Line 685: | Line 685: | ||
| align="center" |-4 | | align="center" |-4 | ||
| align="center" |- | | align="center" |- | ||
| align="left" |(H) blown away effect/ | | align="left" |(H) blown away effect/ Armor Break | ||
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| align="center" |-6 | | align="center" |-6 | ||
| align="center" |- | | align="center" |- | ||
| align="left" |5-19 (9) (None)/ (H) blown away effect/ | | align="left" |Invincible frames 5-19 (9) (None)/ (H) blown away effect/ Armor Break/ occurance changes based on distance/ ( ) is for when it is very close | ||
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Line 713: | Line 713: | ||
| align="center" |-6 | | align="center" |-6 | ||
| align="center" |- | | align="center" |- | ||
| align="left" |8-27 (12) (None)/ (H) blown away effect/ | | align="left" |invincible frames 8-27 (12) (None)/ (H) blown away effect/ Armor Break/occurance changes based on distance/ ( ) is for when it is very close | ||
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Line 727: | Line 727: | ||
| align="center" |-5 | | align="center" |-5 | ||
| align="center" |- | | align="center" |- | ||
| align="left" |5-24 (9) (None) First level (Ground H) effect of forcing to stand, (Sky H) blown away effect/ second level (H) floating effect/ | | align="left" |invincible frames 5-24 (9) (None) First level (Ground H) effect of forcing to stand, (Sky H) blown away effect/ second level (H) floating effect/ Armor break/ chasing possible skill/ occurance changes based on distance/ ( ) is for when it is very close | ||
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Line 951: | Line 951: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="left" |7-21 | | align="left" |Invincible frames 7-21 / Float state / Armor Break | ||
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Line 965: | Line 965: | ||
| align="center" |-57 | | align="center" |-57 | ||
| align="center" |- | | align="center" |- | ||
| align="left" |after dark tumble = flash? 1- after dark tumble 12 (None)/ 13- (Sky)/ (H) blown away effect (Da)/ | | align="left" |after dark tumble = flash? 1- after dark tumble 12 (None)/ 13- (Sky)/ (H) blown away effect (Da)/ Armor Break / 2-7th level chasing possible skill/ lock opponent upon first level hit/ stiffness difference is up to 2nd level invincible frames 1 ~ 12, 13th frame is airborne, hits 2 - 7 pursuit property. Locks for full damage on 1st hit | ||
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Line 979: | Line 979: | ||
| align="center" |-88 | | align="center" |-88 | ||
| align="center" |- | | align="center" |- | ||
| align="left" |1- after dark tumble 12 (None)/ 13- (Sky)/ (H) blown away effect (Da)/ | | align="left" |1- after dark tumble 12 (None)/ 13- (Sky)/ (H) blown away effect (Da)/ Armor Break/ 2-7th level chasing possible skill/ lock opponent upon first level hit/ lock opponent upon first level hit /stiffness difference is up to 2nd level ( ) is for when it is locked invincible frames 1 ~ 12, 13th frame is airborne, hits 2 - 7 pursuit property. Locks for full damage on 1st hit | ||
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Line 993: | Line 993: | ||
| align="center" |-9 | | align="center" |-9 | ||
| align="center" |- | | align="center" |- | ||
| align="left" |1- after dark tumble (Hit)/ 1-3rd level (Sky H) or 4th level (H) floating effect (Da) | | align="left" |1- after dark tumble (Hit)/ 1-3rd level (Sky H) or 4th level (H) floating effect (Da)/ occuring after releasing button 14 Dark tumble = Ultra Freeze. Able to be hit after Ultra freeze, frames. On guard 50x4 stun damage. Induces Float state on hit on grounded opponent | ||
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|- | |- | ||
Line 1,007: | Line 1,007: | ||
| align="center" |+1 | | align="center" |+1 | ||
| align="center" |- | | align="center" |- | ||
| align="left" |1- after dark tumble 3 (None)/ 1-4th level (Sky H) or 5th level (H) floating effect (Da) | | align="left" |1- after dark tumble 3 (None)/ 1-4th level (Sky H) or 5th level (H) floating effect (Da)/ gathering time 3-17/ occuring after releasing button 14 Dark tumble = Ultra Freeze. Invincible on frames 1 ~ 3, charge time is 3 ~ 17 frames. On guard 50x5 stun damage. Induces Juggle state on hit on grounded opponent | ||
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|- | |- | ||
Line 1,021: | Line 1,021: | ||
| align="center" |+11 | | align="center" |+11 | ||
| align="center" |- | | align="center" |- | ||
| align="left" |1- after dark tumble 3 (None)/ 1-5th level (Sky H) or 6th level (H) floating effect (Da) | | align="left" |1- after dark tumble 3 (None)/ 1-5th level (Sky H) or 6th level (H) floating effect (Da)/ gathering time 18-32/ occuring after releasing button 14 Dark tumble = Ultra Freeze. Invincible on frames 1 ~ 3, charge time is 18 ~ 32 frames. On guard 50x6 stun damage. Induces Float state on hit on grounded opponent | ||
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|- | |- | ||
Line 1,035: | Line 1,035: | ||
| align="center" |+21 | | align="center" |+21 | ||
| align="center" |- | | align="center" |- | ||
| align="left" |1- after dark tumble 3 (None)/ 1-6th level (Sky H) or 7th level (H) floating effect (Da) | | align="left" |1- after dark tumble 3 (None)/ 1-6th level (Sky H) or 7th level (H) floating effect (Da)/ gathering time 33-47/ occuring after releasing button 14 Dark tumble = Ultra Freeze. Invincible on frames 1 ~ 3, charge time is 33 ~ 47 frames. On guard 50x7 stun damage. Induces Juggle state on hit on grounded opponent | ||
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|- | |- | ||
Line 1,049: | Line 1,049: | ||
| align="center" |+31 | | align="center" |+31 | ||
| align="center" |- | | align="center" |- | ||
| align="left" |1- after dark tumble 3 (None)/ 1-3rd level (Sky H) or 4th level (H) floating effect (Da) | | align="left" |1- after dark tumble 3 (None)/ 1-3rd level (Sky H) or 4th level (H) floating effect (Da)/ gathering time 48f Dark tumble = Ultra Freeze. Invincible on frames 1 ~ 3, charge time is 48 frames. On guard 50x8 stun damage. Induces Juggle state on hit on grounded opponent | ||
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Revision as of 09:57, 8 June 2011


Gouken
Being one of Goutetsu's two students, alongside his brother Gouki, Gouken realized the dangerous nature of the art of Ansatsuken (the Assassin's Fist) and was determined to pass its teachings along... but only after removing its "killing intent" called Satsui no Hado. However, Gouki, now known as Akuma, became consumed by the Satsui no Hado and challenged Gouken to a death match, during which he killed Gouken. However, Gouken had mastered a secret technique that allowed him to separate his soul from his body, so while Akuma managed to destroy Gouken's body, his spirit remained. After the spirit had rebuilt Gouken's body, Gouken returned to not only face Akuma once again, but to ensure that his students, Ryu and Ken, continue to avoid the Satsui no Hado.
In a nutshell
Gouken is a tricky character. His gameplan is never obvious and, while he has a huge set of different tools at his disposal, knowing what to do with them can be extremely tricky. Using Gouken really requires a high level of adapting to your opponent and countering what it is they want to do. Gouken's damage output is extremely high, and some combos in the corner can easily lead to resets and dizzies, which pretty much spells the end for your opponent that Round.
Moves
Unique Attacks
Throws
Special Moves
Super Combo
Ultra Combos
AE Changes
- Close Standing Medium Punch and Close Standing Hard Kick have more frame advantage.
- Close Standing Medium Kick has 3 frame start up start-up, so it'll be easier to compete against some of the other fighters.
- Neutral Jump Hard Punch and diagonal Jump Hard Kick have pursuit properties, and will slam opponents into the ground.
- Ranges on his normal moves haven't changed.
- Back grab has been changed to deal gray damage, so the combo damage from the grab has been decreased.
- In specials, Light Punch Running Palm (Senkugoshoha) has been drastically changed, so it will connect from weak attacks (Light Punch/Light Kick), and EX Hurricane Kick locks opponent, making it easier to combo and has armor break properties.
- Recovery of the Demon Flip Focus has been significantly decreased, making it easier to utilize.
- Kongo (Counter) is changed as well. To be precise, it can only be activated now by using Punch buttons and the strength of the Punch changes where it sets up a counter hit at. Light for low attacks, Medium for middle attacks, and Hard for upper body attacks.
- During backdash, Gouken is now considered airborne right after invincibility ends.
The Basics
Combos
Strategy
Matchups
Frame Data
Notes:
Gouken's NOTES section is a quick translation of the Japanese AE guide. Someone please translate these rough NOTES into a more readable english/sf4 terminology.