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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 | 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}} |
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Gouken
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
Sakotsukudaki
f + mp
high
Tenmakujinkyaku
(at top of jump arc) d + mk
high
Throws
Raikotokyaku
f or n + lp + lk
throw
Amaoroshi
b + lp + lk
throw
Special Moves
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
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
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
Forbidden Shoryuken
qcf qcf + p
armorbreak
Ultra Combos
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
|
HL
|
30
|
50
|
20
|
ch/sp/su
|
4
|
2
|
9
|
0
|
+3
|
|
|
Close
|
HL
|
65
|
100
|
40
|
sp/su
|
5
|
2
|
11
|
+4
|
+7
|
|
|
Close
|
HL
|
100
|
200
|
60
|
sp/su
|
8
|
2
|
16
|
0
|
+4
|
|
|
Close
|
HL
|
35
|
50
|
20
|
-
|
5
|
2
|
9
|
0
|
+3
|
|
|
Close
|
HL
|
70
|
100
|
40
|
sp/su
|
3
|
2
|
13
|
-1
|
+2
|
|
|
Close
|
HL
|
40*70
|
125*75
|
60*20
|
su
|
4
|
2(4)3
|
15
|
0
|
+5
|
|
|
Far
|
HL
|
30
|
50
|
20
|
ch/sp/su
|
5
|
2
|
9
|
0
|
+3
|
|
|
Far
|
HL
|
80
|
100
|
40
|
su
|
5
|
2
|
11
|
+1
|
+4
|
|
|
Far
|
HL
|
120
|
200
|
60
|
-
|
8
|
3
|
15
|
0
|
+4
|
|
|
Far
|
HL
|
40
|
50
|
20
|
ch
|
6
|
2
|
9
|
0
|
+3
|
|
|
Far
|
HL
|
75
|
100
|
40
|
-
|
7
|
2
|
13
|
-1
|
+2
|
|
|
Far
|
HL
|
110
|
200
|
60
|
-
|
8
|
2
|
19
|
-3
|
0
|
|
|
crouch
|
HL
|
20
|
50
|
20
|
ch/sp/su
|
4
|
2
|
9
|
0
|
+3
|
|
|
crouch
|
L
|
70
|
100
|
40
|
sp/su
|
5
|
2
|
14
|
-2
|
+1
|
|
|
crouch
|
HL
|
80
|
200
|
60
|
sp/su
|
6
|
4
|
22
|
-8
|
-4
|
|
|
crouch
|
L
|
40
|
50
|
20
|
sp/su
|
5
|
4
|
9
|
-2
|
+1
|
|
|
crouch
|
HL
|
70
|
100
|
40
|
sp/su
|
4
|
3
|
16
|
-5
|
-2
|
|
|
crouch
|
L
|
100
|
100
|
60
|
-
|
6
|
3
|
18
|
-3
|
-
|
|
|
Jump up
|
H
|
50
|
50
|
20
|
-
|
5
|
6
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
85
|
100
|
40
|
-
|
5
|
4
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
105
|
200
|
60
|
-
|
6
|
4
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
40
|
50
|
20
|
-
|
6
|
7
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
80
|
100
|
40
|
-
|
6
|
3
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
100
|
200
|
60
|
-
|
7
|
3
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
50
|
50
|
20
|
-
|
5
|
5
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
50*30
|
50*50
|
40*20
|
-
|
4
|
2*2
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
100
|
200
|
60
|
-
|
5
|
3
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
40
|
50
|
20
|
-
|
7
|
8
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
70
|
100
|
40
|
-
|
7
|
4
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
100
|
200
|
60
|
-
|
8
|
3
|
-
|
-
|
-
|
|
|
+ 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
|
HL
|
60*60
|
80*80
|
-250/0
|
su
|
17[8]
|
-
|
55[46]
|
+4
|
-
|
|
|
Gohadoken charge
|
HL
|
60x4
|
80x4
|
-250/0
|
su
|
68
|
-
|
107
|
+13
|
-
|
|
|
Rush Punch
|
HL
|
90
|
150
|
10/20
|
su
|
9
|
4
|
21
|
-4
|
-
|
|
|
Rush Punch
|
HL
|
130
|
200
|
10/20
|
su
|
27[17]
|
4
|
23
|
-6
|
-
|
|
|
Rush Punch
|
HL
|
140
|
200
|
10/20
|
su
|
35[20]
|
4
|
23
|
-6
|
-
|
|
|
Rush Punch
|
HL
|
90*60
|
100*50
|
-250/0
|
su
|
32[17]
|
4(11)4
|
22
|
-5
|
-
|
|
|
Hurricane Kick
|
HL
|
60*20*40
|
100*25*25
|
10/20*10*10
|
su
|
7
|
2(8)2(10)2
|
41+26
|
-70
|
-
|
|
|
Hurricane Kick
|
HL
|
65*20x2*50
|
100*25x3
|
10/20*10x3
|
su
|
10
|
2(8)2(8)2(10)2
|
44+26
|
-83
|
-
|
|
|
Hurricane Kick
|
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
|
HL
|
80*10x6*60
|
100*10x6*40
|
-250/0
|
su
|
7
|
???
|
53+26
|
-97
|
-
|
|
|
Hurricane Kick (air)
|
HL
|
100
|
200
|
10/30
|
-
|
6
|
2(4)2(3)2
|
20
|
-
|
-
|
|
|
Hurricane Kick (air)
|
HL
|
110
|
200
|
10/30
|
-
|
6
|
???
|
20
|
-
|
-
|
|
|
Hurricane Kick (air)
|
HL
|
120
|
200
|
10/30
|
-
|
6
|
???
|
20
|
-
|
-
|
|
|
Hurricane Kick (air)
|
HL
|
140
|
200
|
-250/0
|
-
|
6
|
???
|
20
|
-
|
-
|
|
|
Demon Flip
|
-
|
-
|
-
|
30/-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Demon Flip
|
-
|
-
|
-
|
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: