Gouken (SSFIV)

From SuperCombo Wiki

Introduction

Move Analysis

Normal Moves

Normal Throws

Command Normals

Focus / Saving Attack

Special Moves

Super Move

Ultra Move

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 LP HL 30 50 20 ch/sp/su 4 2 9 0 +3
Close MP HL 75 100 40 sp/su 5 2 11 +1 +4
Close HP HL 100 200 60 sp/su 8 2 16 0 +4
Close LK HL 35 50 20 - 5 2 9 0 +3
Close MK HL 70 100 40 sp/su 5 2 13 -1 +2
Close HK HL 40*70 125*75 60*20 su 4 2(4)3 18 -3 +2 1st hit cancellable
Far LP HL 30 50 20 ch/sp/su 5 2 9 0 +3
Far MP HL 80 100 40 su 5 2 11 +1 +4
Far HP HL 90 200 60 - 8 3 15 0 +2
Far LK HL 40 50 20 ch 6 2 9 0 +3
Far MK HL 75 100 40 - 7 2 13 -1 +2
Far HK HL 110 200 60 - 8 2 19 -3 0
crouch LP HL 20 50 20 ch/sp/su 4 2 9 0 +3
crouch MP L 70 100 40 sp/su 5 2 14 -2 +1
crouch HP HL 80 200 60 sp/su 6 4 22 -8 -4
crouch LK L 40 50 20 sp/su 5 4 9 -2 +1
crouch MK HL 70 100 40 sp/su 4 3 16 -5 0
crouch HK L 100 100 60 - 6 3 18 -3 - cannot fast recover
Jump up LP H 50 50 20 - 5 6 - - -
Jump up MP H 85 100 40 - 5 4 - - -
Jump up HP H 105 200 60 - 6 4 - - -
Jump up LK H 40 50 20 - 6 7 - - -
Jump up MK H 80 100 40 - 6 3 - - -
Jump up HK H 100 200 60 - 7 3 - - -
Jump forward LP H 50 50 20 - 5 5 - - -
Jump forward MP H 50*30 50*50 40 - 4 2*2 - - - 2nd hit pursuit property
Jump forward HP H 100 200 60 - 5 3 - - -
Jump forward LK H 40 50 20 - 7 8 - - -
Jump forward MK H 70 100 40 - 7 4 - - -
Jump forward HK H 100 200 60 - 8 3 - - -
f+MP 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 0.9 70*70 150 40 - 3 2 20 - -
Back throw 0.9 0 0 40 - 5 2 23 - -
Gohadoken LP HL 55 50 10/20 su 17[8] - 41[32] +2 +6
Gohadoken LP charge HL 55*55 50*50 10/10*10 su 68 - 93 +9 +13
Gohadoken MP HL 55 50 10/20 su 17[8] - 41[32] +2 +6
Gohadoken MP charge HL 55*55 50*50 10/10*10 su 68 - 93 +9 +13
Gohadoken HP HL 55 50 10/20 su 17[8] - 41[32] +2 +6
Gohadoken HP charge HL 55*55 50*50 10/10*10 su 68 - 93 +9 +13
Gohadoken EX HL 60*60 80*80 -250/0 su 17[8] - 55[46] +4 -
Gohadoken EX charge HL 60x2*60x2 80x4 -250/0 su 68 - 107 +13 -
Rush Punch LP HL 120 200 10/20 su 21[16] 4 23 -6 - 4~13f invincible
Rush Punch MP HL 130 200 10/20 su 27[17] 4 23 -6 - 5~19f invincible
Rush Punch HP HL 140 200 10/20 su 35[20] 4 23 -6 - 8~27f invincible
Rush Punch EX HL 90*60 100*50 -250/0 su 32[17] 4(11)4 22 -5 - 2~25f invincible, 2nd hit juggles, Armor break, 1~2 hit cancellable
Hurricane Kick LK HL 60*20*40 100*25*25 10/20*10*10 su 7 2(8)2(10)2 41+26 -70 - Pursuit property, 1st hit cancellable
Hurricane Kick MK HL 65*20x2*50 100*25x3 10/20*10x3 su 10 2(8)2(8)2(10)2 44+26 -83 - Pursuit property, 1st hit cancellable
Hurricane Kick HK HL 70*20x3*55 100*20x3*40 10/20*10x4 su 13 2(8)2(7)2(8)2(11)2 53+26 -102 - Pursuit property, 1st hit cancellable
Hurricane Kick EX HL 80*10x6*60 100*10x6*40 -250/0 su 7 2x8 53+26 -97 - Pursuit property, 1st hit cancellable
Hurricane Kick LK(air) HL 100 200 10/30 - 6 2(4)2(3)2 20 - -
Hurricane Kick MK(air) HL 110 200 10/30 - 6 2x5 20 - -
Hurricane Kick HK(air) HL 120 200 10/30 - 6 2x7 20 - -
Hurricane Kick EX(air) HL 140 200 -250/0 - 6 2x7 20 - -
Demon Flip - 0 0 30/- - - - - -
Demon Flip EX - 0 0 0/0 - - - - - 1~25f invincible, flies toward opponent
Demon Flip Slide L 100 200 -/30 - 39+4 11 20 -13 -
Demon Flip Focus - 0 0 - - 4 Until ground 12 -
Demon Flip Kick HL 80 100 0/20 - 12 Until ground 4 - - Forces stand
Demon Flip Throw 1.2 150 200 0/30 - 3 2 12 - - Throw range Light=1.15, Medium=1.25, Hard=1.35, EX=1.5
Counter P - 180 150 10/- su 1 14 18 - -
Counter K - 180 150 10/- su 1 14 18 - -
Counter EX - 150 150 -250/0 su 1 14 18 - -
Super Combo HL 85*40x5*60 0 -1000/0 - 1+10 3*2*3*3*2*3*4 30+31 -54 - 1~12f invincible, Pursuit property, Armor break
Ultra Combo 1 HL 503 0 0/0 - 1+10 2*3*3*2*3*3*2*4 42+51 -88 - 1~13f invincible, Pursuit property, Armor break
Ultra Combo 2 (Lv1) HL 60x3*75 100x4 0/0 - 1+12 - 73 -9 - 1f invincible
Ultra Combo 2 (Lv2) HL 60x4*75 100x5 0/0 - 3+14 - 74 +1 - 1~3f invincible
Ultra Combo 2 (Lv3) HL 60x5*75 100x6 0/0 - 18+14 - 89 +11 - 1~3f invincible
Ultra Combo 2 (Lv4) HL 60x6*75 100x7 0/0 - 33+14 - 104 +21 - 1~3f invincible
Ultra Combo 2 (Lv5) HL 60x7*75 100x8 0/0 - 1+64 - 118 +31 - 1~3f invincible
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes