Gouken Moveset and Attributes

http://shoryuken.com/wiki/index.php/Gouken_(SFIV)

started some initial data for gouken’s moveset. I might be able to figure out some frame data for his normal attacks.

gouken does mad damage and stun :tup:

another good reason to use the counter on the ultra is if ur opponent do it while he is in the corner, a quick FADC after the counter into a ultra will add more oomph into the already “WTF” moment. xD

parry attacks

Are there any differences between using the 3 levels of attack (low, medium, high, kick and punches) for his parry move?

Also, any difference between using the EX move (besides the ex move being parrying high and low attacks)?

Yea, this is a major weakness right here. Sagat’s fireball game > Gouken’s because Gouken is hard up for a counter to it. Anyone had success with this?

It’s dangerous, but try to get closer that 2/3’s the screen and you should be able to hit him with a Dash Punch through Tiger Shots without retalition. It’s just that his Tiger Shots are so freakin fast, it’s hard to time.

Not sure if this was mentioned earlier or in another thread but you can pull off a 2149 + K to do a low air tatsu along the ground. Whilst I’ve been doing this just mucking about, I haven’t found if it’s at all useful in an actual match. Anyone able to theorise on it’s effectiveness?

I’ve found that at abt 2/3 screen, light DP cannot be punished by sagat’s DP. The only thing that can get u is his ultra so u might wanna take note of it.

His air tatsu is alright for suprise attacks, as long as you don’t get hit by fireballs in the way in, mainly the EX version. It’s pretty fast, and if they block it, you can retreat quickly while still in the air and not get punished. Also, with it you can bait a dragon punch and retreat, only to come back towards them and hit them.

Getting away from your opponent is the other useful thing I’ve found for it.

First post awriiiiight.

Thats because you double your chances of landing it. EX counter counters both high AND low attacks.

The regulars are specific to high OR low attacks depending on whether you use punch or kick.

How is this possible when Ultra has 10 frame startup vs 5 frame startup of DP?

maybe the frame data is wrong? wat i did was in training mode, i recorded Gouken to do lp rush palm and block immediately after that. Question now is whether it does record the block immediately. However, i do notice that when sagat’s ultra hits, Gouken has yet to recover fully from the lp rush palm.

This is what I end up doing because Sagat’s normals tend to crush demon flip and he recovers too fast from tiger shot.

I ould search but search isn’t working properly for me.

I was listening to Gootecks’ podcast and they were talking about Gouken. Gootecks said backthrow pretty much sucks cause you have more time to tech it compared to a normal throw. Is that correct? It struck me as odd.

Goukens back throw is definetly one of his best moves so many openings with that

Back throw into strong gouhadoken
back throw into ground tatsumaki
Back throw into Ultra
Back throw into ex Dragon punch into dragon punch.

Yes, its true. You have MUCH more time to tech goukens back throw than any other in the game, in fact its almost impossible to land one against a player with a clue that knows gouken

Hello my fellow Gouken players. :tup:
I have a question regarding the Kongoshin/ Counter/ Parry or whatever you’d like to call it.

The Kongoshin is suppose to counter moves that does not have “armor breaking” properties. But some how the Shoryuken (which is supposedly a non armor breaking move) sometimes beats the Kongoshin. It also happens randomly with other characters with supposedly non armor breaking moves.
Does anyone know why this is so?

Here’s proof that the shoryuken is suppose to be non armor breaking:
http://mycheats.1up.com/view/section/3163881/25964/street_fighter_4/xbox_360#ryu

specials done as a reversal attack gain armor breaking properties

Just a couple things I noticed that I’ve either incorporated into my game or simply in the process of doing…

Siky0 and Rhymeswithdaddy will tell you…I play a very aggressive combo heavy Gouken…RWD showed me a more controlled Gouken playstyle but all in all we incorporate different traits. In my opinion Gouken, aside from his defensive capabilities (zone with fireball,counters,pokes etc), should be working to achieve ONE THING…

DIZZY BY ALL MEANS NECESSARY

Dizzy Reset
Works on All 1,000 Stun Characters and down…

Jumping Fierce,Standing or Crouching Fierce>Ex Palm>FADC>Jumping Mk, Dash Under>Fierce>Ex Palm>Palm (Props to Dj-b13 for the reset)

Keep in mind Dash Under Mixup Reset IS punishable but most people’s first intention is to block…which can lead to back throw>Insert Here

Standing Fierce>Light Demon Flip Kick>Standing Close Forward>Light Demon Flip Kick (or throw)…

Against characters with no srk type move…this little loop is a pain in the ass to deal with…Do this loop a couple of times and alternate between kick ,throw,or empty Demon Flip…The object is to create STUN and mixups…

Something Ive noticed that I guess I only did for quite some time…

Back Throw, Standing Fierce>Mk Demon Flip Throw…
Options are:
1)Parry Can be used for SRK’s
2)Dive Kick Loop
3)Whiff Demon Flip Throw>Thow
4)Whiff Demon Flip Throw>Ex Counter

Notes:

(Very Close)Standing Fierce>Mk Demon Flip Crosses up Shotos…
Blocked Hurricane Kick FADC is useful on block for Ultra baiting…

Jab Fireball…(pause) Ex Dive Kick>Throw is nice from full screen…you have to wait a second after the opponent blocks to get the throw…otherwise it’ll whiff…

One nutty Thing I did Tonight…

Ex Palmed someone just outside the corner, hit them with Jab Fireball>Fierce fireball>Far Standing Fierce…Opponent threw out a jab…Counter>Fadc >Ultra

Worth thinking about…

Shogun, Im gonna extrapolate on your stunnage. i’ve posted this in the combos section. But, in the corner you can do:

jump-in Fierce -> s.Fierce xx jab FB xx FADC -> s.fierce xx ex. Palm -> fierce FB -> ex FB -> cr.Fierce xx demon flip throw for a whopping 1100 stun.

From anywhere is where I defer from you. Instead of:

Jumping Fierce,Standing or Crouching Fierce>Ex Palm>FADC>Jumping Mk, Dash Under>Fierce>Ex Palm>Palm

I prefer to use:

j.Fierce -> s.fierce xx jab fireball xx FADC -> cr.fierce xx ex Palm -> fierce Palm (for 810 guaranteed stun)

For me at least, you can do that string and instead of the fierce Palm, you can jump and do your resets, which I actually like a lot. I believe this does more than 1000 stun.
As well, if your j.fierce -> s.fierce xx jab FB gets blocked you can still FADC in and then use this:

Standing Fierce>Light Demon Flip Kick>Standing Close Forward>Light Demon Flip Kick (or throw)…

Using jab FB xx FADC creates safer and more guaranteed pressure.

If we’re talking outside of the corner there isn’t enough meter for another FADC jump mk reset. In the corner, I prefer to do FP Hadou, stand fierce, demon flip mixup.

Outside of the corner, to modify what you do Addy,

Jump fierce, stand fierce, jab fireball, FADC, cr. fierce, roundhouse tatsu, FADC, reset mixup.

I do prefer doing the jump mk dash under instead though.