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|Street Fighter V||+ (varied followup)|
|All other appearances||+ (varied followup)|
Executed by performing a Shoryuken motion? and pressing kick (or a Tiger Knee motion and punch in the Alpha series), the user leaps forward, high into the air. How far forward he travels is determined by the strength of the kick button pressed; the EX Special version introduced in the Street Fighter IV series automatically homes in on the opponent's location.
Depending on which attack button(s) or motion(s) is used before they land, the user will finish the move differently. Both Gouken and Akuma have different potential followups; however, they will have the same properties regardless of the button used.
In Ultimate Marvel vs. Capcom 3, Akuma gains the ability to use this move in midair.
In Street Fighter V, the EX Special version of the move can hit on the way up and also changes the properties of the follow up attacks. The EX version also permits an execution of an airborne EX Tatsumaki Zankukyaku or a EX Zanku Hadoken at the apex of the leap at no extra meter cost.
If there is no follow-up command, the user performs the Hyakki Gozan (百鬼豪斬 or 百鬼剛斬 Hyakki Gouzan?, "Hundred Ogre Great/Strong Slash"). Akuma does a sliding kick that trips an opponent, while Gouken does a sweep instead. Prior to the Street Fighter III series, Akuma used his crouching medium kick for the slide animation before doing a unique following leg-thrust.
|All appearances (Akuma)||+ ()|
For Akuma, pressing punch causes him to perform the Hyakki Gosho (百鬼豪衝 Hyakki Goushou?, "Hundred Ogre Great Pierce"), generally referred to as the Demon Palm. Akuma aims a flying 'smash' palmstrike at the opponent's head. Most games classify the move as an overhead; in the Street Fighter IV series, this move has the Armor Break property and will also floor the opponent.
Prior to the Street Fighter III series, Akuma used his jumping medium/heavy punch animation for the move; from the Street Fighter III series onward, the move was given a more unique animation using his leading hand. In Marvel vs. Capcom 3, Akuma's fist sports purple flame effects during this attack.
|All appearances (Gouken)||+ ()|
|Capcom vs. SNK 2 and all prior games||+ ()|
The Hyakki Gosen (百鬼豪尖 Hyakki Gousen?, "Hundred Ogre Great Tip") was one of Akuma's followup options prior to the Street Fighter III series, executed by pressing kick before he lands. Akuma brings his leg(s) crashing down on an opponent's head in a horizontal position, knocking them down as he lands on his back; the Capcom vs. SNK games had Akuma slam his leading leg down in a crashing-stomp leg drop instead.
|Capcom vs. SNK 2 and all prior games||+ ()|
As of the 2012 patch of Super Street Fighter IV: Arcade Edition, Gouken's version is counted as an overhead. In the Street Fighter IV series, Akuma's versions use a less steep angle compared to the Street Fighter III series and Marvel vs. Capcom 3; Street Fighter X Tekken uses a mix of the older and new angles.
In Marvel vs. Capcom 3, Akuma's attacking leg creates purple flame effects; Street Fighter X Tekken gives the kicking leg a purple 'ki' aura instead.
|All appearances||+ ( + )|
The Hyakki Gosai (百鬼豪砕 or 百鬼剛砕 Hyakki Gousai?, "Hundred Ogre Great/Strong Smash") is executed by performing a throw input before the user lands. Akuma will grab the opponent's shoulders and flip them over, while Gouken grabs the opponent's head, performs a back flipping knee kick to the opponent's face, then slams the opponent down on the floor with a chopping attack.
If done near a midair opponent, the user performs the Hyakki Gotsui (百鬼豪墜 or 百鬼剛墜 Hyakki Goutsui?, "Hundred Ogre Great/Strong Crash"), where they grab the foe and fly forward, pile-driving their head upside down onto their knee. Akuma uses this move in the Street Fighter III and Capcom vs. SNK series.
In older games the Gosai throw is performed by pressing the relevant throw command, i.e. forward or back and strong punch or kick (or two punches or kicks in Street Fighter Alpha 3). Using the forward throw results in Akuma flipping the opponent upside down and driving them into his knee, with this version eventually becoming the Gotsui's animation. Pressing the kick (i.e. back throw) will cause Akuma to put his opponent into a spinning pile driver similar to that of Zangief. This animation also makes an appearance in early Marvel vs. Capcom games if Akuma performs a double Hyper Combo with Zangief.
|All appearances (Akuma)||+ ( + )|
For Akuma, the Hyakki Goho (百鬼豪砲 Hyakki Gouhou?, "Hundred Ogre Great Cannon") is executed using a Hadoken input in midair (i.e. performing a quarter-circle forward? motion and pressing punch); Akuma will perform a Zanku Hadoken after the front flip.
In Super Street Fighter IV: Arcade Edition, starting from the 2012 patch, Akuma can only cancel into the EX Zanku Hadoken from the EX Hyakkishu, making it a somewhat costly follow-up that can be used to escape ground traps. In Marvel vs. Capcom 3, Akuma can follow-up with a Zanku Hadoken of any strength from any Hyakkishu, since in that game, the move is now a legitimate followup with only an extra input required.
|OMEGA Mode (Ultra Street Fighter IV, Akuma)||+ + ()|
The Hyakki Goha (百鬼豪波 Hyakki Gouha?, "Hundred Ogre Great Wave") was introduced in Ultra Street Fighter IV as another follow-up to Akuma's variant of the Hyakkishu. It can only be accessed through the EX Special version, but it does not consume any points from the Super Combo Gauge. The attack consists of a 2-hit Zanku Hadoken that is launched on an angle between the medium and heavy variants of it's basic form. The move replaces the Hyakki Gosho as the attack triggered by pressing punch during the EX Special Hyakkishu, and the Hyakki Goho was removed probably due to it's close resemblance and function.
Akuma's Hyakkishu and its followups are often considered his best tools for executing powerful wakeup/mixup-based offensive strategies.
Gouken's version tends to be much more varied due to an altered Gozan and the tricks possible with the Goheki, but can also achieve the same type of offensive merit as Akuma's version with a more Jack-of-All-Trades approach.
While Akuma's Hyakki Gojin is not classified as an overhead, Marvel vs. Capcom 3 enables it to hit OTG, enabling ground-based pick-up combos (especially if used as an assist).
The Gojin follow-up has more utility than the older Gosen, as it allows the attacker to immediately perform a combo upon connecting successfully. If spaced properly this move can even cross-up. Despite being counted as an overhead since the 2012 patch, Gouken's version comes at a somewhat steeper angle making it harder to use as an ambiguous cross-up.
An intentionally whiffed Hyakki Gosho can be used to setup for the Shun Goku Satsu by buffering two light punches during the landing animation, which in trade can also cancel the recovery lag that the Gozan usually has.
The Hyakki Gozan can be used to counter predictable projectiles and score a favorable knockdown, and can provide openings for pressure with good spacing. However, it is extremely unsafe on block. Moves such as the Gosen or Gojin can also be heavily punished on block or whiff, especially if they have a recovery animation.
- Gatou Futaba of Garou: Mark of the Wolves, in both The King of Fighters 2003 and The King of Fighters XI, has not only a similar type of flying variable move like the Hyakkishu, the Fuuga (Wind Fang) and Ura Fuuga (Reverse Wind Fang; each offers different followups), has a move called the Ouga (Reply Fang) only done from his Ura version, which is a defensive state that predates Gouken's Goheki, only that it is an automatic counter/reversal special that can counter all sorts of moves, as opposed to a parry.