Character Overview
Guide by Nyoronoru
Gouken is a hard hitting zoning char with powerful resets and great damage in his combos. His fireball is great at zoning players out and forcing opponents to engage him. Gouken can also switch to attack mode quickly with his Demon Flip to catch the opponent off guard, letting him switch up between offense and defense. Most of Gouken's combos end with the opponent being flung far away where Gouken can begin his two-sided zoning game.
Gouken has some real problems with defense though. All of his reversals are extremely sub-par, forcing him to take very risky guesses on wakeup. Gouken also has no good link combos from Light Attacks and has to rely on the opponent to make major mistakes in order to land his big damage.
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Strengths •
+ Can really lay on the hurt when he gets a hit confirm.
+ Can set up a real maze with his fireballs.
+ Has an incredibly good reset game.
+ Corner pressure is really brutal.
+ A fast forward dash.
+ Great range on his Focus Attack.
+ Untechable knockdowns are the name of his game.
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Weaknesses •
- Really bad backdash.
- Has very few reliable ground normals for poking.
- Fireball has slow startup, so it's hard to use at mid range.
- No link combos into knockdowns from Light Attacks.
- Only safe approach options are very slow.
Special Moves
Damage
All Versions
55
Charged
110
EX
120
Charged EX
120
Properties
Gouken's projectiles have the same startup and recovery regardless of the version used. You'll want to be using the Light version and Medium version to pressure opponents at mid screen and farther, and the Hard version to catch people jumping at you recklessly. The recovery on all the fireballs is pretty short, so as long as the opponent doesn't react before the fireball has left Gouken's hand you should be able to defend yourself.
All of Gouken's fireballs juggle the opponent, so you can follow up with a variety of moves, including your Ultra (if you are in the corner). The most common juggles off anti-air fireballs is the Hard Senkugoshoha or the Demon Flip Sweep attack.
Gohadoukens give Gouken a lot of frame advantage if they are blocked. Because of this, you can set up some really brutal corner pressure, locking the opponent down with crouching Hard Punch, far standing Hard Kick and a fireball barrage. The frame advantage also helps for allowing the opponent less time to react to your Demon Flip.
Just like any other fireball in the game, Gohadouken can be used in FADC combos to add on some extra damage or to get a hard knockdown in your combo. Also while all of the Gohadoukens can be charged by holding the button down, it's generally unwise to do so as the startup is so incredibly long.
EX Version: EX Gohadouken throws out the Light and Medium versions that are very difficult to avoid. Because they take up so much space and they juggle just like the regular fireballs, they're ideal for chipping an opponent close to KO or to get a powerful juggle combo that turns the tides in your favor.
Be wary if you are fighting a character with good anti-projectile attacks, because the recovery of the EX version is longer than the recovery of the regular version making it more likely for you to be punished with such tactics.
Damage
Light
90
Medium
130
Hard
140
EX
150
Properties
This rushing Palm attack from Gouken has a variety of uses, both for combos, as a long range attack and punishing fireballs. Only the Light Running Palm is safe on block; all other versions can be heavily punished!
The Light Running Palm is a meter-building tool for Gouken. It's also the fastest one which allows him easy combos off faster hit confirms such as close standing Medium Kick. If the opponent has made a mistake in front of you, but you are unsure if you have enough time to land a more damaging punish, then this move will offer the knockdown you need.
The Medium and Hard versions have invincibility after the brief pose at the beginning of the move, allowing them to bypass attacks, throws and projectiles. This invincibility doesn't cover the attacking portion of the move where Gouken sticks out his palm, so it's possible to get interrupted at the end of the move. It's still good if you can predict a fireball coming though.
The Medium version will connect easily from both crouching and standing Hard Punch at any range whereas the Hard version will only combo from from those at very close range. Keep this in mind for combos. If you want to land a Running Palm from an anti-air fireball juggle, all that really matters is how far the opponent is when the fireball hits.
EX Version: EX Senkugoshoha is a two-hit attack that only launches on the second hit. You can combo into this just as easily as the Medium version. If you land this move midscreen, you can dash forward and perform a variety of moves such as EX Hurricane Kick or your Sweep. You can also just follow up with the Hard Palm as an easy damage increase.
The juggles from this move are extremely powerful in the corner, due to the ability of Gohadoukens to juggle afterwards. It also allows you more reset opportunities with your normal attacks.
Damage
Light
120
Medium
155
Hard
185
EX
200
A. Light
100
A. Medium
110
A. Hard
120
A. EX
200
Properties
Gouken's grounded Hurricane Kick does not have any startup invincibility of any kind, but it can be used as an anti-air due to its good hitbox. Still, its use in this regard is very risky, so most players use the move to add on damage in juggles. This especially applies in the corner or after an EX Senkugoshoha.
All of the Hurricane Kicks can be FADCed on the first hit. If you have really fast reactions, you can FADC the Hurricane Kick and juggle into Ultra 1. The Light version starts up the fastest.
The aerial Hurricane Kick has several uses; comboing after a jumping Medium Punch or to try and escape the corner. The only version of this attack you need is the Hard version to escape corners and to add damage. It's a bit too slow to be used in air-to-air counters, so it's best to just stick with one of your jumping normals.
EX Version: EX Tatsumaki Gorasen is completely invincible on startup, allowing you to use it as a reversal. If you catch an opponent with it, you can FADC the first hit and land Ultra 1. The only problem is that it's a very slow reversal, making it hard to catch opponents who pressure you with Light Attacks.
Because of the invincibility of the move, it is very possible to use as an anti-air, although it's a bit slow compared to other invincible anti-airs in the game. This move is also really damaging, so apply it in juggle combos.
The aerial EX Hurricane Kick can have its travel path altered by holding the joystick forward or backwards. It's max range of distance traveled doesn't go any farther than the Hard version, so don't bother trying to use it to escape corners.
Damage
Slide Kick
100
Dive Kick
80
Throw
150
Properties
Gouken's Demon Flip is one of the very few ways he can approach the opponent safely. After Gouken begins his descent, you have several options. Since the button depressed determines how far Gouken flips, you can bait anti-airs by traveling the right distance and punish when you land.
- Punch: Pressing this will cause Gouken to perform an aerial parry attack that can absorb a single hit. It's possible to go through some multi-hit moves, but it all depends on the juggle mechanics of the anti-air being parried. This counter motion can be broken by armor breaking attacks so be mindful of certain matchups.
- Kick: Gouken's dive kick is active until it reaches the ground (and it's safe on block) and regardless of how high the dive kick is when it starts, you should be able to combo into either a standing Hard Punch or a standing Medium Kick easily if the Dive Kick lands.
The dive kick itself is tough to counter and the ground recovery is short, but since it takes so long for Gouken to flip to the opponent's location it's quite possible to get intercepted by a jump back attack. This attack can also be blocked low, despite it being an aerial attack.
- Throw: The demon flip throw has to be spaced very carefully in order for it to land. There is also more ground recovery on whiff than any other move. Still, this move is the go-to move when you reset the opponent during a combo string. It's damaging and sets up a great knockdown situation for you.
- Nothing: Pressing nothing will have Gouken perform an unsafe slide kick. There's no real use for this unless you're comboing after a juggle in some way (such as an anti-air fireball juggle)
EX Version: This move has a humongous amount of startup invincibility, covering the startup flip and some of the travel path. This is probably Gouken's best reversal, but the problem is that it takes so long for Gouken to get to a state where he can attack that this can be easily countered.
EX Demon Flip has the same startup as the regular Demon Flip, but it auto-tracks towards wherever the opponent is standing. It also travels through the air much faster.
Damage
Counter
150
EX
150
Properties
Gouken's counter will work on any move that is not a throw or armor breaking. The punch button determines which tiype of attack the counter can intercept. Light counters lows, Medium counters mids and Hard counters high attacks. After Gouken gets struck, he has complete invulnerability until the counter ends.
This one of Gouken's reversal options, but it's quite easy to punish and guessing which way the opponent will attack can often get you killed. It's still good if you see an obvious attack coming though such as a crossup for example.
If you absorb an attack with this move, you'll get "grey damage" just like with a Focus Attack. Also, you can use this counter against projectiles, but it's not worth it unless the opponent is in close proximity with his own projectile (like Akuma and his air fireballs).
One of the best uses for this move is to punish crouch techs. Poke the opponent carefully and if they are attempting to tech a throw, go for a low counter to lay on the hurt.
EX Version: EX Kongoshin can counter a move regardless of where it strikes Gouken, eliminating the guessing game. It doesn't do more damage than the regular version though, but it's a nice reversal if you can't predict the opponent's next attack direction.
Super and Ultra Moves
Properties
This Super has really slow startup, so it's not good for punishes. It has good potential as an anti air because it is completely invincible on startup, but the slow speed really hinders it.
The damage of ths Super is good, but if you don't connect the initial punch of the move the damage is lessened considerably (such as during juggles). It's not hard to combo into, but Gouken's EX moves are far better than anything this Super could offer.
Properties
Shin Shoryuken is a very damaging Ultra that has two variations. The full cinematic does more damage than the non-cinematic variation though, so you should always try to combo into the former. It's not hard at all to combo into this Ultra once you have the right amounts of EX but it doesn't really have any use outside of juggles. Combos into Ultra include:
- Air fireball (corner only)
- EX air fireball (corner only)
- Throw (backwards)
- EX Senkugoshoha, dash forward (non-cinematic, large chars only)
- EX Senkugoshoha FADC dash forward
- Tatsumaki FADC (must be very fast)
- EX Tatsumaki FADC (see above)
- Forward jumping medium punch (must catch opponent high, pathetic damage)
This Ultra has slow startup just like the Super, so it's hard to use as an anti-air unless you can anticipate a jump.
Properties
Unlike its Third Strike counterpart, Denjin Hadouken is a blockable Ultra. It gains some unique properties though in exchange which make it a viable Ultra depending on your playstyle. For example, the fireball now wallbounces the opponent allowing followups.
This is one of two Ultras in the game that actively inflict stun on the opponent. You can charge the Ultra by holding down the Kick buttons, and the longer you charge the more damage and stun you will do. Naturally, the longer you charge the move the harder it is to land from combos.
Another unique property of the Ultra is that it can add stun to a blocking opponent. While the game won't allow a full stun if someone is blocking, it can set them up for an easy stun afterwards especially if their stun limit is close to being reached. Keep in mind that the stun inflicted on a blocking opponent is scaled by 50% compared to a non-blocking one.
The worst qualities of this Ultra are that it doesn't inflict as much damage as Shin Shoryuken, it's too slow to be used as a counter or punish (you can be thrown out of the startup too), It's difficult to take advantage of the wallbounce unless your opponent's back is to the wall, and the stun-based mixup game is poor compared to guaranteed damage.
Notable Normal Moves
Standing Hard Kick
Gouken's best mid range poke. Can also be used as a kara throw starter.
Gouken's sweep is very fast, making it a good long range punish option.
Gouken's crouching Hard Punch is for opponents that are almost directly above you, whereas crouching Medium Kick is for those who jump in front of you.
An overhead attack that has slow startup but is fast once it gets going. The range is pretty good.
Performing this motion at the peak of Gouken's forward jump will cause him to change trajectories and do a dive kick attack. It is extremely difficult to combo from this move, so use it for approaches instead. It's faster than your Demon Flip Dive Kick so it's harder to react against.
Both of these attacks can crossup for Gouken. Comboing from the Light Kick is really tough unless it's done deep but you might be able to tick into a throw instead. Medium Kick is much more reliable and can be done much more "deep" than the Light Kick.
Both of these moves slam the opponent into the ground if they make contact in air-to-air situations. You can also perform them during juggles such as after EX Senkugoshoha in the corner.
Gouken's backwards throw launches the opponent. You can land a large amount of attacks when the opponent descends behind you. These options include juggling into both of your Ultras, your Super, into a cancelable normal and so forth. Choose whichever is best for the situation.