Street Fighter IV/Gouken: Difference between revisions

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==Introduction==
==Introduction==
Gouken is a balanced character with tools to shut down many common character types, including charge & shotokan characters.  He is best played by someone who can consistently predict his opponent's next move based on their prior patterns.  Lacking any non-EX specials with fast startup or invincibility frames, he has a weak game when waking up, and his worst matchups are against characters with many safe or armor-breaking moves like [[M._Bison_(SFIV)|Dictator]] and [[Balrog_(SFIV)|Boxer]]. His combos are fricking stupendous, and can sometimes halve an opponent's life with just a single EX bar.  Also, he's old.  Like older than the hills.
Gouken is a console-only character with tools to shut down many common character types, including charge & shotokan characters.  He is best played by someone who can consistently predict his opponent's next move based on their prior patterns.  He has the concept of Shoto style, but no shoryuken, and a much different hurricane kick. This leads to a weak wake-up game, and his worst matchups are against characters with many safe or armor-breaking moves like [[M._Bison_(SFIV)|Dictator]] and [[Balrog_(SFIV)|Boxer]]. His combos are very high damage, which makes up for his lack of offensive options.  


{{:Notation}}
=== How do I unlock Gouken? ===
Follow the instructions on the [[Street Fighter IV#Gouken|main SFIV page]].


==Move Analysis==
==Move Analysis==
Guide to [[Notation]]
===Normal Moves===
===Normal Moves===
* '''c.FP''': Great anti-air, general poke & combo starter.
* '''c.FP''': Great anti-air, general poke & combo starter.
** Combo timing changes when you hit from further away.
** Combo timing changes when you hit from further away.
** Hit it late as an anti-air.
** Hit it late as an anti-air.
* '''s.HK''': Distance poke; unpunishable on block.


===Normal Throws===
===Normal Throws===
* '''LP + LK''' or '''f + LP + LK''': Regular throw
* '''LP + LK''' or '''f + LP + LK''': Regular throw
* '''b + LP + LK''': Dat backthrow.
* '''b + LP + LK''': Dat backthrow.  Follow up with...
** Opens up for full 3-hit Ultra
** Full 3-hit Ultra
** Or time c.FP xx Demon Flip
** c.FP xx [[#demonflip|Demon Flip]]
*** MK Demon Flip to set up a grab, or dive kick to punish crouch blocking.
** j.MP (one hit) combo. ??
*** HK Demon Flip to cross up
** QCB + HK
** Or that j.MP (one hit) combo. ?
* '''s.HK ~ LP + LK''': Kara-throw.
* '''s.HK ~ LP + LK''': Kara-throw.


===Command Normals===
===Command Normals===
* '''f + MP''': ''THE CHOP'', useful after two c.LP's or in any other ambiguous poke situation.
* '''f + MP''': Overhead


===Focus / Saving Attack===  
===Focus / Saving Attack===  


===Special Moves===
===Special Moves===
* '''QCF+P''': Hadoken
** P strength determines angle - lp is horizontal, mp is slight upward angle, hp is sharp upward angle.
** Juggles - combo into dash punch whenever possible.
* Ground '''QCB+K''': <span id="tatsu">Tatsumaki</span> (Hurricane Kick)
** Most useful when guaranteed after an EX Rush Punch or backthrow
** '''EX''': Invincibility frames on startup. Useful if your enemy is pressuring you on wakeup, but NOT if they're crossing over. Hitbox is high, so it can whiff on many characters if they are crouching.
* Air '''QCB+K''': Air Tatsumaki (Hurricane Kick)
** Travels horizontally
** Can punish Gief's Lariat at the right height
** '''EX''' Forward-back direction can be controlled.
* '''DP+P''': <span id="senku">Senkugoshoha</span> ("Rush Punch")
** '''Armor Breaking'''
** Has three "phases": startup, dash, attack.  Is invulnerable during the dash phase. Dash phase will end prematurely if Gouken reaches the opponent.
** Punch strength determines the startup time & "max range" of the dash portion. All version (incl EX) are punishable.
** '''EX''': Two-hits, launcher. 
* '''Reverse DP+K/P''': <span id="kongoshin">Kongoshin</span> ("Counter")
** Can be cancelled into super.
** Punch version generally counters high hits (high with regards to hitbox, not hit type). It will counter Chun-Li's sweep and Akuma's slide kick.
** Kick version counters low hits.
** '''EX''': Counters high & low, does slightly less damage.
** Vulnerable against...
*** Armor-breaking moves (including reversals)
*** Grabs & grab supers/ultras
*** Certain multi-hit moves (loses to Zangief's EX palm, but beats Bison's Scissors)
** See [[#Matchups|Matchups]] for a table of which Ultras and Supers can be countered.
* '''DP+K''': <span id="demonflip">Demon Flip</span>
* '''DP+K''': <span id="demonflip">Demon Flip</span>
** '''EX''': Invincible [[#Frame Data|startup frames]]; tracks opponent.
** '''Followups'''
** '''Followups'''
*** '''P''': Focus
*** '''P''': Focus
*** '''K''': Dive kick - does more hitstun than the bare Down + MK dive kick.
*** '''K''': Dive kick - does more hitstun than the bare Down + MK dive kick. Can hit-confirm into c.hp for combo starter.
*** '''LP + LK''': Grab - you can grab crouching opponents too, the window is just tighter.
**** The lower you are when you hit, the more frame advantage you'll have. This is why you cannot combo if you hit the top of Zangief's Lariat, and why a Sagat can punish this on block if you hit him high.
**** Has instant recovery as soon as you hit the ground. Use this like Akuma's Demon Flip Dive Kick in 3s for a quick reset.
*** '''LP + LK''': Grab - works on standing and crouching opponents. Timing is very tight.
**** Has instant recovery as soon as you hit the ground.  
*** '''No Input''': Slide kick.
*** '''No Input''': Slide kick.
** '''Demon Flip Mixups'''
*** When cancelling into Demon Flip from a close s.FP or c.FP, you have several great options.
**** MK Demon Flip to cross up with the kick.
**** LK Demon Flip to set up a grab.


===Super Move===
===Super Move===
'''Kinjite (Forbidden) Shoryuken''': QCF, QCF + P
* Can be cancelled into from Counter or Dashpunch


===Ultra Move===
===Ultra Move===
'''Shin Shoryuken''': QCF, QCF + PPP
===Comboing into Shin Shoryuken===
* Backthrow, Ultra
* Ex Palm xx FADC, Ultra
* Tatsu xx FADC, Ultra
* Demon Flip, Dive Kick xx Ultra
** This only works if you basically kick their toe. This works because you hit the ground sooner, and thus can hit the Ultra while they're still in hitstun.
* Corner
** Counter xx FADC, Ultra
** EX Palm, Ultra
** EX Palm, EX Hadoken, Ultra
To combo the full 3-hit version from a juggle, your opponent has to "fall" onto the first hit, so don't time it too early.  If it still catches someone, a many-hit version will come out
Trades with Gief's [[Zangief (SFIV)#lariat|Lariat]]
====FADCing into Shin Shoryuken====
Practice this: MP+MK, QCF, QCF, PPP.  If you do the QCF, QCF fast enough, the "forward" parts will count as the double-tap you need to dash cancel the Focus Attack.  That is, QCF, QCF will count as your dash input ''and'' your Ultra input.  All you have to do is time the PPP once you recover from your dash, and you'll Ultra.  Make sure you release MP+MK as you hit PPP, or at any time before you hit PPP.


==The Basics==
==The Basics==


==Combos==
==Combos==
Any combo beginning with s.FP or c.FP can be started with a jumpin FP or deep MK.
Any combo beginning with s.FP or c.FP can be started with an FP or deep MK jumpin, or a dive kick.


===BnB's (Bread 'n Butter Combos)===
===BnB's (Bread 'n Butter Combos)===
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===Corner Combos===
===Corner Combos===
These are the ones that make people ragequit.
These are the ones that make people ragequit.
# FP, EX DP+P into corner, FP Hadoken, LP Hadoken, FP xx Demon Flip
# FP, EX DP+P into corner, FP Hadoken, LP Hadoken, FP xx [[#demonflip|Demon Flip]]
#* Leads into Demon Flip Mixup.
#* Leads into Demon Flip Mixup.
# FP, EX DP+P into corner, EX Hadoken, Ultra
# FP, EX DP+P into corner, EX Hadoken, Ultra
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==Matchups==
==Matchups==
===Responses to Ultras / Supers===
{{:Gouken Super and Ultra Counters (SFIV)}}
===Cammy===
High Counter will protect you from everything except Hooligan Throw and her armor-breaking Spin Knuckle.  Blocking low is a safe bet, especially since she can't Hooligan Throw a crouching opponent.
===El Fuerte===
* Backdash on wakeup. It has invincibility frames and will help you escape his wakeup traps.
===Blanka===
* Tricks & Tips
** Blankaball is punishable by reversal jab dash punch IF you block it standing.
** Slide is punishable either by c.fp or c.hk depending on distance.
*** Slide has a deceptively long range, but it slows down considerably after the first few frames. If you throw an LP Hadoken that Blanka slides under, and he's far enough away that it doesn't immediately hit you, mashing low counter may net you a hit.  No use against a Blanka with a great sense of spacing, though.
** Punish Rainbow roll with EX dash punch, use counter on point-blank electricity.
It's important to punish him for all of his special moves. Don't let him play a game of abuse. Once he starts playing his normal game of crossups and pokes, you have the advantage (c.FP as anti-air is excellent against his jumpins). The hardest part is your wakeup since he can play a mean crossup game. The best thing to do is avoid these games all together with EX demon flip or by blocking + teching any throw attempt. Once you get to a midscreen game, the risk/reward is totally in your favor.
===Gen===
* Tricks & Tips
** MP+HP Hadokens shut down his jumpin game.
** He has no easy ground way to deal with LP hadoken. You can play a very good keepaway game with these two.
** Be sure to play very differently once he gets an ultra - he can fly through your fireballs and do serious damage.
His ground pokes can be torn apart by counter. When he hits the wall, a HP hadoken can usually nail him for whatever he does. Really, hadokens shut down most of Gen's game.
===Abel===
* Tricks & Tips
** Depending on distance, his wheel kick will get stuffed by Jab & MP Rush Punches.  Sweet!
** He can be grabbed out of his roll.  Bait the hell out of it.
===Balrog===
* Punishable moves
** Throw him out of his rush punches.
===Zangief===
* Punishable moves
** Green Hand: c.FP + combo (This even works on hit, against non-EX Green Hands)
** Lariat: Demon Flip + Slide, c.FP + Combo at max range, HK Tatsu at long range, c.LK + HK Tatsu at close range
===Guile===
* Guiles love to pin you down with Sonic Booms on wakeup, so they can walk up and mix you up once you come out of blockstun. High Counter will catch the Sonic Boom and slap him in the face.
* Punish his double-sweep with an ultra or low counter between the first & second kicks.


==Frame Data==
==Frame Data==
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|-  
|-  
|}
|}
The 1 frame discrepancy you see between Startup+Active+Recovery and Total is because when it says a move has 4 frames startup, it really has 3 frames startup and hits on frame 4.  It was written this way so you don't have to do any math to figure out what frame a move first hits on.


{{Street Fighter IV}}
{{Street Fighter IV}}

Latest revision as of 18:53, 25 February 2019

Introduction

Gouken is a console-only character with tools to shut down many common character types, including charge & shotokan characters. He is best played by someone who can consistently predict his opponent's next move based on their prior patterns. He has the concept of Shoto style, but no shoryuken, and a much different hurricane kick. This leads to a weak wake-up game, and his worst matchups are against characters with many safe or armor-breaking moves like Dictator and Boxer. His combos are very high damage, which makes up for his lack of offensive options.

How do I unlock Gouken?

Follow the instructions on the main SFIV page.

Move Analysis

Guide to Notation

Normal Moves

  • c.FP: Great anti-air, general poke & combo starter.
    • Combo timing changes when you hit from further away.
    • Hit it late as an anti-air.
  • s.HK: Distance poke; unpunishable on block.

Normal Throws

  • LP + LK or f + LP + LK: Regular throw
  • b + LP + LK: Dat backthrow. Follow up with...
    • Full 3-hit Ultra
    • c.FP xx Demon Flip
    • j.MP (one hit) combo. ??
    • QCB + HK
  • s.HK ~ LP + LK: Kara-throw.

Command Normals

  • f + MP: Overhead

Focus / Saving Attack

Special Moves

  • QCF+P: Hadoken
    • P strength determines angle - lp is horizontal, mp is slight upward angle, hp is sharp upward angle.
    • Juggles - combo into dash punch whenever possible.
  • Ground QCB+K: Tatsumaki (Hurricane Kick)
    • Most useful when guaranteed after an EX Rush Punch or backthrow
    • EX: Invincibility frames on startup. Useful if your enemy is pressuring you on wakeup, but NOT if they're crossing over. Hitbox is high, so it can whiff on many characters if they are crouching.
  • Air QCB+K: Air Tatsumaki (Hurricane Kick)
    • Travels horizontally
    • Can punish Gief's Lariat at the right height
    • EX Forward-back direction can be controlled.
  • DP+P: Senkugoshoha ("Rush Punch")
    • Armor Breaking
    • Has three "phases": startup, dash, attack. Is invulnerable during the dash phase. Dash phase will end prematurely if Gouken reaches the opponent.
    • Punch strength determines the startup time & "max range" of the dash portion. All version (incl EX) are punishable.
    • EX: Two-hits, launcher.
  • Reverse DP+K/P: Kongoshin ("Counter")
    • Can be cancelled into super.
    • Punch version generally counters high hits (high with regards to hitbox, not hit type). It will counter Chun-Li's sweep and Akuma's slide kick.
    • Kick version counters low hits.
    • EX: Counters high & low, does slightly less damage.
    • Vulnerable against...
      • Armor-breaking moves (including reversals)
      • Grabs & grab supers/ultras
      • Certain multi-hit moves (loses to Zangief's EX palm, but beats Bison's Scissors)
    • See Matchups for a table of which Ultras and Supers can be countered.
  • DP+K: Demon Flip
    • EX: Invincible startup frames; tracks opponent.
    • Followups
      • P: Focus
      • K: Dive kick - does more hitstun than the bare Down + MK dive kick. Can hit-confirm into c.hp for combo starter.
        • The lower you are when you hit, the more frame advantage you'll have. This is why you cannot combo if you hit the top of Zangief's Lariat, and why a Sagat can punish this on block if you hit him high.
      • LP + LK: Grab - works on standing and crouching opponents. Timing is very tight.
        • Has instant recovery as soon as you hit the ground.
      • No Input: Slide kick.

Super Move

Kinjite (Forbidden) Shoryuken: QCF, QCF + P

  • Can be cancelled into from Counter or Dashpunch

Ultra Move

Shin Shoryuken: QCF, QCF + PPP

Comboing into Shin Shoryuken

  • Backthrow, Ultra
  • Ex Palm xx FADC, Ultra
  • Tatsu xx FADC, Ultra
  • Demon Flip, Dive Kick xx Ultra
    • This only works if you basically kick their toe. This works because you hit the ground sooner, and thus can hit the Ultra while they're still in hitstun.
  • Corner
    • Counter xx FADC, Ultra
    • EX Palm, Ultra
    • EX Palm, EX Hadoken, Ultra

To combo the full 3-hit version from a juggle, your opponent has to "fall" onto the first hit, so don't time it too early. If it still catches someone, a many-hit version will come out

Trades with Gief's Lariat

FADCing into Shin Shoryuken

Practice this: MP+MK, QCF, QCF, PPP. If you do the QCF, QCF fast enough, the "forward" parts will count as the double-tap you need to dash cancel the Focus Attack. That is, QCF, QCF will count as your dash input and your Ultra input. All you have to do is time the PPP once you recover from your dash, and you'll Ultra. Make sure you release MP+MK as you hit PPP, or at any time before you hit PPP.

The Basics

Combos

Any combo beginning with s.FP or c.FP can be started with an FP or deep MK jumpin, or a dive kick.

BnB's (Bread 'n Butter Combos)

  1. FP, EX DP+P, DP+P
    • Works against all characters
    • DP+MP is easier to time than DP+FP
  2. FP, EX DP+P, dash forward, QCB+HK