SF4 Biweekly TACV 09: Gouken
Gouken can create free juggle states with seven different moves, whereas most characters only have lvl2/lvl3 Focus Attacks to rely on. However, only four of his attacks possess inherent juggle potential, none of which are particularly versatile. Furthermore, he’s remarkably unique within the Shoto family, so it’s interesting to experiment with visually familiar yet functionally divergent attacks inspired by Ryu and Ken’s moveset.
0:11 Gouken’s HK Hyakkishu -> Hyakki Gosai is an air-to-ground throw, so crumple stun is the only way to combo it. Dash canceling a Focus Attack doesn’t give Gouken enough time it before the opponent falls over and becomes airborne. Yet he can land it after trading a lvl3 Focus Attack with pretty much anything, due to the massive amount of impact freeze caused by Focus Attacks. See how much sooner Gouken starts reeling from Zangief’s far s.HK compared to how much longer it takes Gief to begin animating from Gouken’s lvl3 Focus Attack?
0:18 Gouken’s only two repeatable free juggle setups are his Gohadokens and the first hit of j.MP, both demonstrated here. The first hit of HK Tatsumaki Gorasen doesn’t create a free juggle state if the opponent is already in air reel when it connects, but the whole thing connects anyway because the remaining hits have inherent juggle potential.
0:26 Dan’s Jumping Taunt propels him ridiculously high into the air, giving Gouken enough room to juggle five Gohadokens – one charged HP, two HP, one MP, and one LP – then cancel into HP Forbidden Shoryuken for all seven hits. This combo inflicts 510 damage and 460 stun.
0:35 Gouken’s dash speed combined with his quick Focus Attack startup allow him to link a dash-canceled lvl3 Focus Attack into lvl2 Focus Attack before the opponent falls over. However, comboing Gouken’s lvl2 EX Focus Attack after any single-hit Gohadoken still requires the projectile to travel for at least one frame before connecting. Gouken’s B+LP+LK throw is exceptional because it neither causes damage nor registers on the combo counter. What it does do is create a free juggle setup without even putting the opponent into conventional air reel – which means the first hit of HK Tatsumaki Gorasen still creates a free juggle state when it connects, which allows the first hit of j.MP to connect as another free juggle setup, which allows the first hit of Shin Shoryuken to connect. This combo deals 443 damage and 615 stun.
0:53 Stringing together three LP Gohadokens as shown only works against Dhalsim and Abel due to the particular way their hitboxes lean forward. Of course it wouldn’t dizzy Abel so that leaves only Sim. It would’ve been nice to add another fireball before the EX Senkugoshoha, but unfortunately it only combos from hard attacks and even then only if Gouken doesn’t have to travel for too long. This combo causes 624 damage.
1:18 All Kongoshin versions create a free juggle state as initial launchers, but not when they hit an opponent during air reel. Their lengthy recovery time normally prevents followups, but FADC takes care of that problem. Rose’s backward j.LK triggers Gouken’s HP Kongoshin which creates a free juggle state, then HP Gohadoken creates another free juggle state, and Rose’s LP Soul Spark triggers another HP Kongoshin. The first hit of Shin Shoryuken has no juggle potential so it whiffs as expected, then three hits of the secondary animation juggle. Unfortunately the remaining three hits whiff because that last Kongoshin can’t elevate Rose high enough to stay within range of the entire Shin Shoryuken, which generates surprisingly meager vertical lift on its own. This combo totals 481 damage and 370 stun.
1:29 Gouken’s charged EX Gohadoken deals 240 base damage, knocks down, installs repeatable free juggle setups, and only counts as one attack on the reduction scale. Even the uncharged version deals 140 base damage. With the way SF4’s combo reduction works, it’s very difficult to come up with anything better for Gouken to do. This combo clocks in at 905 damage against Seth in Training Mode. As far as i can tell, the only way to increase that number would be to replace the MP Senkugoshoha with an HP version, which seems too slow. Sadly, this combo can’t be tested against Akuma because his standing hitbox is too short and his air reel hitbox is too compact.
This is a tool-assisted combo video recorded with two ASCII PAD V Pro programmable controllers. Absolutely no cheats, hacks, or game-altering devices were used in the making of.