Ultra Street Fighter IV/Gouken/Omega

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Ultra Street Fighter IV/OmegaOmegaSF4 Header.png

Gouken

SSFIV-Gouken Face.jpg


In a nutshell


(Intro paragraph to describe overall gameplay)


Click for USF4 version


Notable Changes from USF4 to Omega

  • General/Movement Changes:
    • Forward Dash: 2f faster (16f > 14f)
    • Back Dash: slightly longer distance
    • Throw: slightly shorter range


  • Normal Move Changes:


  • Command Normal Changes:
    • Joudan Sokuto Geri (6HK) - New attack, knocks down on hit, cancels into EX moves
      • Similar animation to Ryu's Donkey Kick from other games


  • Special Move Changes:


  • Super/Ultra Changes:


  • Moves with ending Input Buffer:
    • Close 5LP, 5MP, 5HP, 5LK, 5HK; Far 5LP, 5MP; 2LP
    • Gohadoken (236P Fireball; LP/EX uncharged, LP charged), MP Senkugoshoha (623MP Palm), Fudoshin (236K Stomp)
      • Note: Focus Attack + Forward Dash does not have the usual buffer timing

Character Specific Data

Gouken

VITALS
Health: 1000 Stun: 1000
WALKING
Forward Walk Speed: 0.045 Back Walk Speed: 0.030
JUMPING
Jump Total Frames: 4+36+4 Jump Distance: 1.925 Forward/Back
DASHING
Forward Dash Frames: 14 Forward Dash Distance: 1.06
Back Dash Frames: 25 Back Dash Distance: 0.85
FA + Forward Dash Frames: 15 FA + Back Dash Frames: 20
Back Dash Invincibility: 1-8 FA + Back Dash Invincibility: 0
Back Dash Airborne: 9-15 FA + Back Dash Airborne: 6-11
FOCUS ATTACK DATA
Lv1 FA + Forward Dash (Block): 0 Lv1 FA + Back Dash (Block): -5
Lv2 FA + Forward Dash (Block): +6 Lv2 FA + Back Dash (Block): +1

Frame Data

Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Close) cl. Lp.png 4 2 6 B H 30 50 M Ch Sp Su -
5MP (Close) cl. Mp.png 5 2 11 B H 65 100 M Sp Su -
5HP (Close) cl. Hp.png 8 2 16 B H 100 200 M Sp Su -
5LK (Close) cl. Lk.png 5 2 6 B H 35 50 M Ch Sp Su -
5MK (Close) cl. Mk.png 3 2 13 B H 70 100 M Sp Su -
5HK (Close) cl. Hk.png 4 5(1)3 15 B H 40*70 125*75 M Su / - -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Far) far. Lp.png 5 2 7 B H 30 50 M Ch Sp Su -
5MP (Far) far. Mp.png 5 2 11 B H 80 100 M Sp Su -
5HP (Far) far. Hp.png 8 5 13 B H 120 200 M - -
5LK (Far) far. Lk.png 6 2 9 B H 40 50 M Ch Sp Su -
5MK (Far) far. Mk.png 7 2 13 B H 75 100 M - -
5HK (Far) far. Hk.png 8 2 19 B H 110 200 M - -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
2LP Down.gifLp.png 4 2 7 B H 20 50 M Ch Sp Su -
2MP Down.gifMp.png 5 2 14 B H 70 100 M Sp Su -
2HP Down.gifHp.png 6 4 22 B H 80 200 M Sp Su -
2LK Down.gifLk.png 4 3 11 B H 40 50 L Sp Su -
2MK Down.gifMk.png 7 3 15 B H 70 100 L Sp Su -
2HK Down.gifHk.png 6 3 22 B KD 110 200 L - KD Adv: +x
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Sakotsukudaki
(Overhead)
Right.gifMp.png 17 4 13 B H 80 100 H Su -
Shinkai Geri
(old 2MK)
Downright.gifMk.png 4 4 15 B H 70 100 M Sp Su -
Joudan Sokuto Geri
(Donkey Kick)
Right.gifHk.png 15 5 21 B KD 100 150 M EX Su -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
j.LP (angled) Upright.gifLp.png 5 5 - - - 50 50 H - -
j.MP (angled) Upright.gifMp.png 4 2*2 - - - 50*30 50x2 H Sp / - Puts airborne opponents into limited juggle state (free juggle if 1 hit connects); has juggle potential
j.HP (angled) Upright.gifHp.png 5 3 - - - 100 200 H - -
j.LK (angled) Upright.gifLk.png 7 8 - - - 40 50 H - -
j.MK (angled) Upright.gifMk.png 7 4 - - - 70 100 H - Crossup
j.HK (angled) Upright.gifHk.png 8 2*2 - - - 80*40 150*50 H - Knocks down vs. airborne opponents, has juggle potential
j.LP (neutral) Up.gifLp.png 5 6 - - - 50 50 H - -
j.MP (neutral) Up.gifMp.png 5 4 - - - 85 100 H - -
j.HP (neutral) Up.gifHp.png 6 4 - - - 105 200 H - Knocks down vs. airborne opponents, has juggle potential
j.LK (neutral) Up.gifLk.png 6 7 - - - 40 50 H - -
j.MK (neutral) Up.gifMk.png 6 3 - - - 80 100 H - -
j.HK (neutral) Up.gifHk.png 7 3 - - - 100 200 H - -
Tenmakujinkyaku Air Down.gifMk.png 12 until land 4 land -6(6) -3(9) 60 100 H - Forward jump only
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Focus Attack Lv. 1 Mp.pngMk.png 10+11 2 35 -21 KD 100 150 M Dash KD Adv: +x; +x after Forward Dash, +x after Back Dash
Focus Attack Lv. 2 Mp.pngMk.png 18+11 2 35 -15 crumple 85 150 M Dash -
Focus Attack Lv. 3 Mp.pngMk.png 65 2 35 crumple crumple 150 200 - Dash Unblockable
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Raikotokyaku
(Forward Throw)
Lp.pngLk.png 3 2 24 - KD 180 200 T - KD Adv: +x
Amaoroshi
(Back Throw)
Left.gif+Lp.pngLk.png 3 2 24 - KD 60*120 0*150 T - Can Su/FA cancel 1st hit to combo; no longer slowed down like in USF4; KD Adv: +x
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LP Gadoken Qcf.pngLp.png
236+LP
s - r B H 55 50 M Su -
LP Gadoken
(Charged)
Qcf.pngLp.png (hold)
236+LP (hold)
s - r B H 55x2 50x2 M Su -
MP Gadoken Qcf.pngMp.png
236+MP
s - r B H 55 50 M Su -
MP Gadoken
(Charged)
Qcf.pngMp.png (hold)
236+MP (hold)
s - r B H 55x2 50x2 M Su -
HP Gadoken Qcf.pngHp.png
236+HP
s - r B H 55 50 M Su -
HP Gadoken
(Charged)
Qcf.pngHp.png (hold)
236+HP (hold)
s - r B H 55x2 50x2 M Su Both hits won't juggle against airborne opponents
Ex.png Gadoken Qcf.png2p.png
236+PP
s - r B H 60*60 80*80 M FA Throws 2 fireballs
Ex.png Gadoken
(Charged)
Qcf.png2p.png (hold)
236+PP (hold)
s - r B H 60x2*60x2 80x2*80x2 M FA Throws 2 fireballs
LP Senkugoshoha
(Palm)
Dp.pngLp.png
623+LP
s a r B KD 120 150 M Su -
MP Senkugoshoha
(Palm)
Dp.pngMp.png
623+MP
s a r B KD 80 60 M Su Launches opponent into limited juggle state
HP Senkugoshoha
(Palm)
Dp.pngHp.png
623+HP
s a r B KD 160 250 M Su -
Ex.png Senkugoshoha
(Palm)
Dp.png2p.png
623+PP
s a r B KD 60*70 50*100 M FA Launches opponent into free juggle state; both hits cancellable
LK Tatsumaki Gorasen Qcb.pngLk.png
214+LK
s a r B KD 60*20*40 100*25x2 M Su -
MK Tatsumaki Gorasen Qcb.pngMk.png
214+MK
s a r B KD 60*20x2*50 100*25x3 M Su -
HK Tatsumaki Gorasen Qcb.pngHk.png
214+HK
s a r B KD 45*20x3*55 100*20x23*40 M Su -
Ex.png Tatsumaki Gorasen Qcb.png2k.png
214+KK
s a r B KD 80*120 100x2 M FA -
LK Air Tatsumaki Gorasen Air Qcb.pngLk.png
Air 214+LK
s a r B KD 100 200 H - Neutral/Forward jump only
MK Air Tatsumaki Gorasen Air Qcb.pngMk.png
Air 214+MK
s a r B KD 110 200 H - Neutral/Forward jump only
HK Air Tatsumaki Gorasen Air Qcb.pngHk.png
Air 214+HK
s a r B KD 120 200 H - Neutral/Forward jump only
Ex.png Air Tatsumaki Gorasen Air Qcb.png2k.png
Air 214+KK
s a r B KD 180 200 M - Any jump direction
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LK Fudoshin
(Stomp)
Qcf.pngLk.png
236+LK
s a r B H 80 100 L Su -
MK Fudoshin
(Stomp)
Qcf.pngMk.png
236+MK
s a r B H 80 100 L Su -
HK Fudoshin
(Stomp)
Qcf.pngHk.png
236+HK
s a r B H 80 100 L Su -
Ex.png Fudoshin
(Stomp)
Qcf.png2k.png
236+KK
s a r B KD 80 100 L FA Crumple state on hit
Kongoshin
(Counter)
Rdp.pngP.png
421+P
1 a r - - - - - - Counters strike hitboxes only; LP low, MP mid, HP high
+ Kongoshin Followup - s a r B KD 180 200 - - Automatically comes out after successful counter
Ex.png Kongoshin
(Counter)
Rdp.png2p.png
421+PP
1 a r - - - - - - Counters any strike direction
+ Ex.png Kongoshin Followup - s a r B KD 180 200 - - Automatically comes out after successful counter
Hyakkishu
(Demon Flip)
Dp.pngK.png
623+K
- - - - - - - - - Strength determines distance traveled
+ Hyakki Gozan
(Slide)
+ no input s a r B KD 100 200 L - -
+ Hyakki Gojin
(Divekick)
+ K.png s a r B H 80 100 M - -
+ Hyakki Goheki
(Parry)
+ P.png s a r - - - - - - -
+ Hyakki Gosai
(Throw)
+ Lp.png+Lk.png s a r - KD 130 200 T - Can throw standing or crouching opponents
Ex.png Hyakkishu
(Demon Flip)
Dp.png2k.png
623+KK
- - - - - - - - - Tracks opponent's location
+ Hyakki Gozan
(Slide)
+ no input s a r B KD 100 200 L - -
+ Hyakki Gojin
(Divekick)
+ K.png s a r B H 80 100 M - -
+ Hyakki Goheki
(Parry)
+ P.png s a r - - - - - - -
+ Hyakki Gosai
(Throw)
+ Lp.png+Lk.png s a r - KD 130 200 T - Can throw standing or crouching opponents, but short characters may be difficult or impossible to throw depending on positioning
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Forbidden Shoryuken
(Super)
Qcf.pngQcf.pngK.png
236236+K
s a r B KD 130*320 - M - -
Shin Shoryuken
(Ultra 1)
Qcf.pngQcf.png3p.png
236236+PPP
s a r B KD 503
[60x5*120]
- M - -
Denjin Hadoken
(No Charge)
(Ultra 2)
Qcf.pngQcf.png3k.png
236236+KKK
s a r B KD 300 400 M - -
Denjin Hadoken
(Half Charge)
(Ultra 2)
Qcf.pngQcf.png3k.png (hold)
236236+KKK (hold)
s a r B KD 420 600 M - -
Denjin Hadoken
(Full Charge)
(Ultra 2)
Qcf.pngQcf.png3k.png (hold)
236236+KKK (hold)
s a r B KD 540 800 M - -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes

Combos

Confirms:

  • Dmg/St --

Punishes:

  • Dmg/St --

Counterhit Confirms:

Ultra Setups:

Useful Info

Reversals:

Anti-Airs:

Anti-Focus:

Anti-Projectile:

Juggles:

Miscellaneous:


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