Super Street Fighter IV AE/Gouken: Difference between revisions

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{{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 or k | 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 or k | 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 }}
{{MoveListFooter}}
{{MoveListFooter}}



Revision as of 22:54, 2 June 2011

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 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.


Moves

Unique Attacks

Name
Command
Notes
Sakotsukudaki
f + mp
high
Tenmakujinkyaku
(at top of jump arc) d + mk
high

Throws

Name
Command
Notes
Raikotokyaku
f or n + lp + lk
throw
Amaoroshi
b + lp + lk
throw

Special Moves

Name
Command
Notes
Gohadoken
qcf + p
Hold p to charge; ex
Senkugoshoha
dp + p
ex armorbreak
Tatsumaki Gorasen
qcb + k
ex
Airborne Tatsumaki Gorasen
(in air) qcb + k
ex version can be controlled with b or f ; ex
Hyakkishu
dp + k
   Hyakki Gozan
No input after performing Hyakkishu
low
   Hyakki Goheki
p
Perform after Hyakkishu
   Hyakki Gojin
k
Perform after Hyakkishu
   Hyakki Gosai
lp + lk
Perform after Hyakkishu; throw
Kongoshin
rdp + p or k
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

Super Combo

Name
Command
Notes
Forbidden Shoryuken
qcf qcf + p
armorbreak

Ultra Combos

Name
Command
Notes
Shin Shoryuken
qcf qcf + 3p
armorbreak
Denjin Hadoken
qcf qcf + 3k
Hold 3k to charge up to 5 levels; Causes stun damage even on block


AE Changes

  • Close Standing Hard 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.
  • 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 2(4)3 15 0 +5
Far Jab.gif HL 30 50 20 ch/sp/su 5 2 9 0 +3
Far Strong.gif HL 80 100 40 su 5 2 11 +1 +4
Far Fierce.gif HL 120 200 60 - 8 3 15 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 -4
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 -
Jump up Jab.gif H 50 50 20 - 5 6 - - -
Jump up Strong.gif H 85 100 40 - 5 4 - - -
Jump up Fierce.gif H 105 200 60 - 6 4 - - -
Jump up Short.gif H 40 50 20 - 6 7 - - -
Jump up Forward.gif H 80 100 40 - 6 3 - - -
Jump up Roundhouse.gif H 100 200 60 - 7 3 - - -
Jump forward Jab.gif H 50 50 20 - 5 5 - - -
Jump forward Strong.gif H 50*30 50*50 40*20 - 4 2*2 - - -
Jump forward Fierce.gif H 100 200 60 - 5 3 - - -
Jump forward Short.gif H 40 50 20 - 7 8 - - -
Jump forward Forward.gif H 70 100 40 - 7 4 - - -
Jump forward Roundhouse.gif H 100 200 60 - 8 3 - - -
Right.gif+Strong.gif Overhead H 80 100 40 - 17 2 15 -3 +2
Dive Kick H 60 100 40 - 12 until ground - - -
Focus Attack LVL 1 HL 65 100 20 - 21 2 35 -21 -21
Focus attack LVL 2 HL 85 150 40 - 17+12 2 35 -15 -
Focus attack LVL 3 - 150 200 60 - 65 2 35 - -
Forward Throw 0.91 140 150 40 - 3 2 20 - -
Back throw 0.90 1 0 40 - 5 2 24 - -
Gohadoken HL 55 50 10/20 su 17[8] - 41[32] +2 +6
Gohadoken charge HL 55*55 50*50 10/10*10 su 68 - 93 +9 +13
Gohadoken EX.gif HL 60*60 80*80 -250/0 su 17[8] - 55[46] +4 -
Gohadoken EX.gif charge HL 60x4 80x4 -250/0 su 68 - 107 +13 -
Rush Punch Jab.gif HL 90 150 10/20 su 9 4 21 -4 -
Rush Punch Strong.gif HL 130 200 10/20 su 27[17] 4 23 -6 -
Rush Punch Fierce.gif HL 140 200 10/20 su 35[20] 4 23 -6 -
Rush Punch EX.gif HL 90*60 100*50 -250/0 su 32[17] 4(11)4 22 -5 -
Hurricane Kick Short.gif HL 60*20*40 100*25*25 10/20*10*10 su 7 2(8)2(10)2 41+26 -70 -
Hurricane Kick Forward.gif HL 65*20x2*50 100*25x3 10/20*10x3 su 10 2(8)2(8)2(10)2 44+26 -83 -
Hurricane Kick Roundhouse.gif HL 70*20x3*55 100*20x3*40 10/20*10x4 su 13 2(8)2(7)2(8)2(11)2 53+26 -102 -
Hurricane Kick EX.gif HL 80*10x6*60 100*10x6*40 -250/0 su 7 ??? 53+26 -97 -
Hurricane Kick Short.gif (air) HL 100 200 10/30 - 6 2(4)2(3)2 20 - -
Hurricane Kick Forward.gif (air) HL 110 200 10/30 - 6 ??? 20 - -
Hurricane Kick Roundhouse.gif (air) HL 120 200 10/30 - 6 ??? 20 - -
Hurricane Kick EX.gif (air) HL 140 200 -250/0 - 6 ??? 20 - -
Demon Flip - - - 30/- - - - - - -
Demon Flip EX.gif - - - 0/0 - - - - - -
Demon Flip Slide L 100 200 0/30 - 39+4 11 20 -13 -
Demon Flip Focus - - - - - 4 Until ground ???6 - -
Demon Flip Kick HL 80 100 0/20 - 12 Until ground 4 - -
Demon Flip Throw 1.17 150 200 0/30 - 3 2 12 - -
Counter - - - 10/- su 1 14 18 - -
Counter ??? - 150 150 0/25 su 12 10 43 - -
Super Combo HL 85*40x5*60 0 -1000/0 - 1+10 3*2*3*3*2*3*3 30+31 -57 -
Ultra Combo 1 HL 135*40x5*90 [503] 0 0/0 - 0+11 2*3*3*2*3*3*2*4 42+51 -88 -
Ultra Combo 2 (Lv1) HL 60x3*75 100x4 0/0 - 0+13 - 73 -9 -
Ultra Combo 2 (Lv2) HL 60x4*75 100x5 0/0 - 3+14 - 74 +1 -
Ultra Combo 2 (Lv3) HL 60x5*75 100x6 0/0 - 18+14 - 89 +11 -
Ultra Combo 2 (Lv4) HL 60x6*75 100x7 0/0 - 33+14 - 104 +21 -
Ultra Combo 2 (Lv5) HL 60x7*75 100x8 0/0 - 0+65 - 118 +31 -
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Notes: