Only has orange launchers on the ring and while in backturn.
Limited options for hitting opponents on the ground.
Can be outranged by opponents with weapons and other big moves.
Tips and Tricks
Important/Generally Good Tools
While all of Gushiken's moves serve a purpose , here are some moves to keep in mind when playing/picking up Gushiken. These are not his only useful moves, again, just enough to get an idea of how he plays.
General Use Highs and Mids
' 5P ' : Fast punch. Good to throw out when someone is disrespecting your pressure or trying to push their advantage too much. Can also allow you to get a small punish with moves that leave you with a small amount of advantage. The follow up strings(PPP, Hold P, PK, ect) add to it's usefulness.
' 66PP ' : This move can see use in scramble situations. It is fast, and it can be tricky to the 2nd hit low in a tense situation. Is vulnerable to dodging, which helps make it a good tool for conditioning opponents into dodging.
' 5K ' : 5K and the follow up strings after are pretty useful. It is fast and has pretty good range. Great for bigger opponents in check, but it has use in most match ups. Good in juggles too.
' j.K ' : Is fast. It's a standard hop kick, but you can squeeze some damage out in scramble situations. If you are panicking, this can help you not get grabbed as well. Pretty good for juggles.
Color Attacks
'66K' : Gushiken does a high blue colored round house kick. Can be good to catch someone pressing buttons, but it has good range and is relatively fast for how big of a move it is. If it hits a special counter hit (while move is active), it will bounce them to the ring and do a considerable amount of damage. This is good no matter where you are, and be extremely good depending on your position at the time. If you are close enough, you will be able to bully them on wake up or even be able to sneak a few more hits in.
' 1P ' : Yellow launcher. Can be good to catch opponents off guard. Can get by some high attacks with how he bends down slightly.
' Back Turned 8 K ' Orange launcher. On hit, it is a massive damage and oki opportunity. It is fast and has a surprising amount of range. Something to keep in mind when left in back turn from throw breaks/pull over throws, or from one of Gushiken's moves that leave him in back turn.
'623K' : A yellow launcher kick that goes VERY far, at the cost of being rather slow to start. Can be used to call out someone jumping on the ring or over committing to a slow move from far away. Goes very high, can also be used as a juggle ender. Looks really cool.
Lows
2K : Gushiken's go to low. Doesn't do a ton of damage, but they can definitely add up. Great for keeping pressure up pretty much any time as it is very fast, and the follow up strings (2KK and 2K3K) are useful for making them respect 2K. Also useful for juggle/ground combos
412K(+ follow up strings) : While on the slower side, this move does have its uses. This move is Gushiken's fastest way of going into back turn, making it strong to not use the strings always. Because of this, going into the follow up strings can catch opponents off guard. The kick string also hits opponents on the ground well, and the 8K end is yellow to help deter lazy dodges (They can dodge attack long before it). This should not be used anywhere near as much as 2K, but being back turned does give Gushiken access to different moves.
Universal Ring Kick
Gushiken has access to a Universal ring kick(214K), in addition to his unique backroll ring kick. Since inputting 24 will make you back roll, you have to get the ringkick input without backrolling.
This is important, since this makes teching pull over throws against Gushiken much more threatening. The back roll ring kick is also much easier to see coming outside of pull over throw situations.
There are several known tricks for doing generic ring kicks consistently. These are:
Buffering 214K during a move (For example, 5P)
Holding down slightly longer before inputting the rest of the 214K
Doing each part of the input slightly slower.
Backdash and hold back. Near the end of the backdash, presh kick. This is the alternate input for a ring kick.
The timing for this came be a little tricky. A good visual indicator that it will most consistently work is when gushiken crouches. He doesn't need to crouch for long, just enough time to input a ring kick. It is the current belief that the crouch is not necessary, but it is rather tight to do without.
Must be done in neutral stance, will always perform Neutral P (see above) before it. Great for juggles, but can be air atemi'd easily if you get too comfortable using it.
Slightly slower third hit. While 5PP seems to be the safer option, it can be useful to keep them on their toes with a third punch every now and then. Can also be used to condition
opponent to dodge for PPK.
Crossfire クロスファイア PPK
Input
Damage
Block
Color
Startup
Active
Recovery
On Hit
On Block
PPK
19
High
White
x
x
x
+x
-x
Gushiken does a white colored round house kick at the end of string. Can be good for calling out opponents who are dodging your 5P strings. Can be dodge hit or crouched if they know it is coming.
Gushiken does a hell sweep after his PP string. Can catch an opponent when they are blocking. This can be dodged or jumped with relative ease, so use sparingly.
Gets use after scramble situations. You want to either hit them with the first hit and stop, or have them block the first hit so they have to deal with the 2nd. If the start to dodge this, it's time to start mixing in throws/color attacks.
Hits low. If the first punch hits, the opponent can hold dodge to get a guaranteed punish. On block, they must block the 2nd low punch. Could be good to close out a heart.
Can be delayed, as 623 is a command dash. This goes for all 623 moves as well. A safer option for hitting far opponents, or a decent move to push your advantage with the follow up attacks.
Commando Palm コマンドパーム 623P~P
Input
Damage
Block
Color
Startup
Active
Recovery
On Hit
On Block
623P~P
21
High
Blue
x
x
x
+x
-x
Cancels "Commando Strike" (623P). Can be good as a mix up for catching dodge-happy opponents, as well as other niche situations.
This is Gushiken's only orange launcher he has on the ground. It is pretty fast and has surprising amount of range. On hit, it can lead to great damage and oki. While it is scary, it is something that can be seen coming since you must be in back turn. It also takes him out of backturn.
Back Roll - Kangaroo Kick バックロールカンガルーキック Back Turned26K
Input
Damage
Block
Color
Startup
Active
Recovery
On Hit
On Block
BT 26K
20
Mid
White
x
x
x
+x
-x
Gushiken does his unique ring kick towards the opponent. It is slow to come out, and it is only white colored. This is most likely his worst back turn move, but it is pretty funny.
Rising Uppercut Back Turned2P
Unlisted
Unlisted
Input
Damage
Block
Color
Startup
Active
Recovery
On Hit
On Block
BT 2P
-
Mid
Yellow
x
x
x
+x
-x
Similar to 1P, but he bends down lower and it comes out slower. Takes him out of back turn.
Generic on Ring kick move. Pretty fast, gives good opportunities for juggle/oki on hit.
Scramble Kick スクランブルキック On Circle 2K
Input
Damage
Block
Color
Startup
Active
Recovery
On Hit
On Block
OC 2K
18
Mid
Orange
x
x
x
+x
-x
To Be Added
Throws
Kannuki Nage 閂投げ P+K
Input
Damage
Block
Dodge
Startup
Active
Recovery
On Hit
On Block
On Dodge
P+K
Throw Down
No
No
x
x
x
+x
-x
-x
Gushiken performs a Double Overhook Suplex, also known as in Japan as wrestler Akira Taue's "Kannuki Suplex".
Excalibur エクスカリバー P+K (Reversal 1)
Input
Damage
Block
Dodge
Startup
Active
Recovery
On Hit
On Block
On Dodge
P+K (Reversal 1)
Throw Down
-
-
x
x
x
+x
-x
-x
Gushiken performs wrestler KAORU's "Excalibur" throw, itself a variant of TAKA Michinoku's "Michinoku Driver II" technique.
Jackhammer ジャックハマー P+K (Reversal 2)
Input
Damage
Block
Dodge
Startup
Active
Recovery
On Hit
On Block
On Dodge
P+K (Reversal 2)
Throw Down
-
-
x
x
x
+x
-x
-x
Gushiken performs wrestler Goldberg's "Jackhammer", allegedly created by wrestler Jaguar Yokota.
Kannuki Sabaki 閂捌き 2P+K
Input
Damage
Block
Dodge
Startup
Active
Recovery
On Hit
On Block
On Dodge
2P+K
Throw Down
No
No
x
x
x
+x
-x
-x
Gushiken performs an arm-snapping Double Overhook clinch.
Manhattan Drop マンハッタンドロップ 2P+K (Reversal)
Input
Damage
Block
Dodge
Startup
Active
Recovery
On Hit
On Block
On Dodge
2P+K (Reversal)
Throw Down
-
-
x
x
x
+x
-x
-x
Gushiken performs an Inverted Atomic Drop throw, known as "Manhattan Drop" in Japan for its association with wrestler Adrian Adonis' Japanese "Boso Okami" / "Manhattan Rider" aliases.
Back Tomb バックツーム Behind P+K
Input
Damage
Block
Dodge
Startup
Active
Recovery
On Hit
On Block
On Dodge
Behind P+K
Throw Down
No
No
x
x
x
+x
-x
-x
Gushiken performs a Kneeling Reverse Piledriver, also known as "Tombstone Piledriver" for its heavy association with wrestler The Undertaker.
Screw Leg Whip スクリューレッグホイップ 6P+K (Counter Kick)
Condition(s)
Startup
Active
Recovery
On Escape
On Success
Atemi high kick
x
x
x
-x
-
Gushiken's unique high kick atemi. He can get a lot of mileage out of it in certain matchups, or against opponents who like to use 5K a lot.
Bomber
Victory Wave ビクトリーウェーブ D+P+K
Input
Damage
Block
Dodge
Startup
Active
Recovery
On Hit
On Block
On Dodge
D+P+K
100+
High
No
x
x
x
+x
-x
-x
Gushiken shoots a large projectile across the screen. He leans back while shooting it, making him barely miss getting hit by some high attacks. Charges relatively fast.