QUARTER CIRCLE FORWARD + PUNCH
This is Gouken's fireball and his primary tool for controlling space on the screen. Each strength will make the Gohadouken fire off at different angles, and you can hold the button to charge it to change up the timing.
The EX version will send two fireballs on the screen, one travelling horizontally, and the other at a 45 degree angle.
FORWARD, DOWN, DOWN-FORWARD + PUNCH
This attack is useful for passing through projectiles and punishing attacks from a distance. The EX version is two hits, and you can FADC the first hit to extend the combo.
QUARTER CIRCLE BACK + KICK
Gouken's hurricane kick which is typically used as a combo ender.
FORWARD, DOWN, DOWN-FORWARD + KICK
This is Gouken's "Demon Flip" in that it is similar to Akuma's where it has multiple follow ups depending on what you press.
These are the follow ups:
- Press Nothing: Sweep
- Punch: Air Parry, will absorb most attacks.
- Kick: Dive Kick attack.
- Throw: Air Grab.
BACK, DOWN, DOWN-BACK + PUNCH OR KICK
This is Gouken's parry or counter attack. It will absorb any non armor breaking attack and send the opponent flying. Useful in matches such as Dhalsim where the opponent makes heavy use of normal moves. Using punch will initiate a high counter, while kick will execute a low counter.
SUPER - FORBIDDEN SHORYUKEN
QUARTER CIRCLE FORWARD X2 + PUNCH
Gouken will want to use his EX meter for his special attack through most of the match so don't plan on using this Super all that often. That said, it can be useful in ending the match if you have the opportunity to do so.
ULTRA 1 - SHIN SHORYUKEN
QUARTER CIRCLE FORWARD X2 + PUNCH X3
Gouken's three hit Shoryuken which will do big damage. Probably the most preferred Ultra for Gouken players considering he can combo into the full Ultra off of a back throw.
ULTRA 2 - DENJIN HADOUKEN
QUARTER CIRCLE FORWARD X2 + THREE KICKS
This Ultra is one of the more unique ones in Super Street Fighter 4, in that it's main purpose is to inflict heavy stun instead of damage. The Denjin Hadouken can be charged up, and if it hits the opponent it can do up to 800 pts of stun. Even if the opponent blocks the attack, it will still inflict 400pts of stun. To put this in perspective, Akuma has 850 pts of stun and Ryu has 1000, so landing a full Denjin will most likely lead to the opponent being stunned after even one follow up attack. If you land the Denjin, it will also result in a wall bounce where you can follow up with a Tatsumaki (Hurricane Kick).
You can also connect this off of a back throw and it will do 400 pts of stun but you cannot follow up with anything after the wall bounce.