Ultra Street Fighter IV/Gouken

From SuperCombo Wiki
Ultra Street Fighter IVUSFIV-Header.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.

Players to Watch

Lingo (JP), Infiltration (KR)

Click for Omega SF4 version


Ultra SFIV Changes

Gouken SF4 Changelist

Character Specific Data

Gouken

VITALS
Health: 1000 Stun: 1000 W-Ultra Scaling: 75%
WALKING DASHING
Forward Walk Speed: 0.045 Forward Dash Distance: 1.10
Back Walk Speed: 0.03 Forward Dash Total Frames: 16
JUMPING Back Dash Distance: 0.80
Jump Height Apex: 1.76 Back Dash Total Frames: 25
Jump Total Frames: 40 (4+36) Back Dash Invincibility: 8
Forward Jump Distance: 1.925 Back Dash Airborne: 7
Back Jump Distance 1.925 Back Dash Recovery: 10
THROWS WAKE-UP TIMING
Forward Throw Range: 0.91 Face Up Total Frames: 31
Back Throw Range: 0.90 Face Down Total Frames: 21
NOTABLE MOVE CLASSES
High Attacks: Sakotsukudaki, Tenmakujinkyaku Hard Knockdowns: Crouch HK, Hyakki Gozan, Hyakki Gosai
Low Attacks: Crouch MP, Crouch LK, Crouch HK, Hyakki Gozan Armor Breakers: Senkugoshoha, EX Senkugoshoha, EX Tatsumaki Gorasen, Forbidden Shoryuken
FOCUS ATTACK DATA
Level 1 Focus Startup Frames: 21 L1 EX Red Focus Attack Combo Lead-Ins: Close HP, Crouch HP, Close HK (1st Hit), Gohadoken, EX Senkugoshoha (1st Hit)
Level 2 Focus Startup Frames: 29
Level 3 Focus Startup Frames: 65
L1 Focus Attack Forward Dash: 0 L2 FA Forward Dash (On Block): +6
L1 Focus Attack Back Dash: -9 L2 FA Back Dash (On Block): -3

Frame Data (At A Glance)

More detailed Frame Data Table at bottom of page.

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Close LP Close Lp.png 30 50 20 HL ch/sp/su 4 2 9 0 3
Close MP Close Mp.png 65 100 40 HL sp/su 5 2 11 4 7
Close HP Close Hp.png 100 200 60 HL sp/su 8 2 16 0 4
Close LK Close Lk.png 35 50 20 HL - 5 2 9 0 3
Close MK Close Mk.png 70 100 40 HL sp/su 3 2 13 -1 2
Close HK Close Hk.png 40*70 125*75 60*20 HL su*- 4 5(1)3 15 0 5[4]
Far LP Far Lp.png 30 50 20 HL ch/sp/su 5 2 9 0 3
Far MP Far Mp.png 80 100 40 HL sp/su 5 2 11 1 5
Far HP Far Hp.png 120 200 60 HL - 8 5 13 0 4
Far LK Far Lk.png 40 50 20 HL ch/sp/su 6 2 9 0 3
Far MK Far Mk.png 75 100 40 HL - 7 2 13 -1 2
Far HK Far Hk.png 110 200 60 HL - 8 2 19 -3 0
Crouch LP Crouch Lp.png 20 50 20 HL ch/sp/su 3 2 9 0 3
Crouch MP Crouch Mp.png 70 100 40 L sp/su 5 2 14 -2 3
Crouch HP Crouch Hp.png 80 200 60 HL sp/su 6 4 22 -8 -3
Crouch LK Crouch Lk.png 40 50 20 L sp/su 5[6] 4 9 -2 1
Crouch MK Crouch Mk.png 70 100 40 HL sp/su 4 3 16 -5 -2
Crouch HK Crouch Hk.png 100 100 60 L - 6 3 18 -3 -
Sakotsukudaki Overhead Right.gif+Mp.png 80 100 40 H - 17 4 13 -3 2
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Neutral Jump LP Neutral Jump Lp.png 50 50 20 H - 5 6 - - -
Neutral Jump MP Neutral Jump Mp.png 85 100 40 H - 5 4 - - -
Neutral Jump HP Neutral Jump Hp.png 105 200 60 H - 6 4 - - -
Neutral Jump LK Neutral Jump Lk.png 40 50 20 H - 6 7 - - -
Neutral Jump MK Neutral Jump Mk.png 80 100 40 H - 6 3 - - -
Neutral Jump HK Neutral Jump Hk.png 100 200 60 H - 7 3 - - -
Angled Jump LP Angled Jump Lp.png 50 50 20 H - 5 5 - - -
Angled Jump MP Angled Jump Mp.png 50*30 50*50 40*20 H sp*- 4 2*2 - - -
Angled Jump HP Angled Jump Hp.png 100 200 60 H - 5 3 - - -
Angled Jump LK Angled Jump Lk.png 40 50 20 H - 7 8 - - -
Angled Jump MK Angled Jump Mk.png 70 100 40 H - 7 4 - - -
Angled Jump HK Angled Jump Hk.png 100 200 60 H - 8 3 - - -
Tenmakujinkyaku Dive Kick 60 100 40 H - 12 until ground - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Focus Attack (Level 1) Level 1 Focus 65 100 20 HL - 10+11 2 35 -21 -21
Focus Attack (Level 2) Level 2 Focus 85 150 40 HL - 18+11 2 35 -15 -
Focus Attack (Level 3) Level 3 Focus 150 200 60 - - 65 2 35 - -
Red Focus Attack (Level 1) Level 1 Red Focus 98 100 -500/0 HL - 10+11 2 35 -20 -20
Red Focus Attack (Level 2) Level 2 Red Focus 128 150 -500/0 HL - 18+11 2 35 -15 -
Red Focus Attack (Level 3) Level 3 Red Focus 225 200 -500/0 - - 65 2 35 - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 98 100 -750/0 HL - 10+11 2 35 -15 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Raikotokyaku Forward Throw 140 150 40 0.91 - 3 2 20 - -
Amaoroshi Back Throw 1 0 40 0.9 - 5 2 24 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Gohadoken Gohadoken 55 50 10/20 HL su 17[8] - Total 41[32] 2 6
Gohadoken (Charged) Gohadoken (Charged) 55*55 50*50 10/10*10 HL su 68 - Total 93 9 13
EX Gohadoken Gohadoken Ex.png 60*60 80*80 -250/0 HL su 17[8] - Total 55[46] 4 -
EX Gohadoken (Charged) Gohadoken Ex.png charge 60x4 80x4 -250/0 HL su 68 - Total 107 13 -
Senkugoshoha Palm Strike Lp.png 90 150 10/20 HL su 9 4 21 -4 -
Palm Strike Mp.png 120 200 10/20 HL su 21[16] 4 23 -6 -
Palm Strike Hp.png 130 200 10/20 HL su 27[17] 4 23 -6 -
EX Senkugoshoha Palm Strike Ex.png 90*60 100*50 -250/0 HL su 32[17] 4(11)4 22 -5 -
Tatsumaki Gorasesn Hurricane Kick Lk.png 60*20*40 100*25*25 10/20*10*10 HL su*-*- 7 2(8)2(10)2 41 + After landing 26 -70 -
Hurricane Kick Mk.png 65*20x2*50 100*25x3 10/20*10x3 HL su*-(x3) 10 2(8)2(8)
2(10)2
44 + After landing 26 -83 -
Hurricane Kick Hk.png 70*20x3*55 100*20x3*40 10/20*10x4 HL su*-(x4) 13 2(8)2(7)
2(8)2(11)2
53 + After landing 26 -102 -
EX Tatsumaki Gorasen Hurricane Kick Ex.png 80*10x6*60 100*10x6*40 -250/0 HL su*-(x7) 5 2(8)2(2)
2(2)2(2)2(2)
2(2)2(5)2
53 + After landing 26 -97 -
Airborne Tatsumaki Gorasen Air Hurricane Lk.png 100 200 10/30 HL - 6 2(4)2(3)2 After landing 20 - -
Air Hurricane Mk.png 110 200 10/30 HL - 6 2(4)2(3)
2(4)2(3)2
After landing 20 - -
Air Hurricane Hk.png 120 200 10/30 HL - 6 2(4)2(3)
2(4)2(3)
2(4)2(3)2
After landing 20 - -
EX Airborne Tatsumaki Gorasen Air Hurricane Ex.png 140 200 -250/0 HL - 6 2(4)2(3)
2(4)2(3)
2(4)2(3)2
20 - -
Hyakkishu Demon Flip - - 30/- - - 0 0 Total 39 - -
EX Hyakkishu Demon Flip Ex.png - - -250/- - - 0 0 Total 39 - -
Hyakki Gozan Demon Flip Slide 100 200 0/30 L - 39+4 11 20 -13 -
Hyakki Goheki Demon Flip Focus - - - - - 4 Until ground After landing 6 - -
Hyakki Gojin Demon Flip Dive Kick 80 100 0/20 HL - 12 Until ground After landing 4 - -
Hyakki Gosai Demon Flip Throw 150 160 0/30 1.17 - 3 2 After landing 12 - -
Kongoshin Counter - - 10/- - - 1 14 18 - -
Kongoshin Triggered Counter Triggered 150 150 0/25 - su 12 10 43 - -
EX Kongoshin EX Counter - - 10/- 1 14 18 - -
EX Kongoshin Triggered EX Counter Triggered 150 150 0/25 12 10 43 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Forbidden Shoryuken Super Combo 85*40x5*60 0 -1000/0 HL - 1+2 3*2*3*
3*2*3*3
30+31 -57 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Shin Shoryuken Ultra Combo 1 135*48x6*90 [503] 0 0/0 HL - 0+11 2*3*3*2*
3*3*2*4
42+51 -88 -
Denjin Hadoken Ultra Combo 2 (Lv1) 60x3*120 100x4 0/0 HL - 0+13 - 61 -9 -
Ultra Combo 2 (Lv2) 60x4*120 100x5 0/0 HL - 3+14 - 59 1[-1] -
Ultra Combo 2 (Lv3) 60x5*120 100x6 0/0 HL - 23+14 - 57 11[7] -
Ultra Combo 2 (Lv4) 60x6*120 100x7 0/0 HL - 43+14 - 55 21[15] -
Ultra Combo 2 (Lv5) 60x7*120 100x8 0/0 HL - 63+17 - 53 31[23] -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv

Moves

Standing Close Normals

  Name Nickname Command Notes
File:No image.png

Close LP

Close Jab Close Lp.png

~~ Uses and Strategies ~~

A high-hitting jab that still works on crouching characters. Same frame advantage as cr.LP but one frame slower and with 10 more damages.

File:No image.png

Close MP

Close Strong Close Mp.png

~~ Uses and Strategies ~~

Your best normal for starting combos thanks to its great advantage on hit, allowing links into cr.HP. A bit weaker than his other medium normals.

File:No image.png

Close HP

Close Fierce Close Hp.png

~~ Uses and Strategies ~~

Your strongest cancellable normal, but can't be linked into.

File:No image.png

Close LK

Close Short Close Lk.png

~~ Uses and Strategies ~~

Can be chained into but not out of.

File:No image.png

Close MK

Close Forward Close Mk.png

~~ Uses and Strategies ~~

Tied for his fastest normal at 3 frames. Doesn't have enough hitstun to combo into Gohadoken or MP/EX Senkugoshoha, so Tastumaki is your best followup.

File:No image.png

Close HK

Close Roundhouse Close Hk.png

~~ Uses and Strategies ~~

Two-hitting axe kick where the first hit whiffs on crouching opponents. Nice advantage on hit but the pushback severely limits the followups.

Standing Far Normals

  Name Nickname Command Notes
USFIV GOUKEN FAR LP.png

Far LP

Far Jab Lp.png

~~ Uses and Strategies ~~

Has less range on crouchers but can still hit them at its minimum activation range.

USFIV GOUKEN FAR MP.png

Far MP

Far Strong Mp.png

~~ Uses and Strategies ~~

Stronger but riskier poke in neutral that can be buffered into MP Senkugoshoha. Can also be linked after Close MP to give you one more frame to link compared to Crouch HP, but there's a significant loss in meterless damage because you can't combo into HP Senkugoshoha.

USFIV GOUKEN FAR HP.png

Far HP

Far Fierce Hp.png

~~ Uses and Strategies ~~

Gouken's most damaging normal but has no conversion, so you'll use it as a safe on block poke.

USFIV GOUKEN FAR LK.png

Far LK

Far Short Lk.png

~~ Uses and Strategies ~~

Will combo to Tatsumaki at all ranges, wich makes it very good for buffering in neutral.

USFIV GOUKEN FAR MK.png

Far MK

Far Forward Mk.png

~~ Uses and Strategies ~~

High-hitting kick that can anti-air. Can be kara-cancelled but the range is shorter than Far HK.

USFIV GOUKEN FAR HK.png

Far HK

Far Roundhouse Hk.png

~~ Uses and Strategies ~~

Mid-hitting poke where Gouken takes a big step forward. Can be kara-cancelled into throws or special moves to increase their range, allowing Gouken to threaten throw mixups from farther away or gain space while throwing fireballs.

Crouching Normals

  Name Nickname Command Notes
USFIV GOUKEN CROUCH LP.png

Crouch LP

Crouch Jab D.png + Lp.png

~~ Uses and Strategies ~~

Tied for Gouken's fastest normal, but this one is not limited by proximity. Good for contesting opponents that overextend, or for linking after meaty overhead. His weakest attack.

USFIV GOUKEN CROUCH MP.png

Crouch MP

Crouch Strong D.png + Mp.png

~~ Uses and Strategies ~~

Gouken's crouching MP has the same role as other shotos' crouching MK: A mid-range, cancellable low. Important footsies tool, and can be linked into and then cancelled into Gohadoken or MP/EX Senkugoshoha if you land it close to the opponent.

USFIV GOUKEN CROUCH HP.png

Crouch HP

Crouch Fierce D.png + Hp.png

~~ Uses and Strategies ~~

Important combo tool as you can link into it and then go into HP/EX Senkugoshoha for your BnBs. Can also be used as an anti-air with its high hitbox.

USFIV GOUKEN CROUCH LK.png

Crouch LK

Crouch Short D.png + Lk.png

~~ Uses and Strategies ~~

Gouken's fastest low, however it can't be chained out of (but you can chain into it from his LP attacks) and is only +1 on hit, wich means you can't hitconfirm it with other normals and will have to cancel it straight away into unsafe specials if you want a knockdown.

USFIV GOUKEN CROUCH MK.png

Crouch MK

Crouch Forward D.png + mk

~~ Uses and Strategies ~~

Anti-air kick that hits higher than crouching HP. As it is faster than Crouch LK, this can be better for crouch-teching, but be careful as it is unsafe on block and minus on hit unless you cancel it.

USFIV GOUKEN CROUCH HK.png

Crouch HK

Crouch Roundhouse D.png + hk

~~ Uses and Strategies ~~

Gouken's sweep is very fast, has good range and is pretty safe with good spacing or outright unpunishable if the opponent's fastest attack is 4 frames.


Neutral Jumping Normals

  Name Nickname Command Notes
File:No image.png

Neutral Jump LP

Neutral Jump Jab U.png + Lp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump MP

Neutral Jump Strong U.png + Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump HP

Neutral Jump Fierce U.png + Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump LK

Neutral Jump Short U.png + Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump MK

Neutral Jump Forward U.png + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump HK

Neutral Jump Roundhouse U.png + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Diagonal Jumping Normals

  Name Nickname Command Notes
File:No image.png

Diagonal Jump LP

Diagonal Jump Jab Ub.png / Uf.png + Lp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MP

Diagonal Jump Strong Ub.png / Uf.png + Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HP

Diagonal Jump Fierce Ub.png / Uf.png + Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump LK

Diagonal Jump Short Ub.png / Uf.png + Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MK

Diagonal Jump Forward Ub.png / Uf.png + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HK

Diagonal Jump Roundhouse Ub.png / Uf.png + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Unique Attacks

  Name Nickname Command Notes
File:No image.png

Sakotsukudaki

Overhead F.png + Mp.png

~~ Uses and Strategies ~~

An overhead with great speed. Can't be linked out of, except when meaty. Can be unsafe against characters with 3 frame attacks.

File:No image.png

Tenmakujinkyaku

Dive Kick (in air) D.png + Mk.png

~~ Uses and Strategies ~~

Divekick, can be used for crossups. Links are possible if it hits late.


Focus Attacks

  Name Nickname Command Notes
File:No image.png Focus Attack (Level 1) Level 1 Focus Mp.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 2) Level 2 Focus Mp.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 3) Level 3 Focus Mp.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Throws

  Name Nickname Command Notes
File:No image.png

Raikotokyaku

Forward Throw F.png or N.png + Lp.png + Lk.png

~~ Uses and Strategies ~~

Does less damage than combos after Back Throw, but you might prefer the oki or screen position. In the corner, Stand HK (Whiff), Close MP (Whiff) can framekill into meaty overhead, and you can then link Crouch LP after.

File:No image.png

Amaoroshi

Back Throw B.png + Lp.png + Lk.png

~~ Uses and Strategies ~~

Gouken's back throw is unique in that it only does 1 damage but leaves opponent in a free juggle state, allowing multiple different followups depending on screen position and meter investments. Followups will start at 80 % scaling to compensate.

Special Moves

  Name Nickname Command Notes
File:No image.png

Gohadoken

Fireball Qcf.png + P.png Ex.png Hold P.png to charge

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Gohadoken (Charged) Fireball (Charged) Qcf.png + hold P.png Ex.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Senkugoshoha

Palm Strike, Rush Punch Dp.png + P.png Ex.png armorbreak

~~ Uses and Strategies ~~

Forward traveling punch, important combo ender. The LP version doesn't move at all, while MP and HP move a certain distance before attacking. MP and HP are completly invincible during the traveling part, allowing Gouken to avoid some fireballs. Midscreen, the opponent is launched far away wich is good for returning to zoning, but bad for okizeme.

The EX version is a combo extender, traveling a distance between MP and HP, and launching the opponent into a free juggle state. Enders are different based on screen position. Can be used to setup Ultra I and the corner, and Ultra II anywhere.

File:No image.png

Tatsumaki Gorasen

Hurricane Kick Qcb.png + K.png Ex.png

~~ Uses and Strategies ~~

Gouken's Tatsumakis are vertical rather than horizontal, and are much closer in function to other shoto's Shoryukens. All meterless version have upper-body invincibility on startup, making them great anti-airs. They are also important combo tool, as combo enders and in juggles.

The EX version has total invincibility and starts in 5 frames, so you can use it as a reversal. Can be FADC'd for two extra bars to make it safe on block and allowing juggles on hit.

File:No image.png

Airborne Tatsumaki Gorasen

Air Hurricane (in air) Qcb.png + K.png Ex.png Ex.png version can be controlled with B.png or F.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Hyakkishu

Demon Flip Dp.png + K.png Ex.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Hyakki Gozan

Demon Flip Slide No input after performing Hyakkishu

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Hyakki Goheki

Demon Flip Focus P.png Perform during Hyakkishu

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Hyakki Gojin

Demon Flip Dive Kick K.png Perform during Hyakkishu

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Hyakki Gosai

Demon Flip Throw Lp.png + Lk.png Perform during Hyakkishu

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Kongoshin

Counter Rdp.png + P.png Ex.png Counters only against certain attacks; Lp.png counters low, Mp.png counters mid, Hp.png counters upper body attacks; Ex.png version counters any height;

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Kongoshin Triggered

Counter Triggered

~~ Uses and Strategies ~~

(No uses/strategies)


Super Combo

  Name Nickname Command Notes
File:No image.png

Forbidden Shoryuken

Super Combo Qcf.png Qcf.png + P.png Armorbreak.png

~~ Uses and Strategies ~~

(No uses/strategies)

Ultra Combos

  Name Nickname Command Notes
File:No image.png

Shin Shoryuken

Ultra Combo I Qcf.png Qcf.png + 3p

~~ Uses and Strategies ~~

Shin Shoryuken's main appeal is its damage, at the cost of being harder to land than Ultra II and having less neutrall application. You can land it after EX Senkugoshoha FADC midscreen. In the corner, the FADC is not needed.

File:No image.png

Denjin Hadoken

Ultra Combo II Qcf.png Qcf.png + 3k Hold 3k.png to charge up to 5 levels; Repeatedly inputting directions during charge can increase level up to 2 levels; Causes stun damage even on block

~~ Uses and Strategies ~~

Just like Ultra I, Ultra II is easy to setup with Gouken: You can land it from back throw anywhere on the screen, or EX Senkugoshoha in the corner. This Ultra also inflicts stun on the opponent and wallbounces, allowing for followup juggles into Close HK or Senkugoshoha.

Despites its name, Denjin Hadoken is not unblockable in this game, even at max charge. However, it has the proprety of still inflicting stun on block. Filling your opponent's stun count on block will NOT stun them, you will still have to hit them once.

The Basics

Gouken's strenght lies in his fireballs and safe pokes. Use LP fireballs to force opponents to jump unless they want to give you free pressure on block. You can also use MP/HP hadokens to cover the air while poking on the ground with Far LK buffered into Tatsumaki, Far MP, Far HP, Crouch MP and Crouch HK. In a pinch, EX Hadoken can be used to cover both areas, forcing the opponent to temporarly back off unless they're ready to use their anti-projectile moves, allowing Gouken to reposition.


Combos

  • cl.MP →
    • cr.HP XX HP Senkugoshoha - (249 damage, 460 stun)
    • cr.HP XX LP Gohadoken, cr.HK - (259 damage, 410 stun, Corner Only)
    • cr.HP XX EX Senkugoshoha, HP Senkugoshoha - (356 damage, 560 stun, Costs 1 Meter Stock)
    • cr.HP XX EX Senkugoshoha, Forward Dash, HK Tatsumaki Gorasen - (395 damage, Costs 1 Meter Stock)
    • cr.HP XX EX Senkugoshoha, MP Gohadoken, HK Tatsumaki Gorasen - (415 damage, 575 stun, Costs 1 Meter Stock, Corner Only)
    • cr.HP XX EX Senkugoshoha, EX Gohadoken, Ultra I - (602 damage, 532 stun, Costs 2 Meter Stock, Corner Only)
  • cr.MP →
    • MP Senkugoshoha - (190 damage, 300 stun, Must be close)
    • LP Gohadoken, cr.HK - (249 damage, 460 stun, Corner Only)
  • Back Throw →
    • HK Tatsumaki Gorasen - (186 damage, 200 stun)
    • Ultra I - (404 damage)
    • EX Senkugoshoha, Ultra II -

Strategy

Matchups

Abel
SSFIV-Abel Face.jpg
Abel[No Data]
[character page]
Adon
SSFIV-Adon Face.jpg
Adon[No Data]
[character page]
Akuma/Gouki
SSFIV-Akuma Face.jpg
Akuma[No Data]
[character page]
Balrog/Boxer
SSFIV-Balrog Face.jpg
Balrog[No Data]
[character page]
Blanka
SSFIV-Blanka Face.jpg
Blanka[No Data]
[character page]
C. Viper
SSFIV-CViper Face.jpg
C. Viper[No Data]
[character page]
Cammy
SSFIV-Cammy Face.jpg
Cammy[No Data]
[character page]
Chun-Li
SSFIV-ChunLi Face.jpg
Chun-Li[No Data]
[character page]
Cody
SSFIV-Cody Face.jpg
Cody[No Data]
[character page]
Dan
SSFIV-Dan Face.jpg
Dan[No Data]
[character page]
Decapre
SSFIV-Decapre Face.jpg
Decapre[No Data]
[character page]
Dee Jay
SSFIV-DeeJay Face.jpg
Deejay[No Data]
[character page]
Dhalsim
SSFIV-Dhalsim Face.jpg
Dhalsim[No Data]
[character page]
Dudley
SSFIV-Dudley Face.jpg
Dudley[No Data]
[character page]
E. Honda
SSFIV-EHonda Face.jpg
E. Honda[No Data]
[character page]
El Fuerte
SSFIV-ElFuerte Face.jpg
El Fuerte[No Data]
[character page]
Elena
SSFIV-Elena Face.jpg
Elena[No Data]
[character page]
Evil Ryu
SSFIV-Evil Ryu Face.jpg
Evil Ryu[No Data]
[character page]
Fei Long
SSFIV-FeiLong Face.jpg
Fei Long[No Data]
[character page]
Gen
SSFIV-Gen Face.jpg
Gen[No Data]
[character page]
Gouken (Mirror)
SSFIV-Gouken Face.jpg
Gouken[No Data]
[character page]
Guile
SSFIV-Guile Face.jpg
Guile[No Data]
[character page]
Guy
SSFIV-Guy Face.jpg
Guy[No Data]
[character page]
Hakan
SSFIV-Hakan Face.jpg
Hakan[No Data]
[character page]
Hugo
SSFIV-Hugo Face.jpg
Hugo[No Data]
[character page]
Ibuki
SSFIV-Ibuki Face.jpg
Ibuki[No Data]
[character page]
Juri
SSFIV-Juri Face.jpg
Juri[No Data]
[character page]
Ken
SSFIV-Ken Face.jpg
Ken[No Data]
[character page]
M. Bison/Dictator
SSFIV-MBison Face.jpg
M. Bison[No Data]
[character page]
Makoto
SSFIV-Makoto Face.jpg
Makoto[No Data]
[character page]
Oni
SSFIV-Oni Face.jpg
Oni[No Data]
[character page]
Poison
SSFIV-Poison Face.jpg
Poison[No Data]
[character page]
Rolento
SSFIV-Rolento Face.jpg
Rolento[No Data]
[character page]
Rose
SSFIV-Rose Face.jpg
Rose[No Data]
[character page]
Rufus
SSFIV-Rufus Face.jpg
Rufus[No Data]
[character page]
Ryu
SSFIV-Ryu Face.jpg
Ryu[No Data]
[character page]
Sagat
SSFIV-Sagat Face.jpg
Sagat[No Data]
[character page]
Sakura
SSFIV-Sakura Face.jpg
Sakura[No Data]
[character page]
Seth
SSFIV-Seth Face.jpg
Seth[No Data]
[character page]
T. Hawk
SSFIV-THawk Face.jpg
T. Hawk[No Data]
[character page]
Vega/Claw
SSFIV-Vega Face.jpg
Vega[No Data]
[character page]
Yang
SSFIV-Yang Face.jpg
Yang[No Data]
[character page]
Yun
SSFIV-Yun Face.jpg
Yun[No Data]
[character page]
Zangief
SSFIV-Zangief Face.jpg
Zangief[No Data]
[character page]

Frame Data

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Close LP Close Lp.png 30 50 20 HL ch/sp/su 4 2 9 14 0 3 11 14 Reset Reset - - - - - - -
Close MP Close Mp.png 65 100 40 HL sp/su 5 2 11 17 4 7 17 20 Reset Reset - - - - - - -
Close HP Close Hp.png 100 200 60 HL sp/su 8 2 16 25 0 4 18 22 Reset Reset - - - - - - -
Close LK Close Lk.png 35 50 20 HL - 5 2 9 15 0 3 11 14 Reset Reset - - - - - - -
Close MK Close Mk.png 70 100 40 HL sp/su 3 2 13 17 -1 2 14 17 Reset Reset - - - - - - -
Close HK Close Hk.png 40*70 125*75 60*20 HL su*- 4 5(1)3 15 27 0 5[4] 18 23[22] [] refers to on crouching hit Reset Reset - - - - - - -
Far LP Far Lp.png 30 50 20 HL ch/sp/su 5 2 9 15 0 3 11 14 Reset Reset - - - - - - -
Far MP Far Mp.png 80 100 40 HL sp/su 5 2 11 17 1 5 14 18 Reset Reset - - - - - - -
Far HP Far Hp.png 120 200 60 HL - 8 5 13 25 0 4 18 22 Reset Reset - - - - - - -
Far LK Far Lk.png 40 50 20 HL ch/sp/su 6 2 9 16 0 3 11 14 Reset Reset - - - - - - -
Far MK Far Mk.png 75 100 40 HL - 7 2 13 21 -1 2 14 17 Reset Reset - - - - - - -
Far HK Far Hk.png 110 200 60 HL - 8 2 19 28 -3 0 18 21 Reset Reset - - - - - - -
Crouch LP Crouch Lp.png 20 50 20 HL ch/sp/su 3 2 9 13 0 3 11 14 Reset Reset - - - - - - -
Crouch MP Crouch Mp.png 70 100 40 L sp/su 5 2 14 20 -2 3 14 19 Reset Reset - - - - - - -
Crouch HP Crouch Hp.png 80 200 60 HL sp/su 6 4 22 31 -8 -3 18 23 Reset Reset - - - - - - -
Crouch LK Crouch Lk.png 40 50 20 L sp/su 5[6] 4 9 17[18] -2 1 11 14 [] refers to chain version Reset Reset - - - - - - -
Crouch MK Crouch Mk.png 70 100 40 HL sp/su 4 3 16 22 -5 -2 14 17 Reset Reset - - - - - - -
Crouch HK Crouch Hk.png 100 100 60 L - 6 3 18 26 -3 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Sakotsukudaki Overhead Right.gif+Mp.png 80 100 40 H - 17 4 13 33 -3 2 14 19 Forces stand Forces stand Reset Reset - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Neutral Jump LP Neutral Jump Lp.png 50 50 20 H - 5 6 - 10 - - Reset Reset - - - Lower body: 1~10F - - -
Neutral Jump MP Neutral Jump Mp.png 85 100 40 H - 5 4 - 8 - - Reset Reset - - - Lower body: 1~8F - - -
Neutral Jump HP Neutral Jump Hp.png 105 200 60 H - 6 4 - 9 - - Soft Knockdown Soft Knockdown - - - Lower body: 1~9F - - JP: 1
Neutral Jump LK Neutral Jump Lk.png 40 50 20 H - 6 7 - 12 - - Reset Reset - - - Lower body: 1~12F - - -
Neutral Jump MK Neutral Jump Mk.png 80 100 40 H - 6 3 - 8 - - Reset Reset - - - Lower body: 1~8F - - -
Neutral Jump HK Neutral Jump Hk.png 100 200 60 H - 7 3 - 9 - - Reset Reset - - - Lower body: 1~9F - - -
Angled Jump LP Angled Jump Lp.png 50 50 20 H - 5 5 - 9 - - Reset Reset - - - Lower body: 1~9F - - -
Angled Jump MP Angled Jump Mp.png 50*30 50*50 40*20 H sp*- 4 2*2 - 7 - - [1st Hit]: Free Juggle, [2nd Hit]: Soft Knockdown [1st Hit]: Free Juggle, [2nd Hit]: Soft Knockdown - - - Lower body: 1~7F - - 1st hit JI: 0, 2nd Hit JP: 1
Angled Jump HP Angled Jump Hp.png 100 200 60 H - 5 3 - 7 - - Reset Reset - - - Lower body: 1~7F - - -
Angled Jump LK Angled Jump Lk.png 40 50 20 H - 7 8 - 14 - - Reset Reset - - - Lower body: 1~14F - - -
Angled Jump MK Angled Jump Mk.png 70 100 40 H - 7 4 - 10 - - Reset Reset - - - Lower body: 1~10F - - -
Angled Jump HK Angled Jump Hk.png 100 200 60 H - 8 3 - 10 - - 1~4F freezes in mid air altering jump time Soft Knockdown Soft Knockdown - - - Lower body: 1~10F - - JP: 1
Tenmakujinkyaku Dive Kick 60 100 40 H - 12 until ground - - - - Height restriction: 1.4 - - - - - - -
- - - - - - -
Focus Attack (Level 1) Level 1 Focus 65 100 20 HL - 10+11 2 35 57 -21 -21 16 16 Range: 2.14 Crumple Soft Knockdown Soft Knockdown 1~10F - - - - - -
Focus Attack (Level 2) Level 2 Focus 85 150 40 HL - 18+11 2 35 65 -15 - 22 - Range: 2.14 Crumple Crumple Free Juggle Free Juggle 1~18F - - - - - -
Focus Attack (Level 3) Level 3 Focus 150 200 60 - - 65 2 35 101 - - - - Range: 2.14, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~64F - - - - - -
Red Focus Attack (Level 1) Level 1 Red Focus 98 100 -500/0 HL - 10+11 2 35 57 -20 -20 17 17 Range: 2.14, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block Crumple Soft Knockdown Soft Knockdown 1~10F (99 hits) - - - - - -
Red Focus Attack (Level 2) Level 2 Red Focus 128 150 -500/0 HL - 18+11 2 35 65 -15 - 22 - Range: 2.14, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle 1~18F (99 hits) - - - - - -
Red Focus Attack (Level 3) Level 3 Red Focus 225 200 -500/0 - - 65 2 35 101 - - - - Range: 2.14, Opponent gains 30 meter on hit, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~65F (99 hits) - - - - - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 98 100 -750/0 HL - 10+11 2 35 57 -15 - 22 - Range: 2.14, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Raikotokyaku Forward Throw 140 150 40 0.91 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Amaoroshi Back Throw 1 0 40 0.9 - 5 2 24 30 - - - - Float for 21F, throw damage is recoverable X Hard Knockdown - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Gohadoken Gohadoken 55 50 10/20 HL su 17[8] - Total 41[32] 41 2 6 - - 20~21F [11~12F] focus cancellable, hold down the button to charge, [] refers to after button is released X Free Juggle Free Juggle - - - - - - JI: 0
Gohadoken (Charged) Gohadoken (Charged) 55*55 50*50 10/10*10 HL su 68 - Total 93 93 9 13 - - 71-72F cancellable X Free Juggle Free Juggle - - - - - - JI: 0x2
EX Gohadoken Gohadoken Ex.png 60*60 80*80 -250/0 HL su 17[8] - Total 55[46] 55 4 - - - 2nd fireball active on 33F [24F], 20-36F [11-27F] focus cancellable, hold down button to charge, [] refers to after button release, opponent gains 10x2 meter on hit X Free Juggle Free Juggle - - - - - - JI: 0x2
EX Gohadoken (Charged) Gohadoken Ex.png charge 60x4 80x4 -250/0 HL su 68 - Total 107 107 13 - - - 2nd fireball active on 86F, 71-89F focus cancellable, opponent gains 5x4 meter on hit X Free Juggle Free Juggle - - - - - - JI: 0x4
Senkugoshoha Palm Strike Lp.png 90 150 10/20 HL su 9 4 21 33 -4 - 21 - X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Palm Strike Mp.png 120 200 10/20 HL su 21[16] 4 23 42~47 -6 - 21 - Startup is distant dependent, startup is 12~17F when canceled into from farMP X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - All: 4~13F (4~8F on fastest startup) - - -
Palm Strike Hp.png 130 200 10/20 HL su 27[17] 4 23 43~53 -6 - 21 - Startup is distant dependent X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - All: 5~19F (4~9F on fastest startup) - - -
EX Senkugoshoha Palm Strike Ex.png 90*60 100*50 -250/0 HL su 32[17] 4(11)4 22 57~72 -5 - 21 - Startup is distant dependent, opponent gains 10x2 meter on hit X [1st Hit]: Forces stand, [2nd Hit]: Free Juggle [1st Hit]: Forces stand, [2nd Hit]: Free Juggle Free juggle Free juggle - - - All: 5~24F (4~9F on fastest startup) - - -
Tatsumaki Gorasesn Hurricane Kick Lk.png 60*20*40 100*25*25 10/20*10*10 HL su*-*- 7 2(8)2(10)2 41 + After landing 26 97 -70 - - - Builds 10x3 meter on block [1st Hit]: Free Juggle, [2nd~3rd Hit]: Soft Knockdown [1st Hit]: Free Juggle, [2nd~3rd Hit]: Soft Knockdown [1st Hit]: Free Juggle, [2nd~3rd Hit]: Soft Knockdown [1st Hit]: Free Juggle, [2nd~3rd Hit]: Soft Knockdown - - From waist up: 1~8F - - 9F~ JP: 0*1*2
Hurricane Kick Mk.png 65*20x2*50 100*25x3 10/20*10x3 HL su*-(x3) 10 2(8)2(8)
2(10)2
44 + After landing 26 113 -83 - - - Builds 10x4 meter on block [1st Hit]: Free Juggle, [2nd~4th Hit]: Soft Knockdown [1st Hit]: Free Juggle, [2nd~4th Hit]: Soft Knockdown [1st Hit]: Free Juggle, [2nd~4th Hit]: Soft Knockdown [1st Hit]: Free Juggle, [2nd~4th Hit]: Soft Knockdown - - From waist up: 1~11F - - 12F~ JP: 0*1*2*3
Hurricane Kick Hk.png 70*20x3*55 100*20x3*40 10/20*10x4 HL su*-(x4) 13 2(8)2(7)
2(8)2(11)2
53 + After landing 26 135 -102 - - - Builds 10x4 meter on block [1st Hit]: Free Juggle, [2nd~5th Hit]: Soft Knockdown [1st Hit]: Free Juggle, [2nd~5th Hit]: Soft Knockdown [1st Hit]: Free Juggle, [2nd~5th Hit]: Soft Knockdown [1st Hit]: Free Juggle, [2nd~5th Hit]: Soft Knockdown - - From waist up: 1~14F - - 15F~ JP: 0*1*2*3*4
EX Tatsumaki Gorasen Hurricane Kick Ex.png 80*10x6*60 100*10x6*40 -250/0 HL su*-(x7) 5 2(8)2(2)
2(2)2(2)2(2)
2(2)2(5)2
53 + After landing 26 122 -97 - - - 1st hit locks opponent, opponent gains 10*5x7 meter on hit, 5x8 on block [1st Hit]: Free Juggle, [2nd~7th Hit]: Soft Knockdown [1st Hit]: Free Juggle, [2nd~7th Hit]: Soft Knockdown [1st Hit]: Free Juggle, [2nd~7th Hit]: Soft Knockdown [1st Hit]: Free Juggle, [2nd~7th Hit]: Soft Knockdown - All: 1~6F - - - 9F~ JP: 127x8, JI: 1*0x7
Airborne Tatsumaki Gorasen Air Hurricane Lk.png 100 200 10/30 HL - 6 2(4)2(3)2 After landing 20 38 - - - - Jumping backwards will travel backwards, builds 20x2 meter on block, height restriction: 0.5 Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Air Hurricane Mk.png 110 200 10/30 HL - 6 2(4)2(3)
2(4)2(3)2
After landing 20 49 - - - - Jumping backwards will travel backwards, builds 20x3 meter on block, height restriction: 0.5 Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Air Hurricane Hk.png 120 200 10/30 HL - 6 2(4)2(3)
2(4)2(3)
2(4)2(3)2
After landing 20 60 - - - - Jumping backwards will travel backwards, builds 20x4 meter on block, height restriction: 0.5 Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
EX Airborne Tatsumaki Gorasen Air Hurricane Ex.png 140 200 -250/0 HL - 6 2(4)2(3)
2(4)2(3)
2(4)2(3)2
20 60 - - - - Can control movement left or right 4~38F, opponent gains 15 meter on hit, 10x4 meter on block, height restriction: 0.5 Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Hyakkishu Demon Flip - - 30/- - - 0 0 Total 39 39 - - - - 27~37F cancellable into followup, 40F lands and activates Hyakki Gozan (slide). - - - - - 5~39F -
EX Hyakkishu Demon Flip Ex.png - - -250/- - - 0 0 Total 39 39 - - - - 27~37F cancellable into followup, 40F lands and activates Hyakki Gozan (slide). - All: 1~26F - - - 5~39F -
Hyakki Gozan Demon Flip Slide 100 200 0/30 L - 39+4 11 20 73 -13 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Hyakki Goheki Demon Flip Focus - - - - - 4 Until ground After landing 6 - - - - - - - - - 4F~until landing - - - - -
Hyakki Gojin Demon Flip Dive Kick 80 100 0/20 HL - 12 Until ground After landing 4 - - - - - Forces stand Forces stand Reset Reset - - - - - - -
Hyakki Gosai Demon Flip Throw 150 160 0/30 1.17 - 3 2 After landing 12 16 - - - - X Hard Knockdown - - - - - - - - - -
Kongoshin Counter - - 10/- - - 1 14 18 32 - - - - LP: low, MP: mid, HP: high, EX: whole body. - - - - 1~14F - - - - - -
Kongoshin Triggered Counter Triggered 150 150 0/25 - su 12 10 43 64 - - - - Unblockable X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 7~21F - - - - -
EX Kongoshin EX Counter - - 10/- 1 14 18 32 - - - - Incurs grey damage on a successful counter. - - - - 1~14F - - - - - -
EX Kongoshin Triggered EX Counter Triggered 150 150 0/25 12 10 43 64 - - - - Unblockable X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 7~21F - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Forbidden Shoryuken Super Combo 85*40x5*60 0 -1000/0 HL - 1+2 3*2*3*
3*2*3*3
30+31 82 -57 - 7 - Lock opponent upon first level hit, block disadvantage refers to 2nd hit, opponent gains 15*10x6 meter on hit X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~4F - - - 5F~ JP: 0**1~6 sequentially
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Shin Shoryuken Ultra Combo 1 135*48x6*90 [503] 0 0/0 HL - 0+11 2*3*3*2*
3*3*2*4
42+51 125 -88 - 9 - 1st hit goes into animation, block disadvantage refers to 2nd hit, [] refers to animation, opponent gains 10x7 meter on hit, 15x3 for cinematic Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~12F - - - 13F~ JP: 0*1~6 sequentially
Denjin Hadoken Ultra Combo 2 (Lv1) 60x3*120 100x4 0/0 HL - 0+13 - 61 74 -9 - - - Does 50x4 stun on block; Mashing directional inputs increases the projectile speed, 19 inputs for half speed boost, 44 inputs for max speed; opponent gains 10x4 meter on hit [4th Hit]: Wall Bounce, Free Juggle, Hard Knockdown [4th Hit]: Wall Bounce, Free Juggle, Hard Knockdown Wall Bounce, Hard Knockdown Wall Bounce, Hard Knockdown - - All: 1~12F All: 1~12F - - JP: 4x3*5
Ultra Combo 2 (Lv2) 60x4*120 100x5 0/0 HL - 3+14 - 59 76 1[-1] - - - Does 50x5 stun on block, charge 3~22F; Mashing directional inputs increases the projectile speed, 19 inputs for half speed boost, 44 inputs for max speed; [] refers to speed-boosted version; opponent gains 10x5 meter on hit [5th Hit]: Wall Bounce, Free Juggle, Hard Knockdown [5th Hit]: Wall Bounce, Free Juggle, Hard Knockdown Wall Bounce, Hard Knockdown Wall Bounce, Hard Knockdown - All: 1~3F - - - - JP: 5x4*6
Ultra Combo 2 (Lv3) 60x5*120 100x6 0/0 HL - 23+14 - 57 94 11[7] - - - Does 50x6 stun on block, charge 23~42F; Mashing directional inputs increases the projectile speed, 19 inputs for half speed boost, 44 inputs for max speed; [] refers to speed-boosted version; opponent gains 10x6 meter on hit [6th Hit]: Wall Bounce, Free Juggle, Hard Knockdown [6th Hit]: Wall Bounce, Free Juggle, Hard Knockdown Wall Bounce, Hard Knockdown Wall Bounce, Hard Knockdown - All: 1~3F - - - - JP: 6x5*7
Ultra Combo 2 (Lv4) 60x6*120 100x7 0/0 HL - 43+14 - 55 112 21[15] - - - Does 50x7 stun on block, charge 43~62F; Mashing directional inputs increases the projectile speed, 22 inputs for half speed boost, 50 inputs for max speed; [] refers to speed-boosted version; opponent gains 10x7 meter on hit [7th Hit]: Wall Bounce, Free Juggle, Hard Knockdown [7th Hit]: Wall Bounce, Free Juggle, Hard Knockdown Wall Bounce, Hard Knockdown Wall Bounce, Hard Knockdown - All: 1~3F - - - - JP: 7x6*8
Ultra Combo 2 (Lv5) 60x7*120 100x8 0/0 HL - 63+17 - 53 133 31[23] - - - Does 50x8 stun on block, charge 63F~; Mashing directional inputs increases the projectile speed, 25 inputs for half speed boost, 50 inputs for max speed; [] refers to speed-boosted version; opponent gains 10x8 meter on hit [8th Hit]: Wall Bounce, Free Juggle, Hard Knockdown [8th Hit]: Wall Bounce, Free Juggle, Hard Knockdown Wall Bounce, Hard Knockdown Wall Bounce, Hard Knockdown - All: 1~3F - - - - JP: 8x7*9
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info


Notes

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Characters
Abel
Adon
Akuma
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C. Viper
Cammy
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Cody
Dan
Decapre
Deejay
Dhalsim
Dudley
E. Honda
El Fuerte
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Fei Long
Gen
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Guile
Guy
Hakan
Hugo
Ibuki
Juri
Ken
M. Bison
Makoto
Oni
Poison
Rolento
Rose
Rufus
Ryu
Sagat
Sakura
Seth
T. Hawk
Vega
Yang
Yun
Zangief