Street Fighter IV Remix/Gouken: Difference between revisions

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''Gouken returned from an alternate future where they accessed his secret abilities to instant air divekick and superjump. Gouken is Ryu and Ken's father, but they have lied about this in order to prevent Dan from finding out.''
''Gouken returned from an alternate future where they accessed his secret abilities to instant air divekick and superjump. Gouken is Ryu and Ken's father, but they have lied about this in order to prevent Dan from finding out.''
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Insert character introduction here.
''Gouken'' is a defensive character who relies on solid normals, long range, and strong defense options to keep opponents out.
 
Gouken is defined by some of the most powerful and unique defensive options in the game. PPP and KKK are armored parries that allow Gouken to punish tons of attacks, call out neutral skips, delete projectiles, and more, while being whiff cancellable off ''any attack at all''. This is backed up by his 6HP ''Fork Hand'', an extending strike which posses an absurd amount of invincibility and can be kara cancelled into any special or his parries. 214K ''Tatsu'' also possesses invuln, and can cancel to divekicks to make for awkward punishes.
 
While his defense defines him, he's far from lost on offense or in neutral. His dash is unique and carries tons of momentum when cancelled, allowing him to cover tons of distance with normals alone. He can also super jump, and all of his normals are superjump cancellable on hit or block, allowing him to cover tons of space and reset pressure. His j.214K ''Air Tatsu'' also leaves him plus, allowing him to keep pressure up. 236K ''Demon Flip'' is a fast neutral skip and pressure reset, and can be cancelled into air parry to disrespect people trying to challenge it.
 
While his damage is just average, his corner carry is amazing, as he can use the launcher followup from 214P ''Palm'' to go into a j.214K route. He can clear much higher damage in the corner and even secure hard knockdown, allowing him to run much better oki. Gouken in the corner can feel absolutely suffocating, as his mixups between divekick, crossup j.MK, an extremely fast overhead 6MP that can be chained into, and superjump cancel j.214K lockdown keep opponents stuck.  
{{ProConTable
{{ProConTable
| pros =
| pros =
* '''Pro 1:'''  
* '''Defense:''' Between 6HP, Parries, and one of the best backdashes in the game, Gouken isn't hurting for defensive options to escape even the best setups
* '''Pro 2:'''  
* '''Neutral:''' With angled fireballs, solid mobility, good normals, and strong anti-air, Gouken has solid neutral options that can keep an opponent out for extremely long times
* '''Pro 3:'''  
* '''Corner Pressure:''' Gouken is great at putting you in the corner and keeping you there, both by locking your movement down with fireballs and mixing you up, and his damage spikes up considerably
| cons =
| cons =
* '''Con 1:'''  
* '''Corner Reliant:''' Without the corner, Gouken's offense and damage fall off considerably. Matchups where the opponents character has strong corner escape options can feel a bit hopeless
* '''Con 2:'''  
* '''Zoning:''' While Gouken's neutral is solid, he isn't a zoner, and lacks the tools to permanently keep you out like some of Remix's more premiere zoning characters
* '''Con 3:'''  
* '''Flawed Parry:''' Parry is strong, but as it functionally acts like armor, it can be broken by most armor breaking moves. Remix has an ABSURD amount of armor breakers, so most characters have multiple options to break parry, leading to a full punish on Gouken
}}
}}
</div>
</div>

Latest revision as of 18:27, 14 May 2024

Introduction

Gouken returned from an alternate future where they accessed his secret abilities to instant air divekick and superjump. Gouken is Ryu and Ken's father, but they have lied about this in order to prevent Dan from finding out.


Gouken is a defensive character who relies on solid normals, long range, and strong defense options to keep opponents out.

Gouken is defined by some of the most powerful and unique defensive options in the game. PPP and KKK are armored parries that allow Gouken to punish tons of attacks, call out neutral skips, delete projectiles, and more, while being whiff cancellable off any attack at all. This is backed up by his 6HP Fork Hand, an extending strike which posses an absurd amount of invincibility and can be kara cancelled into any special or his parries. 214K Tatsu also possesses invuln, and can cancel to divekicks to make for awkward punishes.

While his defense defines him, he's far from lost on offense or in neutral. His dash is unique and carries tons of momentum when cancelled, allowing him to cover tons of distance with normals alone. He can also super jump, and all of his normals are superjump cancellable on hit or block, allowing him to cover tons of space and reset pressure. His j.214K Air Tatsu also leaves him plus, allowing him to keep pressure up. 236K Demon Flip is a fast neutral skip and pressure reset, and can be cancelled into air parry to disrespect people trying to challenge it.

While his damage is just average, his corner carry is amazing, as he can use the launcher followup from 214P Palm to go into a j.214K route. He can clear much higher damage in the corner and even secure hard knockdown, allowing him to run much better oki. Gouken in the corner can feel absolutely suffocating, as his mixups between divekick, crossup j.MK, an extremely fast overhead 6MP that can be chained into, and superjump cancel j.214K lockdown keep opponents stuck.

Strengths Weaknesses
  • Defense: Between 6HP, Parries, and one of the best backdashes in the game, Gouken isn't hurting for defensive options to escape even the best setups
  • Neutral: With angled fireballs, solid mobility, good normals, and strong anti-air, Gouken has solid neutral options that can keep an opponent out for extremely long times
  • Corner Pressure: Gouken is great at putting you in the corner and keeping you there, both by locking your movement down with fireballs and mixing you up, and his damage spikes up considerably
  • Corner Reliant: Without the corner, Gouken's offense and damage fall off considerably. Matchups where the opponents character has strong corner escape options can feel a bit hopeless
  • Zoning: While Gouken's neutral is solid, he isn't a zoner, and lacks the tools to permanently keep you out like some of Remix's more premiere zoning characters
  • Flawed Parry: Parry is strong, but as it functionally acts like armor, it can be broken by most armor breaking moves. Remix has an ABSURD amount of armor breakers, so most characters have multiple options to break parry, leading to a full punish on Gouken
Gouken
[[File:|center|300px]]
Character Data
Health 1000
Chains Command Normals
Walkspeed 1.5 (Below Average)
Forward Dash Duration 17 frames
Forward Dash Distance 1.2 (Very Short)
Backdash Duration 23 frames
Backdash Invuln 7 frames
Unique Movement Superjump

Normals

Standing Normals

5LP

Standing Light Punch
5LP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

5MP

Standing Medium Punch
5MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

5HP

Standing Heavy Punch
5HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

5LK

Standing Light Kick
5LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

5MK

Standing Medium Kick
5MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

5HK

Standing Heavy Kick
5HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X


Crouching Normals

2LP

Crouching Light Punch
2LP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

2MP

Crouching Medium Punch
2MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

2HP

Crouching Heavy Punch
2HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

2LK

Crouching Light Kick
2LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

2MK

Crouching Medium Kick
2MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

2HK

Crouching Heavy Kick
2HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

Jumping Normals

j.LP

Jumping Light Punch
j.LP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

j.MP

Jumping Medium Punch
j.MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

j.HP

Jumping Heavy Punch
j.HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

j.LK

Jumping Light Kick
j.LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

j.MK

Jumping Medium Kick
j.MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

j.HK

Jumping Heavy Kick
j.HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

Command Normals

Command Normal 1

Command Normal 1
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SP, SU X X X X X

Command Normal 2

Command Normal 2
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SP, SU X X X X X

Command Normal 3

Command Normal 3
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SP, SU X X X X X


Universal Mechanics

Forward Throw

Forward Throw
5LP+LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Throw N/A X X X X X

Backward Throw

Backward Throw
4LP+LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Throw X X X X X X

Alpha Counter

Alpha Counter
HP+HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid X X X X X X

Special Moves

Special Move 1

Special Move 1
LP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
MP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
HP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X

Special Move 2

Special Move 2
LK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
MK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
HK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X

Special Move 3

Special Move 3
LK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
MK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
HK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X

Special Move 4

Special Move 4
LP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
MP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
HP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X

Super Moves

Super Move 1

Super Move 1
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - - X X X X X

Super Move 2

Super Move 2
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - - X X X X X


Game Navigation

General
FAQ
Controls & Notation
Game Systems
Koryu Edition
Characters​
Decapre
Ryu
Ken
E. Honda
Ibuki
Makoto
Dudley
Seth
Gouken
Akuma
Gen
Dan
Sakura
Oni
Elena
Yun
Juri
Chun-Li
Dhalsim
Abel
C. Viper
M. Bison
Sagat
Cammy
Deejay
Cody
Guy
Hakan
Rolento
Poison
Evil Ryu
Guile
Blanka
Zangief
Rufus
El Fuerte
Vega
Balrog
Fei Long
T. Hawk
Adon
Rose
Yang
Hugo

Category:Gouken