AE Gouken Moveset and Attributes

Please let me know if anything is missing. Felt it was time to update this since so much has changed since vanilla, both in terms of properties and discoveries.
Thanks Iam for helping out.

[SIZE=4][FONT=arial]Notable Normals:[/FONT][/SIZE]
[SIZE=4][FONT=arial]Standing Close:[/FONT][/SIZE]
[SIZE=4]:mp: Essential for hit confirming. Can link lots of normals after a hit. +7 on hit, +4 on block[/SIZE]
[SIZE=4]:mk: Three frame start up. Fastest normal attack. Can be linked from st.:lp:, st.:lk:, and cr.:lp: for a hit confirm. i.e. cr.:lp: > st.cl.:mk: xx :lp: Senkugoshoha[/SIZE]
[SIZE=4]:hk: Four frame start up, can be used as anti-air[/SIZE]

[SIZE=4]Standing Far:[/SIZE]
[SIZE=4]:mk: Can be used as anti-air, good poke.[/SIZE]
[SIZE=4]:hk: Used as a poke and to kara throw.[/SIZE]

[SIZE=4]Crouching:[/SIZE]
[SIZE=4]:mp: Hits low[/SIZE]
[SIZE=4]:hp: Anti-air[/SIZE]
[SIZE=4]:lk: Lowers Gouken’s hitbox. Low poke.[/SIZE]
[SIZE=4]:mk: Anti-air[/SIZE]
[SIZE=4]:hk: Six frame sweep, sets up safe jumps. Great recovery for a sweep, -3 on block.[/SIZE]

Neutral Jump:
[SIZE=4]:hp: Great air to air attack. Slams opponent out of air. Can follow up a two hit j.:mp:[/SIZE]

Diagonal Jump:
:lk: cross up
:mk: cross up
:hk: Has a high and low hitbox. Slams opponent out of air. Can follow up two hit j.:mp:
:mp: Great air to air attack. First hit can be cancelled into air tatsu. First hit will produce a juggle state.

Command Normals:
Overhead: :f:+:mp:
One hit overhead that can be linked to c.:lp: on counterhit

Dive Kick: At height of jump arc :d:+:mk:
Changes attack arc with a downward diagonal dive kick. Has weak hit and block stun.

Throws:
Normal Throw: :lp:+:lk: or :f::lp:+:lk:
Two hit throw. Can dash forward twice for a dj.:mk: cross up or dash forward once and use :mk: Hyakki Shu/Demon Flip to set up a cross up or safe jump.

Back Throw: :b::lp:+:lk:
Tosses the opponent in the air causing one grey damage and counting as a single hit in combo scaling. The opponent will be in a juggle state and at your mercy. Five frame start up (normal throws have three frame start up). Opponents have longer to tech and it can be teched on reaction. If people attempt to crouch tech it, you will often get the throw because of the different tech window*.*

[FONT=Arial]Special Moves[/FONT]

[SIZE=4]***[FONT=Arial]Kongoshin (Counter):*** :rdp: + :p: Gouken goes into a stance and if he is hit he will immediately release an aura of power in a set radius blowing his opponent away from him to the other side of the screen. Works on projectiles: It loses to throws and armor breaking moves. Can be FADCed into EX Tatsu or Ultra (corner only except for very rare circumstances). It is also super cancellable.[/FONT][/SIZE]

[SIZE=4][FONT=Arial]Kongo has a 1 frame start up and therefore can not be safe jumped and can be used to counter crouch techers and non air-tight block strings.[/FONT][/SIZE]

[SIZE=4][FONT=Arial]:lp: will counter low (first pic in series)[/FONT][/SIZE]
[SIZE=4][FONT=Arial]:mp: will counter mid (second pic in series)[/FONT][/SIZE]
[SIZE=4][FONT=Arial]:hp: will counter high (third pic in series)[/FONT][/SIZE]

[SIZE=4]

[/SIZE]

[SIZE=4]**EX: **The EX version activates all three counter boxes at once[/SIZE]

[SIZE=4]Senkugoshoha (Palm Dash): :dp: + :p: Gouken performs a sliding dash forward, upon reaching the opponent or predetermined distance he will perform a palm strike on his opponent. If it hits, it will send the opponent flying across the screen. This move has projectile invulnerability while he is sliding across the screen. No invincibility on start up or attack frames. Can be FADCed. Can be super cancelled. After an anti-air fireball you can use this move to followup for more damage. In the corner, you can connect Ultra II after landing a palm strike. Has armor breaking properties.[/SIZE]

[SIZE=4]:lp: Stands in place and performs the palm strike. Combos from any strength attack. Can be used to punish by combing into from a :lp: or st.cl. :mk:[/SIZE]

[SIZE=4]:mp: Moves a little more then halfway across the screen before striking. At proper distances it can cut a fireball war short.[/SIZE]

[SIZE=4]:hp: Moves almost full screen before striking.[/SIZE]

[SIZE=4]EX: The EX version will go almost full screen but will hit twice instead of once. The second hit launches the opponent into the air and into a juggle state. You can then followup with attacks of your choice. Some characters can be Ultraed afterwards by dashing into Ultra. If you FADC after the second hit you can Ultra any character and the execution level drops significantly.[/SIZE]

[SIZE=4]GoHadouken (Fireball): :qcf: + :p: standard projectile. It can be charged to hit twice instead of once, will release automatically when charged fully. All GoHadoukens travel the same speed. Punch used determines angle of fireball. All GoHadoukens create a juggle state. Slow startup but good recovery.[/SIZE]

[SIZE=4]:lp:The fireball travels horizontally across the screen[/SIZE]
:mp: The fireball travels at approximately a 30 degree angle
:hp: The fireball travels at approximately a 45 degree angle
EX: Releases two fireballs, the first is a :lp: fireball immediately followed by a :mp: fireball while the :lp: fireball is still on the screen.

Tatsumaki Gorasen (Hurricane Kick): :qcb: + :k: does a vertical Hurricane kick straight up into the air. There are a few points worth knowing about this move as it looks like a variation on a dragon punch/shoryuken.

First: It only really hits high, but has excellent forward reach. If an opponent is neutral ducking or crouch attacking, this move will most likely whiff. The opponent should be airborne or standing to guarantee the first kick hits.

Second: This move does not suck the opponent into the subsequent attacks. Just because you land the first kick does not mean all subsequent attacks will land. The opponent can drop out of this move, depending on certain things.

Third: This move has absolutely terrible recovery. This is a problem because of the first and second point.

Fourth: The first hit is FADCable. Depending on spacing, you can FADC into Ultra. Because of the first point, if it whiffs, you cannot FADC. See point three.

:lk: Travels on a short distance into the air. Three hits.
:mk: Travels a medium distance into the air. Four hits.
:hk: Travels high into the air. Five hits.
EX: Throw and attack invincible on start up. Locks opponents in if you hit with the first hit.

Air Tatsumaki Gorasen (Air Hurricane Kick): :qcb: + :k: in the air
This move will travel horizontally across the screen with no arc. Can be tiger kneed for an instant overhead but the timing is strict. Can be used to escape corner pressure. A neutral or forward jump will produce a forward moving tatsu, while a back jump will produce a backward moving tatsu. The only exception to this is if you combo from the first hit of j.:mp: in which case it will always move forward.
:lk: short distance
:mk: medium distance
:hk: long distance
EX: able to control the direction of movement

Hyakki Shu (Demon/Gouken Flip): :dp: + :k: This move launches Gouken into the air and towards his opponent. Follow-ups depend on button pressed. Can be used for safe jumps and cross ups

:lk: Travels a short distance
:mk: Travels a medium distance
:hk: Travels the farthest, approximately 4/5ths of the screen
EX: Has start up invincibility and tracks your opponent.

Hyakki Shu Follow Up-
:p: Enables Gouken to absorb one hit in the air which is converted to grey damage. Vulnerable to multi-hitting air moves, air throws, and armor breaking moves.

:k:: Gouken will stop his flight arc and perform a downward diagonal kick attack. This attack can be blocked crouching. Can cross up.

:lp: + :lk: Gouken performs an untechable throw. After the throw you can perform a cross up jump attack. Be aware the throw will switch what side of the screen you are on. If your opponent is cornered and you use this throw, you will wind up in the corner.

Nothing: Performs a sliding sweep kick for an untechable knockdown. Must be blocked low. Easily punished on block.

[SIZE=4]Super Move:[/SIZE]
[SIZE=4]**Forbidden Shoryuken: **:qcf::qcf: + :p:[/SIZE]
[SIZE=4]Performs a multi hitting shoryuken. Best used when comboed into from backthrow or special cancelled from a palm dash/senkugoshoha or counter/kongoshin. Slow start up makes it difficult to use as a reactive anti-air.[/SIZE]

[SIZE=4]Ultra Moves[/SIZE]
[SIZE=4]Shin Shoryuken: :qcf::qcf:+:3p:[/SIZE]
[SIZE=4]Full animation (3 hit) does massive damage, can be FADCed into from the first hit of a tatsu, EX palm dash/senkugoshoha or counter/kongoshin. If used from backthrow the damage will be scaled. Slow start up makes it difficult to use as an antiair. You can get the multi hit off of a two hit j.:mp:. Multi-hit version does less damage.[/SIZE]

[SIZE=4]Denjin Hadouken: :qcf::qcf:+:3k:[/SIZE]
[SIZE=4]Throws a multi hitting fireball. Can be charged for up to 8 hits. Causes low damage and heavy stun. If it hits a grounded opponent you can followup the wall bounce with an attack. Will cause stun points on block but will not trigger a stun state if opponent foes over their stun limit while blocking this. In addition to the FADC options for Shin Shoryuken, you can also followup a senkugoshoha in the corner with this.[/SIZE]

need to add j rh can also cross up as well…i didnt see it in there

nice work

It’s only in the corner though and very specific timing yes?

negative ghost rider…j rh can be used in an exact timing and spacing situation to crossup while gouken lands frontside.
to most it may never come up so maybe it doesnt need to be here

You’ll have to show me.

Very nice Reipin I nice fresh recap of the old mans tools.

A lot of people have been bumming on the new lp.palm.

Yes, it is a nerf to the short range zoning game, it’s a nerf to giving people pause before FADCing through fireballs, and it is a nerf to FADCing a kongo to lp.palm damage and occasionally an anti-air fireball to lp.palm, though an attentive player can probably dash and st.HK to replace it (and that’s just ten less damage).

Let me start by saying I play Gouken as a zoning character and will only press an advantage when it is given and will avoid close up play if possible. I see no reason to rush into the weakest part of his game. I prefer the opponent on the other side of the screen guessing which fireball I’m going to throw and taking risks to get in, whether that is jumping or FADCing in. As far as I’m concerned it is extremely hard for an opponent to do serious damage to me from the other side of the screen whereas with one wrong guess on a jump I’m getting 185 or more damage and the opponent back on the other side of the screen.

I’ve found the new lp.palm to be useful only for the fact that it combos off of any attack that is cancellable. In conjunction with st.cl.mk this gives you a punish that is three frames. It’s not a dp, but it is a three frame punish. st.cl.mk xx lp.palm.

It does more damage then any combination of jabs and shorts and it puts them back on the other side of the screen as an added bonus.

On an opponents wake up you can meaty c.lk xx lp.palm and be pretty much safe if they block (you are -4 on block but even with your opponent in the corner you will be out of akumas c.mk range, meaning you are way safer then -4 would lead you to believe though a chun li super or something will probably tag you). This doesn’t sound amazing to most of you, but just realize it is an option we never had in the past.

It’s a shit easy hit confirm off a jump attack st.cl.mp > cr.lp xx lp.palm.

Admittedly I haven’t found much use for it then what I have stated above (it also makes for a nice anti dive kick but st.FP works better imo) but that’s where the rest of you come in. It’s definitely not 100% useless and it has no use that the old one had, but it does give us new options albeit it at the expense of others.

If you guys have found anything else, share!

The big question for me is can you use the Strong version of the palm to tag an opponent after knocking them out of the air with a fireball? Was always my favorite part of the Jab palm’s distance. Knowing they’d take almost 200 damage off a bad guess made the fireballs a very awesome tool to make them try coming in on you.

MP will not sustitute for the LP range, but you can dash HK in the LP palms place. MP works where it always did and HP works where it always has.

New palm had me worried but im starting to really like it. Ive been doing many things with it such as.

  1. Stoping Focus dashers who like to dash in on my hadou’s
  2. Playing a high low mixup game since palm links from short and jab
  3. frame traps after standing Mp to blow up crouch techs
    4)blowing up focus spamers in general.
    5)Wiffing to build meter.
    6)meaty armor break and usage as a fake palm
  4. can anti air an empty jump
    8)Can hit confirm from standing MP( Although we really should have the ability to hitconfirm from jabs at least come on capcom!

I really wish they would have just gotten ride of HP palm and place MP palm where it was and kept old LP palm but whatever… Im loving Meaty Clk palm. Been catching so many people with it.

i like whiff and bait also ^^^^ BLACK

heres something to add with the command overhead:
command divekick > cl.st.mk xx lp.palm
hit anywhere in the legs and this is good

Charge characters hate this… it forces them to do anything but charge down back. LOL

Your right which is why i made a thread about it lol. sorry guys I will delete that post :slight_smile:

Maybe we should mention that st. mk can be linked from st. cl. lp, st. cl. lk and cr. lp?

done

Why don’t you mention far s.mk as a poke/anti-air? This is very important depending on the matchup. Also far s.lk is similar to Sagat’s but cannot be cancelled.

You should mention that Gouken’s cr.hk has exceptionally fast recovery for a sweep.

When talking about Gouken’s fireball, mention that it has poor startup but great recovery.

Mention the different tech window for back throw and what that means (can be tech’d on reaction, can throw people trying to OS tech because it’s slower, can throw people out of their tick throws, bad for mixups).

Mention lk tatsu and EX tatsu’s usefulness as anti-air.

Mention s.mp’s frame advantage on hit.

Um, the s.mk says exactly that. Good poke and anti air.

I’ll add the recovery on the sweep and the fireball stuff along with throw stuff. Wasn’t really looking to add the frame advantage in here but I will anyway.

lk tatsu is not great anti air, it still drops people, it’s done it to me a number of times. I’m pretty certain me referring to it as a DP like move lets people know it is supposed to be used as antiair.

You’re right, sorry. I misread. I thought that referred to far s.hp. Which is good, but even more situational than s.mk.

Well I wasn’t even saying add the numbers really, but knowing how safe Gouken’s sweep is and how his fireball works is really important I think.

It depends on spacing, it fills a hole in Gouken’s AA ranges between cr.mk and cr.hp. You can reliably get the 2 hit version if you do it early enough.

Whatevs.

Also I meant frame advantage on block for s.mp, not hit. It’s his only good normal for blockstrings besides chained jabs so I thought it would be useful to mention. I dunno. Whatever. My last post was apparently retarded.

I added it all, doesn’t hurt. I put the +on block and on hit.