Street Fighter IV/Gouken

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< Street Fighter IV
Revision as of 12:40, 6 May 2009 by Visudo (talk | contribs) (→‎Special Moves: added table of counter-able supers & ultras)

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 Dictator and 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.

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

NumpadNotation3.png

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

  • ~ Immediately after, e.g "Strong~Fierce" means press Fierce IMMEDIATELY after Strong, f~f means to double tap forward (dash).
  • , Link
  • xx Special Cancel
  • > Chain Cancel
  • jc Jump Cancel
  • sj Super Jump Cancel
  • adc Air Dash Cancel

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: THE CHOP, useful after two c.LP's or in any other ambiguous poke situation.

Focus / Saving Attack

Special Moves

  • QCB+K: Tatsumaki (Hurricane Kick)
    • When grounded, most useful when guaranteed after an EX Rush Punch or backthrow
    • Air version is horizontal & highly versatile
      • Can punish Gief's Lariat at the right height
      • EX Air Tatsu's direction can be controlled, and does ridiculous chip damage
  • DP+P: Senkugoshosa ("Rush Punch")
    • Armor Breaking
    • Has three "phases": startup, dash, attack. Is invulnerable to projectiles during the dash phase.
    • Punch strength determines the startup time & "max range" of the dash portion.
    • EX: Two-hits, launcher. Unpunishable on block (?).
      • Neat trick: Buffer QCF, QCF while your opponent is in blockstun. People love to poke after blocking this move. If you can buffer the QCF, QCF late enough and have good reflexes, you can wait to see if they'll twitch, and punish it with an Ultra.
  • Reverse DP+K/P: Kongoshin ("Counter")
    • Can be cancelled into super.
    • Punch version counters high hits.
    • 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 (Viper's deep j.HK, Burning Kick)

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.

What do I do about this Ultra/Super?
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.