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Frame Data Gouken

FRaccie edited this page Oct 20, 2026 · 4 revisions

Gouken frame data

Frames at 60 per second, against a standing opponent at point blank. ° also measured in the game · KD knocks down · Total, Hitstun and Blockstun (counted from the first active frame) are at the right end.

Key: every mark and note
Mark Meaning
° also measured in the game
KD on hit: knocks down
2(6)2 active: 2 frames, a 6-frame gap, 2 frames
2(6)×4 2 active: 2 frames and a 6-frame gap, four times, then 2 frames
N hits ⁽ᵗ⁾ active: too long for the table; the full timing is under the table
Proj projectile; recovery counts from the throw
Air air move; on hit and on block depend on the height, so mostly none given; Recovery is the landing recovery
Whiffs cr. misses a crouching opponent; on block is against standing guard
No hit did not hit a standing opponent up close, so no hit numbers
No block never blocked in our runs, so no block numbers
Cinematic cinematic not simulated yet; only startup and invincibility
Inv invincible on these frames
Land landing recovery frames

Normals

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Close LP
cl.LP
4 2 9 +3° 0° 14 14 11
Far LP
far.LP
5 2 9 +3° 0° 15 14 11
Close LK
cl.LK
5 2 9 +3° 0° 15 14 11
Far LK
far.LK
6 2 9 +3° 0° 16 14 11
Close MP
cl.MP
5 2 11 +7° +4° 17 20 17
Far MP
far.MP
5 2 11 +5° +1° 17 18 14
Close MK
cl.MK
3 2 13 +2° -1° 17 17 14
Far MK
far.MK
7 2 13 +2° -1 Whiffs cr. 21 17 14
Close HP
cl.HP
8 2 16 +4° 0° 25 22 18
Far HP
far.HP
8 5 13 +4° 0° 25 22 18
Close HK
cl.HK
4 5(1)3 15 +5° 0 Whiffs cr. 27 23 18
Far HK
far.HK
8 2 19 0° -3° 28 21 18
Crouch LP
cr.LP
3 2 9 +3° 0° 13 14 11
Crouch LK
cr.LK
5 4 9 +1° -2° 17 14 11
Crouch MP
cr.MP
5 2 14 +3° -2° 20 19 14
Crouch MK
cr.MK
4 3 16 -2° -5° 22 17 14
Crouch HP
cr.HP
6 4 22 -3° -8° 31 23 18
Crouch HK
cr.HK
6 3 18 KD -3° 26 - 18
Neutral Jump LP
nj.LP
5 6 5 - - Air · No hit - - -
Neutral Jump LK
nj.LK
6 7 5 - - Air · No hit - - -
Neutral Jump MP
nj.MP
5 4 5 - - Air · No hit - - -
Neutral Jump MK
nj.MK
6 3 5 - - Air · No hit - - -
Neutral Jump HP
nj.HP
6 4 5 - - Air · No hit - - -
Neutral Jump HK
nj.HK
7 3 5 - - Air · No hit - - -
Angled Jump LP
j.LP
5 5 5 - - Air · No hit - - -
Angled Jump LK
j.LK
7 8 5 - - Air · No hit - - -
Angled Jump MP
j.MP
4 4 5 - - Air · No hit - - -
Angled Jump MK
j.MK
7 4 5 - - Air · No hit - - -
Angled Jump HP
j.HP
5 3 5 - -19 Air · Whiffs cr. · No hit - - 16
Angled Jump HK
j.HK
8 3 5 - - Air · No hit - - -

Command normals

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Sakotsukudaki
6+MP
17 4 13 +2° -3 Whiffs cr. 33 19 14

Throws

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Hyakki Gosai
5+LP+LK
3 2 20 - - 24 - -
Amaoroshi
4+LP+LK
5 2 24 - - 30 - -

Specials

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Gohadoken LP
236+LP
17 - 24 +6 +2 Proj 41 31 27
Gohadoken MP
236+MP
17 - 24 +6 +2 Proj 41 31 27
Gohadoken HP
236+HP
17 - 24 +6 +2 Proj 41 31 27
EX Gohadoken
236+PP
17 - 38 KD +4 Proj 55 - 27
Tatsumaki Gorasen LK
214+LK
7 2(8)2(10)2 67 KD -70 Land 26 97 - 21
Tatsumaki Gorasen MK
214+MK
10 2(8)2(8)2(10)2 70 KD -83 Land 26 113 - 21
Tatsumaki Gorasen HK
214+HK
13 5 hits ⁽ᵗ⁾ 79 KD -102 Land 26 135 - 21
EX Tatsumaki Gorasen
214+KK
5 2(8)2(2)×5 2(5)2 79 - -97 Inv 1-6 full · Land 26 122 - 21
Airborne Tatsumaki Senpukyaku LK
j.214LK
6 2 20 KD -4 Air · Whiffs cr. - - 21
Airborne Tatsumaki Senpukyaku MK
j.214MK
6 2 20 KD -4 Air · Whiffs cr. - - 21
Airborne Tatsumaki Senpukyaku HK
j.214HK
6 2 20 KD -4 Air · Whiffs cr. - - 21
EX Airborne Tatsumaki Senpukyaku
j.214KK
6 2 20 KD -4 Air · Whiffs cr. - - 21
Senkugoshoha LP
623+LP
9 4 21 KD -4° 33 - 21
Senkugoshoha MP
623+MP
21 4 23 KD -6 Inv 4-13 full 47 - 21
Senkugoshoha HP
623+HP
27 4 23 KD -6 Inv 5-19 full 53 - 21
EX Senkugoshoha
623+PP
32 4(11)4 22 KD -5 Inv 5-24 full 72 - 21
Senkugoshoha LK
623+LK
43 11 20 - - No hit · Land 34 73 - -
Senkugoshoha MK
623+MK
43 11 20 - - No hit · Land 34 73 - -
Senkugoshoha HK
623+HK
43 11 20 - - No hit · Land 34 73 - -
EX Hyakkishu
623+KK
- - - - - No hit · Inv 1-25 full - - -
Kongoshin (High) LP
421+LP
- - - - - No hit 32 - -
Kongoshin (High) MP
421+MP
- - - - - No hit 32 - -
Kongoshin (High) HP
421+HP
- - - - - No hit 32 - -
EX Kongoshin (High)
421+PP
- - - - - No hit 32 - -

Full active timing ⁽ᵗ⁾:

  • Tatsumaki Gorasen HK 214+HK: 2(8)2(7)2(8)2(11)2

Super

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Forbidden Shoryuken
236236+LP
1+2 20 61 - -57 Inv 1-5 full 83 - 21
Forbidden Shoryuken
236236+MP
1+2 20 61 - -55 Whiffs cr. · Inv 1-5 full 83 - 21
Forbidden Shoryuken
236236+HP
1+2 20 61 - -55 Whiffs cr. · Inv 1-5 full 83 - 21

Ultra 1

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Shin Shoryuken
236236+PPP
0+11 22 93 - -89 Whiffs cr. · No hit · Cinematic · Inv 1-12 full 125 - 21

Ultra 2

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Denjin Hadoken
236236+KKK
0+13 - 61 - -9 Proj · Cinematic · Inv 1-12 strike+projectile 74 - 29

Other

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Focus Attack (held)
5+MP+MK
21 2 35 -21 -21 57 16 16
Focus Attack (released early)
5]MP+MK[
11 2 35 -21 -21 47 16 16
Taunt
5+HP+HK
- - - - - 45 - -

Where SuperCombo differs

Ember vs SuperCombo wiki: 1 different

Our number comes from the game files and was checked in the game where marked above.

Move Field Ember SuperCombo
Forbidden Shoryuken On block -57 -44

Generated 2026-10-21 from the game's own files by Ember's battle simulator (build afd904246f24). Do not edit this page: it is rebuilt from the data.

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