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.
There are 2 forms of common notation, traditional (six button) and numpad notation. Traditional notation refers to directions and motions by their English names. Numpad notation uses numbers and sequences of numbers to refer to directions and moves, as corresponds with a number pad.
Six Button Notation
- Jab - Light Punch (LP)
- Strong - Medium Punch (MP)
- Fierce - Hard Punch (HP)
- P - any punch
- PPP or 3P - all three punches simultaneously
- Short - Weak Kick (LK)
- Forward - Medium Kick (MK)
- Roundhouse (RH) - Hard Kick (HK)
- K = any kick
- KKK or 3K - all three kicks simultaneously
Motion Abbreviations
Most special move commands consist of one or more of the following motions combined with an appropriately timed button input, typically following the completion of the motion.
QCF - Quarter Circle Forward (D, DF, F) QCB - Quarter Circle Back (D, DB, B) HCF - Half Circle Forward (B, DB, D, DF, F) HCB - Half Circle Back (F, DF, D, DB, B) DP - Dragon Punch Motion (F, D, DF) RDP - Reverse Dragon Punch Motion (B, D, DB) 360 - Full Circle Motion (for example F, D, B, U, F) 720 - Double Full Circle Motion (for example F, D, B, U, F, D, B, U, F) AD - Air dash (in air, PP); Commonly followed by specified direction (e.g. ADDF = Air dash DF) PP or 2P - Press two punches simultaneously (e.g. LP + MP) PPP or 3P - Press all three punches simultaneously. KK or 2K - Press two kicks simultaneously (e.g. MK + HK) KKK or 3K - Press all three kicks simultaneously. Charge - Hold specified input for ~two seconds before proceeding to next command.
Example
Cammy combo in SFV: j.HP, cr.LP, b.MP > HK xx HK Cannon Spike xx CA
So in this example, Cammy jumps in with Hard Punch, does crouching Light Punch on landing, links that to back Medium Punch, which chains into Hard Kick target combo, which she cancels into Hard Kick Cannon Spike, then super cancels into Critical Art (SFV's Super Combo).
Numpad Notation
Often a numbering system is used to discuss joystick positions. Below is a guide explaining how this notation works.
.- up (u) | up+back (ub) - 7 8 9 - up+forward (uf) back (b) - 4 6 - forward (f) down+back (db) - 1 2 3 - down+foward (df) | `- down (d)
Note: These numbers can be easily referenced by looking at your keyboard "numpad". Think of it as a joystick/controller that is facing to the right. "5" is used to signify "neutral".
Motion Abbreviations
- 236 - Tilt stick downwards, then to downwards and forward, then forward.
- 214 - Tilt stick downwards, then to downwards and backward, then backward.
- 41236 - Tilt stick backwards, then to downwards and backward, then to downward, then to downwards and forward, then forward.
- 63214 - Tilt stick forwards, then to downwards and forward, then to downward, then to downwards and backward, then backward.
- 623 - "Dragon punch" or DP, Tilt stick forwards, then to downward, then to downward and forward.
- 360 - Full circle - Complete a full (360 degree) rotation of the stick
- 720 - Two full circles - Complete two full (720 degree) rotation of the stick
- Charge - [2]8 - [4]6 - Hold a tilt - Hold the stick in either B or D (Depending) then move to F or U respectively.
- [ ] - Indicates the button or direction inside the brackets is to be held down, such as for a charge move or the point where one begins holding a button to set up for negative edge.
- ] [ - Indicates the button or direction inside the brackets is to be released, such as for a negative edge move, like Boxer's Turn Around Punch, or Cody's Zonk Knuckle.
Common Nomenclature
State Modifiers
These prefixes refer to the position, or "state" you should be in when executing the respective attack.
s. - Standing; always followed by specified attack (e.g. s.LP = Standing LP) c. - Crouching; always followed by specified attack (e.g. c.MP = Crouching MP) j. - Jumping; always followed by specified attack (e.g. j.HP = Jumping HP) sj. - Superjumping; always followed by specified attack (e.g. sj.LK = Superjumping LK) cl. - Close; should be performed close to the opponent, while standing (e.g. cl.Forward, perform a Forward while standing close to the opponent) f. - Far; should be performed far from the opponent, while standing (e.g. f.Forward, perform a Forward while standing far from the opponent) + - Simultaneously with; always placed between two actions (e.g. F+MK = Press forward and MK) xx - cancel; always placed between two actions (e.g. c.MK xx QCF+P = Cancel c.MK into QCF+P) -> - chain; always placed between two actions (e.g. s.LP -> s.MP = Chain s.LP into s.MP) /\ - jump; clarifies transition from ground to air actions (e.g. c.HP /\ j.LP = Jump-cancel c.HP into j.LP) \/ - land; clarifies transition from air to ground actions (e.g. j.HP \/ s.LP = Follow j.HP with s.LP)
Connectors
Miscellaneous Notation
- Claw = American Vega = Japanese Balrog
- Boxer = American Balrog = Japanese Bison
- Dictator (Dic) = American Bison = Japanese Vega
Not everyone plays on the American version, and some character names are different in the Japanese version, so to avoid confusion, we should not use the names Vega, Bison, or Balrog.
Move Analysis
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: Senkugoshosa ("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)
- 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
- 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)
- FP, EX DP+P, DP+P
- Works against all characters
- DP+MP is easier to time than DP+FP
- FP, EX DP+P, dash forward, QCB+HK
Arcade characters | Abel • Akuma • Balrog • Blanka • C. Viper • Chun-Li • Dhalsim • E. Honda • El Fuerte Guile • Ken • M. Bison • Rufus • Ryu • Sagat • Vega • Zangief | |
---|---|---|
Console characters | Cammy • Dan • Fei Long • Gen • Gouken • Rose • Sakura • Seth |
Corner Combos
These are the ones that make people ragequit.
- FP, EX DP+P into corner, FP Hadoken, LP Hadoken, FP xx Demon Flip
- Leads into Demon Flip Mixup.
- FP, EX DP+P into corner, EX Hadoken, Ultra
- Can EX Hadoken twice vs. Zangief
Footsies
- c.LP, s.LP, s.LK
- Can follow up with c.MP, LP Fireball, but it doesn't actually combo, so you're vulnerable to people mashing Shoryuken
Strategy
Matchups
Responses to Ultras / Supers
This table explains how you can counter/punish Ultras on reaction (that is, if you essentially mash your response during the Ultra cinematic startup.) "EX HK" is EX Hurricane Kick (QCB+KK). For fireball supers like Ryu's and Dhalsim's, the Counter will avoid the entire Ultra (except for the first hit) if you are at point blank range. If you're further away, the counter-hit will still come out, but you will proceed to eat some more damage from the ultra.
Character | Super | Ultra | Notes | ||
Counter | EX HK | Counter | EX HK | ||
CAMMY | Low | Yes | Low | Yes | Super: Only EX HK from one character width away. Ultra: Only EX HK from one jump length away. |
BLANKA | High | Yes | * | No | Ultra: Counter Low at point blank range, High for all others. At long range, throw a Jab Hadoken. |
C. VIPER | High | Yes | No | Yes | Super: Can EX HK after the first 2 hits. Ultra: Can EX HK after the ground pound. |
DHALSIM | High | Yes | High | Trades | |
FEI LONG | High | Yes | High | Yes | You can also do this between the 4th and 5th hit. |
GUILE | High | Yes | High | Yes | You can also do this between the 2 flip kicks. |
ABEL | No | Yes | No | Yes | |
M.BISON (Dictator) | Yes | Yes | Yes | No | |
RUFUS | High | Yes | High | Yes | |
RYU | High | Yes | High | Yes | |
AKUMA | No | ? | No | ? | |
BALROG (Boxer) | No | Yes | No | Yes | Ultra: Can block 4 hits, then EX HK |
CHUN LI | No | No | No | Yes | Super can be Countered/EX HK'd, but only if you input it BEFORE the freeze. |
DAN | No | No | Yes | Yes | Super can be Countered/EX HK'd, but only if you input it BEFORE the freeze. Or block until the last uppercut and Counter High/EX HK. |
E.HONDA | No | Yes | No | No | |
EL FUERTE | High | Yes | No | Yes | In the air HK/EX HK will also work against his Ultra. |
GOUKEN | No | Yes | No | Yes | |
KEN | No | No | No | Yes | Super can be Countered/EX HK'd, but only if you input it BEFORE the freeze. |
ROSE | High | Yes | No | No | Ultra: Hold up or EX Demon Flip. |
SAGAT | No | No | Yes | Yes | Super can be Countered/EX HK'd, but only if you input it BEFORE the freeze. |
SAKURA | Low | Yes | No | No | |
SETH | ? | ? | ? | ? | |
VEGA (Claw) | * | * | No | No | Super can be Countered High or EX HK'd if he goes for the stab. |
ZANGEIF | No | ? | No | ? | |
GEN (Mantis) | No | No | No | No | |
GEN (Crane) | No | No | No | No | Hold up or EX Demon Flip. |
Arcade characters | Abel • Akuma • Balrog • Blanka • C. Viper • Chun-Li • Dhalsim • E. Honda • El Fuerte Guile • Ken • M. Bison • Rufus • Ryu • Sagat • Vega • Zangief | |
---|---|---|
Console characters | Cammy • Dan • Fei Long • Gen • Gouken • Rose • Sakura • Seth |
Blanka
- Punishable moves
- Rainbow Roll, blocked high: Late Jab Rush Punch, or Ultra.
- Slide, blocked: c.FP + Rush Punch
- Slide, far, whiffed: Low Counter
- Ultra, far: Jab Hadoken
- Tricks & Tips
- Bait an EX Roll with Jab Hadokens. When you think he'll EX Roll, throw an EX or MP (FP?) Hadoken. You'll eat the roll, but he'll be hit by the air hadoken as he recovers, and you can follow up with a rush punch.
- Roll can be interrupted with s.FP, c.FP, sweep
Gen
- Tricks & Tips
- MP Hadokens shut down his jumpin 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
Frame Data
Frames | Frames | Frames of | Frames of | Super Meter | Cancel | Ability | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Move Name | Damage | Stun | Startup | Active | Recovery | Total | On Block | On Hit | Block Stun | Hit Stun | Gain | Chain | Special | Super | Notes |
Close LP | 30 | 50 | 4 | 2 | 9 | 14 | 0 | +3 | 10 | 13 | 20 | O | O | O | - |
Close MP | 75 | 100 | 5 | 2 | 11 | 17 | +1 | +4 | 13 | 16 | 40 | X | O | O | - |
Close HP | 105 | 200 | 8 | 2 | 15 | 25 | 0 | +4 | 16 | 20 | 60 | X | O | O | - |
Close LK | 35 | 50 | 5 | 2 | 9 | 15 | 0 | +3 | 10 | 13 | 20 | X | X | X | - |
Close MK | 70 | 100 | 5 | 2 | 13 | 19 | -1 | +2 | 13 | 16 | 40 | X | O | O | - |
Close HK | 40*70 | 125*75 | 4 | 2*3 | ?? | 30 | -3 | +2 | ?? | ?? | 60*20 | X | X | O | 1st hit cancellable |
Far LP | 30 | 50 | 5 | 2 | 9 | 15 | 0 | +3 | 10 | 13 | 20 | O | O | O | - |
Far MP | 80 | 100 | 5 | 2 | 11 | 17 | +1 | +4 | 13 | 16 | 40 | X | X | O | - |
Far HP | 125 | 200 | 8 | 2 | 17 | 25 | 0 | +4 | 18 | 22 | 60 | X | X | X | - |
Far LK | 40 | 50 | 6 | 2 | 9 | 16 | 0 | +3 | 10 | 13 | 20 | O | X | X | - |
Far MK | 80 | 100 | 7 | 2 | 13 | 21 | -1 | +2 | 13 | 16 | 40 | X | X | X | - |
Far HK | 110 | 200 | 8 | 2 | 21 | 30 | -5 | -2 | 17 | 20 | 60 | X | X | X | - |
crouch LP | 30 | 50 | 4 | 2 | 9 | 14 | 0 | +3 | 10 | 13 | 20 | O | O | O | - |
crouch MP | 70 | 100 | 5 | 2 | 14 | 20 | -2 | +1 | 13 | 16 | 40 | X | O | O | Low attack |
crouch HP | 100[70] | 200[150] | 6 | 4 | 22 | 31 | -8 | -4 | 17 | 21 | 60 | X | O | O | - |
crouch LK | 40 | 50 | 6 | 4 | 9 | 18 | -2 | +1 | 10 | 13 | 20 | X | O | O | Low attack |
crouch MK | 70 | 100 | 4 | 3 | 16 | 22 | -5 | -2 | 13 | 16 | 40 | X | O | O | - |
crouch HK | 100 | 100 | 6 | 3 | 18 | 26 | -3 | D | 17 | - | 60 | X | X | X | Low attack, cannot fast recover |
Jump up LP | 50 | 50 | 5 | 6 | - | - | - | - | - | - | 20 | - | - | - | - |
Jump up MP | 85 | 100 | 5 | 4 | - | - | - | - | - | - | 40 | - | - | - | - |
Jump up HP | 105 | 200 | 6 | 4 | - | - | - | - | - | - | 60 | - | - | - | - |
Jump up LK | 40 | 50 | 6 | 7 | - | - | - | - | - | - | 20 | - | - | - | - |
Jump up MK | 80 | 100 | 6 | 3 | - | - | - | - | - | - | 40 | - | - | - | - |
Jump up HK | 100 | 200 | 7 | 3 | - | - | - | - | - | - | 60 | - | - | - | - |
Jump forward LP | 50 | 50 | 5 | 5 | - | - | - | - | - | - | 20 | - | - | - | - |
Jump forward MP | 50*30 | 50*50 | 4 | 2*2 | - | - | - | - | - | - | 40*20 | - | - | - | (translate), 2nd hit pursuit property |
Jump forward HP | 100 | 200 | 5 | 3 | - | - | - | - | - | - | 60 | - | - | - | - |
Jump forward LK | 40 | 50 | 7 | 8 | - | - | - | - | - | - | 20 | - | - | - | - |
Jump forward MK | 70 | 100 | 7 | 4 | - | - | - | - | - | - | 40 | - | - | - | - |
Jump forward HK | 100 | 200 | 8 | 3 | - | - | - | - | - | - | 60 | - | - | - | - |
f+MP Overhead | 80 | 100 | 19 | 2 | 17 | 37 | -5 | 0 | 13 | 18 | 40 | X | X | X | Mid attack |
Dive Kick | 60 | 100 | 12 | - | - | - | - | - | - | - | 40 | - | - | - | Mid attack |
Focus Attack LVL 1 | 65 | 100 | 21 | 2 | 35 | 57 | -21 | -21 | 15 | 15 | 20 | - | - | - | - |
Focus attack LVL 2 | 85 | 150 | 18+11 | 2 | 35 | 65 | -15 | D | 21 | - | 40 | - | - | - | - |
Focus attack LVL 3 | 150 | 200 | 65 | 2 | 35 | 101 | D | D | - | - | 60 | - | - | - | - |
Forward Throw | 70*70 | 150 | 3 | 2 | 20 | 24 | - | D | - | - | 40 | - | - | - | Throw range 0.9 |
Back throw | 0 | 0 | 5 | 2 | 20 | 24 | - | D | - | - | 40 | - | - | - | (translate), Throw range 0.9 |
Gohadoken LP | 70 | 100 | 17 | - | 41 | +2 | +6 | 10/20 | X | X | O | - | |||
Gohadoken LP charge | 60*60 | 100*50 | 17 | - | 41 | +2 | +6 | 10/10*10 | X | X | O | - | |||
Gohadoken MP | 70 | 100 | 17 | - | 41 | +2 | +6 | 10/20 | X | X | O | - | |||
Gohadoken MP charge | 60*60 | 100*50 | 17 | - | 41 | +2 | +6 | 10/10*10 | X | X | O | - | |||
Gohadoken HP | 70 | 100 | 17 | - | 41 | +2 | +6 | 10/20 | X | X | O | - | |||
Gohadoken HP charge | 60*60 | 100*50 | 17 | - | 41 | +2 | +6 | 10/10*10 | X | X | O | - | |||
Gohadoken EX | 70*70 | 100*100 | 17 | - | 55 | -12 | -8 | 0/0 | X | X | O | - | |||
Gohadoken EX charge | 60x2*60x2 | (100*50)*(100*50) | 17 | - | 55 | -12 | -8 | 0/0 | X | X | O | - | |||
Rush Punch LP | 120 | 200 | 16 | 4 | 28 | 47 | -6 | D | 25 | 10/20 | X | X | O | 4~13f invincible | |
Rush Punch MP | 130 | 200 | 17 | 4 | 33 | 53 | -6 | D | 30 | 10/20 | X | X | O | 5~19f invincible | |
Rush Punch HP | 140 | 200 | 20 | 4 | 38 | 61 | -6 | D | 35 | 10/20 | X | X | O | 8~27f invincible | |
Rush Punch EX | 100*60 | 100*50 | 17 | 4*4 | 72 | -5 | D | 0/0 | X | X | O | 2~25f invincible, 2nd hit juggles, Armor break, 1~2 hit cancellable | |||
Hurricane Kick LK | 60*20*40 | 100*25*25 | 7 | 2x3 | 97 | -70 | D | 10/20*10*10 | X | X | O | (translate), Pursuit property, 1st hit cancellable | |||
Hurricane Kick MK | 65*20x2*50 | 100*25x3 | 10 | 2x4 | 113 | -83 | D | 10/20*10x3 | X | X | O | (translate), Pursuit property, 1st hit cancellable | |||
Hurricane Kick HK | 70*20x3*55 | 100*20x3*40 | 13 | 2x5 | 135 | -102 | D | 10/20*10x4 | X | X | O | (translate), Pursuit property, 1st hit cancellable | |||
Hurricane Kick EX | 80*10x6*60 | 100*10x6*40 | 7 | 2x8 | 124 | -97 | D | 0/0 | X | X | O | (translate), Pursuit property, 1st hit cancellable | |||
Hurricane Kick LK(air) | 100 | 200 | 6 | 2x3 | - | - | - | 10/30 | - | - | - | - | |||
Hurricane Kick MK(air) | 110 | 200 | 6 | 2x5 | - | - | - | 10/30 | - | - | - | - | |||
Hurricane Kick HK(air) | 120 | 200 | 6 | 2x7 | - | - | - | 10/30 | - | - | - | - | |||
Hurricane Kick EX(air) | 140 | 200 | 6 | 2x7 | - | - | - | 0/0 | - | - | - | (translate) | |||
Demon Flip | 0 | 0 | - | - | - | - | - | 30 | - | - | - | - | |||
Demon Flip EX | 0 | 0 | - | - | - | - | - | 0/0 | - | - | - | 1~25f invincible, flies toward opponent | |||
Demon Flip Slide | 100 | 200 | 43 | 11 | 73 | -13 | D | -/30 | - | - | - | (translate), Low attack | |||
Demon Flip Focus | 0 | 0 | 4 | Until ground | - | - | - | -/30 | - | - | - | (translate) | |||
Demon Flip Kick | 80 | 100 | 12 | Until ground | - | - | - | -/20 | Forces stand | ||||||
Demon Flip Throw | 150 | 200 | 3 | 2 | - | D | D | -/20*10 | - | - | - | Throw range Light=1.15, Medium=1.25, Hard=1.35, EX=1.5 | |||
Counter P | 180 | 150 | 1 | 14 | 18 | 32 | - | - | 10/35 | X | X | O | (translate) | ||
Counter K | 180 | 150 | 1 | 14 | 18 | 32 | - | - | 10/35 | X | X | O | (translate) | ||
Counter EX | 150 | 150 | 1 | 14 | 18 | 32 | - | - | 0/0 | X | X | O | (translate) | ||
Kinjite Shoryuken | 85*40x5*60 | 0 | 11 | 3*2*3*3*2*3*4 | 90 | -89 | - | 0/0 | - | - | - | 1~12f invincible, Pursuit property, Armor break | |||
Shin Shoryuken | 128*195*195 | 0 | 11 | 2*3*3*2*3*3*2*4 | 124 | -123 | - | 0/0 | - | - | - | 1~11f invincible, Pursuit property, Armor break | |||
Frames | Frames | Frames of | Frames of | Super Meter | Cancel | Ability | |||||||||
Move Name | Damage | Stun | Startup | Active | Recovery | Total | On Block | On Hit | Block Stun | Hit Stun | Gain | Chain | Special | Super | Notes |
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.