Ultra Street Fighter IV/Gouken: Difference between revisions

From SuperCombo Wiki
No edit summary
Line 9: Line 9:
TBW<br>
TBW<br>
<br>
<br>
== Frame Data (Condensed) ==
{{USFIVMoveListCollapseHeader|&nbsp;}}
{| class="wikitable" cellspacing="0" width="900px" style="border: 1px solid #999; background: #F2F2F2;"
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Close LP|Close Jab|Close lp||Close [[File:Jab.gif]]|30|50|20|HL|ch/sp/su|4|2|9|4|2|9|14|2|11|14|0|3|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Close MP|Close Strong|Close mp||Close [[File:Strong.gif]]|65|100|40|HL|sp/su|5|2|11|5|2|11|17|2|17|20|4|7|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Close HP|Close Fierce|Close hp||Close [[File:Fierce.gif]]|100|200|60|HL|sp/su|8|2|16|8|2|16|25|2|18|22|0|4|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Close LK|Close Short|Close lk||Close [[File:Short.gif]]|35|50|20|HL|-|5|2|9|5|2|9|15|2|11|14|0|3|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Close MK|Close Forward|Close mk||Close [[File:Forward.gif]]|70|100|40|HL|sp/su|3|2|13|3|2|13|17|2|14|17|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Close HK|Close Roundhouse|Close hk||Close [[File:Roundhouse.gif]]|40*70|125*75|60*20|HL|su*-|4|5(1)3|15|4|9|15|27|3|18|23|0|5|+4 Hit advantage on crouching opponents||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Far LP|Far Jab|lp||Far [[File:Jab.gif]]|30|50|20|HL|ch/sp/su|5|2|9|5|2|9|15|2|11|14|0|3|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Far MP|Far Strong|mp||Far [[File:Strong.gif]]|80|100|40|HL|sp/su|5|2|11|5|2|11|17|2|14|18|1|5|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Far HP|Far Fierce|hp||Far [[File:Fierce.gif]]|120|200|60|HL|-|8|5|13|8|5|13|25|5|18|22|0|4|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Far LK|Far Short|lk||Far [[File:Short.gif]]|40|50|20|HL|ch/sp/su|6|2|9|6|2|9|16|2|11|14|0|3|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Far MK|Far Forward|mk||Far [[File:Forward.gif]]|75|100|40|HL|-|7|2|13|7|2|13|21|2|14|17|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Far HK|Far Roundhouse|hk||Far [[File:Roundhouse.gif]]|110|200|60|HL|-|8|2|19|8|2|19|28|2|18|21|-3|0|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Crouch LP|Crouch Jab|d + lp||Crouch [[File:Jab.gif]]|20|50|20|HL|ch/sp/su|3|2|9|3|2|9|13|2|11|14|0|3|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Crouch MP|Crouch Strong|d + mp||Crouch [[File:Strong.gif]]|70|100|40|L|sp/su|5|2|14|5|2|14|20|2|14|19|-2|3|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Crouch HP|Crouch Fierce|d + hp||Crouch [[File:Fierce.gif]]|80|200|60|HL|sp/su|6|4|22|6|4|22|31|4|18|23|-8|-3|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Crouch LK|Crouch Short|d + lk||Crouch [[File:Short.gif]]|40|50|20|L|sp/su|5|4|9|5|4|9|17|4|11|14|-2|1|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Crouch MK|Crouch Forward|d + mk||Crouch [[File:Forward.gif]]|70|100|40|HL|sp/su|4|3|16|4|3|16|22|3|14|17|-5|-2|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch [[File:Roundhouse.gif]]|100|100|60|L|-|6|3|18|6|3|18|26|3|18|-|-3|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Sakotsukudaki|Overhead|f + mp||Overhead|80|100|40|H|-|17|4|13|17|4|13|33|4|14|19|-3|2|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump [[File:Jab.gif]]|50|50|20|H|-|5|6|-|5|6|0|10|6|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup and active|-|-|-}}
{{USFIVFrameDataGlanceRow|Neutral Jump MP|Neutral Jump Strong|u + mp||Neutral Jump [[File:Strong.gif]]|85|100|40|H|-|5|4|-|5|4|0|8|4|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup and active|-|-|-}}
{{USFIVFrameDataGlanceRow|Neutral Jump HP|Neutral Jump Fierce|u + hp||Neutral Jump [[File:Fierce.gif]]|105|200|60|H|-|6|4|-|6|4|0|9|4|||-|-|||||||Soft Knockdown|Soft Knockdown|-|-|-|Legs: During startup and active|-|-|JP: ?}}
{{USFIVFrameDataGlanceRow|Neutral Jump LK|Neutral Jump Short|u + lk||Neutral Jump [[File:Short.gif]]|40|50|20|H|-|6|7|-|6|7|0|12|7|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup and active|-|-|-}}
{{USFIVFrameDataGlanceRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump [[File:Forward.gif]]|80|100|40|H|-|6|3|-|6|3|0|8|3|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup and active|-|-|-}}
{{USFIVFrameDataGlanceRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump [[File:Roundhouse.gif]]|100|200|60|H|-|7|3|-|7|3|0|9|3|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup and active|-|-|-}}
{{USFIVFrameDataGlanceRow|Angled Jump LP|Angled Jump Jab|ub / uf + lp||Angled Jump [[File:Jab.gif]]|50|50|20|H|-|5|5|-|5|5|0|9|5|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup and active|-|-|-}}
{{USFIVFrameDataGlanceRow|Angled Jump MP|Angled Jump Strong|ub / uf + mp||Angled Jump [[File:Strong.gif]]|50*30|50*50|40*20|H|sp*-|4|2*2|-|4|4|0|7|2|||-|-|||||||1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|-|-|-|Legs: During startup and active|-|-|2nd Hit JP: ?}}
{{USFIVFrameDataGlanceRow|Angled Jump HP|Angled Jump Fierce|ub / uf + hp||Angled Jump [[File:Fierce.gif]]|100|200|60|H|-|5|3|-|5|3|0|7|3|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup and active|-|-|-}}
{{USFIVFrameDataGlanceRow|Angled Jump LK|Angled Jump Short|ub / uf + lk||Angled Jump [[File:Short.gif]]|40|50|20|H|-|7|8|-|7|8|0|14|8|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup and active|-|-|-}}
{{USFIVFrameDataGlanceRow|Angled Jump MK|Angled Jump Forward|ub / uf + mk||Angled Jump [[File:Forward.gif]]|70|100|40|H|-|7|4|-|7|4|0|10|4|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup and active|-|-|-}}
{{USFIVFrameDataGlanceRow|Angled Jump HK|Angled Jump Roundhouse|ub / uf + hk||Angled Jump [[File:Roundhouse.gif]]|100|200|60|H|-|8|3|-|8|3|0|10|3|||-|-|||||||Soft Knockdown|Soft Knockdown|-|-|-|Legs: During startup and active|-|-|JP: ?}}
{{USFIVFrameDataGlanceRow|Tenmakujinkyaku|Dive Kick|(in air) d + mk||Dive Kick|60|100|40|H|-|12|until ground|-|12|until ground|0|-|until ground|||-|-|||||||||-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|65|100|20|HL|-|10+11|2|35|21|2|35|57|2|||-21|-21||||||Crumple|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Focus Attack (Level 2)|Level 2 Focus|mp + mk||Level 2 Focus|85|150|40|HL|-|18+11|2|35|29|2|35|65|2|||-15|-|||||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Focus Attack (Level 3)|Level 3 Focus|mp + mk||Level 3 Focus|150|200|60|-|-|65|2|35|65|2|35|101|2|||-|-||X|||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Raikotokyaku|Forward Throw|f or n + lp + lk||Forward Throw|140|150|40|0.91|-|3|2|20|3|2|20|24||||-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Amaoroshi|Back Throw|b + lp + lk||Back Throw|1|0|40|0.9|-|5|2|24|5|2|24|30||||-|-|Float for 21f, throw damage is recoverable|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Gohadoken|Fireball|qcf + p ex|Hold p to charge|Gohadoken|55|50|10/20|HL|su|17[8]|-|Total 41[32]|17|0|41|58||||2|6|20~21f [11~12f] focus cancellable, hold down the button to charge, [] refers to after button is released||X||||Free Juggle|Free Juggle|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Gohadoken (Charged)|Fireball (Charged)|qcf + hold p ex||Gohadoken (Charged)|55*55|50*50|10/10*10|HL|su|68|-|Total 93|68|0|93|161||||9|13|71-72f cancellable||X||||Free Juggle|Free Juggle|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|EX Gadoken|EX Fireball|||Gohadoken [[File:EX.gif]]|60*60|80*80|-250/0|HL|su|17[8]|-|Total 55[46]|17|0|55|72||||4|-|2nd fireball active on 33f [24f], 20-36f [11-27f] focus cancellable, hold down button to charge, [ ] refers to after button release||X||||Free Juggle|Free Juggle|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|EX Gadoken (Charged)|EX Fireball (Charged)|||Gohadoken [[File:EX.gif]] charge|60x4|80x4|-250/0|HL|su|68|-|Total 107|68|0|107|175||||13|-|2nd fireball active on 86f, 71-89f focus cancellable||X||||Free Juggle|Free Juggle|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Senkugoshoha|Palm Strike, Rush Punch|dp + p ex armorbreak||Palm Strike Jap.gif|90|150|10/20|HL|su|9|4|21|9|4|21|33||||-4|-||X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|||||Palm Strike [[File:Strong.gif]]|120|200|10/20|HL|su|21[16]|4|23|21[16]|4|23|#VALUE!||||-6|-|Startup is distant dependent|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|All: 4~13f (4~8f on fastest startup)|-|-|-}}
{{USFIVFrameDataGlanceRow|||||Palm Strike [[File:Fierce.gif]]|130|200|10/20|HL|su|27[17]|4|23|27[17]|4|23|#VALUE!||||-6|-|Startup is distant dependent|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|All: 5~19f (4~9f on fastest startup)|-|-|-}}
{{USFIVFrameDataGlanceRow|EX Senkugoshoha|EX Palm Strike, EX Rush Punch|||Palm Strike [[File:EX.gif]]|90*60|100*50|-250/0|HL|su|32[17]|4(11)4|22|32[17]|19|22|#VALUE!||||-5|-|Startup is distant dependent|X|||1st Hit: Forces stand, 2nd Hit: Free Juggle|1st Hit: Forces stand, 2nd Hit: Free Juggle|1st Hit: Soft Knockdown, 2nd Hit: Free Juggle|1st Hit: Soft Knockdown, 2nd Hit: Free Juggle|-|-|-|All: 5~24f (4~9f on fastest startup)|-|-|-}}
{{USFIVFrameDataGlanceRow|Tatsumaki Gorasesn|Hurricane Kick|qcb + k ex||Hurricane Kick [[File:Short.gif]]|60*20*40|100*25*25|10/20*10*10|HL|su*-*-|7|2(8)2(10)2|41 + After landing 26|7|24|67|97||||-70|-|||||1st Hit: Free Juggle, 2nd-3rd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-3rd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-3rd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-3rd Hit: Soft Knockdown|-|-|-|-|-|9f~|JP: ?}}
{{USFIVFrameDataGlanceRow|||||Hurricane Kick [[File:Forward.gif]]|65*20x2*50|100*25x3|10/20*10x3|HL|su*-(x3)|10|2(8)2(8)2(10)2|44 + After landing 26|10|34|70|113||||-83|-|||||1st Hit: Free Juggle, 2nd-4thd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-4thd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-4thd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-4thd Hit: Soft Knockdown|-|-|-|-|-|12f~|JP: ?}}
{{USFIVFrameDataGlanceRow|||||Hurricane Kick [[File:Roundhouse.gif]]|70*20x3*55|100*20x3*40|10/20*10x4|HL|su*-(x4_|13|2(8)2(7)2(8)2(11)2|53 + After landing 26|13|44|79|135||||-102|-|||||1st Hit: Free Juggle, 2nd-5th Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-5th Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-5th Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-5th Hit: Soft Knockdown|-|-|-|-|-|15f~|JP: ?}}
{{USFIVFrameDataGlanceRow|EX Tatsumaki Gorasen|EX Hurricane Kick|||Hurricane Kick [[File:EX.gif]]|80*10x6*60|100*10x6*40|-250/0|HL|su*-(x7)|5|2(8)2(2)2(2)2(2)2(2)2(2)2(5)2|53 + After landing 26|5|39|79|122||||-97|-|1st hit locks opponent||||1st Hit: Free Juggle, 2nd-7th Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-7th Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-7th Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-7th Hit: Soft Knockdown|-|All: 1~6f|-|-|-|9f~|JP: ?}}
{{USFIVFrameDataGlanceRow|Airborne Tatsumaki Gorasen|Air Hurricane|(in air) qcb + k ex|ex version can be controlled with b or f|Air Hurricane [[File:Short.gif]]|100|200|10/30|HL|-|6|2(4)2(3)2|After landing 20|6|13|20|38||||-|-|Jumping backwards will travel backwards||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|||||Air Hurricane [[File:Forward.gif]]|110|200|10/30|HL|-|6|2(4)2(3)2(4)2(3)2|After landing 20|6|24|20|49||||-|-|Jumping backwards will travel backwards||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|||||Air Hurricane [[File:Roundhouse.gif]]|120|200|10/30|HL|-|6|2(4)2(3)2(4)2(3)2(4)2(3)2|After landing 20|6|35|20|60||||-|-|Jumping backwards will travel backwards||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|EX Airborne Tatsumaki Gorasen|EX Air Hurricane|||Air Hurricane [[File:EX.gif]]|140|200|-250/0|HL|-|6|2(4)2(3)2(4)2(3)2(4)2(3)2|20|6|35|20|60||||-|-|Can control movement left or right||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Hyakkishu|Demon Flip|dp + k ex||Demon Flip|-|-|30/-|-|-|0|0|Total 39|0|0|39|39||||-|-|27~37f cancellable into followup, 40f lands and activates Hyakki Gozan (slide).||||||||-|-|-|-|-|5~39f|-}}
{{USFIVFrameDataGlanceRow|EX Hyakkishu|EX Demon Flip|||Demon Flip [[File:EX.gif]]|-|-|-250/0|-|-|0|0|Total 39|0|0|39|39||||-|-|27~37f cancellable into followup, 40f lands and activates Hyakki Gozan (slide).||||||||-|All: 1~26f|-|-|-|5~39f|-}}
{{USFIVFrameDataGlanceRow|Hyakki Gozan|Demon Flip Slide|No input after performing Hyakkishu||Demon Flip Slide|100|200|0/30|L|-|39+4|11|20|43|11|20|73||||-13|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Hyakki Goheki|Demon Flip Focus|p|Perform during Hyakkishu|Demon Flip Focus|-|-|-|-|-|4|Until ground|After landing 6|4|Until ground|6|-||||-|-|||||-|-|-|-|4f~until landing has armor|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Hyakki Gojin|Demon Flip Dive Kick|k|Perform during Hyakkishu|Demon Flip Dive Kick|80|100|0/20|HL|-|12|Until ground|After landing 4|12|Until ground|4|-||||-|-|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Hyakki Gosai|Demon Flip Throw|lp + lk|Perform during Hyakkishu|Demon Flip Throw|150|160|0/30|1.17|-|3|2|After landing 12|3|2|12|16||||-|-|Cannot throw crouching opponents|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Kongoshin|Counter|rdp + p ex|Counters only against certain attacks; lp counters low, mp counters mid, hp counters upper body attacks; EX version counters any height;|Counter|-|-|10/-|-|-|1|14|18|1|14|18|32||||-|-|Frames 1~14 counter is active / LP: low, MP: mid, HP: high, EX: whole body. Incurs grey damage on a successful counter.||||-|-|-|-|1~14f|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Kongoshin Triggered|Counter Triggered|||Counter Triggered|150|150|0/25|-|su|12|10|43|12|10|43|64||||-|-|Unblockable|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 7~21f|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|EX Kongoshin|EX Counter|||EX Counter|-|-|10/-|||1|14|18|1|14|18|32||||||Frames 1~14 counter is active||||-|-|-|-|1~14f|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|EX Kongoshin Triggered|EX Counter Triggered|||EX Counter Triggered|150|150|0/25|||12|10|43|12|10|43|64||||||Unblockable|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 7~21f|-|-|-|-|-}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Forbidden Shoryuken|Super|qcf qcf + p||Super Combo|85*40x5*60|0|#DIV/0!|HL|-|1+2|3*2*3*3*2*3*3|30+31|3|19|61|82||||-57|-|Lock opponent upon first level hit, block disadvantage refers to 2nd hit|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~4f|-|-|-|5f~|JP: ?}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Shin Shoryuken|Ultra I|qcf qcf + 3p||Ultra Combo 1|135*48x6*90 [503]|0|0/0|HL|-|0+11|2*3*3*2*3*3*2*4|42+51|11|22|93|125||||-88|-|1st hit goes into animation, block disadvantage refers to 2nd hit, [] refers to animation||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~12f|-|-|-|13f~|JP: ?}}
{{USFIVFrameDataGlanceRow|Denjin Hadoken|Ultra II|qcf qcf + 3k|Hold 3k to charge up to 5 levels; Repeatedly inputting directions during charge can increase level up to 2 levels; Causes stun damage even on block|Ultra Combo 2 (Lv1)|60x3*120|100x4|0/0|HL|-|0+13|-|Total 73|13|0|73|86||||-9|-|Does 50x4 stun on block, fireball active 14f after button release||||4th Hit: Hard Knockdown|4th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|All: 1~12f|-|-|-|JP: ?}}
{{USFIVFrameDataGlanceRow|||||Ultra Combo 2 (Lv2)|60x4*120|100x5|0/0|HL|-|3+14|-|Total 74|17|0|74|91||||1|-|Does 50x5 stun on block, charge 3~22f, fireball active 14f after button release||||5th Hit: Hard Knockdown|5th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~3f|-|-|-|-|JP: ?}}
{{USFIVFrameDataGlanceRow|||||Ultra Combo 2 (Lv3)|60x5*120|100x6|0/0|HL|-|18+14|-|Total 89|32|0|89|121||||11|-|Does 50x6 stun on block, charge 23~42f, fireball active 14f after button release||||6th Hit: Hard Knockdown|6th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~3f|-|-|-|-|JP: ?}}
{{USFIVFrameDataGlanceRow|||||Ultra Combo 2 (Lv4)|60x6*120|100x7|0/0|HL|-|33+14|-|Total 104|47|0|104|151||||21|-|Does 50x7 stun on block, charge 43~62f, fireball active 14f after button release||||7th Hit: Hard Knockdown|7th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~3f|-|-|-|-|JP: ?}}
{{USFIVFrameDataGlanceRow|||||Ultra Combo 2 (Lv5)|60x7*120|100x8|0/0|HL|-|0+65|-|Total 118|65|0|118|183||||31|-|Does 50x8 stun on block, charge 63f~||||8th Hit: Hard Knockdown|8th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~3f|-|-|-|-|JP: ?}}
{{USFIVFrameDataGlanceHeader}}
|-
|}
{{USFIVMoveListCollapseFooter}}




Line 275: Line 361:


TBW
TBW


==Frame Data==
==Frame Data==
{| cellspacing="0" width="100%" style="border: 1px solid #999; background: #F2F2F2;"
{| class="wikitable" cellspacing="0" width="2800px" style="border: 1px solid #999; background: #F2F2F2;"
|- 
{{USFIVFrameDataHeader}}
!  |
{{USFIVFrameDataRow|Close LP|Close Jab|Close lp||Close [[File:Jab.gif]]|30|50|20|HL|ch/sp/su|
! align="center"  | Block
! align="center"  |
! align="center"  |
! align="center"  | Super Meter
! align="center"  |
! align="center"  |
! align="center"  |
! align="center"  |
! align="center"  | Frames
! align="center"  |
!  |
|-
!  | Move Name
! align="center"  | HL
! align="center"  | Damage
! align="center"  | Stun
! align="center"  | Gain
! align="center"  | Cancel Ability
! align="center"  | Startup
! align="center"  | Active
! align="center"  | Recovery
! align="center"  | On Guard
! align="center"  | On Hit
! align="center"  | Notes
|-
|  |Close [[File:Jab.gif]]
| align="center"  |HL
| align="center"  |30
| align="center"  |50
| align="center"  |20
| align="center"  |ch/sp/su
| align="center"  |4
| align="center"  |2
| align="center"  |9
| align="center"  |0
| align="center"  |+3
| align="center"  |
|  |
|-
|  |Close [[File:Strong.gif]]
| align="center"  |HL
| align="center"  |65
| align="center"  |100
| align="center"  |40
| align="center"  |sp/su
| align="center"  |5
| align="center"  |2
| align="center"  |11
| align="center"  |+4
| align="center"  |+7
| align="center"  |
|  |
|-
|  |Close [[File:Fierce.gif]]
| align="center"  |HL
| align="center"  |100
| align="center"  |200
| align="center"  |60
| align="center"  |sp/su
| align="center"  |8
| align="center"  |2
| align="center"  |16
| align="center"  |0
| align="center"  |+4
| align="center"  |
|  |
|-
|  |Close [[File:Short.gif]]
| align="center"  |HL
| align="center"  |35
| align="center"  |50
| align="center"  |20
| align="center"  |-
| align="center"  |5
| align="center"  |2
| align="center"  |9
| align="center"  |0
| align="center"  |+3
| align="center"  |
|  |
|-
|  |Close [[File:Forward.gif]]
| align="center"  |HL
| align="center"  |70
| align="center"  |100
| align="center"  |40
| align="center"  |sp/su
| align="center"  |3
| align="center"  |2
| align="center"  |13
| align="center"  |-1
| align="center"  |+2
| align="center"  |
|  |
|-
|  |Close [[File:Roundhouse.gif]]
| align="center"  |HL
| align="center"  |40*70
| align="center"  |125*75
| align="center"  |60*20
| align="center"  |su*-
| align="center
|-  
|-  
|}
|}


=====Notes:=====


[[Category: Ultra Street Fighter IV]]
[[Category: Ultra Street Fighter IV]]

Revision as of 22:01, 1 June 2014

Ultra Street Fighter IVUSFIV-Header.png

Gouken

SSFIV-Gouken Face.jpg

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.


Ultra SFIV Changes

TBW


Frame Data (Condensed)

Template:USFIVMoveListCollapseHeader

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Close LP Close Jab.gif 30 50 20 HL ch/sp/su 4 2 9 14 2
Close MP Close Strong.gif 65 100 40 HL sp/su 5 2 11 17 2
Close HP Close Fierce.gif 100 200 60 HL sp/su 8 2 16 25 2
Close LK Close Short.gif 35 50 20 HL - 5 2 9 15 2
Close MK Close Forward.gif 70 100 40 HL sp/su 3 2 13 17 2
Close HK Close Roundhouse.gif 40*70 125*75 60*20 HL su*- 4 5(1)3 15 27 3
Far LP Far Jab.gif 30 50 20 HL ch/sp/su 5 2 9 15 2
Far MP Far Strong.gif 80 100 40 HL sp/su 5 2 11 17 2
Far HP Far Fierce.gif 120 200 60 HL - 8 5 13 25 5
Far LK Far Short.gif 40 50 20 HL ch/sp/su 6 2 9 16 2
Far MK Far Forward.gif 75 100 40 HL - 7 2 13 21 2
Far HK Far Roundhouse.gif 110 200 60 HL - 8 2 19 28 2
Crouch LP Crouch Jab.gif 20 50 20 HL ch/sp/su 3 2 9 13 2
Crouch MP Crouch Strong.gif 70 100 40 L sp/su 5 2 14 20 2
Crouch HP Crouch Fierce.gif 80 200 60 HL sp/su 6 4 22 31 4
Crouch LK Crouch Short.gif 40 50 20 L sp/su 5 4 9 17 4
Crouch MK Crouch Forward.gif 70 100 40 HL sp/su 4 3 16 22 3
Crouch HK Crouch Roundhouse.gif 100 100 60 L - 6 3 18 26 3
Sakotsukudaki Overhead 80 100 40 H - 17 4 13 33 4
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Neutral Jump LP Neutral Jump Jab.gif 50 50 20 H - 5 6 - 10 6
Neutral Jump MP Neutral Jump Strong.gif 85 100 40 H - 5 4 - 8 4
Neutral Jump HP Neutral Jump Fierce.gif 105 200 60 H - 6 4 - 9 4
Neutral Jump LK Neutral Jump Short.gif 40 50 20 H - 6 7 - 12 7
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 6 3 - 8 3
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 7 3 - 9 3
Angled Jump LP Angled Jump Jab.gif 50 50 20 H - 5 5 - 9 5
Angled Jump MP Angled Jump Strong.gif 50*30 50*50 40*20 H sp*- 4 2*2 - 7 2
Angled Jump HP Angled Jump Fierce.gif 100 200 60 H - 5 3 - 7 3
Angled Jump LK Angled Jump Short.gif 40 50 20 H - 7 8 - 14 8
Angled Jump MK Angled Jump Forward.gif 70 100 40 H - 7 4 - 10 4
Angled Jump HK Angled Jump Roundhouse.gif 100 200 60 H - 8 3 - 10 3
Tenmakujinkyaku Dive Kick 60 100 40 H - 12 until ground - - until ground
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Focus Attack (Level 1) Level 1 Focus 65 100 20 HL - 10+11 2 35 57 2
Focus Attack (Level 2) Level 2 Focus 85 150 40 HL - 18+11 2 35 65 2
Focus Attack (Level 3) Level 3 Focus 150 200 60 - - 65 2 35 101 2
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Raikotokyaku Forward Throw 140 150 40 0.91 - 3 2 20 24
Amaoroshi Back Throw 1 0 40 0.9 - 5 2 24 30
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Gohadoken Gohadoken 55 50 10/20 HL su 17[8] - Total 41[32] 58
Gohadoken (Charged) Gohadoken (Charged) 55*55 50*50 10/10*10 HL su 68 - Total 93 161
EX Gadoken Gohadoken EX.gif 60*60 80*80 -250/0 HL su 17[8] - Total 55[46] 72
EX Gadoken (Charged) Gohadoken EX.gif charge 60x4 80x4 -250/0 HL su 68 - Total 107 175
Senkugoshoha Palm Strike Jap.gif 90 150 10/20 HL su 9 4 21 33
Palm Strike Strong.gif 120 200 10/20 HL su 21[16] 4 23 #VALUE!
Palm Strike Fierce.gif 130 200 10/20 HL su 27[17] 4 23 #VALUE!
EX Senkugoshoha Palm Strike EX.gif 90*60 100*50 -250/0 HL su 32[17] 4(11)4 22 #VALUE!
Tatsumaki Gorasesn Hurricane Kick Short.gif 60*20*40 100*25*25 10/20*10*10 HL su*-*- 7 2(8)2(10)2 41 + After landing 26 97
Hurricane Kick Forward.gif 65*20x2*50 100*25x3 10/20*10x3 HL su*-(x3) 10 2(8)2(8)2(10)2 44 + After landing 26 113
Hurricane Kick Roundhouse.gif 70*20x3*55 100*20x3*40 10/20*10x4 HL su*-(x4_ 13 2(8)2(7)2(8)2(11)2 53 + After landing 26 135
EX Tatsumaki Gorasen Hurricane Kick EX.gif 80*10x6*60 100*10x6*40 -250/0 HL su*-(x7) 5 2(8)2(2)2(2)2(2)2(2)2(2)2(5)2 53 + After landing 26 122
Airborne Tatsumaki Gorasen Air Hurricane Short.gif 100 200 10/30 HL - 6 2(4)2(3)2 After landing 20 38
Air Hurricane Forward.gif 110 200 10/30 HL - 6 2(4)2(3)2(4)2(3)2 After landing 20 49
Air Hurricane Roundhouse.gif 120 200 10/30 HL - 6 2(4)2(3)2(4)2(3)2(4)2(3)2 After landing 20 60
EX Airborne Tatsumaki Gorasen Air Hurricane EX.gif 140 200 -250/0 HL - 6 2(4)2(3)2(4)2(3)2(4)2(3)2 20 60
Hyakkishu Demon Flip - - 30/- - - 0 0 Total 39 39
EX Hyakkishu Demon Flip EX.gif - - -250/0 - - 0 0 Total 39 39
Hyakki Gozan Demon Flip Slide 100 200 0/30 L - 39+4 11 20 73
Hyakki Goheki Demon Flip Focus - - - - - 4 Until ground After landing 6 -
Hyakki Gojin Demon Flip Dive Kick 80 100 0/20 HL - 12 Until ground After landing 4 -
Hyakki Gosai Demon Flip Throw 150 160 0/30 1.17 - 3 2 After landing 12 16
Kongoshin Counter - - 10/- - - 1 14 18 32
Kongoshin Triggered Counter Triggered 150 150 0/25 - su 12 10 43 64
EX Kongoshin EX Counter - - 10/- 1 14 18 32
EX Kongoshin Triggered EX Counter Triggered 150 150 0/25 12 10 43 64
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Forbidden Shoryuken Super Combo 85*40x5*60 0 #DIV/0! HL - 1+2 3*2*3*3*2*3*3 30+31 82
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Shin Shoryuken Ultra Combo 1 135*48x6*90 [503] 0 0/0 HL - 0+11 2*3*3*2*3*3*2*4 42+51 125
Denjin Hadoken Ultra Combo 2 (Lv1) 60x3*120 100x4 0/0 HL - 0+13 - Total 73 86
Ultra Combo 2 (Lv2) 60x4*120 100x5 0/0 HL - 3+14 - Total 74 91
Ultra Combo 2 (Lv3) 60x5*120 100x6 0/0 HL - 18+14 - Total 89 121
Ultra Combo 2 (Lv4) 60x6*120 100x7 0/0 HL - 33+14 - Total 104 151
Ultra Combo 2 (Lv5) 60x7*120 100x8 0/0 HL - 0+65 - Total 118 183
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv

Template:USFIVMoveListCollapseFooter


Moves

Unique Attacks

  Name Nickname Command Notes
File:No image.png high {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png high {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

Throws

  Name Nickname Command Notes
File:No image.png throw {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png throw {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

Special Moves

  Name Nickname Command Notes
File:No image.png Hold p to charge; ex {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ex armorbreak {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ex armorbreak {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ex version can be controlled with b or f ; ex {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png low {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Perform after Hyakkishu {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Perform after Hyakkishu {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Perform after Hyakkishu; throw {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png 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 {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

Super Combo

  Name Nickname Command Notes
File:No image.png armorbreak {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

Ultra Combos

  Name Nickname Command Notes
File:No image.png armorbreak {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Hold 3k to charge up to 5 levels; Causes stun damage even on block {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


The Basics

Combos

Strategy

Matchups

  • Vs. Abel

TBW


  • Vs. Adon

TBW


  • Vs. Akuma

TBW


  • Vs. Balrog

TBW


  • Vs. Blanka

TBW


  • Vs. C. Viper

TBW


  • Vs. Cammy

TBW


  • Vs. Chun Li

TBW


  • Vs. Cody

TBW


  • Vs. Dan

TBW


  • Vs. Dee Jay

TBW


  • Vs. Dhalsim

TBW


  • Vs. Dudley

TBW


  • Vs. E. Honda

TBW


  • Vs. Elena

TBW


  • Vs. El Fuerte

TBW


  • Vs. Evil Ryu

TBW


  • Vs. Fei Long

TBW


  • Vs. Gen

TBW


  • Vs. Gouken

TBW


  • Vs. Guile

TBW


  • Vs. Guy

TBW


  • Vs. Hakan

TBW


  • Vs. Hugo

TBW


  • Vs. Ibuki

TBW


  • Vs. Juri

TBW


  • Vs. Ken

TBW


  • Vs. Makoto

TBW


  • Vs. M. Bison

TBW


  • Vs. Oni

TBW


  • Vs. Poison

TBW


  • Vs. Rolento

TBW


  • Vs. Rose

TBW


  • Vs. Rufus

TBW


  • Vs. Ryu

TBW


  • Vs. Sagat

TBW


  • Vs. Sakura

TBW


  • Vs. Seth

TBW


  • Vs. T. Hawk

TBW


  • Vs. Vega

TBW


  • Vs. Yang

TBW


  • Vs. Yun

TBW


  • Vs. Zangief

TBW


Frame Data

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Close LP Close Jab.gif 30 50 20 HL ch/sp/su 4 2 9 4 14 2 2 9 11 14 0 3 Reset Reset - - -
Close MP Close Strong.gif 65 100 40 HL sp/su 5 2 11 5 17 2 2 11 17 20 4 7 Reset Reset - - -
Close HP Close Fierce.gif 100 200 60 HL sp/su 8 2 16 8 25 2 2 16 18 22 0 4 Reset Reset - - -
Close LK Close Short.gif 35 50 20 HL - 5 2 9 5 15 2 2 9 11 14 0 3 Reset Reset - - -
Close MK Close Forward.gif 70 100 40 HL sp/su 3 2 13 3 17 2 2 13 14 17 -1 2 Reset Reset - - -
Close HK Close Roundhouse.gif 40*70 125*75 60*20 HL su*- 4 5(1)3 15 4 27 3 9 15 18 23 0 5 +4 Hit advantage on crouching opponents Reset Reset - - -
Far LP Far Jab.gif 30 50 20 HL ch/sp/su 5 2 9 5 15 2 2 9 11 14 0 3 Reset Reset - - -
Far MP Far Strong.gif 80 100 40 HL sp/su 5 2 11 5 17 2 2 11 14 18 1 5 Reset Reset - - -
Far HP Far Fierce.gif 120 200 60 HL - 8 5 13 8 25 5 5 13 18 22 0 4 Reset Reset - - -
Far LK Far Short.gif 40 50 20 HL ch/sp/su 6 2 9 6 16 2 2 9 11 14 0 3 Reset Reset - - -
Far MK Far Forward.gif 75 100 40 HL - 7 2 13 7 21 2 2 13 14 17 -1 2 Reset Reset - - -
Far HK Far Roundhouse.gif 110 200 60 HL - 8 2 19 8 28 2 2 19 18 21 -3 0 Reset Reset - - -
Crouch LP Crouch Jab.gif 20 50 20 HL ch/sp/su 3 2 9 3 13 2 2 9 11 14 0 3 Reset Reset - - -
Crouch MP Crouch Strong.gif 70 100 40 L sp/su 5 2 14 5 20 2 2 14 14 19 -2 3 Reset Reset - - -
Crouch HP Crouch Fierce.gif 80 200 60 HL sp/su 6 4 22 6 31 4 4 22 18 23 -8 -3 Reset Reset - - -
Crouch LK Crouch Short.gif 40 50 20 L sp/su 5 4 9 5 17 4 4 9 11 14 -2 1 Reset Reset - - -
Crouch MK Crouch Forward.gif 70 100 40 HL sp/su 4 3 16 4 22 3 3 16 14 17 -5 -2 Reset Reset - - -
Crouch HK Crouch Roundhouse.gif 100 100 60 L - 6 3 18 6 26 3 3 18 18 - -3 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - -
Sakotsukudaki Overhead 80 100 40 H - 17 4 13 17 33 4 4 13 14 19 -3 2 Forces stand Forces stand Reset Reset - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Neutral Jump LP Neutral Jump Jab.gif 50 50 20 H - 5 6 - 5 10 6 6 0 - - Reset Reset - - -
Neutral Jump MP Neutral Jump Strong.gif 85 100 40 H - 5 4 - 5 8 4 4 0 - - Reset Reset - - -
Neutral Jump HP Neutral Jump Fierce.gif 105 200 60 H - 6 4 - 6 9 4 4 0 - - Soft Knockdown Soft Knockdown - - -
Neutral Jump LK Neutral Jump Short.gif 40 50 20 H - 6 7 - 6 12 7 7 0 - - Reset Reset - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 6 3 - 6 8 3 3 0 - - Reset Reset - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 7 3 - 7 9 3 3 0 - - Reset Reset - - -
Angled Jump LP Angled Jump Jab.gif 50 50 20 H - 5 5 - 5 9 5 5 0 - - Reset Reset - - -
Angled Jump MP Angled Jump Strong.gif 50*30 50*50 40*20 H sp*- 4 2*2 - 4 7 2 4 0 - - 1st Hit: Free Juggle, 2nd Hit: Soft Knockdown 1st Hit: Free Juggle, 2nd Hit: Soft Knockdown - - -
Angled Jump HP Angled Jump Fierce.gif 100 200 60 H - 5 3 - 5 7 3 3 0 - - Reset Reset - - -
Angled Jump LK Angled Jump Short.gif 40 50 20 H - 7 8 - 7 14 8 8 0 - - Reset Reset - - -
Angled Jump MK Angled Jump Forward.gif 70 100 40 H - 7 4 - 7 10 4 4 0 - - Reset Reset - - -
Angled Jump HK Angled Jump Roundhouse.gif 100 200 60 H - 8 3 - 8 10 3 3 0 - - Soft Knockdown Soft Knockdown - - -
Tenmakujinkyaku Dive Kick 60 100 40 H - 12 until ground - 12 - until ground until ground 0 - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Focus Attack (Level 1) Level 1 Focus 65 100 20 HL - 10+11 2 35 21 57 2 2 35 -21 -21 Crumple Soft Knockdown Soft Knockdown - - -
Focus Attack (Level 2) Level 2 Focus 85 150 40 HL - 18+11 2 35 29 65 2 2 35 -15 - Crumple Crumple Free Juggle Free Juggle - - -
Focus Attack (Level 3) Level 3 Focus 150 200 60 - - 65 2 35 65 101 2 2 35 - - X Crumple Crumple Free Juggle Free Juggle - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Raikotokyaku Forward Throw 140 150 40 0.91 - 3 2 20 3 24 2 20 - - X Hard Knockdown - - - - - -
Amaoroshi Back Throw 1 0 40 0.9 - 5 2 24 5 30 2 24 - - Float for 21f, throw damage is recoverable X Hard Knockdown - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Gohadoken Gohadoken 55 50 10/20 HL su 17[8] - Total 41[32] 17 58 0 41 2 6 20~21f [11~12f] focus cancellable, hold down the button to charge, [] refers to after button is released X Free Juggle Free Juggle - - -
Gohadoken (Charged) Gohadoken (Charged) 55*55 50*50 10/10*10 HL su 68 - Total 93 68 161 0 93 9 13 71-72f cancellable X Free Juggle Free Juggle - - -
EX Gadoken Gohadoken EX.gif 60*60 80*80 -250/0 HL su 17[8] - Total 55[46] 17 72 0 55 4 - 2nd fireball active on 33f [24f], 20-36f [11-27f] focus cancellable, hold down button to charge, [ ] refers to after button release X Free Juggle Free Juggle - - -
EX Gadoken (Charged) Gohadoken EX.gif charge 60x4 80x4 -250/0 HL su 68 - Total 107 68 175 0 107 13 - 2nd fireball active on 86f, 71-89f focus cancellable X Free Juggle Free Juggle - - -
Senkugoshoha Palm Strike Jap.gif 90 150 10/20 HL su 9 4 21 9 33 4 21 -4 - X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - -
Palm Strike Strong.gif 120 200 10/20 HL su 21[16] 4 23 21[16] #VALUE! 4 23 -6 - Startup is distant dependent X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - -
Palm Strike Fierce.gif 130 200 10/20 HL su 27[17] 4 23 27[17] #VALUE! 4 23 -6 - Startup is distant dependent X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - -
EX Senkugoshoha Palm Strike EX.gif 90*60 100*50 -250/0 HL su 32[17] 4(11)4 22 32[17] #VALUE! 19 22 -5 - Startup is distant dependent X 1st Hit: Forces stand, 2nd Hit: Free Juggle 1st Hit: Forces stand, 2nd Hit: Free Juggle 1st Hit: Soft Knockdown, 2nd Hit: Free Juggle 1st Hit: Soft Knockdown, 2nd Hit: Free Juggle - - -
Tatsumaki Gorasesn Hurricane Kick Short.gif 60*20*40 100*25*25 10/20*10*10 HL su*-*- 7 2(8)2(10)2 41 + After landing 26 7 97 24 67 -70 - 1st Hit: Free Juggle, 2nd-3rd Hit: Soft Knockdown 1st Hit: Free Juggle, 2nd-3rd Hit: Soft Knockdown 1st Hit: Free Juggle, 2nd-3rd Hit: Soft Knockdown 1st Hit: Free Juggle, 2nd-3rd Hit: Soft Knockdown - - -
Hurricane Kick Forward.gif 65*20x2*50 100*25x3 10/20*10x3 HL su*-(x3) 10 2(8)2(8)2(10)2 44 + After landing 26 10 113 34 70 -83 - 1st Hit: Free Juggle, 2nd-4thd Hit: Soft Knockdown 1st Hit: Free Juggle, 2nd-4thd Hit: Soft Knockdown 1st Hit: Free Juggle, 2nd-4thd Hit: Soft Knockdown 1st Hit: Free Juggle, 2nd-4thd Hit: Soft Knockdown - - -
Hurricane Kick Roundhouse.gif 70*20x3*55 100*20x3*40 10/20*10x4 HL su*-(x4_ 13 2(8)2(7)2(8)2(11)2 53 + After landing 26 13 135 44 79 -102 - 1st Hit: Free Juggle, 2nd-5th Hit: Soft Knockdown 1st Hit: Free Juggle, 2nd-5th Hit: Soft Knockdown 1st Hit: Free Juggle, 2nd-5th Hit: Soft Knockdown 1st Hit: Free Juggle, 2nd-5th Hit: Soft Knockdown - - -
EX Tatsumaki Gorasen Hurricane Kick EX.gif 80*10x6*60 100*10x6*40 -250/0 HL su*-(x7) 5 2(8)2(2)2(2)2(2)2(2)2(2)2(5)2 53 + After landing 26 5 122 39 79 -97 - 1st hit locks opponent 1st Hit: Free Juggle, 2nd-7th Hit: Soft Knockdown 1st Hit: Free Juggle, 2nd-7th Hit: Soft Knockdown 1st Hit: Free Juggle, 2nd-7th Hit: Soft Knockdown 1st Hit: Free Juggle, 2nd-7th Hit: Soft Knockdown - All: 1~6f -
Airborne Tatsumaki Gorasen Air Hurricane Short.gif 100 200 10/30 HL - 6 2(4)2(3)2 After landing 20 6 38 13 20 - - Jumping backwards will travel backwards Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - -
Air Hurricane Forward.gif 110 200 10/30 HL - 6 2(4)2(3)2(4)2(3)2 After landing 20 6 49 24 20 - - Jumping backwards will travel backwards Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - -
Air Hurricane Roundhouse.gif 120 200 10/30 HL - 6 2(4)2(3)2(4)2(3)2(4)2(3)2 After landing 20 6 60 35 20 - - Jumping backwards will travel backwards Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - -
EX Airborne Tatsumaki Gorasen Air Hurricane EX.gif 140 200 -250/0 HL - 6 2(4)2(3)2(4)2(3)2(4)2(3)2 20 6 60 35 20 - - Can control movement left or right Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - -
Hyakkishu Demon Flip - - 30/- - - 0 0 Total 39 0 39 0 39 - - 27~37f cancellable into followup, 40f lands and activates Hyakki Gozan (slide). - - -
EX Hyakkishu Demon Flip EX.gif - - -250/0 - - 0 0 Total 39 0 39 0 39 - - 27~37f cancellable into followup, 40f lands and activates Hyakki Gozan (slide). - All: 1~26f -
Hyakki Gozan Demon Flip Slide 100 200 0/30 L - 39+4 11 20 43 73 11 20 -13 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - -
Hyakki Goheki Demon Flip Focus - - - - - 4 Until ground After landing 6 4 - Until ground 6 - - - - - - 4f~until landing has armor - -
Hyakki Gojin Demon Flip Dive Kick 80 100 0/20 HL - 12 Until ground After landing 4 12 - Until ground 4 - - Forces stand Forces stand Reset Reset - - -
Hyakki Gosai Demon Flip Throw 150 160 0/30 1.17 - 3 2 After landing 12 3 16 2 12 - - Cannot throw crouching opponents X Hard Knockdown - - - - - -
Kongoshin Counter - - 10/- - - 1 14 18 1 32 14 18 - - Frames 1~14 counter is active / LP: low, MP: mid, HP: high, EX: whole body. Incurs grey damage on a successful counter. - - - - 1~14f - -
Kongoshin Triggered Counter Triggered 150 150 0/25 - su 12 10 43 12 64 10 43 - - Unblockable X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 7~21f -
EX Kongoshin EX Counter - - 10/- 1 14 18 1 32 14 18 Frames 1~14 counter is active - - - - 1~14f - -
EX Kongoshin Triggered EX Counter Triggered 150 150 0/25 12 10 43 12 64 10 43 Unblockable X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 7~21f -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Forbidden Shoryuken Super Combo 85*40x5*60 0 #DIV/0! HL - 1+2 3*2*3*3*2*3*3 30+31 3 82 19 61 -57 - Lock opponent upon first level hit, block disadvantage refers to 2nd hit X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~4f -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Shin Shoryuken Ultra Combo 1 135*48x6*90 [503] 0 0/0 HL - 0+11 2*3*3*2*3*3*2*4 42+51 11 125 22 93 -88 - 1st hit goes into animation, block disadvantage refers to 2nd hit, [] refers to animation Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~12f -
Denjin Hadoken Ultra Combo 2 (Lv1) 60x3*120 100x4 0/0 HL - 0+13 - Total 73 13 86 0 73 -9 - Does 50x4 stun on block, fireball active 14f after button release 4th Hit: Hard Knockdown 4th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - - All: 1~12f
Ultra Combo 2 (Lv2) 60x4*120 100x5 0/0 HL - 3+14 - Total 74 17 91 0 74 1 - Does 50x5 stun on block, charge 3~22f, fireball active 14f after button release 5th Hit: Hard Knockdown 5th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~3f -
Ultra Combo 2 (Lv3) 60x5*120 100x6 0/0 HL - 18+14 - Total 89 32 121 0 89 11 - Does 50x6 stun on block, charge 23~42f, fireball active 14f after button release 6th Hit: Hard Knockdown 6th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~3f -
Ultra Combo 2 (Lv4) 60x6*120 100x7 0/0 HL - 33+14 - Total 104 47 151 0 104 21 - Does 50x7 stun on block, charge 43~62f, fireball active 14f after button release 7th Hit: Hard Knockdown 7th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~3f -
Ultra Combo 2 (Lv5) 60x7*120 100x8 0/0 HL - 0+65 - Total 118 65 183 0 118 31 - Does 50x8 stun on block, charge 63f~ 8th Hit: Hard Knockdown 8th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~3f -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info


Notes: