Super Street Fighter IV AE/Gouken: Difference between revisions

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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.
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.}}
Gouken is a tricky character.  His gameplan is never obvious and, while he has a huge set of different tools at his disposal, knowing what to do with them can be extremely tricky.  Using Gouken really requires a {{high}} level of adapting to your opponent and countering what it is they want to do.  Gouken's damage output is extremely high, and some combos in the corner can easily lead to resets and dizzies, which pretty much spells the end for your opponent that Round.}}


=== Players to Watch ===
Veloc1raptor


== Moves ==
== Moves ==
Line 11: Line 14:


{{SSFIVMoveListHeader}}
{{SSFIVMoveListHeader}}
{{SSFIVMoveListRow | Sakotsukudaki | f + mp | high }}
{{SSFIVMoveListRow | Sakotsukudaki | {{f}} + {{mp}} | {{high}} }}
{{SSFIVMoveListRow | Tenmakujinkyaku | (at top of jump arc) d + mk | high }}
{{SSFIVMoveListRow | Tenmakujinkyaku | (at top of jump arc) {{d}} + {{mk}} | {{high}} }}
{{MoveListFooter}}
{{MoveListFooter}}


Line 18: Line 21:


{{SSFIVMoveListHeader}}
{{SSFIVMoveListHeader}}
{{SSFIVMoveListRow | Raikotokyaku | f or n + lp + lk | throw }}
{{SSFIVMoveListRow | Raikotokyaku | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }}
{{SSFIVMoveListRow | Amaoroshi | b + lp + lk | throw }}
{{SSFIVMoveListRow | Amaoroshi | {{b}} + {{lp}} + {{lk}} | {{throw}} }}
{{MoveListFooter}}
{{MoveListFooter}}


Line 25: Line 28:


{{SSFIVMoveListHeader}}
{{SSFIVMoveListHeader}}
{{SSFIVMoveListRow | Gohadoken | qcf + p | Hold p to charge; ex }}
{{SSFIVMoveListRow | Gohadoken | {{qcf}} + {{p}} | Hold {{p}} to charge; {{ex}} }}
{{SSFIVMoveListRow | Senkugoshoha | dp + p | ex armorbreak }}
{{SSFIVMoveListRow | Senkugoshoha | {{dp}} + {{p}} | {{ex}} {{armorbreak}} }}
{{SSFIVMoveListRow | Tatsumaki Gorasen | qcb + k | ex }}
{{SSFIVMoveListRow | Tatsumaki Gorasen | {{qcb}} + {{k}} | {{ex}} {{armorbreak}} }}
{{SSFIVMoveListRow | Airborne Tatsumaki Gorasen | (in air) qcb + k | ex version can be controlled with b or f ; ex }}
{{SSFIVMoveListRow | Airborne Tatsumaki Gorasen | (in air) {{qcb}} + {{k}} | {{ex}} version can be controlled with {{b}} or {{f}} ; {{ex}} }}
{{SSFIVMoveListRow | Hyakkishu | dp + k |  }}
{{SSFIVMoveListRow | Hyakkishu | {{dp}} + {{k}} |  }}
{{SSFIVMoveListRow |    Hyakki Gozan | No input after performing Hyakkishu | low }}
{{SSFIVMoveListRow |    Hyakki Gozan | No input after performing Hyakkishu | {{low}} }}
{{SSFIVMoveListRow |    Hyakki Goheki | p | Perform after Hyakkishu }}
{{SSFIVMoveListRow |    Hyakki Goheki | {{p}} | Perform after Hyakkishu }}
{{SSFIVMoveListRow |    Hyakki Gojin | k | Perform after Hyakkishu }}
{{SSFIVMoveListRow |    Hyakki Gojin | {{k}} | Perform after Hyakkishu }}
{{SSFIVMoveListRow |    Hyakki Gosai | lp + lk | Perform after Hyakkishu; throw }}
{{SSFIVMoveListRow |    Hyakki Gosai | {{lp}} + {{lk}} | Perform after Hyakkishu; {{throw}} }}
{{SSFIVMoveListRow | Kongoshin | rdp + p | 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 }}
{{SSFIVMoveListRow | Kongoshin | {{rdp}} + {{p}} | Counters only against certain attacks; LP counters low, MP for mids, HP for Upper body attacks; {{ex}} version counters any height; <nowiki>Counter</nowiki> attack is unblockable; {{ex}} {{armorbreak}} }}
{{MoveListFooter}}
{{MoveListFooter}}


==== Super Combo ====
==== Super Combo ====
{{SSFIVMoveListHeader}}
{{SSFIVMoveListHeader}}
{{SSFIVMoveListRow | Forbidden Shoryuken | qcf qcf + p | armorbreak }}
{{SSFIVMoveListRow | Forbidden Shoryuken | {{qcf}} qcf + {{p}} | {{armorbreak}} }}
{{MoveListFooter}}
{{MoveListFooter}}


==== Ultra Combos ====
==== Ultra Combos ====
{{SSFIVMoveListHeader}}
{{SSFIVMoveListHeader}}
{{SSFIVMoveListRow | Shin Shoryuken | qcf qcf + 3p | armorbreak }}
{{SSFIVMoveListRow | Shin Shoryuken | {{qcf}} qcf + {{3p}} | {{armorbreak}} }}
{{SSFIVMoveListRow | Denjin Hadoken | qcf qcf + 3k | Hold 3k to charge up to 5 levels; Causes stun damage even on block }}
{{SSFIVMoveListRow | Denjin Hadoken | {{qcf}} qcf + {{3k}} | Hold {{3k}} to charge up to 5 levels; Repeatedly inputting directions increases fireball speed by up to 2 levels; Causes stun damage even on block }}
{{MoveListFooter}}
{{MoveListFooter}}
== AE ver. 2012 Changes ==
''Senkugoshoha''
Expanded light version’s hitbox forward.
Changed medium version’s characteristics to match SSF4′s light version.
Changed heavy version’s characteristics to match SSF4′s medium version.
''Crouching Heavy Punch''
Lengthened hit stun by 1F.
''Denjin Hadoken''
Made fireball speed variable by 3 steps by shaking the stick before start of hit detection.
Increased final damage by 45 for all charge levels.
Unified charge time required to launch all versions of attack, regardless of Ultra Meter level.
''Kongoshin''
Expanded counter hitbox for medium and heavy versions.
Set stun to 200 for all versions.
''Near Standing Medium Kick''
Fixed issue whereby simultaneous near standing medium kicks in Gouken-Gouken attacks would miss each other.
''Sakotsukudaki''
Expanded hitbox downward.
Changed hitbox active period from 2F to 4F.
Shrunk hurtbox on upper arm.
Aligned hit stop time with length of heavy attack.
''Near Standing Heavy Kick''
Changed first hit active period from 2F to 5F.
''Forbidden Shoryuken''
Changed startup from 11F to 3F.
''Far Standing Medium Punch''
Made Special Move cancelable.
Lengthened hit stun by 1F, giving the attacker a possible +5F advantage on a hit.
''Far Standing Heavy Punch''
Changed hitbox active period from 3F to 5F.




Line 60: Line 124:
* Kongo (Counter) is changed as well. To be precise, it can only be activated now by using Punch buttons and the strength of the Punch changes where it sets up a counter hit at. Light for low attacks, Medium for middle attacks, and Hard for upper body attacks.
* Kongo (Counter) is changed as well. To be precise, it can only be activated now by using Punch buttons and the strength of the Punch changes where it sets up a counter hit at. Light for low attacks, Medium for middle attacks, and Hard for upper body attacks.
* During backdash, Gouken is now considered airborne right after invincibility ends.
* During backdash, Gouken is now considered airborne right after invincibility ends.
<br>


==The Basics==  
==The Basics==  
Line 175: Line 241:
| align="center"  |125*75
| align="center"  |125*75
| align="center"  |60*20
| align="center"  |60*20
| align="center"  |su
| align="center"  |su*-
| align="center"  |4
| align="center"  |4
| align="center"  |2(4)3
| align="center"  |5(1)3
| align="center"  |15
| align="center"  |15
| align="center"  |0
| align="center"  |0
Line 203: Line 269:
| align="center"  |100
| align="center"  |100
| align="center"  |40
| align="center"  |40
| align="center"  |su
| align="center"  |sp/su
| align="center"  |5
| align="center"  |5
| align="center"  |2
| align="center"  |2
| align="center"  |11
| align="center"  |11
| align="center"  |+1
| align="center"  |+1
| align="center"  |+4
| align="center"  |+5
| align="center"  |
| align="center"  |
|  |
|  |
Line 219: Line 285:
| align="center"  |-
| align="center"  |-
| align="center"  |8
| align="center"  |8
| align="center"  |3
| align="center"  |5
| align="center"  |15
| align="center"  |13
| align="center"  |0
| align="center"  |0
| align="center"  |+4
| align="center"  |+4
Line 268: Line 334:
|  |
|  |
|-
|-
|  |crouch [[File:Jab.gif]]  
|  |Crouch [[File:Jab.gif]]  
| align="center"  |HL
| align="center"  |HL
| align="center"  |20
| align="center"  |20
Line 282: Line 348:
|  |
|  |
|-
|-
|  |crouch [[File:Strong.gif]]  
|  |Crouch [[File:Strong.gif]]  
| align="center"  |L
| align="center"  |L
| align="center"  |70
| align="center"  |70
Line 296: Line 362:
|  |
|  |
|-
|-
|  |crouch [[File:Fierce.gif]]  
|  |Crouch [[File:Fierce.gif]]  
| align="center"  |HL
| align="center"  |HL
| align="center"  |80
| align="center"  |80
Line 306: Line 372:
| align="center"  |22
| align="center"  |22
| align="center"  |-8
| align="center"  |-8
| align="center"  |-4
| align="center"  |-3
| align="center"  |
| align="center"  |
|  |
|  |
|-
|-
|  |crouch [[File:Short.gif]]  
|  |Crouch [[File:Short.gif]]  
| align="center"  |L
| align="center"  |L
| align="center"  |40
| align="center"  |40
Line 324: Line 390:
|  |
|  |
|-
|-
|  |crouch [[File:Forward.gif]]  
|  |Crouch [[File:Forward.gif]]  
| align="center"  |HL
| align="center"  |HL
| align="center"  |70
| align="center"  |70
Line 338: Line 404:
|  |
|  |
|-
|-
|  |crouch [[File:Roundhouse.gif]]  
|  |Crouch [[File:Roundhouse.gif]]  
| align="center"  |L
| align="center"  |L
| align="center"  |100
| align="center"  |100
Line 349: Line 415:
| align="center"  |-3
| align="center"  |-3
| align="center"  |-
| align="center"  |-
| align="left"  |Untechable knockdown
| align="left"  |Hard knockdown
|  |
|  |
|-
|-
|  |Jump up [[File:Jab.gif]]  
|  |Jump Up [[File:Jab.gif]]  
| align="center"  |H
| align="center"  |H
| align="center"  |50
| align="center"  |50
Line 366: Line 432:
|  |
|  |
|-
|-
|  |Jump up [[File:Strong.gif]]  
|  |Jump Up [[File:Strong.gif]]  
| align="center"  |H
| align="center"  |H
| align="center"  |85
| align="center"  |85
Line 380: Line 446:
|  |
|  |
|-
|-
|  |Jump up [[File:Fierce.gif]]  
|  |Jump Up [[File:Fierce.gif]]  
| align="center"  |H
| align="center"  |H
| align="center"  |105
| align="center"  |105
Line 391: Line 457:
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="left"  |Legs projectile invincible until end of active frames
| align="left"  |Legs projectile invincible until end of active frames, [Air hit] limited juggle knockdown, pursuit property
|  |
|  |
|-
|-
|  |Jump up [[File:Short.gif]]  
|  |Jump Up [[File:Short.gif]]  
| align="center"  |H
| align="center"  |H
| align="center"  |40
| align="center"  |40
Line 408: Line 474:
|  |
|  |
|-
|-
|  |Jump up [[File:Forward.gif]]  
|  |Jump Up [[File:Forward.gif]]  
| align="center"  |H
| align="center"  |H
| align="center"  |80
| align="center"  |80
Line 422: Line 488:
|  |
|  |
|-
|-
|  |Jump up [[File:Roundhouse.gif]]  
|  |Jump Up [[File:Roundhouse.gif]]  
| align="center"  |H
| align="center"  |H
| align="center"  |100
| align="center"  |100
Line 433: Line 499:
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="left"  |Legs projectile invincible until end of active frames
| align="left"  |Legs projectile invincible until end of active frames, [Air hit] limited juggle knockdown
|  |
|  |
|-
|-
|  |Jump forward [[File:Jab.gif]]  
|  |Jump Forward [[File:Jab.gif]]  
| align="center"  |H
| align="center"  |H
| align="center"  |50
| align="center"  |50
Line 450: Line 516:
|  |
|  |
|-
|-
|  |Jump forward [[File:Strong.gif]]  
|  |Jump Forward [[File:Strong.gif]]  
| align="center"  |H
| align="center"  |H
| align="center"  |50*30
| align="center"  |50*30
| align="center"  |50*50
| align="center"  |50*50
| align="center"  |40*20
| align="center"  |40*20
| align="center"  |-
| align="center"  |sp*-
| align="center"  |4
| align="center"  |4
| align="center"  |2*2
| align="center"  |2*2
Line 464: Line 530:
|  |
|  |
|-
|-
|  |Jump forward [[File:Fierce.gif]]  
|  |Jump Forward [[File:Fierce.gif]]  
| align="center"  |H
| align="center"  |H
| align="center"  |100
| align="center"  |100
Line 478: Line 544:
|  |
|  |
|-
|-
|  |Jump forward [[File:Short.gif]]  
|  |Jump Forward [[File:Short.gif]]  
| align="center"  |H
| align="center"  |H
| align="center"  |40
| align="center"  |40
Line 492: Line 558:
|  |
|  |
|-
|-
|  |Jump forward [[File:Forward.gif]]  
|  |Jump Forward [[File:Forward.gif]]  
| align="center"  |H
| align="center"  |H
| align="center"  |70
| align="center"  |70
Line 506: Line 572:
|  |
|  |
|-
|-
|  |Jump forward [[File:Roundhouse.gif]]  
|  |Jump Forward [[File:Roundhouse.gif]]  
| align="center"  |H
| align="center"  |H
| align="center"  |100
| align="center"  |100
Line 517: Line 583:
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="left"  |Legs projectile invincible until end of active frames air to air forces slam effect, knockdown on air hit
| align="left"  |Legs projectile invincible until end of active frames air to air forces slam effect, pursuit property
|  |
|  |
|-
|-
|  |[[File:Right.gif]]+[[File:Strong.gif]] Overhead
|  |[[File:Right.gif]]+[[File:Strong.gif]]
| align="center"  |H
| align="center"  |H
| align="center"  |80
| align="center"  |80
Line 527: Line 593:
| align="center"  |-
| align="center"  |-
| align="center"  |17
| align="center"  |17
| align="center"  |2
| align="center"  |4
| align="center"  |15
| align="center"  |13
| align="center"  |-3
| align="center"  |-3
| align="center"  |+2
| align="center"  |+2
Line 554: Line 620:
| align="center"  |20
| align="center"  |20
| align="center"  |-
| align="center"  |-
| align="center"  |21
| align="center"  |10+11
| align="center"  |2
| align="center"  |2
| align="center"  |35
| align="center"  |35
| align="center"  |-21
| align="center"  |-21
| align="center"  |-21
| align="center"  |-21
| align="left"  |1-10 or Until after releasing button 1 (a)/ (Sky H) Blown away effect / 5-11 or (H) or (G) Dash and Backstep - cancel possible/ 12 occuring after releasing holding button
| align="left"  |1~10f armored, [air hit] knocks down, dash or backdash cancellable from 5~11f or on hit or block, attack active 12f after button release
|  |
|  |
|-
|-
|  |Focus attack LVL 2
|  |Focus Attack LVL 2
| align="center"  |HL
| align="center"  |HL
| align="center"  |85
| align="center"  |85
Line 568: Line 634:
| align="center"  |40
| align="center"  |40
| align="center"  |-
| align="center"  |-
| align="center"  |17+12
| align="center"  |18+11
| align="center"  |2
| align="center"  |2
| align="center"  |35
| align="center"  |35
| align="center"  |-15
| align="center"  |-15
| align="center"  |-
| align="center"  |-
| align="left"  |1- until after releasing button (a)/(Ground H) collapsing effect/ (Sky H) floating effect / 5- while gathering or (H) or (G) with dash and backstep - possible to cancel/ gathering time 17 - 49/ occuring after releasing button 12
| align="left"  |1~10f or until button release armored, [Ground hit] crumples opponent, [air hit] floats opponent, dash or backdash cancellable from 5f~ or on hit or block, charge time 17~49f, attack active 12f after button release
|  |
|  |
|-
|-
|  |Focus attack LVL 3
|  |Focus Attack LVL 3
| align="center"  |-
| align="center"  |-
| align="center"  |150
| align="center"  |150
Line 587: Line 653:
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="left"  |1-64 (a) / AB effect / (Ground H) collapsing effect / (Sky H) floating effect / 5-50 or (H) or (G) dash and backstep - possible to cancel / gathering time 50
| align="left"  |1~64f armored, armor break, [Ground hit] Crumples opponent, [air hit] floats opponent, dash and backdash cancellable 5~50f or on hit or block, charge 50f 
|  |
|  |
|-
|-
Line 604: Line 670:
|  |
|  |
|-
|-
|  |Back throw
|  |Back Throw
| align="center"  |0.90
| align="center"  |0.90
| align="center"  |1
| align="center"  |1
Line 615: Line 681:
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="left"  |Float for 21f, untechable knockdown
| align="left"  |Float for 21f, untechable knockdown, throw damage is recoverable
|  |
|  |
|-
|-
Line 626: Line 692:
| align="center"  |17[8]
| align="center"  |17[8]
| align="center"  |-
| align="center"  |-
| align="center"  |41[32]
| align="center"  |Total 41[32]
| align="center"  |+2
| align="center"  |+2
| align="center"  |+6
| align="center"  |+6
| align="left"  |[Air hit] floats opponent / 20-21 (11-12) each type of canceling possible / hold down the button and able to gather effect. [] refers to after button is released, juggle, FADCable
| align="left"  |[Air hit] floats opponent, 20~21f [11~12f] focus cancellable, hold down the button to charge, [] refers to after button is released
|  |
|  |
|-
|-
Line 640: Line 706:
| align="center"  |68
| align="center"  |68
| align="center"  |-
| align="center"  |-
| align="center"  |93
| align="center"  |Total 93
| align="center"  |+9
| align="center"  |+9
| align="center"  |+13
| align="center"  |+13
| align="left"  |(Sky H) Floating effect / 71-72 each type of canceling possible juggle, FADCable
| align="left"  |[Air hit] floats opponent, 71-72f focus cancellable
|  |
|  |
|-
|-
Line 654: Line 720:
| align="center"  |17[8]
| align="center"  |17[8]
| align="center"  |-
| align="center"  |-
| align="center"  |55[46]
| align="center"  |Total 55[46]
| align="center"  |+4
| align="center"  |+4
| align="center"  |-
| align="center"  |-
| align="left"  |(Sky H) floating effect / second level (H) floating effect / second one occuring at 33 (24)/ 20-36 (11-27) each type of canceling possible / gathering possible by holding down button. ( ) is after the button is released juggle, FADCable
| align="left"  |[1st air hit] floats opponent, [2nd hit] floats opponent, 2nd fireball active on 33f [24f], 20-36f [11-27f] focus cancellable, hold down button to charge, [ ] refers to after button release
|  |
|  |
|-
|-
Line 668: Line 734:
| align="center"  |68
| align="center"  |68
| align="center"  |-
| align="center"  |-
| align="center"  |107
| align="center"  |Total 107
| align="center"  |+13
| align="center"  |+13
| align="center"  |-
| align="center"  |-
| align="left"  (Sky H) floating effect / 3-4th level (H) floating level / second one occuring at 86/ 71-89 each type of canceling possible / second one occuring at 86 juggle, FADCable
| align="left"  |[1st, 2nd air hit] floats opponent, [3rd, 4th hit] floats opponent, 2nd fireball active on 86f, 71-89f focus cancellable
|  |
|  |
|-
|-
Line 685: Line 751:
| align="center"  |-4
| align="center"  |-4
| align="center"  |-
| align="center"  |-
| align="left"  |(H) blown away effect/ AB effect
| align="left"  |limited juggle knockdown, Armor Break
|  |
|  |
|-
|-
|  |Rush Punch [[File:Strong.gif]]  
|  |Rush Punch [[File:Strong.gif]]  
| align="center"  |HL
| align="center"  |HL
| align="center"  |130
| align="center"  |120
| align="center"  |200
| align="center"  |200
| align="center"  |10/20
| align="center"  |10/20
| align="center"  |su
| align="center"  |su
| align="center"  |27[17]
| align="center"  |21[16]
| align="center"  |4
| align="center"  |4
| align="center"  |23
| align="center"  |23
| align="center"  |-6
| align="center"  |-6
| align="center"  |-
| align="center"  |-
| align="left"  |5-19 (9) (None)/ (H) blown away effect/ AB effect/ occurance changes based on distance/ ( ) is for when it is very close
| align="left"  |4~13f [8f] Invincible, limited juggle knockdown, Armor Break, startup is distant dependent, [] refers to fastest startup, startup is 14f when canceled from close MP
|  |
|  |
|-
|-
|  |Rush Punch [[File:Fierce.gif]]  
|  |Rush Punch [[File:Fierce.gif]]  
| align="center"  |HL
| align="center"  |HL
| align="center"  |140
| align="center"  |130
| align="center"  |200
| align="center"  |200
| align="center"  |10/20
| align="center"  |10/20
| align="center"  |su
| align="center"  |su
| align="center"  |35[20]
| align="center"  |27[17]
| align="center"  |4
| align="center"  |4
| align="center"  |23
| align="center"  |23
| align="center"  |-6
| align="center"  |-6
| align="center"  |-
| align="center"  |-
| align="left"  |8-27 (12) (None)/ (H) blown away effect/ AB effect/occurance changes based on distance/ ( ) is for when it is very close
| align="left"  |5~19f [9f] Invincible, limited juggle knockdown, Armor Break, startup is distant dependent, [] refers to fastest startup
|  |
|  |
|-
|-
Line 727: Line 793:
| align="center"  |-5
| align="center"  |-5
| align="center"  |-
| align="center"  |-
| align="left"  |5-24 (9) (None) First level (Ground H) effect of forcing to stand, (Sky H) blown away effect/ second level (H) floating effect/ AB effect/ chasing possible skill/ occurance changes based on distance/ ( ) is for when it is very close
| align="left"  |5~24f [9f] Invincible,  [1st Grounded hit] forces stand, [air hit] limited juggle knockdown, [2nd hit] floats opponent,  Armor break, can juggle (pursuit property), startup is distant dependent, [] refers to fastest startup
|  |
|  |
|-
|-
Line 735: Line 801:
| align="center"  |100*25*25
| align="center"  |100*25*25
| align="center"  |10/20*10*10
| align="center"  |10/20*10*10
| align="center"  |su
| align="center"  |su*-*-
| align="center"  |7
| align="center"  |7
| align="center"  |2(8)2(10)2
| align="center"  |2(8)2(10)2
| align="center"  |41+26
| align="center"  |41 + After landing 26
| align="center"  |-70
| align="center"  |-70
| align="center"  |-
| align="center"  |-
| align="left"  |Airborne on frame 9, 1st hit FADCable, produces Float state, hits 2-3 pursuit property
| align="left"  |9f~ airborne, [1st hit] floats opponent, [2nd, 3rd hit] limited juggle knockdown, can juggle (pursuit property)
|  |
|  |
|-
|-
Line 749: Line 815:
| align="center"  |100*25x3
| align="center"  |100*25x3
| align="center"  |10/20*10x3
| align="center"  |10/20*10x3
| align="center"  |su
| align="center"  |su*-(x3)
| align="center"  |10
| align="center"  |10
| align="center"  |2(8)2(8)2(10)2
| align="center"  |2(8)2(8)2(10)2
| align="center"  |44+26
| align="center"  |44 + After landing 26
| align="center"  |-83
| align="center"  |-83
| align="center"  |-
| align="center"  |-
| align="left"  |Airborne on frame 12, 1st hit FADCable, produces Float state, hits 2-4 pursuit property
| align="left"  |12f~ airborne, [1st hit] floats opponent, [2nd-4th hit] limited juggle knockdown, can juggle (pursuit property)
|  |
|  |
|-
|-
Line 763: Line 829:
| align="center"  |100*20x3*40
| align="center"  |100*20x3*40
| align="center"  |10/20*10x4
| align="center"  |10/20*10x4
| align="center"  |su
| align="center"  |su*-(x4_
| align="center"  |13
| align="center"  |13
| align="center"  |2(8)2(7)2(8)2(11)2
| align="center"  |2(8)2(7)2(8)2(11)2
| align="center"  |53+26
| align="center"  |53 + After landing 26
| align="center"  |-102
| align="center"  |-102
| align="center"  |-
| align="center"  |-
| align="left"  |Airborne on frame 15, 1st hit FADCable, produces Float state, hits 2-5 pursuit property
| align="left"  |15f~ airborne, [1st hit] floats opponent, [2nd-5th hit] knocks down, can juggle (pursuit property)
|  |
|  |
|-
|-
Line 777: Line 843:
| align="center"  |100*10x6*40
| align="center"  |100*10x6*40
| align="center"  |-250/0
| align="center"  |-250/0
| align="center"  |su
| align="center"  |su*-(x7)
| align="center"  |7
| align="center"  |7
| align="center"  |???
| align="center"  |2(8)2(2)2(2)2(2)2(2)2(2)2(5)2
| align="center"  |53+26
| align="center"  |53 + After landing 26
| align="center"  |-97
| align="center"  |-97
| align="center"  |-
| align="center"  |-
| align="left"  |frames 1-8 invincible, airborne on frame 9.  First hit locks opponent.  1st hit FADCable, produces Float state, hits 2-8 pursuit property.  Armor Break.
| align="left"  |1~8f Invincible, 9f~ airborne, [1st hit] floats opponent, [2nd-8th hit] limited juggle knockdown, can juggle (pursuit property), 1st hit locks opponent
|  |
|  |
|-
|-
Line 794: Line 860:
| align="center"  |6
| align="center"  |6
| align="center"  |2(4)2(3)2
| align="center"  |2(4)2(3)2
| align="center"  |20
| align="center"  |After landing 20
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="left"  |(H) blown away effect/ When jumping backwards, will travel backwards
| align="left"  |limited juggle knockdown, jumping backwards will travel backwards
|  |
|  |
|-
|-
Line 807: Line 873:
| align="center"  |-
| align="center"  |-
| align="center"  |6
| align="center"  |6
| align="center"  |???
| align="center"  |2(4)2(3)2(4)2(3)2
| align="center"  |20
| align="center"  |After landing 20
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="left"  |(H) blown away effect/ When jumping backwards, will travel backwards/ to continue, 2(4)2(3)….
| align="left"  |limited juggle knockdown, jumping backwards will travel backwards
|  |
|  |
|-
|-
Line 821: Line 887:
| align="center"  |-
| align="center"  |-
| align="center"  |6
| align="center"  |6
| align="center"  |???
| align="center"  |2(4)2(3)2(4)2(3)2(4)2(3)2
| align="center"  |20
| align="center"  |After landing 20
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="left"  |(H) blown away effect/ When jumping backwards, will travel backwards/ to continue, 2(4)2(3)….
| align="left"  |limited juggle knockdown, jumping backwards will travel backwards
|  |
|  |
|-
|-
Line 835: Line 901:
| align="center"  |-
| align="center"  |-
| align="center"  |6
| align="center"  |6
| align="center"  |???
| align="center"  |2(4)2(3)2(4)2(3)2(4)2(3)2
| align="center"  |20
| align="center"  |20
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="left"  |(H) blown away effect/ Can control movement left or right/ to continue, 2(4)2(3)…
| align="left"  |limited juggle knockdown, Can control movement left or right
|  |
|  |
|-
|-
Line 853: Line 919:
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="left"  |Airborne on frames 5 - 39, frames 27 - 37 activate parry/kick/throw, sweep activates on frame 40.  EX tracks opponent.
| align="left"  |5~39f airborne, 27~37f can activate parry/kick/throw, Demon flip slide activates on frame 40.
|  |
|  |
|-
|-
Line 860: Line 926:
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |0/0
| align="center"  |-250/0
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
Line 867: Line 933:
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="left"  |1~26f Invincible, tracks opponent, 5~39f, 27~37f can activate parry/kick/throw, Demon flip slide actives on 40f.
|  |
|  |
|-
|-
Line 881: Line 947:
| align="center"  |-13
| align="center"  |-13
| align="center"  |-
| align="center"  |-
| align="left"  |Untechable Knockdown
| align="left"  |Hard knockdown
|  |
|  |
|-
|-
Line 892: Line 958:
| align="center"  |4
| align="center"  |4
| align="center"  |Until ground
| align="center"  |Until ground
| align="center"  |???6
| align="center"  |After landing 6
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="left"  |4- until landing (a)
| align="left"  |4f~until landing has armor
|  |
|  |
|-
|-
Line 906: Line 972:
| align="center"  |12
| align="center"  |12
| align="center"  |Until ground
| align="center"  |Until ground
| align="center"  |4
| align="center"  |After landing 4
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
Line 920: Line 986:
| align="center"  |3
| align="center"  |3
| align="center"  |2
| align="center"  |2
| align="center"  |12
| align="center"  |After landing 12
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="left"  |Untechable knockdown
| align="left"  |Hard knockdown
|  |
|  |
|-
|-
Line 931: Line 997:
| align="center"  |-
| align="center"  |-
| align="center"  |10/-
| align="center"  |10/-
| align="center"  |su
| align="center"  |-
| align="center"  |1
| align="center"  |1
| align="center"  |14
| align="center"  |14
Line 937: Line 1,003:
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="left"  |Frames 1-14 counter is active / LP: low, MP: mid, HP: high, EX: whole body.  Incurs grey damage on a successful counter.
| align="left"  |Frames 1~14 counter is active / LP: low, MP: mid, HP: high, EX: whole body.  Incurs grey damage on a successful counter.
|  |
|  |
|-
|-
Line 943: Line 1,009:
| align="center"  |-
| align="center"  |-
| align="center"  |150
| align="center"  |150
| align="center"  |150
| align="center"  |200
| align="center"  |0/25
| align="center"  |0/25
| align="center"  |su
| align="center"  |su
Line 951: Line 1,017:
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="left"  |7-21 (None) / (H) floating effect/ AB effect
| align="left"  |7~21f Invincible, floats opponent, Armor Break, Unblockable
|  |
|  |
|-
|-
Line 960: Line 1,026:
| align="center"  |-1000/0
| align="center"  |-1000/0
| align="center"  |-
| align="center"  |-
| align="center"  |1+10
| align="center"  |1+2
| align="center"  |3*2*3*3*2*3*3
| align="center"  |3*2*3*3*2*3*3
| align="center"  |30+31
| align="center"  |30+31
| align="center"  |-57
| align="center"  |-57
| align="center"  |-
| align="center"  |-
| align="left"  |after dark tumble = flash? 1- after dark tumble 12 (None)/ 13- (Sky)/ (H) blown away effect (Da)/ AB effect/ 2-7th level chasing possible skill/ lock opponent upon first level hit/ stiffness difference is up to 2nd level invincible frames 1 ~ 12, 13th frame is airborne, hits 2 through 7 can juggle? Locks for full damage on 1st hit
| align="left"  |1~4f Invincible, 5f~ airborne, untechable limited juggle knockdown, armor break, [2nd-7th hit] can juggle, lock opponent upon first level hit, block disadvantage refers to 2nd hit
|  |
|  |
|-
|-
|  |Ultra Combo 1
|  |Ultra Combo 1
| align="center"  |HL
| align="center"  |HL
| align="center"  |135*40x5*90 [503]
| align="center"  |135*48x6*90 [503]
| align="center"  |0
| align="center"  |0
| align="center"  |0/0
| align="center"  |0/0
Line 979: Line 1,045:
| align="center"  |-88
| align="center"  |-88
| align="center"  |-
| align="center"  |-
| align="left"  |1- after dark tumble 12 (None)/ 13- (Sky)/ (H) blown away effect (Da)/ AB effect/ 2-7th level chasing possible skill/ lock opponent upon first level hit/ lock opponent upon first level hit /stiffness difference is up to 2nd level ( ) is for when it is locked invincible frames 1 ~ 12, 13th frame is airborne, hits 2 through 7 can juggle? Locks for full damage on 1st hit
| align="left"  |1~12f Invincible, 13f~ airborne, untechable limited juggle knockdown, armor break, [3rd-8th hit] can juggle, 1st hit goes into animation, block disadvantage refers to 2nd hit, [] refers to animation
|  |
|  |
|-
|-
|  |Ultra Combo 2 (Lv1)
|  |Ultra Combo 2 (Lv1)
| align="center"  |HL
| align="center"  |HL
| align="center"  |60x3*75
| align="center"  |60x3*120
| align="center"  |100x4
| align="center"  |100x4
| align="center"  |0/0
| align="center"  |0/0
Line 990: Line 1,056:
| align="center"  |0+13
| align="center"  |0+13
| align="center"  |-
| align="center"  |-
| align="center"  |73
| align="center"  |Total 73
| align="center"  |-9
| align="center"  |-9
| align="center"  |-
| align="center"  |-
| align="left"  |1- after dark tumble (Hit)/ 1-3rd level (Sky H) or 4th level (H) floating effect (Da)/ (G) Faint value 50x4/ occuring after releasing button 14 Dark tumble = Ultra Freeze. Able to be hit after Ultra freeze, frames. On guard 50x4 stun damage. Induces Juggle state on on hit on grounded opponent
| align="left"  |1~12f strike and projectile invincible, [1st-3rd air hit] or [4th hit] floats opponent and untechable knockdown, does 50x4 stun on block, fireball active 14f after button release
|  |
|  |
|-
|-
|  |Ultra Combo 2 (Lv2)
|  |Ultra Combo 2 (Lv2)
| align="center"  |HL
| align="center"  |HL
| align="center"  |60x4*75
| align="center"  |60x4*120
| align="center"  |100x5
| align="center"  |100x5
| align="center"  |0/0
| align="center"  |0/0
Line 1,004: Line 1,070:
| align="center"  |3+14
| align="center"  |3+14
| align="center"  |-
| align="center"  |-
| align="center"  |74
| align="center"  |Total 74
| align="center"  |+1
| align="center"  |+1
| align="center"  |-
| align="center"  |-
| align="left"  |1- after dark tumble 3 (None)/ 1-4th level (Sky H) or 5th level (H) floating effect (Da)/ (G) Faint value 50x5/ gathering time 3-17/ occuring after releasing button 14 Dark tumble = Ultra Freeze. Invincible on frames 1 ~ 3, charge time is 3 ~ 17 frames. On guard 50x5 stun damage. Induces Juggle state on hit on grounded opponent
| align="left"  |1~3f Invincible, [1st-4th air hit] or [5th hit] floats opponent and untechable knockdown, does 50x5 stun on block, charge 3~22f, fireball active 14f after button release
|  |
|  |
|-
|-
|  |Ultra Combo 2 (Lv3)
|  |Ultra Combo 2 (Lv3)
| align="center"  |HL
| align="center"  |HL
| align="center"  |60x5*75
| align="center"  |60x5*120
| align="center"  |100x6
| align="center"  |100x6
| align="center"  |0/0
| align="center"  |0/0
Line 1,018: Line 1,084:
| align="center"  |18+14
| align="center"  |18+14
| align="center"  |-
| align="center"  |-
| align="center"  |89
| align="center"  |Total 89
| align="center"  |+11
| align="center"  |+11
| align="center"  |-
| align="center"  |-
| align="left"  |1- after dark tumble 3 (None)/ 1-5th level (Sky H) or 6th level (H) floating effect (Da)/ (G) Faint value 50x6/ gathering time 18-32/ occuring after releasing button 14 Dark tumble = Ultra Freeze. Invincible on frames 1 ~ 3, charge time is 18 ~ 32 frames. On guard 50x6 stun damage. Induces Juggle state on hit on grounded opponen
| align="left"  |1~3f Invincible, [1st-5th air hit] or [6th hit] floats opponent and untechable knockdown, does 50x6 stun on block, charge 23~42f, fireball active 14f after button release
|  |
|  |
|-
|-
|  |Ultra Combo 2 (Lv4)
|  |Ultra Combo 2 (Lv4)
| align="center"  |HL
| align="center"  |HL
| align="center"  |60x6*75
| align="center"  |60x6*120
| align="center"  |100x7
| align="center"  |100x7
| align="center"  |0/0
| align="center"  |0/0
Line 1,032: Line 1,098:
| align="center"  |33+14
| align="center"  |33+14
| align="center"  |-
| align="center"  |-
| align="center"  |104
| align="center"  |Total 104
| align="center"  |+21
| align="center"  |+21
| align="center"  |-
| align="center"  |-
| align="left"  |1- after dark tumble 3 (None)/ 1-6th level (Sky H) or 7th level (H) floating effect (Da)/ (G) Faint value 50x7/ gathering time 33-47/ occuring after releasing button 14 Dark tumble = Ultra Freeze. Invincible on frames 1 ~ 3, charge time is 33 ~ 47 frames. On guard 50x7 stun damage. Induces Juggle state on hit on grounded opponent
| align="left"  |1~3f Invincible, [1st-6th air hit] or [7th hit] floats opponent and untechable knockdown, does 50x7 stun on block, charge 43~62f, fireball active 14f after button release
|  |
|  |
|-
|-
|  |Ultra Combo 2 (Lv5)
|  |Ultra Combo 2 (Lv5)
| align="center"  |HL
| align="center"  |HL
| align="center"  |60x7*75
| align="center"  |60x7*120
| align="center"  |100x8
| align="center"  |100x8
| align="center"  |0/0
| align="center"  |0/0
Line 1,046: Line 1,112:
| align="center"  |0+65
| align="center"  |0+65
| align="center"  |-
| align="center"  |-
| align="center"  |118
| align="center"  |Total 118
| align="center"  |+31
| align="center"  |+31
| align="center"  |-
| align="center"  |-
| align="left"  |1- after dark tumble 3 (None)/ 1-3rd level (Sky H) or 4th level (H) floating effect (Da)/ (G) Faint value 50x8/ gathering time 48f Dark tumble = Ultra Freeze. Invincible on frames 1 ~ 3, charge time is 48 frames. On guard 50x8 stun damage. Induces Juggle state on hit on grounded opponent
| align="left"  |1~3f Invincible, [1st-3rd air hit] or [4th hit] floats opponent and untechable knockdown, does 50x8 stun on block, charge 63f~
|  |
|  |
|-  
|-  
Line 1,080: Line 1,146:
|}
|}


=====Notes:=====
 
Gouken's NOTES section is a quick translation of the Japanese AE guide.  Someone please translate these rough NOTES into a more readable english/sf4 terminology.
[[Category:Super Street Fighter IV AE]]

Latest revision as of 02:24, 9 December 2020

Super Street Fighter IV AESSFIVAE.png
Super Street Fighter IV AE#CharactersSuper Street Fighter IV AE/Controls and TerminologySuper Street Fighter IV AE/Basic ElementsSuper Street Fighter IV AE/Universal AbilitiesSuper Street Fighter IV AE/Game SystemsSSFIVAEHeaderButtons.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.png level of adapting to your opponent and countering what it is they want to do. Gouken's damage output is extremely high, and some combos in the corner can easily lead to resets and dizzies, which pretty much spells the end for your opponent that Round.

Players to Watch

Veloc1raptor

Moves

Unique Attacks

Name
Command
Notes
Sakotsukudaki
F.png + Mp.png
High.png
Tenmakujinkyaku
(at top of jump arc) D.png + Mk.png
High.png

Throws

Name
Command
Notes
Raikotokyaku
F.png or N.png + Lp.png + Lk.png
Throw.png
Amaoroshi
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Gohadoken
Qcf.png + P.png
Hold P.png to charge; Ex.png
Senkugoshoha
Dp.png + P.png
Ex.png Armorbreak.png
Tatsumaki Gorasen
Qcb.png + K.png
Ex.png Armorbreak.png
Airborne Tatsumaki Gorasen
(in air) Qcb.png + K.png
Ex.png version can be controlled with B.png or F.png ; Ex.png
Hyakkishu
Dp.png + K.png
   Hyakki Gozan
No input after performing Hyakkishu
Low.png
   Hyakki Goheki
P.png
Perform after Hyakkishu
   Hyakki Gojin
K.png
Perform after Hyakkishu
   Hyakki Gosai
Lp.png + Lk.png
Perform after Hyakkishu; Throw.png
Kongoshin
Rdp.png + P.png
Counters only against certain attacks; LP counters low, MP for mids, HP for Upper body attacks; Ex.png version counters any height; Counter attack is unblockable; Ex.png Armorbreak.png

Super Combo

Name
Command
Notes
Forbidden Shoryuken
Qcf.png qcf + P.png
Armorbreak.png

Ultra Combos

Name
Command
Notes
Shin Shoryuken
Qcf.png qcf + 3p.png
Armorbreak.png
Denjin Hadoken
Qcf.png qcf + 3k.png
Hold 3k.png to charge up to 5 levels; Repeatedly inputting directions increases fireball speed by up to 2 levels; Causes stun damage even on block


AE ver. 2012 Changes

Senkugoshoha

Expanded light version’s hitbox forward. Changed medium version’s characteristics to match SSF4′s light version. Changed heavy version’s characteristics to match SSF4′s medium version.


Crouching Heavy Punch

Lengthened hit stun by 1F.


Denjin Hadoken

Made fireball speed variable by 3 steps by shaking the stick before start of hit detection. Increased final damage by 45 for all charge levels. Unified charge time required to launch all versions of attack, regardless of Ultra Meter level.


Kongoshin

Expanded counter hitbox for medium and heavy versions. Set stun to 200 for all versions.


Near Standing Medium Kick

Fixed issue whereby simultaneous near standing medium kicks in Gouken-Gouken attacks would miss each other.


Sakotsukudaki

Expanded hitbox downward. Changed hitbox active period from 2F to 4F. Shrunk hurtbox on upper arm. Aligned hit stop time with length of heavy attack.


Near Standing Heavy Kick

Changed first hit active period from 2F to 5F.


Forbidden Shoryuken

Changed startup from 11F to 3F.


Far Standing Medium Punch

Made Special Move cancelable. Lengthened hit stun by 1F, giving the attacker a possible +5F advantage on a hit.


Far Standing Heavy Punch

Changed hitbox active period from 3F to 5F.


AE Changes

  • Close Standing Medium Punch and Close Standing Hard Kick have more frame advantage.
  • Close Standing Medium Kick has 3 frame start up start-up, so it'll be easier to compete against some of the other fighters.
  • Neutral Jump Hard Punch and diagonal Jump Hard Kick have pursuit properties, and will slam opponents into the ground.
  • Ranges on his normal moves haven't changed.
  • Back grab has been changed to deal gray damage, so the combo damage from the grab has been decreased.
  • In specials, Light Punch Running Palm (Senkugoshoha) has been drastically changed, so it will connect from weak attacks (Light Punch/Light Kick), and EX Hurricane Kick locks opponent, making it easier to combo and has armor break properties.
  • Recovery of the Demon Flip Focus has been significantly decreased, making it easier to utilize.
  • Kongo (Counter) is changed as well. To be precise, it can only be activated now by using Punch buttons and the strength of the Punch changes where it sets up a counter hit at. Light for low attacks, Medium for middle attacks, and Hard for upper body attacks.
  • During backdash, Gouken is now considered airborne right after invincibility ends.


The Basics

Combos

Strategy

Matchups

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close Jab.gif HL 30 50 20 ch/sp/su 4 2 9 0 +3
Close Strong.gif HL 65 100 40 sp/su 5 2 11 +4 +7
Close Fierce.gif HL 100 200 60 sp/su 8 2 16 0 +4
Close Short.gif HL 35 50 20 - 5 2 9 0 +3
Close Forward.gif HL 70 100 40 sp/su 3 2 13 -1 +2
Close Roundhouse.gif HL 40*70 125*75 60*20 su*- 4 5(1)3 15 0 +5 +4 Hit advantage on crouching opponents
Far Jab.gif HL 30 50 20 ch/sp/su 5 2 9 0 +3
Far Strong.gif HL 80 100 40 sp/su 5 2 11 +1 +5
Far Fierce.gif HL 120 200 60 - 8 5 13 0 +4
Far Short.gif HL 40 50 20 ch 6 2 9 0 +3
Far Forward.gif HL 75 100 40 - 7 2 13 -1 +2
Far Roundhouse.gif HL 110 200 60 - 8 2 19 -3 0
Crouch Jab.gif HL 20 50 20 ch/sp/su 4 2 9 0 +3
Crouch Strong.gif L 70 100 40 sp/su 5 2 14 -2 +1
Crouch Fierce.gif HL 80 200 60 sp/su 6 4 22 -8 -3
Crouch Short.gif L 40 50 20 sp/su 5 4 9 -2 +1
Crouch Forward.gif HL 70 100 40 sp/su 4 3 16 -5 -2
Crouch Roundhouse.gif L 100 100 60 - 6 3 18 -3 - Hard knockdown
Jump Up Jab.gif H 50 50 20 - 5 6 - - - Legs projectile invincible until end of active frames
Jump Up Strong.gif H 85 100 40 - 5 4 - - - Legs projectile invincible until end of active frames
Jump Up Fierce.gif H 105 200 60 - 6 4 - - - Legs projectile invincible until end of active frames, [Air hit] limited juggle knockdown, pursuit property
Jump Up Short.gif H 40 50 20 - 6 7 - - - Legs projectile invincible until end of active frames
Jump Up Forward.gif H 80 100 40 - 6 3 - - - Legs projectile invincible until end of active frames
Jump Up Roundhouse.gif H 100 200 60 - 7 3 - - - Legs projectile invincible until end of active frames, [Air hit] limited juggle knockdown
Jump Forward Jab.gif H 50 50 20 - 5 5 - - - Legs projectile invincible until end of active frames
Jump Forward Strong.gif H 50*30 50*50 40*20 sp*- 4 2*2 - - - Legs projectile invincible until end of active frames, 1st hit floats on air hit, 2nd hit knockdown on air hit , can juggle
Jump Forward Fierce.gif H 100 200 60 - 5 3 - - - Legs projectile invincible until end of active frames
Jump Forward Short.gif H 40 50 20 - 7 8 - - - Legs projectile invincible until end of startup frames
Jump Forward Forward.gif H 70 100 40 - 7 4 - - - Legs projectile invincible until end of startup frames
Jump Forward Roundhouse.gif H 100 200 60 - 8 3 - - - Legs projectile invincible until end of active frames air to air forces slam effect, pursuit property
Right.gif+Strong.gif H 80 100 40 - 17 4 13 -3 +2 [Ground hit] Forces stand
Dive Kick H 60 100 40 - 12 until ground - - -
Focus Attack LVL 1 HL 65 100 20 - 10+11 2 35 -21 -21 1~10f armored, [air hit] knocks down, dash or backdash cancellable from 5~11f or on hit or block, attack active 12f after button release
Focus Attack LVL 2 HL 85 150 40 - 18+11 2 35 -15 - 1~10f or until button release armored, [Ground hit] crumples opponent, [air hit] floats opponent, dash or backdash cancellable from 5f~ or on hit or block, charge time 17~49f, attack active 12f after button release
Focus Attack LVL 3 - 150 200 60 - 65 2 35 - - 1~64f armored, armor break, [Ground hit] Crumples opponent, [air hit] floats opponent, dash and backdash cancellable 5~50f or on hit or block, charge 50f
Forward Throw 0.91 140 150 40 - 3 2 20 - - Untechable knockdown
Back Throw 0.90 1 0 40 - 5 2 24 - - Float for 21f, untechable knockdown, throw damage is recoverable
Gohadoken HL 55 50 10/20 su 17[8] - Total 41[32] +2 +6 [Air hit] floats opponent, 20~21f [11~12f] focus cancellable, hold down the button to charge, [] refers to after button is released
Gohadoken charge HL 55*55 50*50 10/10*10 su 68 - Total 93 +9 +13 [Air hit] floats opponent, 71-72f focus cancellable
Gohadoken EX.gif HL 60*60 80*80 -250/0 su 17[8] - Total 55[46] +4 - [1st air hit] floats opponent, [2nd hit] floats opponent, 2nd fireball active on 33f [24f], 20-36f [11-27f] focus cancellable, hold down button to charge, [ ] refers to after button release
Gohadoken EX.gif charge HL 60x4 80x4 -250/0 su 68 - Total 107 +13 - [1st, 2nd air hit] floats opponent, [3rd, 4th hit] floats opponent, 2nd fireball active on 86f, 71-89f focus cancellable
Rush Punch Jab.gif HL 90 150 10/20 su 9 4 21 -4 - limited juggle knockdown, Armor Break
Rush Punch Strong.gif HL 120 200 10/20 su 21[16] 4 23 -6 - 4~13f [8f] Invincible, limited juggle knockdown, Armor Break, startup is distant dependent, [] refers to fastest startup, startup is 14f when canceled from close MP
Rush Punch Fierce.gif HL 130 200 10/20 su 27[17] 4 23 -6 - 5~19f [9f] Invincible, limited juggle knockdown, Armor Break, startup is distant dependent, [] refers to fastest startup
Rush Punch EX.gif HL 90*60 100*50 -250/0 su 32[17] 4(11)4 22 -5 - 5~24f [9f] Invincible, [1st Grounded hit] forces stand, [air hit] limited juggle knockdown, [2nd hit] floats opponent, Armor break, can juggle (pursuit property), startup is distant dependent, [] refers to fastest startup
Hurricane Kick Short.gif HL 60*20*40 100*25*25 10/20*10*10 su*-*- 7 2(8)2(10)2 41 + After landing 26 -70 - 9f~ airborne, [1st hit] floats opponent, [2nd, 3rd hit] limited juggle knockdown, can juggle (pursuit property)
Hurricane Kick Forward.gif HL 65*20x2*50 100*25x3 10/20*10x3 su*-(x3) 10 2(8)2(8)2(10)2 44 + After landing 26 -83 - 12f~ airborne, [1st hit] floats opponent, [2nd-4th hit] limited juggle knockdown, can juggle (pursuit property)
Hurricane Kick Roundhouse.gif HL 70*20x3*55 100*20x3*40 10/20*10x4 su*-(x4_ 13 2(8)2(7)2(8)2(11)2 53 + After landing 26 -102 - 15f~ airborne, [1st hit] floats opponent, [2nd-5th hit] knocks down, can juggle (pursuit property)
Hurricane Kick EX.gif HL 80*10x6*60 100*10x6*40 -250/0 su*-(x7) 7 2(8)2(2)2(2)2(2)2(2)2(2)2(5)2 53 + After landing 26 -97 - 1~8f Invincible, 9f~ airborne, [1st hit] floats opponent, [2nd-8th hit] limited juggle knockdown, can juggle (pursuit property), 1st hit locks opponent
Hurricane Kick Short.gif (air) HL 100 200 10/30 - 6 2(4)2(3)2 After landing 20 - - limited juggle knockdown, jumping backwards will travel backwards
Hurricane Kick Forward.gif (air) HL 110 200 10/30 - 6 2(4)2(3)2(4)2(3)2 After landing 20 - - limited juggle knockdown, jumping backwards will travel backwards
Hurricane Kick Roundhouse.gif (air) HL 120 200 10/30 - 6 2(4)2(3)2(4)2(3)2(4)2(3)2 After landing 20 - - limited juggle knockdown, jumping backwards will travel backwards
Hurricane Kick EX.gif (air) HL 140 200 -250/0 - 6 2(4)2(3)2(4)2(3)2(4)2(3)2 20 - - limited juggle knockdown, Can control movement left or right
Demon Flip - - - 30/- - - - - - - 5~39f airborne, 27~37f can activate parry/kick/throw, Demon flip slide activates on frame 40.
Demon Flip EX.gif - - - -250/0 - - - - - - 1~26f Invincible, tracks opponent, 5~39f, 27~37f can activate parry/kick/throw, Demon flip slide actives on 40f.
Demon Flip Slide L 100 200 0/30 - 39+4 11 20 -13 - Hard knockdown
Demon Flip Focus - - - - - 4 Until ground After landing 6 - - 4f~until landing has armor
Demon Flip Kick HL 80 100 0/20 - 12 Until ground After landing 4 - - Forces stand on grounded opponent
Demon Flip Throw 1.17 150 200 0/30 - 3 2 After landing 12 - - Hard knockdown
Counter - - - 10/- - 1 14 18 - - Frames 1~14 counter is active / LP: low, MP: mid, HP: high, EX: whole body. Incurs grey damage on a successful counter.
Counter activated - 150 200 0/25 su 12 10 43 - - 7~21f Invincible, floats opponent, Armor Break, Unblockable
Super Combo HL 85*40x5*60 0 -1000/0 - 1+2 3*2*3*3*2*3*3 30+31 -57 - 1~4f Invincible, 5f~ airborne, untechable limited juggle knockdown, armor break, [2nd-7th hit] can juggle, lock opponent upon first level hit, block disadvantage refers to 2nd hit
Ultra Combo 1 HL 135*48x6*90 [503] 0 0/0 - 0+11 2*3*3*2*3*3*2*4 42+51 -88 - 1~12f Invincible, 13f~ airborne, untechable limited juggle knockdown, armor break, [3rd-8th hit] can juggle, 1st hit goes into animation, block disadvantage refers to 2nd hit, [] refers to animation
Ultra Combo 2 (Lv1) HL 60x3*120 100x4 0/0 - 0+13 - Total 73 -9 - 1~12f strike and projectile invincible, [1st-3rd air hit] or [4th hit] floats opponent and untechable knockdown, does 50x4 stun on block, fireball active 14f after button release
Ultra Combo 2 (Lv2) HL 60x4*120 100x5 0/0 - 3+14 - Total 74 +1 - 1~3f Invincible, [1st-4th air hit] or [5th hit] floats opponent and untechable knockdown, does 50x5 stun on block, charge 3~22f, fireball active 14f after button release
Ultra Combo 2 (Lv3) HL 60x5*120 100x6 0/0 - 18+14 - Total 89 +11 - 1~3f Invincible, [1st-5th air hit] or [6th hit] floats opponent and untechable knockdown, does 50x6 stun on block, charge 23~42f, fireball active 14f after button release
Ultra Combo 2 (Lv4) HL 60x6*120 100x7 0/0 - 33+14 - Total 104 +21 - 1~3f Invincible, [1st-6th air hit] or [7th hit] floats opponent and untechable knockdown, does 50x7 stun on block, charge 43~62f, fireball active 14f after button release
Ultra Combo 2 (Lv5) HL 60x7*120 100x8 0/0 - 0+65 - Total 118 +31 - 1~3f Invincible, [1st-3rd air hit] or [4th hit] floats opponent and untechable knockdown, does 50x8 stun on block, charge 63f~
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes