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: :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]