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Tuesday
Jul202010

Gouken - Intro - Super Street Fighter 4

 NORMAL MOVES | SPECIAL MOVES | COMBOS | MATCH UPS 

CHARACTER STATS & INFO
TYPE HEAVY ZONING, KEEP AWAY
STRENGTHS Fairly solid zoning game due to angles fireballs. Has a "parry" attack which is useful versus characters like Dhalsim. Can back-throw into Ultra 1. 
WEAKNESSES Few useful close range combos. 
STAMINA 1000 - AVERAGE
STUN 1000 - AVERAGE
CROSS UP  JUMPING MEDIUM KICK, JUMPING LIGHT KICK
ANTI-AIR CROUCHING HEAVY PUNCH
ARMOR BREAK SENKUGOSHOHA
GOOD MATCH UP N/A
BAD MATCH UP N/A

 

Tuesday
Jul202010

GOUKEN - MATCH VIDEOS - SUPER STREET FIGHTER 4



Friday
Apr022010

Gouken - Normal Moves - Super Street Fighter 4

JAB (LIGHT) PUNCH

     

Standing Light Punch is a fairly fast jab. It has more range than Crouching Light Punch but not as much as Crouching Light Kick. Standing Light Punch can be comboed into Crouching Light Kick. It can be cancelled into his Special Moves but only his Tatsumaki Gorasen and Light Punch Hyakkishu will actually connect.

Crouching Light Punch is just as fast as the Standing Light Punch but doesn't quite have the reach. It also does less damage as well. It too can be cancelled into Special Moves but with the same restrictions as Standing Light Punch (see above).

Neutral Jump Light Punch

Diagonal Jump Light Punch

STRONG (MEDIUM) PUNCH

     

Standing Medium Punch has a very similar animation to his Gohadoken. It is a decent poke up close. It can be cancelled into Special Moves but, as with the Light Punch, only Tatsumaki Gorasen and Light Punch Hyakkishu are practical. At long range it does very slightly more damage.

Crouching Medium Punch actually hits low, so the opponent must be crouching to block this attack. It too can be cancelled into Special Moves with the restrictions listed for Standing Medium Punch. It has pretty good range, having almost the same range as Crouching Light Kick, making this a fairly useful poke.

Neutral Jump Medium Punch has Gouken punching straight ahead, which makes it more useful against someone already in the air jumping at you than against a ground opponent.

Diagonal Jump Medium Punch is used against opponents in the air. If you catch them in the air, you can get 2 hits from this move which puts them into a juggle state which allows you to juggle into a Super or Ultra. The first hit does 50 Damage/50 Stun and the second hit does 30 Damage/50 Stun for a total of 80 Damage/100 Stun.

FIERCE (HARD) PUNCH

     

SHORT (LIGHT) KICK

     

FORWARD (MEDIUM) KICK

     

ROUNDHOUSE (HARD) KICK

     

COMMAND NORMALS

SAKOTSUKUDAKI

 

TENMAKUJINKYAKU


Friday
Apr022010

Gouken - Special Moves - Super Street Fighter 4

GOHADOKEN


QUARTER CIRCLE FORWARD + PUNCH

This is Gouken's fireball and his primary tool for controlling space on the screen. Each strength will make the Gohadouken fire off at different angles, and you can hold the button to charge it to change up the timing.

The EX version will send two fireballs on the screen, one travelling horizontally, and the other at a 45 degree angle.

 

 

SENKUGOSHOHA


FORWARD, DOWN, DOWN-FORWARD + PUNCH

This attack is useful for passing through projectiles and punishing attacks from a distance. The EX version is two hits, and you can FADC the first hit to extend the combo.

 

 

 

TATSUMAKI GORASEN


QUARTER CIRCLE BACK + KICK

 Gouken's hurricane kick which is typically used as a combo ender.

 

 

 

 

HYAKKISHU


FORWARD, DOWN, DOWN-FORWARD + KICK

This is Gouken's "Demon Flip" in that it is similar to Akuma's where it has multiple follow ups depending on what you press.

These are the follow ups:

 

  • Press Nothing: Sweep
  • Punch: Air Parry, will absorb most attacks.
  • Kick: Dive Kick attack.
  • Throw: Air Grab.

 

KONGOSHIN

  or
BACK, DOWN, DOWN-BACK + PUNCH OR KICK

This is Gouken's parry or counter attack. It will absorb any non armor breaking attack and send the opponent flying. Useful in matches such as Dhalsim where the opponent makes heavy use of normal moves. Using punch will initiate a high counter, while kick will execute a low counter.

 

 

SUPER - FORBIDDEN SHORYUKEN


QUARTER CIRCLE FORWARD X2 + PUNCH

Gouken will want to use his EX meter for his special attack through most of the match so don't plan on using this Super all that often. That said, it can be useful in ending the match if you have the opportunity to do so. 

 

 

 

ULTRA 1 - SHIN SHORYUKEN


QUARTER CIRCLE FORWARD X2 + PUNCH X3

Gouken's three hit Shoryuken which will do big damage. Probably the most preferred Ultra for Gouken players considering he can combo into the full Ultra off of a back throw.

 

 

 

ULTRA 2 - DENJIN HADOUKEN

QUARTER CIRCLE FORWARD X2 + THREE KICKS

This Ultra is one of the more unique ones in Super Street Fighter 4, in that it's main purpose is to inflict heavy stun instead of damage. The Denjin Hadouken can be charged up, and if it hits the opponent it can do up to 800 pts of stun. Even if the opponent blocks the attack, it will still inflict 400pts of stun. To put this in perspective, Akuma has 850 pts of stun and Ryu has 1000, so landing a full Denjin will most likely lead to the opponent being stunned after even one follow up attack. If you land the Denjin, it will also result in a wall bounce where you can follow up with a Tatsumaki (Hurricane Kick).

You can also connect this off of a back throw and it will do 400 pts of stun but you cannot follow up with anything after the wall bounce.

Friday
Apr022010

Gouken - Combos - Super Street Fighter 4