. | * 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. | * 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. | * 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. | * 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. | * During backdash, Gouken is now considered airborne right after invincibility ends. | ||
<br> | |||
==The Basics== | ==The Basics== | ||
Line 176: | Line 241: | ||
| align="center" |125*75 | | align="center" |125*75 | ||
| align="center" |60*20 | | align="center" |60*20 | ||
| align="center" |su | | align="center" |su*- | ||
| align="center" |4 | | align="center" |4 | ||
| align="center" | | | align="center" |5(1)3 | ||
| align="center" |15 | | align="center" |15 | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" |+5 | | align="center" |+5 | ||
| align="left" | | | align="left" |+4 Hit advantage on crouching opponents | ||
| | | | | | ||
|- | |- | ||
Line 204: | Line 269: | ||
| align="center" |100 | | align="center" |100 | ||
| align="center" |40 | | align="center" |40 | ||
| align="center" |su | | align="center" |sp/su | ||
| align="center" |5 | | align="center" |5 | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |11 | | align="center" |11 | ||
| align="center" |+1 | | align="center" |+1 | ||
| align="center" |+ | | align="center" |+5 | ||
| align="center" | | | align="center" | | ||
| | | | | | ||
Line 220: | Line 285: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |8 | | align="center" |8 | ||
| align="center" | | | align="center" |5 | ||
| align="center" | | | align="center" |13 | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" |+4 | | align="center" |+4 | ||
Line 269: | Line 334: | ||
| | | | | | ||
|- | |- | ||
| | | | |Crouch [[File:Jab.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |20 | | align="center" |20 | ||
Line 283: | Line 348: | ||
| | | | | | ||
|- | |- | ||
| | | | |Crouch [[File:Strong.gif]] | ||
| align="center" |L | | align="center" |L | ||
| align="center" |70 | | align="center" |70 | ||
Line 297: | Line 362: | ||
| | | | | | ||
|- | |- | ||
| | | | |Crouch [[File:Fierce.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |80 | | align="center" |80 | ||
Line 307: | Line 372: | ||
| align="center" |22 | | align="center" |22 | ||
| align="center" |-8 | | align="center" |-8 | ||
| align="center" |- | | align="center" |-3 | ||
| align="center" | | | align="center" | | ||
| | | | | | ||
|- | |- | ||
| | | | |Crouch [[File:Short.gif]] | ||
| align="center" |L | | align="center" |L | ||
| align="center" |40 | | align="center" |40 | ||
Line 325: | Line 390: | ||
| | | | | | ||
|- | |- | ||
| | | | |Crouch [[File:Forward.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |70 | | align="center" |70 | ||
Line 339: | Line 404: | ||
| | | | | | ||
|- | |- | ||
| | | | |Crouch [[File:Roundhouse.gif]] | ||
| align="center" |L | | align="center" |L | ||
| align="center" |100 | | align="center" |100 | ||
Line 350: | Line 415: | ||
| align="center" |-3 | | align="center" |-3 | ||
| align="center" |- | | align="center" |- | ||
| align="left" | | | align="left" |Hard knockdown | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Up [[File:Jab.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |50 | | align="center" |50 | ||
Line 364: | Line 429: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="left" | | | align="left" |Legs projectile invincible until end of active frames | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Up [[File:Strong.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |85 | | align="center" |85 | ||
Line 378: | Line 443: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="left" | | | align="left" |Legs projectile invincible until end of active frames | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Up [[File:Fierce.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |105 | | align="center" |105 | ||
Line 392: | Line 457: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="left" | | | align="left" |Legs projectile invincible until end of active frames, [Air hit] limited juggle knockdown, pursuit property | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Up [[File:Short.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |40 | | align="center" |40 | ||
Line 406: | Line 471: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="left" | | | align="left" |Legs projectile invincible until end of active frames | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Up [[File:Forward.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |80 | | align="center" |80 | ||
Line 420: | Line 485: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="left" | | | align="left" |Legs projectile invincible until end of active frames | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Up [[File:Roundhouse.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |100 | | align="center" |100 | ||
Line 434: | Line 499: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="left" | | | align="left" |Legs projectile invincible until end of active frames, [Air hit] limited juggle knockdown | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Forward [[File:Jab.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |50 | | align="center" |50 | ||
Line 448: | Line 513: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="left" | | | align="left" |Legs projectile invincible until end of active frames | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Forward [[File:Strong.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |50*30 | | align="center" |50*30 | ||
| align="center" |50*50 | | align="center" |50*50 | ||
| align="center" |40*20 | | align="center" |40*20 | ||
| align="center" |- | | align="center" |sp*- | ||
| align="center" |4 | | align="center" |4 | ||
| align="center" |2*2 | | align="center" |2*2 | ||
Line 462: | Line 527: | ||
| 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 | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Forward [[File:Fierce.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |100 | | align="center" |100 | ||
Line 476: | Line 541: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="left" | | | align="left" |Legs projectile invincible until end of active frames | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Forward [[File:Short.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |40 | | align="center" |40 | ||
Line 490: | Line 555: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="left" | | | align="left" |Legs projectile invincible until end of startup frames | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Forward [[File:Forward.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |70 | | align="center" |70 | ||
Line 504: | Line 569: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="left" | | | align="left" |Legs projectile invincible until end of startup frames | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Forward [[File:Roundhouse.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |100 | | align="center" |100 | ||
Line 518: | Line 583: | ||
| 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, pursuit property | ||
| | | | | | ||
|- | |- | ||
| |[[File:Right.gif]]+[[File:Strong.gif]] | | |[[File:Right.gif]]+[[File:Strong.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |80 | | align="center" |80 | ||
Line 528: | Line 593: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |17 | | align="center" |17 | ||
| align="center" | | | align="center" |4 | ||
| align="center" | | | align="center" |13 | ||
| align="center" |-3 | | align="center" |-3 | ||
| align="center" |+2 | | align="center" |+2 | ||
| align="left" | | | align="left" |[Ground hit] Forces stand | ||
| | | | | | ||
|- | |- | ||
Line 555: | Line 620: | ||
| align="center" |20 | | align="center" |20 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |10+11 | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |35 | | align="center" |35 | ||
| align="center" |-21 | | align="center" |-21 | ||
| align="center" |-21 | | align="center" |-21 | ||
| align="left" |1 | | align="left" |1~10f armored, [air hit] knocks down, dash or backdash cancellable from 5~11f or on hit or block, attack active 12f after button release | ||
| | | | | | ||
|- | |- | ||
| |Focus | | |Focus Attack LVL 2 | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |85 | | align="center" |85 | ||
Line 569: | Line 634: | ||
| align="center" |40 | | align="center" |40 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |18+11 | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |35 | | align="center" |35 | ||
| align="center" |-15 | | align="center" |-15 | ||
| align="center" |- | | align="center" |- | ||
| align="left" |1 | | align="left" |1~10f or until 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 | ||
| | | | | | ||
|- | |- | ||
| |Focus | | |Focus Attack LVL 3 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |150 | | align="center" |150 | ||
Line 588: | Line 653: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="left" |1 | | align="left" |1~64f 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 602: | Line 667: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="left" | | | align="left" |Untechable knockdown | ||
| | | | | | ||
|- | |- | ||
| |Back | | |Back Throw | ||
| align="center" |0.90 | | align="center" |0.90 | ||
| align="center" |1 | | align="center" |1 | ||
Line 616: | Line 681: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="left" | | | align="left" |Float for 21f, untechable knockdown, throw damage is recoverable | ||
| | | | | | ||
|- | |- | ||
Line 627: | Line 692: | ||
| align="center" |17[8] | | align="center" |17[8] | ||
| align="center" |- | | align="center" |- | ||
| align="center" |41[32] | | align="center" |Total 41[32] | ||
| align="center" |+2 | | align="center" |+2 | ||
| align="center" |+6 | | align="center" |+6 | ||
| align="left" | | | 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 641: | Line 706: | ||
| align="center" |68 | | align="center" |68 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |93 | | align="center" |Total 93 | ||
| 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 655: | Line 720: | ||
| align="center" |17[8] | | align="center" |17[8] | ||
| align="center" |- | | align="center" |- | ||
| align="center" |55[46] | | align="center" |Total 55[46] | ||
| 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 669: | Line 734: | ||
| align="center" |68 | | align="center" |68 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |107 | | align="center" |Total 107 | ||
| 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 686: | Line 751: | ||
| align="center" |-4 | | align="center" |-4 | ||
| align="center" |- | | align="center" |- | ||
| align="left" | | | align="left" |limited juggle knockdown, Armor Break | ||
| | | | | | ||
|- | |- | ||
| |Rush Punch [[File:Strong.gif]] | | |Rush Punch [[File:Strong.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" | | | align="center" |120 | ||
| align="center" |200 | | align="center" |200 | ||
| align="center" |10/20 | | align="center" |10/20 | ||
| align="center" |su | | align="center" |su | ||
| align="center" | | | align="center" |21[16] | ||
| align="center" |4 | | align="center" |4 | ||
| align="center" |23 | | align="center" |23 | ||
| align="center" |-6 | | align="center" |-6 | ||
| align="center" |- | | align="center" |- | ||
| align="left" | | | align="left" |4~13f [8f] Invincible, limited juggle knockdown, Armor Break, startup is distant dependent, [] refers to fastest startup, startup is 14f when canceled from close MP | ||
| | | | | | ||
|- | |- | ||
| |Rush Punch [[File:Fierce.gif]] | | |Rush Punch [[File:Fierce.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" | | | align="center" |130 | ||
| align="center" |200 | | align="center" |200 | ||
| align="center" |10/20 | | align="center" |10/20 | ||
| align="center" |su | | align="center" |su | ||
| align="center" | | | align="center" |27[17] | ||
| align="center" |4 | | align="center" |4 | ||
| align="center" |23 | | align="center" |23 | ||
| align="center" |-6 | | align="center" |-6 | ||
| align="center" |- | | align="center" |- | ||
| align="left" | | | align="left" |5~19f [9f] Invincible, limited juggle knockdown, Armor Break, startup is distant dependent, [] refers to fastest startup | ||
| | | | | | ||
|- | |- | ||
Line 728: | Line 793: | ||
| align="center" |-5 | | align="center" |-5 | ||
| align="center" |- | | align="center" |- | ||
| align="left" |5 | | align="left" |5~24f [9f] Invincible, [1st Grounded hit] forces stand, [air hit] limited juggle knockdown, [2nd hit] floats opponent, Armor break, can juggle (pursuit property), startup is distant dependent, [] refers to fastest startup | ||
| | | | | | ||
|- | |- | ||
Line 736: | Line 801: | ||
| align="center" |100*25*25 | | align="center" |100*25*25 | ||
| align="center" |10/20*10*10 | | align="center" |10/20*10*10 | ||
| align="center" |su | | align="center" |su*-*- | ||
| align="center" |7 | | align="center" |7 | ||
| align="center" |2(8)2(10)2 | | align="center" |2(8)2(10)2 | ||
| align="center" |41+26 | | align="center" |41 + After landing 26 | ||
| align="center" |-70 | | align="center" |-70 | ||
| align="center" |- | | align="center" |- | ||
| align="left" | | | align="left" |9f~ airborne, [1st hit] floats opponent, [2nd, 3rd hit] limited juggle knockdown, can juggle (pursuit property) | ||
| | | | | | ||
|- | |- | ||
Line 750: | Line 815: | ||
| align="center" |100*25x3 | | align="center" |100*25x3 | ||
| align="center" |10/20*10x3 | | align="center" |10/20*10x3 | ||
| align="center" |su | | align="center" |su*-(x3) | ||
| align="center" |10 | | align="center" |10 | ||
| align="center" |2(8)2(8)2(10)2 | | align="center" |2(8)2(8)2(10)2 | ||
| align="center" |44+26 | | align="center" |44 + After landing 26 | ||
| align="center" |-83 | | align="center" |-83 | ||
| align="center" |- | | align="center" |- | ||
| align="left" | | | align="left" |12f~ airborne, [1st hit] floats opponent, [2nd-4th hit] limited juggle knockdown, can juggle (pursuit property) | ||
| | | | | | ||
|- | |- | ||
Line 764: | Line 829: | ||
| align="center" |100*20x3*40 | | align="center" |100*20x3*40 | ||
| align="center" |10/20*10x4 | | align="center" |10/20*10x4 | ||
| align="center" |su | | align="center" |su*-(x4_ | ||
| align="center" |13 | | align="center" |13 | ||
| align="center" |2(8)2(7)2(8)2(11)2 | | align="center" |2(8)2(7)2(8)2(11)2 | ||
| align="center" |53+26 | | align="center" |53 + After landing 26 | ||
| 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 778: | Line 843: | ||
| align="center" |100*10x6*40 | | align="center" |100*10x6*40 | ||
| align="center" |-250/0 | | align="center" |-250/0 | ||
| align="center" |su | | align="center" |su*-(x7) | ||
| 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 + After landing 26 | ||
| align="center" |-97 | | align="center" |-97 | ||
| align="center" |- | | align="center" |- | ||
| align="left" |1 | | align="left" |1~8f Invincible, 9f~ airborne, [1st hit] floats opponent, [2nd-8th hit] limited juggle knockdown, can juggle (pursuit property), 1st hit locks opponent | ||
| | | | | | ||
|- | |- | ||
Line 795: | Line 860: | ||
| 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" |limited juggle knockdown, jumping backwards will travel backwards | ||
| | | | | | ||
|- | |- | ||
Line 808: | Line 873: | ||
| 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" |limited juggle knockdown, jumping backwards will travel backwards | ||
| | | | | | ||
|- | |- | ||
Line 822: | Line 887: | ||
| 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" |limited juggle knockdown, jumping backwards will travel backwards | ||
| | | | | | ||
|- | |- | ||
Line 836: | Line 901: | ||
| 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" |limited juggle knockdown, Can control movement left or right | ||
| | | | | | ||
|- | |- | ||
Line 854: | Line 919: | ||
| 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. | ||
| | | | | | ||
|- | |- | ||
Line 861: | Line 926: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |-250/0 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
Line 868: | Line 933: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align=" | | align="left" |1~26f Invincible, tracks opponent, 5~39f, 27~37f can activate parry/kick/throw, Demon flip slide actives on 40f. | ||
| | | | | | ||
|- | |- | ||
Line 882: | Line 947: | ||
| align="center" |-13 | | align="center" |-13 | ||
| align="center" |- | | align="center" |- | ||
| align="left" | | | align="left" |Hard knockdown | ||
| | | | | | ||
|- | |- | ||
Line 893: | Line 958: | ||
| 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 907: | Line 972: | ||
| 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" |- | ||
| align="left" | | | align="left" |Forces stand on grounded opponent | ||
| | | | | | ||
|- | |- | ||
Line 921: | Line 986: | ||
| 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" |- | ||
| align="left" | | | align="left" |Hard knockdown | ||
| | | | | | ||
|- | |- | ||
Line 932: | Line 997: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |10/- | | align="center" |10/- | ||
| align="center" | | | align="center" |- | ||
| align="center" |1 | | align="center" |1 | ||
| align="center" |14 | | align="center" |14 | ||
Line 938: | Line 1,003: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="left" |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 944: | Line 1,009: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |150 | | align="center" |150 | ||
| align="center" | | | align="center" |200 | ||
| align="center" |0/25 | | align="center" |0/25 | ||
| align="center" |su | | align="center" |su | ||
Line 952: | Line 1,017: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="left" |7 | | align="left" |7~21f Invincible, floats opponent, Armor Break, Unblockable | ||
| | | | | | ||
|- | |- | ||
Line 961: | Line 1,026: | ||
| align="center" |-1000/0 | | align="center" |-1000/0 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |1+ | | align="center" |1+2 | ||
| align="center" |3*2*3*3*2*3*3 | | align="center" |3*2*3*3*2*3*3 | ||
| align="center" |30+31 | | align="center" |30+31 | ||
| align="center" |-57 | | align="center" |-57 | ||
| align="center" |- | | align="center" |- | ||
| align="left" | | | align="left" |1~4f Invincible, 5f~ airborne, untechable limited juggle knockdown, armor break, [2nd-7th hit] can juggle, lock opponent upon first level hit, block disadvantage refers to 2nd hit | ||
| | | | | | ||
|- | |- | ||
| |Ultra Combo 1 | | |Ultra Combo 1 | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |135* | | align="center" |135*48x6*90 [503] | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" |0/0 | | align="center" |0/0 | ||
Line 980: | Line 1,045: | ||
| align="center" |-88 | | align="center" |-88 | ||
| align="center" |- | | align="center" |- | ||
| align="left" | | | align="left" |1~12f Invincible, 13f~ airborne, untechable limited juggle knockdown, armor break, [3rd-8th hit] can juggle, 1st hit goes into animation, block disadvantage refers to 2nd hit, [] refers to animation | ||
| | | | | | ||
|- | |- | ||
| |Ultra Combo 2 (Lv1) | | |Ultra Combo 2 (Lv1) | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |60x3* | | align="center" |60x3*120 | ||
| align="center" |100x4 | | align="center" |100x4 | ||
| align="center" |0/0 | | align="center" |0/0 | ||
Line 991: | Line 1,056: | ||
| align="center" |0+13 | | align="center" |0+13 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |73 | | align="center" |Total 73 | ||
| align="center" |-9 | | align="center" |-9 | ||
| align="center" |- | | align="center" |- | ||
| align="left" |1 | | align="left" |1~12f strike and projectile invincible, [1st-3rd air hit] or [4th hit] floats opponent and untechable knockdown, does 50x4 stun on block, fireball active 14f after button release | ||
| | | | | | ||
|- | |- | ||
| |Ultra Combo 2 (Lv2) | | |Ultra Combo 2 (Lv2) | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |60x4* | | align="center" |60x4*120 | ||
| align="center" |100x5 | | align="center" |100x5 | ||
| align="center" |0/0 | | align="center" |0/0 | ||
Line 1,005: | Line 1,070: | ||
| align="center" |3+14 | | align="center" |3+14 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |74 | | align="center" |Total 74 | ||
| 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 3~22f, fireball active 14f after button release | ||
| | | | | | ||
|- | |- | ||
| |Ultra Combo 2 (Lv3) | | |Ultra Combo 2 (Lv3) | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |60x5* | | align="center" |60x5*120 | ||
| align="center" |100x6 | | align="center" |100x6 | ||
| align="center" |0/0 | | align="center" |0/0 | ||
Line 1,019: | Line 1,084: | ||
| align="center" |18+14 | | align="center" |18+14 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |89 | | align="center" |Total 89 | ||
| 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 23~42f, fireball active 14f after button release | ||
| | | | | | ||
|- | |- | ||
| |Ultra Combo 2 (Lv4) | | |Ultra Combo 2 (Lv4) | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |60x6* | | align="center" |60x6*120 | ||
| align="center" |100x7 | | align="center" |100x7 | ||
| align="center" |0/0 | | align="center" |0/0 | ||
Line 1,033: | Line 1,098: | ||
| align="center" |33+14 | | align="center" |33+14 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |104 | | align="center" |Total 104 | ||
| 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 43~62f, fireball active 14f after button release | ||
| | | | | | ||
|- | |- | ||
| |Ultra Combo 2 (Lv5) | | |Ultra Combo 2 (Lv5) | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |60x7* | | align="center" |60x7*120 | ||
| align="center" |100x8 | | align="center" |100x8 | ||
| align="center" |0/0 | | align="center" |0/0 | ||
Line 1,047: | Line 1,112: | ||
| align="center" |0+65 | | align="center" |0+65 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |118 | | align="center" |Total 118 | ||
| 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 63f~ | ||
| | | | | | ||
|- | |- | ||
Line 1,081: | Line 1,146: | ||
|} | |} | ||
[[Category:Super Street Fighter IV AE]] |
Latest revision as of 02:24, 9 December 2020


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 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.
Players to Watch
Veloc1raptor
Moves
Unique Attacks






Throws









Special Moves































Super Combo



Ultra Combos






AE ver. 2012 Changes
Senkugoshoha
Expanded light version’s hitbox forward. Changed medium version’s characteristics to match SSF4′s light version. Changed heavy version’s characteristics to match SSF4′s medium version.
Crouching Heavy Punch
Lengthened hit stun by 1F.
Denjin Hadoken
Made fireball speed variable by 3 steps by shaking the stick before start of hit detection. Increased final damage by 45 for all charge levels. Unified charge time required to launch all versions of attack, regardless of Ultra Meter level.
Kongoshin
Expanded counter hitbox for medium and heavy versions. Set stun to 200 for all versions.
Near Standing Medium Kick
Fixed issue whereby simultaneous near standing medium kicks in Gouken-Gouken attacks would miss each other.
Sakotsukudaki
Expanded hitbox downward. Changed hitbox active period from 2F to 4F. Shrunk hurtbox on upper arm. Aligned hit stop time with length of heavy attack.
Near Standing Heavy Kick
Changed first hit active period from 2F to 5F.
Forbidden Shoryuken
Changed startup from 11F to 3F.
Far Standing Medium Punch
Made Special Move cancelable. Lengthened hit stun by 1F, giving the attacker a possible +5F advantage on a hit.
Far Standing Heavy Punch
Changed hitbox active period from 3F to 5F.
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.