Introduction
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.
Pick if you like: | Avoid if you dislike: |
---|---|
|
|
Players to Watch
Lingo (JP), Infiltration (KR)
Ultra SFIV Changes
Frame Data Glossary - USFIV | |
---|---|
Active |
How many frames a move remains active (can hurt opponents) for. For projectiles with a limited active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.
|
Cancel |
Available options for canceling one move into another move.
|
Damage |
Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y. Damage listed in () parentheses may be the total damage of all hits, or the damage of an alternate version (like a non-cinematic Ultra connect) based on context. This will usually be explained in the description.
|
Guard |
Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), HL is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked. If an attack cannot be blocked, like a Level 3 Focus Attack, no Guard property will be listed (and no Block data will be given in the frame data columns).
|
On Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.
KD refers to knockdown on hit, with SKD = Soft Knockdown (allows quick wake-up) and HKD = Hard Knockdown (no quick wake-up). If a KD Advantage is listed (HKD +30), this refers to the amount of time the attacker is free to move before the defender has recovered from their knockdown. This also assumes that Delayed Wake-up is not used.
|
Recovery |
How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.
|
Startup |
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.
|
Juggle Info |
When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:
The following is a more detailed overview of the juggle system:
Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value.
Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.
Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.
An example to tie everything together:
|
Gouken | |
---|---|
Vitals | |
HP | 1000 |
Stun | 1000 |
W-Ultra Scaling | 75% |
Ground Movement | |
Forward Walk Speed | 0.045 |
Backward Walk Speed | 0.03 |
Forward Dash Speed | 16 |
Back Dash Speed | 25 |
Forward Dash Distance | 1.10 |
Back Dash Distance | 0.80 |
Back Dash Invuln | 8 |
Back Dash Airborne | 7 |
Back Dash Ground Recovery | 10 |
Jumping | |
Jump Speed | 4+36 |
Jump Apex | 1.76 |
Forward Jump Distance | 1.925 |
Backward Jump Distance | 1.925 |
Throws | |
Forward Throw Range | 0.91 |
Back Throw Range | 0.90 |
Wake-up Timing | |
Face Up | 31 |
Face Down | 21 |
Frame Data (At A Glance)
More detailed Frame Data Table at bottom of page.
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
---|---|---|---|---|---|---|---|---|---|---|---|
Close LP | Close ![]() |
30 | 50 | 20 | HL | ch/sp/su | 4 | 2 | 9 | 0 | 3 |
Close MP | Close ![]() |
65 | 100 | 40 | HL | sp/su | 5 | 2 | 11 | 4 | 7 |
Close HP | Close ![]() |
100 | 200 | 60 | HL | sp/su | 8 | 2 | 16 | 0 | 4 |
Close LK | Close ![]() |
35 | 50 | 20 | HL | - | 5 | 2 | 9 | 0 | 3 |
Close MK | Close ![]() |
70 | 100 | 40 | HL | sp/su | 3 | 2 | 13 | -1 | 2 |
Close HK | Close ![]() |
40*70 | 125*75 | 60*20 | HL | su*- | 4 | 5(1)3 | 15 | 0 | 5[4] |
Far LP | Far ![]() |
30 | 50 | 20 | HL | ch/sp/su | 5 | 2 | 9 | 0 | 3 |
Far MP | Far ![]() |
80 | 100 | 40 | HL | sp/su | 5 | 2 | 11 | 1 | 5 |
Far HP | Far ![]() |
120 | 200 | 60 | HL | - | 8 | 5 | 13 | 0 | 4 |
Far LK | Far ![]() |
40 | 50 | 20 | HL | ch/sp/su | 6 | 2 | 9 | 0 | 3 |
Far MK | Far ![]() |
75 | 100 | 40 | HL | - | 7 | 2 | 13 | -1 | 2 |
Far HK | Far ![]() |
110 | 200 | 60 | HL | - | 8 | 2 | 19 | -3 | 0 |
Crouch LP | Crouch ![]() |
20 | 50 | 20 | HL | ch/sp/su | 3 | 2 | 9 | 0 | 3 |
Crouch MP | Crouch ![]() |
70 | 100 | 40 | L | sp/su | 5 | 2 | 14 | -2 | 3 |
Crouch HP | Crouch ![]() |
80 | 200 | 60 | HL | sp/su | 6 | 4 | 22 | -8 | -3 |
Crouch LK | Crouch ![]() |
40 | 50 | 20 | L | sp/su | 5[6] | 4 | 9 | -2 | 1 |
Crouch MK | Crouch ![]() |
70 | 100 | 40 | HL | sp/su | 4 | 3 | 16 | -5 | -2 |
Crouch HK | Crouch ![]() |
100 | 100 | 60 | L | - | 6 | 3 | 18 | -3 | - |
Sakotsukudaki | Overhead ![]() ![]() |
80 | 100 | 40 | H | - | 17 | 4 | 13 | -3 | 2 |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Neutral Jump LP | Neutral Jump ![]() |
50 | 50 | 20 | H | - | 5 | 6 | - | - | - |
Neutral Jump MP | Neutral Jump ![]() |
85 | 100 | 40 | H | - | 5 | 4 | - | - | - |
Neutral Jump HP | Neutral Jump ![]() |
105 | 200 | 60 | H | - | 6 | 4 | - | - | - |
Neutral Jump LK | Neutral Jump ![]() |
40 | 50 | 20 | H | - | 6 | 7 | - | - | - |
Neutral Jump MK | Neutral Jump ![]() |
80 | 100 | 40 | H | - | 6 | 3 | - | - | - |
Neutral Jump HK | Neutral Jump ![]() |
100 | 200 | 60 | H | - | 7 | 3 | - | - | - |
Angled Jump LP | Angled Jump ![]() |
50 | 50 | 20 | H | - | 5 | 5 | - | - | - |
Angled Jump MP | Angled Jump ![]() |
50*30 | 50*50 | 40*20 | H | sp*- | 4 | 2*2 | - | - | - |
Angled Jump HP | Angled Jump ![]() |
100 | 200 | 60 | H | - | 5 | 3 | - | - | - |
Angled Jump LK | Angled Jump ![]() |
40 | 50 | 20 | H | - | 7 | 8 | - | - | - |
Angled Jump MK | Angled Jump ![]() |
70 | 100 | 40 | H | - | 7 | 4 | - | - | - |
Angled Jump HK | Angled Jump ![]() |
100 | 200 | 60 | H | - | 8 | 3 | - | - | - |
Tenmakujinkyaku | Dive Kick | 60 | 100 | 40 | H | - | 12 | 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 | -21 | -21 |
Focus Attack (Level 2) | Level 2 Focus | 85 | 150 | 40 | HL | - | 18+11 | 2 | 35 | -15 | - |
Focus Attack (Level 3) | Level 3 Focus | 150 | 200 | 60 | - | - | 65 | 2 | 35 | - | - |
Red Focus Attack (Level 1) | Level 1 Red Focus | 98 | 100 | -500/0 | HL | - | 10+11 | 2 | 35 | -20 | -20 |
Red Focus Attack (Level 2) | Level 2 Red Focus | 128 | 150 | -500/0 | HL | - | 18+11 | 2 | 35 | -15 | - |
Red Focus Attack (Level 3) | Level 3 Red Focus | 225 | 200 | -500/0 | - | - | 65 | 2 | 35 | - | - |
EX Red Focus Attack (Level 1) | Level 1 EX Red Focus | 98 | 100 | -750/0 | HL | - | 10+11 | 2 | 35 | -15 | - |
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 | - | - |
Amaoroshi | Back Throw | 1 | 0 | 40 | 0.9 | - | 5 | 2 | 24 | - | - |
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] | 2 | 6 |
Gohadoken (Charged) | Gohadoken (Charged) | 55*55 | 50*50 | 10/10*10 | HL | su | 68 | - | Total 93 | 9 | 13 |
EX Gohadoken | Gohadoken ![]() |
60*60 | 80*80 | -250/0 | HL | su | 17[8] | - | Total 55[46] | 4 | - |
EX Gohadoken (Charged) | Gohadoken ![]() |
60x4 | 80x4 | -250/0 | HL | su | 68 | - | Total 107 | 13 | - |
Senkugoshoha | Palm Strike ![]() |
90 | 150 | 10/20 | HL | su | 9 | 4 | 21 | -4 | - |
Palm Strike ![]() |
120 | 200 | 10/20 | HL | su | 21[16] | 4 | 23 | -6 | - | |
Palm Strike ![]() |
130 | 200 | 10/20 | HL | su | 27[17] | 4 | 23 | -6 | - | |
EX Senkugoshoha | Palm Strike ![]() |
90*60 | 100*50 | -250/0 | HL | su | 32[17] | 4(11)4 | 22 | -5 | - |
Tatsumaki Gorasesn | Hurricane Kick ![]() |
60*20*40 | 100*25*25 | 10/20*10*10 | HL | su*-*- | 7 | 2(8)2(10)2 | 41 + After landing 26 | -70 | - |
Hurricane Kick ![]() |
65*20x2*50 | 100*25x3 | 10/20*10x3 | HL | su*-(x3) | 10 | 2(8)2(8) 2(10)2 |
44 + After landing 26 | -83 | - | |
Hurricane Kick ![]() |
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 | -102 | - | |
EX Tatsumaki Gorasen | Hurricane Kick ![]() |
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 | -97 | - |
Airborne Tatsumaki Gorasen | Air Hurricane ![]() |
100 | 200 | 10/30 | HL | - | 6 | 2(4)2(3)2 | After landing 20 | - | - |
Air Hurricane ![]() |
110 | 200 | 10/30 | HL | - | 6 | 2(4)2(3) 2(4)2(3)2 |
After landing 20 | - | - | |
Air Hurricane ![]() |
120 | 200 | 10/30 | HL | - | 6 | 2(4)2(3) 2(4)2(3) 2(4)2(3)2 |
After landing 20 | - | - | |
EX Airborne Tatsumaki Gorasen | Air Hurricane ![]() |
140 | 200 | -250/0 | HL | - | 6 | 2(4)2(3) 2(4)2(3) 2(4)2(3)2 |
20 | - | - |
Hyakkishu | Demon Flip | - | - | 30/- | - | - | 0 | 0 | Total 39 | - | - |
EX Hyakkishu | Demon Flip ![]() |
- | - | -250/- | - | - | 0 | 0 | Total 39 | - | - |
Hyakki Gozan | Demon Flip Slide | 100 | 200 | 0/30 | L | - | 39+4 | 11 | 20 | -13 | - |
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 | - | - |
Kongoshin | Counter | - | - | 10/- | - | - | 1 | 14 | 18 | - | - |
Kongoshin Triggered | Counter Triggered | 150 | 150 | 0/25 | - | su | 12 | 10 | 43 | - | - |
EX Kongoshin | EX Counter | - | - | 10/- | 1 | 14 | 18 | - | - | ||
EX Kongoshin Triggered | EX Counter Triggered | 150 | 150 | 0/25 | 12 | 10 | 43 | - | - | ||
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 | -1000/0 | HL | - | 1+2 | 3*2*3* 3*2*3*3 |
30+31 | -57 | - |
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 | -88 | - |
Denjin Hadoken | Ultra Combo 2 (Lv1) | 60x3*120 | 100x4 | 0/0 | HL | - | 0+13 | - | 61 | -9 | - |
Ultra Combo 2 (Lv2) | 60x4*120 | 100x5 | 0/0 | HL | - | 3+14 | - | 59 | 1[-1] | - | |
Ultra Combo 2 (Lv3) | 60x5*120 | 100x6 | 0/0 | HL | - | 23+14 | - | 57 | 11[7] | - | |
Ultra Combo 2 (Lv4) | 60x6*120 | 100x7 | 0/0 | HL | - | 43+14 | - | 55 | 21[15] | - | |
Ultra Combo 2 (Lv5) | 60x7*120 | 100x8 | 0/0 | HL | - | 63+17 | - | 53 | 31[23] | - | |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Moves
Standing Close Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Close LP |
Close Jab | Close ![]() |
|
~~ Uses and Strategies ~~ A high-hitting jab that still works on crouching characters. Same frame advantage as cr.LP but one frame slower and with 10 more damages. | ||||
File:No image.png |
Close MP |
Close Strong | Close ![]() |
|
~~ Uses and Strategies ~~ Your best normal for starting combos thanks to its great advantage on hit, allowing links into cr.HP. A bit weaker than his other medium normals. | ||||
File:No image.png |
Close HP |
Close Fierce | Close ![]() |
|
~~ Uses and Strategies ~~ Your strongest cancellable normal, but can't be linked into. | ||||
File:No image.png |
Close LK |
Close Short | Close ![]() |
|
~~ Uses and Strategies ~~ Can be chained into but not out of. | ||||
File:No image.png |
Close MK |
Close Forward | Close ![]() |
|
~~ Uses and Strategies ~~ Tied for his fastest normal at 3 frames. Doesn't have enough hitstun to combo into Gohadoken or MP/EX Senkugoshoha, so Tastumaki is your best followup. | ||||
File:No image.png |
Close HK |
Close Roundhouse | Close ![]() |
|
~~ Uses and Strategies ~~ Two-hitting axe kick where the first hit whiffs on crouching opponents. Nice advantage on hit but the pushback severely limits the followups. |
Standing Far Normals
Crouching Normals
Neutral Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Neutral Jump LP |
Neutral Jump Jab | ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump MP |
Neutral Jump Strong | ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump HP |
Neutral Jump Fierce | ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump LK |
Neutral Jump Short | ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump MK |
Neutral Jump Forward | ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump HK |
Neutral Jump Roundhouse | ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) |
Diagonal Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Diagonal Jump LP |
Diagonal Jump Jab | ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump MP |
Diagonal Jump Strong | ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump HP |
Diagonal Jump Fierce | ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump LK |
Diagonal Jump Short | ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump MK |
Diagonal Jump Forward | ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump HK |
Diagonal Jump Roundhouse | ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) |
Unique Attacks
Name | Nickname | Command | Notes | |
File:No image.png |
Sakotsukudaki |
Overhead | ![]() ![]() |
|
~~ Uses and Strategies ~~ An overhead with great speed. Can't be linked out of, except when meaty. Can be unsafe against characters with 3 frame attacks. | ||||
File:No image.png |
Tenmakujinkyaku |
Dive Kick | (in air) ![]() ![]() |
|
~~ Uses and Strategies ~~ Divekick, can be used for crossups. Links are possible if it hits late. |
Focus Attacks
Name | Nickname | Command | Notes | |
File:No image.png | Focus Attack (Level 1) | Level 1 Focus | ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Focus Attack (Level 2) | Level 2 Focus | ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Focus Attack (Level 3) | Level 3 Focus | ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) |
Throws
Name | Nickname | Command | Notes | |
File:No image.png |
Raikotokyaku |
Forward Throw | ![]() ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ Does less damage than combos after Back Throw, but you might prefer the oki or screen position. In the corner, Stand HK (Whiff), Close MP (Whiff) can framekill into meaty overhead, and you can then link Crouch LP after. | ||||
File:No image.png |
Amaoroshi |
Back Throw | ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ Gouken's back throw is unique in that it only does 1 damage but leaves opponent in a free juggle state, allowing multiple different followups depending on screen position and meter investments. Followups will start at 80 % scaling to compensate. |
Special Moves
Name | Nickname | Command | Notes | |
File:No image.png |
Gohadoken |
Fireball | ![]() ![]() ![]() |
Hold ![]() |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Gohadoken (Charged) | Fireball (Charged) | ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Senkugoshoha |
Palm Strike, Rush Punch | ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ Forward traveling punch, important combo ender. The LP version doesn't move at all, while MP and HP move a certain distance before attacking. MP and HP are completly invincible during the traveling part, allowing Gouken to avoid some fireballs. Midscreen, the opponent is launched far away wich is good for returning to zoning, but bad for okizeme. The EX version is a combo extender, traveling a distance between MP and HP, and launching the opponent into a free juggle state. Enders are different based on screen position. Can be used to setup Ultra I and the corner, and Ultra II anywhere. | ||||
File:No image.png |
Tatsumaki Gorasen |
Hurricane Kick | ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ Gouken's Tatsumakis are vertical rather than horizontal, and are much closer in function to other shoto's Shoryukens. All meterless version have upper-body invincibility on startup, making them great anti-airs. They are also important combo tool, as combo enders and in juggles. The EX version has total invincibility and starts in 5 frames, so you can use it as a reversal. Can be FADC'd for two extra bars to make it safe on block and allowing juggles on hit. | ||||
File:No image.png |
Airborne Tatsumaki Gorasen |
Air Hurricane | (in air) ![]() ![]() ![]() |
![]() ![]() ![]() |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Hyakkishu |
Demon Flip | ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Hyakki Gozan |
Demon Flip Slide | No input after performing Hyakkishu | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Hyakki Goheki |
Demon Flip Focus | ![]() |
Perform during Hyakkishu |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Hyakki Gojin |
Demon Flip Dive Kick | ![]() |
Perform during Hyakkishu |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Hyakki Gosai |
Demon Flip Throw | ![]() ![]() |
Perform during Hyakkishu |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Kongoshin |
Counter | ![]() ![]() ![]() |
Counters only against certain attacks; ![]() ![]() ![]() ![]() |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Kongoshin Triggered |
Counter Triggered | ||
~~ Uses and Strategies ~~ (No uses/strategies) |
Super Combo
Name | Nickname | Command | Notes | |
File:No image.png |
Forbidden Shoryuken |
Super Combo | ![]() ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) |
Ultra Combos
Name | Nickname | Command | Notes | |
File:No image.png |
Shin Shoryuken |
Ultra Combo I | ![]() ![]() |
|
~~ Uses and Strategies ~~ Shin Shoryuken's main appeal is its damage, at the cost of being harder to land than Ultra II and having less neutrall application. You can land it after EX Senkugoshoha FADC midscreen. In the corner, the FADC is not needed. | ||||
File:No image.png |
Denjin Hadoken |
Ultra Combo II | ![]() ![]() |
Hold ![]() |
~~ Uses and Strategies ~~ Just like Ultra I, Ultra II is easy to setup with Gouken: You can land it from back throw anywhere on the screen, or EX Senkugoshoha in the corner. This Ultra also inflicts stun on the opponent and wallbounces, allowing for followup juggles into Close HK or Senkugoshoha. Despites its name, Denjin Hadoken is not unblockable in this game, even at max charge. However, it has the proprety of still inflicting stun on block. Filling your opponent's stun count on block will NOT stun them, you will still have to hit them once. |
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 ![]() |
30 | 50 | 20 | HL | ch/sp/su | 4 | 2 | 9 | 14 | 0 | 3 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close MP | Close ![]() |
65 | 100 | 40 | HL | sp/su | 5 | 2 | 11 | 17 | 4 | 7 | 17 | 20 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close HP | Close ![]() |
100 | 200 | 60 | HL | sp/su | 8 | 2 | 16 | 25 | 0 | 4 | 18 | 22 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close LK | Close ![]() |
35 | 50 | 20 | HL | - | 5 | 2 | 9 | 15 | 0 | 3 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close MK | Close ![]() |
70 | 100 | 40 | HL | sp/su | 3 | 2 | 13 | 17 | -1 | 2 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close HK | Close ![]() |
40*70 | 125*75 | 60*20 | HL | su*- | 4 | 5(1)3 | 15 | 27 | 0 | 5[4] | 18 | 23[22] | [] refers to on crouching hit | Reset | Reset | - | - | - | - | - | - | - | |||||
Far LP | Far ![]() |
30 | 50 | 20 | HL | ch/sp/su | 5 | 2 | 9 | 15 | 0 | 3 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far MP | Far ![]() |
80 | 100 | 40 | HL | sp/su | 5 | 2 | 11 | 17 | 1 | 5 | 14 | 18 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far HP | Far ![]() |
120 | 200 | 60 | HL | - | 8 | 5 | 13 | 25 | 0 | 4 | 18 | 22 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far LK | Far ![]() |
40 | 50 | 20 | HL | ch/sp/su | 6 | 2 | 9 | 16 | 0 | 3 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far MK | Far ![]() |
75 | 100 | 40 | HL | - | 7 | 2 | 13 | 21 | -1 | 2 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far HK | Far ![]() |
110 | 200 | 60 | HL | - | 8 | 2 | 19 | 28 | -3 | 0 | 18 | 21 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch LP | Crouch ![]() |
20 | 50 | 20 | HL | ch/sp/su | 3 | 2 | 9 | 13 | 0 | 3 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch MP | Crouch ![]() |
70 | 100 | 40 | L | sp/su | 5 | 2 | 14 | 20 | -2 | 3 | 14 | 19 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch HP | Crouch ![]() |
80 | 200 | 60 | HL | sp/su | 6 | 4 | 22 | 31 | -8 | -3 | 18 | 23 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch LK | Crouch ![]() |
40 | 50 | 20 | L | sp/su | 5[6] | 4 | 9 | 17[18] | -2 | 1 | 11 | 14 | [] refers to chain version | Reset | Reset | - | - | - | - | - | - | - | |||||
Crouch MK | Crouch ![]() |
70 | 100 | 40 | HL | sp/su | 4 | 3 | 16 | 22 | -5 | -2 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch HK | Crouch ![]() |
100 | 100 | 60 | L | - | 6 | 3 | 18 | 26 | -3 | - | 18 | - | Hard Knockdown | Hard Knockdown | Hard Knockdown | Hard Knockdown | - | - | - | - | - | - | - | ||||
Sakotsukudaki | Overhead ![]() ![]() |
80 | 100 | 40 | H | - | 17 | 4 | 13 | 33 | -3 | 2 | 14 | 19 | 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 ![]() |
50 | 50 | 20 | H | - | 5 | 6 | - | 10 | - | - | Reset | Reset | - | - | - | Lower body: 1~10F | - | - | - | ||||||||
Neutral Jump MP | Neutral Jump ![]() |
85 | 100 | 40 | H | - | 5 | 4 | - | 8 | - | - | Reset | Reset | - | - | - | Lower body: 1~8F | - | - | - | ||||||||
Neutral Jump HP | Neutral Jump ![]() |
105 | 200 | 60 | H | - | 6 | 4 | - | 9 | - | - | Soft Knockdown | Soft Knockdown | - | - | - | Lower body: 1~9F | - | - | JP: 1 | ||||||||
Neutral Jump LK | Neutral Jump ![]() |
40 | 50 | 20 | H | - | 6 | 7 | - | 12 | - | - | Reset | Reset | - | - | - | Lower body: 1~12F | - | - | - | ||||||||
Neutral Jump MK | Neutral Jump ![]() |
80 | 100 | 40 | H | - | 6 | 3 | - | 8 | - | - | Reset | Reset | - | - | - | Lower body: 1~8F | - | - | - | ||||||||
Neutral Jump HK | Neutral Jump ![]() |
100 | 200 | 60 | H | - | 7 | 3 | - | 9 | - | - | Reset | Reset | - | - | - | Lower body: 1~9F | - | - | - | ||||||||
Angled Jump LP | Angled Jump ![]() |
50 | 50 | 20 | H | - | 5 | 5 | - | 9 | - | - | Reset | Reset | - | - | - | Lower body: 1~9F | - | - | - | ||||||||
Angled Jump MP | Angled Jump ![]() |
50*30 | 50*50 | 40*20 | H | sp*- | 4 | 2*2 | - | 7 | - | - | [1st Hit]: Free Juggle, [2nd Hit]: Soft Knockdown | [1st Hit]: Free Juggle, [2nd Hit]: Soft Knockdown | - | - | - | Lower body: 1~7F | - | - | 1st hit JI: 0, 2nd Hit JP: 1 | ||||||||
Angled Jump HP | Angled Jump ![]() |
100 | 200 | 60 | H | - | 5 | 3 | - | 7 | - | - | Reset | Reset | - | - | - | Lower body: 1~7F | - | - | - | ||||||||
Angled Jump LK | Angled Jump ![]() |
40 | 50 | 20 | H | - | 7 | 8 | - | 14 | - | - | Reset | Reset | - | - | - | Lower body: 1~14F | - | - | - | ||||||||
Angled Jump MK | Angled Jump ![]() |
70 | 100 | 40 | H | - | 7 | 4 | - | 10 | - | - | Reset | Reset | - | - | - | Lower body: 1~10F | - | - | - | ||||||||
Angled Jump HK | Angled Jump ![]() |
100 | 200 | 60 | H | - | 8 | 3 | - | 10 | - | - | 1~4F freezes in mid air altering jump time | Soft Knockdown | Soft Knockdown | - | - | - | Lower body: 1~10F | - | - | JP: 1 | |||||||
Tenmakujinkyaku | Dive Kick | 60 | 100 | 40 | H | - | 12 | until ground | - | - | - | - | Height restriction: 1.4 | - | - | - | - | - | - | - | |||||||||
- | - | - | - | - | - | - | |||||||||||||||||||||||
Focus Attack (Level 1) | Level 1 Focus | 65 | 100 | 20 | HL | - | 10+11 | 2 | 35 | 57 | -21 | -21 | 16 | 16 | Range: 2.14 | Crumple | Soft Knockdown | Soft Knockdown | 1~10F | - | - | - | - | - | - | ||||
Focus Attack (Level 2) | Level 2 Focus | 85 | 150 | 40 | HL | - | 18+11 | 2 | 35 | 65 | -15 | - | 22 | - | Range: 2.14 | Crumple | Crumple | Free Juggle | Free Juggle | 1~18F | - | - | - | - | - | - | |||
Focus Attack (Level 3) | Level 3 Focus | 150 | 200 | 60 | - | - | 65 | 2 | 35 | 101 | - | - | - | - | Range: 2.14, cannot hit pre-jump | X | Crumple | Crumple | Free Juggle | Free Juggle | 1~64F | - | - | - | - | - | - | ||
Red Focus Attack (Level 1) | Level 1 Red Focus | 98 | 100 | -500/0 | HL | - | 10+11 | 2 | 35 | 57 | -20 | -20 | 17 | 17 | Range: 2.14, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block | Crumple | Soft Knockdown | Soft Knockdown | 1~10F (99 hits) | - | - | - | - | - | - | ||||
Red Focus Attack (Level 2) | Level 2 Red Focus | 128 | 150 | -500/0 | HL | - | 18+11 | 2 | 35 | 65 | -15 | - | 22 | - | Range: 2.14, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block | Crumple | Crumple | Free Juggle | Free Juggle | 1~18F (99 hits) | - | - | - | - | - | - | |||
Red Focus Attack (Level 3) | Level 3 Red Focus | 225 | 200 | -500/0 | - | - | 65 | 2 | 35 | 101 | - | - | - | - | Range: 2.14, Opponent gains 30 meter on hit, cannot hit pre-jump | X | Crumple | Crumple | Free Juggle | Free Juggle | 1~65F (99 hits) | - | - | - | - | - | - | ||
EX Red Focus Attack (Level 1) | Level 1 EX Red Focus | 98 | 100 | -750/0 | HL | - | 10+11 | 2 | 35 | 57 | -15 | - | 22 | - | Range: 2.14, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block | 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 | 24 | - | - | - | - | X | Hard Knockdown | - | - | - | - | - | - | - | - | - | - | |||
Amaoroshi | Back Throw | 1 | 0 | 40 | 0.9 | - | 5 | 2 | 24 | 30 | - | - | - | - | 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] | 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 | - | - | - | - | - | - | JI: 0 | ||||
Gohadoken (Charged) | Gohadoken (Charged) | 55*55 | 50*50 | 10/10*10 | HL | su | 68 | - | Total 93 | 93 | 9 | 13 | - | - | 71-72F cancellable | X | Free Juggle | Free Juggle | - | - | - | - | - | - | JI: 0x2 | ||||
EX Gohadoken | Gohadoken ![]() |
60*60 | 80*80 | -250/0 | HL | su | 17[8] | - | Total 55[46] | 55 | 4 | - | - | - | 2nd fireball active on 33F [24F], 20-36F [11-27F] focus cancellable, hold down button to charge, [] refers to after button release, opponent gains 10x2 meter on hit | X | Free Juggle | Free Juggle | - | - | - | - | - | - | JI: 0x2 | ||||
EX Gohadoken (Charged) | Gohadoken ![]() |
60x4 | 80x4 | -250/0 | HL | su | 68 | - | Total 107 | 107 | 13 | - | - | - | 2nd fireball active on 86F, 71-89F focus cancellable, opponent gains 5x4 meter on hit | X | Free Juggle | Free Juggle | - | - | - | - | - | - | JI: 0x4 | ||||
Senkugoshoha | Palm Strike ![]() |
90 | 150 | 10/20 | HL | su | 9 | 4 | 21 | 33 | -4 | - | 21 | - | X | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | - | |||
Palm Strike ![]() |
120 | 200 | 10/20 | HL | su | 21[16] | 4 | 23 | 42~47 | -6 | - | 21 | - | Startup is distant dependent, startup is 12~17F when canceled into from farMP | X | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | All: 4~13F (4~8F on fastest startup) | - | - | - | |||
Palm Strike ![]() |
130 | 200 | 10/20 | HL | su | 27[17] | 4 | 23 | 43~53 | -6 | - | 21 | - | Startup is distant dependent | X | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | All: 5~19F (4~9F on fastest startup) | - | - | - | |||
EX Senkugoshoha | Palm Strike ![]() |
90*60 | 100*50 | -250/0 | HL | su | 32[17] | 4(11)4 | 22 | 57~72 | -5 | - | 21 | - | Startup is distant dependent, opponent gains 10x2 meter on hit | X | [1st Hit]: Forces stand, [2nd Hit]: Free Juggle | [1st Hit]: Forces stand, [2nd Hit]: Free Juggle | Free juggle | Free juggle | - | - | - | All: 5~24F (4~9F on fastest startup) | - | - | - | ||
Tatsumaki Gorasesn | Hurricane Kick ![]() |
60*20*40 | 100*25*25 | 10/20*10*10 | HL | su*-*- | 7 | 2(8)2(10)2 | 41 + After landing 26 | 97 | -70 | - | - | - | Builds 10x3 meter on block | [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 | - | - | From waist up: 1~8F | - | - | 9F~ | JP: 0*1*2 | |||
Hurricane Kick ![]() |
65*20x2*50 | 100*25x3 | 10/20*10x3 | HL | su*-(x3) | 10 | 2(8)2(8) 2(10)2 |
44 + After landing 26 | 113 | -83 | - | - | - | Builds 10x4 meter on block | [1st Hit]: Free Juggle, [2nd~4th Hit]: Soft Knockdown | [1st Hit]: Free Juggle, [2nd~4th Hit]: Soft Knockdown | [1st Hit]: Free Juggle, [2nd~4th Hit]: Soft Knockdown | [1st Hit]: Free Juggle, [2nd~4th Hit]: Soft Knockdown | - | - | From waist up: 1~11F | - | - | 12F~ | JP: 0*1*2*3 | ||||
Hurricane Kick ![]() |
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 | -102 | - | - | - | Builds 10x4 meter on block | [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 | - | - | From waist up: 1~14F | - | - | 15F~ | JP: 0*1*2*3*4 | ||||
EX Tatsumaki Gorasen | Hurricane Kick ![]() |
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 | -97 | - | - | - | 1st hit locks opponent, opponent gains 10*5x7 meter on hit, 5x8 on block | [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: 127x8, JI: 1*0x7 | |||
Airborne Tatsumaki Gorasen | Air Hurricane ![]() |
100 | 200 | 10/30 | HL | - | 6 | 2(4)2(3)2 | After landing 20 | 38 | - | - | - | - | Jumping backwards will travel backwards, builds 20x2 meter on block, height restriction: 0.5 | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | - | |||
Air Hurricane ![]() |
110 | 200 | 10/30 | HL | - | 6 | 2(4)2(3) 2(4)2(3)2 |
After landing 20 | 49 | - | - | - | - | Jumping backwards will travel backwards, builds 20x3 meter on block, height restriction: 0.5 | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | - | ||||
Air Hurricane ![]() |
120 | 200 | 10/30 | HL | - | 6 | 2(4)2(3) 2(4)2(3) 2(4)2(3)2 |
After landing 20 | 60 | - | - | - | - | Jumping backwards will travel backwards, builds 20x4 meter on block, height restriction: 0.5 | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | - | ||||
EX Airborne Tatsumaki Gorasen | Air Hurricane ![]() |
140 | 200 | -250/0 | HL | - | 6 | 2(4)2(3) 2(4)2(3) 2(4)2(3)2 |
20 | 60 | - | - | - | - | Can control movement left or right 4~38F, opponent gains 15 meter on hit, 10x4 meter on block, height restriction: 0.5 | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | - | |||
Hyakkishu | Demon Flip | - | - | 30/- | - | - | 0 | 0 | Total 39 | 39 | - | - | - | - | 27~37F cancellable into followup, 40F lands and activates Hyakki Gozan (slide). | - | - | - | - | - | 5~39F | - | |||||||
EX Hyakkishu | Demon Flip ![]() |
- | - | -250/- | - | - | 0 | 0 | Total 39 | 39 | - | - | - | - | 27~37F cancellable into followup, 40F lands and activates Hyakki Gozan (slide). | - | All: 1~26F | - | - | - | 5~39F | - | |||||||
Hyakki Gozan | Demon Flip Slide | 100 | 200 | 0/30 | L | - | 39+4 | 11 | 20 | 73 | -13 | - | 18 | - | Hard Knockdown | Hard Knockdown | Hard Knockdown | Hard Knockdown | - | - | - | - | - | - | - | ||||
Hyakki Goheki | Demon Flip Focus | - | - | - | - | - | 4 | Until ground | After landing 6 | - | - | - | - | - | - | - | - | - | 4F~until landing | - | - | - | - | - | |||||
Hyakki Gojin | Demon Flip Dive Kick | 80 | 100 | 0/20 | HL | - | 12 | Until ground | After landing 4 | - | - | - | - | - | Forces stand | Forces stand | Reset | Reset | - | - | - | - | - | - | - | ||||
Hyakki Gosai | Demon Flip Throw | 150 | 160 | 0/30 | 1.17 | - | 3 | 2 | After landing 12 | 16 | - | - | - | - | X | Hard Knockdown | - | - | - | - | - | - | - | - | - | - | |||
Kongoshin | Counter | - | - | 10/- | - | - | 1 | 14 | 18 | 32 | - | - | - | - | LP: low, MP: mid, HP: high, EX: whole body. | - | - | - | - | 1~14F | - | - | - | - | - | - | |||
Kongoshin Triggered | Counter Triggered | 150 | 150 | 0/25 | - | su | 12 | 10 | 43 | 64 | - | - | - | - | Unblockable | X | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | All: 7~21F | - | - | - | - | - | ||
EX Kongoshin | EX Counter | - | - | 10/- | 1 | 14 | 18 | 32 | - | - | - | - | Incurs grey damage on a successful counter. | - | - | - | - | 1~14F | - | - | - | - | - | - | |||||
EX Kongoshin Triggered | EX Counter Triggered | 150 | 150 | 0/25 | 12 | 10 | 43 | 64 | - | - | - | - | 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 | -1000/0 | HL | - | 1+2 | 3*2*3* 3*2*3*3 |
30+31 | 82 | -57 | - | 7 | - | Lock opponent upon first level hit, block disadvantage refers to 2nd hit, opponent gains 15*10x6 meter on hit | X | Hard Knockdown | Hard Knockdown | Hard Knockdown | Hard Knockdown | - | All: 1~4F | - | - | - | 5F~ | JP: 0**1~6 sequentially | ||
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 | 125 | -88 | - | 9 | - | 1st hit goes into animation, block disadvantage refers to 2nd hit, [] refers to animation, opponent gains 10x7 meter on hit, 15x3 for cinematic | Hard Knockdown | Hard Knockdown | Hard Knockdown | Hard Knockdown | - | All: 1~12F | - | - | - | 13F~ | JP: 0*1~6 sequentially | |||
Denjin Hadoken | Ultra Combo 2 (Lv1) | 60x3*120 | 100x4 | 0/0 | HL | - | 0+13 | - | 61 | 74 | -9 | - | - | - | Does 50x4 stun on block; Mashing directional inputs increases the projectile speed, 19 inputs for half speed boost, 44 inputs for max speed; opponent gains 10x4 meter on hit | [4th Hit]: Wall Bounce, Free Juggle, Hard Knockdown | [4th Hit]: Wall Bounce, Free Juggle, Hard Knockdown | Wall Bounce, Hard Knockdown | Wall Bounce, Hard Knockdown | - | - | All: 1~12F | All: 1~12F | - | - | JP: 4x3*5 | |||
Ultra Combo 2 (Lv2) | 60x4*120 | 100x5 | 0/0 | HL | - | 3+14 | - | 59 | 76 | 1[-1] | - | - | - | Does 50x5 stun on block, charge 3~22F; Mashing directional inputs increases the projectile speed, 19 inputs for half speed boost, 44 inputs for max speed; [] refers to speed-boosted version; opponent gains 10x5 meter on hit | [5th Hit]: Wall Bounce, Free Juggle, Hard Knockdown | [5th Hit]: Wall Bounce, Free Juggle, Hard Knockdown | Wall Bounce, Hard Knockdown | Wall Bounce, Hard Knockdown | - | All: 1~3F | - | - | - | - | JP: 5x4*6 | ||||
Ultra Combo 2 (Lv3) | 60x5*120 | 100x6 | 0/0 | HL | - | 23+14 | - | 57 | 94 | 11[7] | - | - | - | Does 50x6 stun on block, charge 23~42F; Mashing directional inputs increases the projectile speed, 19 inputs for half speed boost, 44 inputs for max speed; [] refers to speed-boosted version; opponent gains 10x6 meter on hit | [6th Hit]: Wall Bounce, Free Juggle, Hard Knockdown | [6th Hit]: Wall Bounce, Free Juggle, Hard Knockdown | Wall Bounce, Hard Knockdown | Wall Bounce, Hard Knockdown | - | All: 1~3F | - | - | - | - | JP: 6x5*7 | ||||
Ultra Combo 2 (Lv4) | 60x6*120 | 100x7 | 0/0 | HL | - | 43+14 | - | 55 | 112 | 21[15] | - | - | - | Does 50x7 stun on block, charge 43~62F; Mashing directional inputs increases the projectile speed, 22 inputs for half speed boost, 50 inputs for max speed; [] refers to speed-boosted version; opponent gains 10x7 meter on hit | [7th Hit]: Wall Bounce, Free Juggle, Hard Knockdown | [7th Hit]: Wall Bounce, Free Juggle, Hard Knockdown | Wall Bounce, Hard Knockdown | Wall Bounce, Hard Knockdown | - | All: 1~3F | - | - | - | - | JP: 7x6*8 | ||||
Ultra Combo 2 (Lv5) | 60x7*120 | 100x8 | 0/0 | HL | - | 63+17 | - | 53 | 133 | 31[23] | - | - | - | Does 50x8 stun on block, charge 63F~; Mashing directional inputs increases the projectile speed, 25 inputs for half speed boost, 50 inputs for max speed; [] refers to speed-boosted version; opponent gains 10x8 meter on hit | [8th Hit]: Wall Bounce, Free Juggle, Hard Knockdown | [8th Hit]: Wall Bounce, Free Juggle, Hard Knockdown | Wall Bounce, Hard Knockdown | Wall Bounce, Hard Knockdown | - | All: 1~3F | - | - | - | - | JP: 8x7*9 | ||||
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 |