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.
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.
Expanded light version’s hitbox forward.
Changed medium version’s characteristics to match SSF4′s light version.
Changed heavy version’s characteristics to match SSF4′s medium version.
Lengthened hit stun by 1F.
Made fireball speed variable by 3 steps by shaking the stick before start of hit detection.
Increased final damage by 45 for all charge levels.
Unified charge time required to launch all versions of attack, regardless of Ultra Meter level.
Expanded counter hitbox for medium and heavy versions.
Set stun to 200 for all versions.
Fixed issue whereby simultaneous near standing medium kicks in Gouken-Gouken attacks would miss each other.
Expanded hitbox downward.
Changed hitbox active period from 2F to 4F.
Shrunk hurtbox on upper arm.
Aligned hit stop time with length of heavy attack.
Changed first hit active period from 2F to 5F.
Changed startup from 11F to 3F.
Made Special Move cancelable.
Lengthened hit stun by 1F, giving the attacker a possible +5F advantage on a hit.
Changed hitbox active period from 3F to 5F.
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| Block
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| Super Meter
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| Frames
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| Move Name
| HL
| Damage
| Stun
| Gain
| Cancel Ability
| Startup
| Active
| Recovery
| On Guard
| On Hit
| Notes
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Close
| HL
| 30
| 50
| 20
| ch/sp/su
| 4
| 2
| 9
| 0
| +3
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Close
| HL
| 65
| 100
| 40
| sp/su
| 5
| 2
| 11
| +4
| +7
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Close
| HL
| 100
| 200
| 60
| sp/su
| 8
| 2
| 16
| 0
| +4
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Close
| HL
| 35
| 50
| 20
| -
| 5
| 2
| 9
| 0
| +3
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Close
| HL
| 70
| 100
| 40
| sp/su
| 3
| 2
| 13
| -1
| +2
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Close
| HL
| 40*70
| 125*75
| 60*20
| su
| 4
| 2(4)3
| 15
| 0
| +5
| +4 Hit advantage on crouching opponents
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Far
| HL
| 30
| 50
| 20
| ch/sp/su
| 5
| 2
| 9
| 0
| +3
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Far
| HL
| 80
| 100
| 40
| su
| 5
| 2
| 11
| +1
| +4
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Far
| HL
| 120
| 200
| 60
| -
| 8
| 3
| 15
| 0
| +4
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Far
| HL
| 40
| 50
| 20
| ch
| 6
| 2
| 9
| 0
| +3
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Far
| HL
| 75
| 100
| 40
| -
| 7
| 2
| 13
| -1
| +2
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Far
| HL
| 110
| 200
| 60
| -
| 8
| 2
| 19
| -3
| 0
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crouch
| HL
| 20
| 50
| 20
| ch/sp/su
| 4
| 2
| 9
| 0
| +3
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crouch
| L
| 70
| 100
| 40
| sp/su
| 5
| 2
| 14
| -2
| +1
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crouch
| HL
| 80
| 200
| 60
| sp/su
| 6
| 4
| 22
| -8
| -4
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crouch
| L
| 40
| 50
| 20
| sp/su
| 5
| 4
| 9
| -2
| +1
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crouch
| HL
| 70
| 100
| 40
| sp/su
| 4
| 3
| 16
| -5
| -2
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crouch
| L
| 100
| 100
| 60
| -
| 6
| 3
| 18
| -3
| -
| Untechable knockdown
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Jump up
| H
| 50
| 50
| 20
| -
| 5
| 6
| -
| -
| -
| Legs projectile invincible until end of active frames
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Jump up
| H
| 85
| 100
| 40
| -
| 5
| 4
| -
| -
| -
| Legs projectile invincible until end of active frames
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Jump up
| H
| 105
| 200
| 60
| -
| 6
| 4
| -
| -
| -
| Legs projectile invincible until end of active frames
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Jump up
| H
| 40
| 50
| 20
| -
| 6
| 7
| -
| -
| -
| Legs projectile invincible until end of active frames
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Jump up
| H
| 80
| 100
| 40
| -
| 6
| 3
| -
| -
| -
| Legs projectile invincible until end of active frames
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Jump up
| H
| 100
| 200
| 60
| -
| 7
| 3
| -
| -
| -
| Legs projectile invincible until end of active frames
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Jump forward
| H
| 50
| 50
| 20
| -
| 5
| 5
| -
| -
| -
| Legs projectile invincible until end of active frames
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Jump forward
| H
| 50*30
| 50*50
| 40*20
| -
| 4
| 2*2
| -
| -
| -
| Legs projectile invincible until end of active frames, 1st hit floats on air hit, 2nd hit knockdown on air hit , can juggle
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Jump forward
| H
| 100
| 200
| 60
| -
| 5
| 3
| -
| -
| -
| Legs projectile invincible until end of active frames
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Jump forward
| H
| 40
| 50
| 20
| -
| 7
| 8
| -
| -
| -
| Legs projectile invincible until end of startup frames
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Jump forward
| H
| 70
| 100
| 40
| -
| 7
| 4
| -
| -
| -
| Legs projectile invincible until end of startup frames
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Jump forward
| H
| 100
| 200
| 60
| -
| 8
| 3
| -
| -
| -
| Legs projectile invincible until end of active frames air to air forces slam effect, knockdown on air hit
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+ Overhead
| H
| 80
| 100
| 40
| -
| 17
| 2
| 15
| -3
| +2
| [Ground hit] Forces stand
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| Dive Kick
| H
| 60
| 100
| 40
| -
| 12
| until ground
| -
| -
| -
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| Focus Attack LVL 1
| HL
| 65
| 100
| 20
| -
| 21
| 2
| 35
| -21
| -21
| 1~10f or Until after releasing button has armor, [air hit] knocks down, dash or backdash cancellable from 5~11f or on hit or block, charge time 17~49f, attack active 12f after button release
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| Focus attack LVL 2
| HL
| 85
| 150
| 40
| -
| 17+12
| 2
| 35
| -15
| -
| 1f~ button release armored, [Ground hit] crumples opponent, [air hit] floats opponent, dash or backdash cancellable from 5f~ or on hit or block, charge time 17~49f, attack active 12f after button release
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| Focus attack LVL 3
| -
| 150
| 200
| 60
| -
| 65
| 2
| 35
| -
| -
| 1~64 armored, armor break, [Ground hit] Crumples opponent, [air hit] floats opponent, dash and backdash cancellable 5~50f or on hit or block, charge 50f
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| Forward Throw
| 0.91
| 140
| 150
| 40
| -
| 3
| 2
| 20
| -
| -
| Untechable knockdown
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| Back throw
| 0.90
| 1
| 0
| 40
| -
| 5
| 2
| 24
| -
| -
| Float for 21f, untechable knockdown, throw damage is recoverable
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| Gohadoken
| HL
| 55
| 50
| 10/20
| su
| 17[8]
| -
| 41[32]
| +2
| +6
| [Air hit] floats opponent, 20~21f [11~12f] focus cancellable, hold down the button to charge, [] refers to after button is released
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| Gohadoken charge
| HL
| 55*55
| 50*50
| 10/10*10
| su
| 68
| -
| 93
| +9
| +13
| [Air hit] floats opponent, 71-72f focus cancellable
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Gohadoken
| HL
| 60*60
| 80*80
| -250/0
| su
| 17[8]
| -
| 55[46]
| +4
| -
| [1st air hit] floats opponent, [2nd hit] floats opponent, 2nd fireball active on 33f [24f], 20-36f [11-27f] focus cancellable, hold down button to charge, [ ] refers to after button release
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Gohadoken charge
| HL
| 60x4
| 80x4
| -250/0
| su
| 68
| -
| 107
| +13
| -
| [1st, 2nd air hit] floats opponent, [3rd, 4th hit] floats opponent, 2nd fireball active on 86f, 71-89f focus cancellable
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Rush Punch
| HL
| 90
| 150
| 10/20
| su
| 9
| 4
| 21
| -4
| -
| knocks down, Armor Break
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Rush Punch
| HL
| 130
| 200
| 10/20
| su
| 27[17]
| 4
| 23
| -6
| -
| 5~19f [5~9f] Invincible, knocks down, Armor Break, startup is distant dependent, [] refers to fastest startup
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Rush Punch
| HL
| 140
| 200
| 10/20
| su
| 35[20]
| 4
| 23
| -6
| -
| 8~27f [8~12f] Invincible, knocksdown, Armor Break, startup is distant dependent, [] refers to fastest startup
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Rush Punch
| HL
| 90*60
| 100*50
| -250/0
| su
| 32[17]
| 4(11)4
| 22
| -5
| -
| 5~24f [5~9f] Invincible, [1st Grounded hit] forces stand, [air hit] knocks down, [2nd hit] floats opponent, Armor break, can juggle (pursuit property), startup is distant dependent, [] refers to fastest startup
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Hurricane Kick
| HL
| 60*20*40
| 100*25*25
| 10/20*10*10
| su
| 7
| 2(8)2(10)2
| 41+26
| -70
| -
| 9f~ airborne, [1st hit] floats opponent, [2nd, 3rd hit] knocks down, can juggle (pursuit property)
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Hurricane Kick
| HL
| 65*20x2*50
| 100*25x3
| 10/20*10x3
| su
| 10
| 2(8)2(8)2(10)2
| 44+26
| -83
| -
| 12f~ airborne, [1st hit] floats opponent, [2nd-4th hit] knocks down, can juggle (pursuit property)
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Hurricane Kick
| HL
| 70*20x3*55
| 100*20x3*40
| 10/20*10x4
| su
| 13
| 2(8)2(7)2(8)2(11)2
| 53+26
| -102
| -
| 15f~ airborne, [1st hit] floats opponent, [2nd-5th hit] knocks down, can juggle (pursuit property)
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Hurricane Kick
| HL
| 80*10x6*60
| 100*10x6*40
| -250/0
| su
| 7
| 2(8)2(2)2(2)2(2)2(2)2(2)2(5)2
| 53+26
| -97
| -
| 1~8f Invincible, 9f~ airborne, [1st hit] floats opponent, [2nd-8th hit] knocks down, can juggle (pursuit property), 1st hit locks opponent
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Hurricane Kick (air)
| HL
| 100
| 200
| 10/30
| -
| 6
| 2(4)2(3)2
| After landing 20
| -
| -
| knocks down, When jumping backwards, will travel backwards
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Hurricane Kick (air)
| HL
| 110
| 200
| 10/30
| -
| 6
| 2(4)2(3)2(4)2(3)2
| After landing 20
| -
| -
| knocks down, When jumping backwards, will travel backwards
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Hurricane Kick (air)
| HL
| 120
| 200
| 10/30
| -
| 6
| 2(4)2(3)2(4)2(3)2(4)2(3)2
| After landing 20
| -
| -
| knocks down, When jumping backwards, will travel backwards
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Hurricane Kick (air)
| HL
| 140
| 200
| -250/0
| -
| 6
| 2(4)2(3)2(4)2(3)2(4)2(3)2
| 20
| -
| -
| knocks down, Can control movement left or right
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| Demon Flip
| -
| -
| -
| 30/-
| -
| -
| -
| -
| -
| -
| 5~39f airborne, 27~37f can activate parry/kick/throw, Demon flip slide activates on frame 40.
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Demon Flip
| -
| -
| -
| -250/0
| -
| -
| -
| -
| -
| -
| 1~26f Invincible, tracks opponent, 5~39f, 27~37f can activate parry/kick/throw, Demon flip slide actives on 40f.
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| Demon Flip Slide
| L
| 100
| 200
| 0/30
| -
| 39+4
| 11
| 20
| -13
| -
| Untechable Knockdown
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| Demon Flip Focus
| -
| -
| -
| -
| -
| 4
| Until ground
| After landing 6
| -
| -
| 4f~until landing has armor
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| Demon Flip Kick
| HL
| 80
| 100
| 0/20
| -
| 12
| Until ground
| After landing 4
| -
| -
| Forces stand on grounded opponent
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| Demon Flip Throw
| 1.17
| 150
| 200
| 0/30
| -
| 3
| 2
| After landing 12
| -
| -
| Untechable knockdown
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| Counter
| -
| -
| -
| 10/-
| su
| 1
| 14
| 18
| -
| -
| Frames 1~14 counter is active / LP: low, MP: mid, HP: high, EX: whole body. Incurs grey damage on a successful counter.
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| Counter activated
| -
| 150
| 150
| 0/25
| su
| 12
| 10
| 43
| -
| -
| 7~21f, floats opponent, Armor Break
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| Super Combo
| HL
| 85*40x5*60
| 0
| -1000/0
| -
| 1+10
| 3*2*3*3*2*3*3
| 30+31
| -57
| -
| 1~12f Invincible, 13f~ airborne, untechable knockdown, armor break, [2nd-7th hit] can juggle, lock opponent upon first level hit, block disadvantage refers to 2nd hit
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| Ultra Combo 1
| HL
| 135*40x5*90 [503]
| 0
| 0/0
| -
| 0+11
| 2*3*3*2*3*3*2*4
| 42+51
| -88
| -
| 1~12f Invincible, 13f~ airborne, untechable knockdown, armor break, [3rd-8th hit] can juggle, 1st hit goes into animation, block disadvantage refers to 2nd hit, [] refers to animation
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| Ultra Combo 2 (Lv1)
| HL
| 60x3*75
| 100x4
| 0/0
| -
| 0+13
| -
| Total 73
| -9
| -
| 1~12f strike invincible, [1st-3rd air hit] or [4th hit] floats opponent and untechable knockdown, does 50x4 stun on block, fireball active 14f after button release
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| Ultra Combo 2 (Lv2)
| HL
| 60x4*75
| 100x5
| 0/0
| -
| 3+14
| -
| Total 74
| +1
| -
| 1~3f Invincible, [1st-4th air hit] or [5th hit] floats opponent and untechable knockdown, does 50x5 stun on block, charge 3~17f, fireball active 14f after button release
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| Ultra Combo 2 (Lv3)
| HL
| 60x5*75
| 100x6
| 0/0
| -
| 18+14
| -
| Total 89
| +11
| -
| 1~3f Invincible, [1st-5th air hit] or [6th hit] floats opponent and untechable knockdown, does 50x6 stun on block, charge 18~32f, fireball active 14f after button release
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| Ultra Combo 2 (Lv4)
| HL
| 60x6*75
| 100x7
| 0/0
| -
| 33+14
| -
| Total 104
| +21
| -
| 1~3f Invincible, [1st-6th air hit] or [7th hit] floats opponent and untechable knockdown, does 50x7 stun on block, charge 33~47f, fireball active 14f after button release
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| Ultra Combo 2 (Lv5)
| HL
| 60x7*75
| 100x8
| 0/0
| -
| 0+65
| -
| Total 118
| +31
| -
| 1~3f Invincible, [1st-3rd air hit] or [4th hit] floats opponent and untechable knockdown, does 50x8 stun on block, charge 48f~
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| Block
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| Super Meter
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| Frames
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| Move Name
| HL
| Damage
| Stun
| Gain
| Cancel Ability
| Startup
| Active
| Recovery
| On Guard
| On Hit
| Notes
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Gouken's NOTES section is a quick translation of the Japanese AE guide. Someone please translate these rough NOTES into a more readable english/sf4 terminology.