Everyone knows SA I is the best super art for Gouki. That isn’t being questioned. SA II has some tricks that make it interesting, though.
MGS has a few advantages over MGH. The first two are damage and stun. The most important is it can be canceled from a slightly modified B&B combo, which the other two main arts can’t (Gourasen worked in 2nd Impact). This allows for a large number of situations where you can add a super on a combo for a worthwhile amount of damage.
All damage and stun should be considered to be against normal defense and stun characters.
c = close
d = down
Alone, the super does 33.1% damage. Against a crouching target it does 38.7%. Starts up in 3 frames.
Avoid cancelling this super from a dragon punch. It will do less than the super itself, except the LP DP, which isn’t confirmable.
HP DP (1 hit), MGS = 28.7%
HP DP (2 hits), MGS = 28.1%
MP DP, MGS = 32.5%
LP DP, MGS = 33.75%
Don’t cancel from a fireball. You can cancel from dMK, but not at maximum range (you’ll miss). dLK, dLP, dLK doesn’t work, but will if you remove the last dLK.
dLK, dLP, MGS = 35.6%
Gouki’s B&B is cHP, LK Tatsumaki, HP DP. If you remove the DP and add another cFP, you can cancel into the MGS.
cHP, LK Tatsumaki, cHP, MGS = 45.6% and over 60% stun. Ouch.
You can leave the B&B alone and cancel the MGS from a dragon punch, but the results aren’t as impressive.
Basically anytime you can punish with cHP, you can add the super. This includes catching someone with a midair Tatsumaki. You can then cHP, MGS, or LK Tatsumaki, cHP, MGS.
The one catch is you need to hit them deep with the close FP. If their body is too high above you, they’ll hit the top of your fist. The super will miss them and you will die.
You can add either jumping heavy before the cHP vs ground targets for even more damage. jHP does more damage and stun than jHK, but there are times when you’ll want to use jHK, like when you’re above a cornered target.
jHP, cHP, LK Tatsumaki, cHP, MGS = 50.6% and over 75% stun. On Remy and Gouki this does about 95% stun (full stun if you taunt).
The stun damage from this super is not bad (25 points, Shinshoryuken is 20), even though Gouki isn’t considered a stun character. Remember that cFK does more stun damage than even Urien’s EX Headbutt and combos from a jumping heavy. This, the cHPs, and MGS add a lot of stun in your favor.
Occasionally, if you execute the super at a long range and hit the target’s limb, they’ll be able to block the rest of the super. Only use it up close or after the cHP and you won’t have this problem.
The final hits of the super may miss an airborne opponent who is stunned by a previous portion of the B&B combo. I’m sure there’s a reason for this but I don’t know what it is.
MGS beats Ken’s Shippu before and after activation.
This super has the strange and useless property of doing more damage if some of its own hits miss after a taunt.
Taunt, MGS (first uppercut misses) 65 points
Taunt, MGS 64 points
Forgot to mention, you can neutral throw Dudley and hit him with this super while he’s on the ground if he doesn’t quickstand. I don’t think it works on anything but old arcade versions. Thanks OmegaX.
I’ll continue to edit this with more stuff.