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| align="left" |1~10f | | 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 | ||
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| align="left" | | | 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 | ||
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| 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 | ||
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Revision as of 15:38, 17 February 2014


Gouken
Being one of Goutetsu's two students, alongside his brother Gouki, Gouken realized the dangerous nature of the art of Ansatsuken (the Assassin's Fist) and was determined to pass its teachings along... but only after removing its "killing intent" called Satsui no Hado. However, Gouki, now known as Akuma, became consumed by the Satsui no Hado and challenged Gouken to a death match, during which he killed Gouken. However, Gouken had mastered a secret technique that allowed him to separate his soul from his body, so while Akuma managed to destroy Gouken's body, his spirit remained. After the spirit had rebuilt Gouken's body, Gouken returned to not only face Akuma once again, but to ensure that his students, Ryu and Ken, continue to avoid the Satsui no Hado.
In a nutshell
Gouken is a tricky character. His gameplan is never obvious and, while he has a huge set of different tools at his disposal, knowing what to do with them can be extremely tricky. Using Gouken really requires a high level of adapting to your opponent and countering what it is they want to do. Gouken's damage output is extremely high, and some combos in the corner can easily lead to resets and dizzies, which pretty much spells the end for your opponent that Round.
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.