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Gougi (aka -Gougi Boosts- or Gougi System) is a major mechanic in Fighting EX Layer, adding passive buffs to a character throughout the match as certain conditions are met. While there are similarities to the Gem System in Street Fighter X Tekken, they are arranged and chosen in a manner similar to the Groove system from Capcom vs. SNK and Capcom vs. SNK 2.

Description[edit | edit source]

Gougis are decks (preset groups) composed of five power-ups each. With the exception of two decks, each one has power-ups split between blue and yellow cards, each with their own Trigger and Effect properties. The Trigger is the action/set-of-actions/inaction required to activate the boost and the Effect is the boost itself.

Blue cards tend to be small-time effects with simpler ways to trigger them during a match. These effects include movement speed, boosted throw range, heavy attacks that negate projectiles, and more damage during combos. Yellow cards tend to be bigger buffs that form the core of a deck's theme, with the cost of being trickier to trigger. These effects include invisibility while dashing, super armor, and draining meter from the opponent.

While the deck starts with all five cards grayed out, they will either gradually fill up (in a clockwise motion) or light up immediately upon fulfilling the trigger conditions. Once active, their effects are cumulative and persist between rounds. Multiple cards of the same type also stack with each other.

Decks[edit | edit source]

Each deck emphasizes a different playstyle from rushdown to mixups to just simply debilitating the opponent. While there were five decks in the beta, the full game adds ten more decks.

Aggro[edit | edit source]

This deck emphasizes offensive play and allows players to not worry about the intricacies of Gougi.

Yellow Cards:[edit | edit source]

  • Rampage:
    • Trigger: Deal over 40 damage in a single Combo.
    • Effect: Damage increases the more you attack.
  • Illusion:
    • Trigger: Receive over 300 points of Damage.
    • Effect: Able to escape Combos once per round.

Blue Cards:[edit | edit source]

  • Chip Up:
    • Trigger: Deal 40 points of Chip Damage.
    • Effect: Increase Chip Damage by 1.
  • Grab Up:
    • Trigger: Land 2 Normal Throws.
    • Effect: Increase Normal Throw range by 20%
  • Erase Blow:
    • Trigger: Hit your opponent with Heavy Attacks 3 times.
    • Effect: Get the ability to negate projectiles with Heavy Attacks.

Juggernaut[edit | edit source]

This deck emphasizes turtling and using armor.

Yellow Cards:[edit | edit source]

  • Hades:
    • Trigger: Get knocked down 12 times.
    • Effect: Gain Super Armor.
  • Guard Break:
    • Trigger: Attack your opponent with 4 Hard Attacks (MP+MK).
    • Effect: Hard Attacks become Guard Breaks.

Blue Cards:[edit | edit source]

  • Meter Up:
    • Trigger: Attack your opponent 10 times.
    • Effect: Increase Super Meter Gain by 10%.
  • Speed Up:
    • Trigger: Allow 10 seconds to pass in-game.
    • Effect: Increase Movement Speed by 10%.
  • Attack Up:
    • Trigger: Build 1 Bar of Super Meter.
    • Effect: Increase Damage by 5%.

Shinobi[edit | edit source]

This deck best suits characters who specialize in hit-and-run tactics and mixups.

Yellow Cards:[edit | edit source]

  • Ghost:
    • Trigger: Avoid your opponent for 6 seconds.
    • Effect: Turn invisible during Forward Dashes.
  • Guard Cancel:
    • Trigger: Guard 30 Attacks.
    • Effect: Become able to cancel Guards into Special Attacks.
  • Guard Break:
    • Trigger: Attack your opponent with 4 Hard Attacks (MP+MK).
    • Effect: Hard Attacks become Guard Breaks.

Blue Cards:[edit | edit source]

  • Speed Up:
    • Trigger: Allow 10 seconds to pass in-game.
    • Effect: Increase Movement Speed by 10%.
  • Attack Up:
    • Trigger: Build 1 Bar of Super Meter.
    • Effect: Increase Damage by 5%.

Infinity[edit | edit source]

This deck is for using it on a character who relies on super meter and can do loops.

Yellow Cards:[edit | edit source]

  • Rage:
    • Trigger: Spend 10 Blocks of Super Meter.
    • Effect: Gain the ability to recover Super Meter.
  • Guard Cancel:
    • Trigger: Guard 30 Attacks.
    • Effect: Become able to cancel Guards into Special Attacks.

Blue Cards:[edit | edit source]

  • Meter Up:
    • Trigger: Attack your opponent 10 times.
    • Effect: Increase Super Meter Gain by 10%
  • Meter Up:
    • Trigger: Attack your opponent 10 times.
    • Effect: Increase Super Meter Gain by 10%
  • Meter Up:
    • Trigger: Attack your opponent 10 times.
    • Effect: Increase Super Meter Gain by 10%

Miracle[edit | edit source]

This deck rewards players who hoard their meter by allowing them to menace their opponent.

Yellow Cards:[edit | edit source]

  • Overload:
    • Trigger: Spend 10 Blocks of Super Meter.
    • Effect: Gain the ability to recover Super Meter.
  • Hades:
    • Trigger: Get knocked down 12 times.
    • Effect: Gain Super Armor.
  • Soul Drain:
    • Trigger: Drain a total of 99 Super Meter from your opponent.
    • Effect: Drain Super Meter and Health by being near your opponent.
  • Utsusemi:
    • Trigger: Perform a Recovery 5 times.
    • Effect: Turn invisible during Recoveries.
  • Mammoth:
    • Trigger: Spend 20 blocks of Super Meter.
    • Effect: Increase Damage by 35%.

Stealth Raptor[edit | edit source]

This deck is perfect for mixup characters, allowing them to rush down their opponents with overhead attacks.

Yellow Cards:[edit | edit source]

  • Hunting Dash:
    • Trigger: Dash for a total of 3 seconds.
    • Effect: Forward Dashes become Short Hops.
  • Utsusemi:
    • Trigger: Perform a Recovery 5 times.
    • Effect: Turn invisible during Recoveries.

Blue Cards:[edit | edit source]

  • Grab Up:
    • Trigger: Land 2 Normal Throws.
    • Effect: Increase Normal Throw range by 20%
  • Speed Up:
    • Trigger: Allow 10 seconds to pass in-game.
    • Effect: Increase Movement Speed by 10%.
  • Speed Up:
    • Trigger: Allow 10 seconds to pass in-game.
    • Effect: Increase Movement Speed by 10%.

Berserker[edit | edit source]

This deck is focused on going all-out. It notably loses to guard cancel decks.

Yellow Cards:[edit | edit source]

  • 6 Chain:
    • Trigger: Perform 15 Chain Combos.
    • Effect: Chain Combos become 6 Chains.
  • Pierce:
    • Trigger: Attack your opponent 30 times.
    • Effect: Normal Attacks deal Chip Damage.

Blue Cards:[edit | edit source]

  • Grab Up:
    • Trigger: Land 2 Normal Throws.
    • Effect: Increase Normal Throw range by 20%
  • Meter Up:
    • Trigger: Attack your opponent 10 times.
    • Effect: Increase Super Meter Gain by 10%
  • Erase Blow:
    • Trigger: Hit your opponent with Heavy Attacks 3 times.
    • Effect: Get the ability to negate projectiles with Heavy Attacks.

Double Face[edit | edit source]

This deck gives the player different skills based on whether the player win or lose a round.

Yellow Cards:[edit | edit source]

  • Heads or Tails:
    • Trigger: Complete 1 round.
    • Effect: Win to activate 6 Chain, Lose to activate Hades.
  • Guard Cancel:
    • Trigger: Guard 30 Attacks.
    • Effect: Become able to cancel Guards into Special Attacks.
  • Illusion:
    • Trigger: Receive over 300 points of Damage.
    • Effect: Able to escape Combos once per round.

Blue Cards:[edit | edit source]

  • Grab Up:
    • Trigger: Land 2 Normal Throws.
    • Effect: Increase Normal Throw range by 20%
  • Meter Up:
    • Trigger: Attack your opponent 10 times.
    • Effect: Increase Super Meter Gain by 10%

Sky Dancer[edit | edit source]

This deck allows players to jump in without getting punished hard for it.

Yellow Cards:[edit | edit source]

  • EX Arrow:
    • Trigger: Attack your opponent with 4 Jump Attacks.
    • Effect: By inputting Down>Up, you can jump directly to your opponent.
  • Guard Break:
    • Trigger: Attack your opponent with 4 Hard Attacks (MP+MK).
    • Effect: Hard Attacks become Guard Breaks.
  • Illusion:
    • Trigger: Receive over 300 points of Damage.
    • Effect: Able to escape Combos once per round.

Blue Cards:[edit | edit source]

  • Chip Up:
    • Trigger: Deal 40 points of Chip Damage.
    • Effect: Increase Chip Damage by 1.
  • Frenzy:
    • Trigger: Remain below 50% health for 6 seconds.
    • Effect: Increase Damage as your Health is lowered.

Nightmare[edit | edit source]

This deck focuses on handicapping the opponent's meter while the player become faster and more reactive.

Yellow Cards:[edit | edit source]

  • Energy Drain:
    • Trigger: Knock your opponent down 4 times.
    • Effect: Drain Super Meter from a downed opponent.
  • Soul Drain:
    • Trigger: Drain a total of 99 Super Meter from your opponent.
    • Effect: Drain Super Meter and Health by being near your opponent.
  • Ghost:
    • Trigger: Avoid your opponent for 6 seconds.
    • Effect: Turn invisible during Forward Dashes.

Blue Cards:[edit | edit source]

  • Speed Up:
    • Trigger: Allow 10 seconds to pass in-game.
    • Effect: Increase Movement Speed by 10%.
  • Speed Up:
    • Trigger: Allow 10 seconds to pass in-game.
    • Effect: Increase Movement Speed by 10%.

Babel[edit | edit source]

This deck suits characters who are reliant on their special attacks.

Yellow Cards:[edit | edit source]

  • Desperation:
    • Trigger: Perform Special Attacks or Super Combos 8 times.
    • Effect: Damage increases the more you land Special Attacks/Super Combos.
  • Guard Cancel:
    • Trigger: Guard 30 Attacks.
    • Effect: Become able to cancel Guards into Special Attacks.
  • M.Power:
    • Trigger: Build 5 bars of Super Meter.
    • Effect: Gain a Damage boost depending on how much Super Meter you have.

Blue Cards:[edit | edit source]

  • Meter Up:
    • Trigger: Attack your opponent 10 times.
    • Effect: Increase Super Meter Gain by 10%
  • Meter Up:
    • Trigger: Attack your opponent 10 times.
    • Effect: Increase Super Meter Gain by 10%

Thunderbolt[edit | edit source]

This deck is best suited for characters who have good damage output but cannot catch up with their opponents.

Yellow Cards:[edit | edit source]

  • Teleport:
    • Trigger: Attack your opponent out of a Dash Attack 5 times (Dash, then land the Dash attack combo).
    • Effect: Teleport directly in front of your opponent when dashing.
  • Critical:
    • Trigger: Avoid your opponent for 12 seconds.
    • Effect: Gain a large Damage boost for a limited time.

Blue Cards:[edit | edit source]

  • Attack Up:
    • Trigger: Build 1 Bar of Super Meter.
    • Effect: Increase Damage by 5%.
  • Meter Up:
    • Trigger: Attack your opponent 10 times.
    • Effect: Increase Super Meter Gain by 10%
  • Frenzy:
    • Trigger: Remain below 50% health for 6 seconds.
    • Effect: Increase Damage as your Health is lowered.

Fantasia[edit | edit source]

A reversal-centric deck that only benefits a few characters, but gives good rewards.

Yellow Cards:[edit | edit source]

  • Meter Gross:
    • Trigger: Perform 2 Reversals.
    • Effect: Gain Meter when performing Reversals.
  • Power Reversal:
    • Trigger: Attack with 5 Reversals.
    • Effect: Reversals gain a Damage boost.
  • Disrupt:
    • Trigger: Perform a Super Cancel from a Super Combo.
    • Effect: Spend all Super Meter to perform a powerful Super Combo.

Blue Cards:[edit | edit source]

  • Attack Up:
    • Trigger: Build 1 Bar of Super Meter.
    • Effect: Increase Damage by 5%.
  • Meter Up:
    • Trigger: Attack your opponent 10 times.
    • Effect: Increase Super Meter Gain by 10%

Supernova[edit | edit source]

Much like Miracle, this deck rewards players for hoarding their meter. However, this is an all-or-nothing deck that best suited to characters with insanely powerful Super Attacks.

Yellow Cards:[edit | edit source]

  • Overload:
    • Trigger: Spend 10 Blocks of Super Meter.
    • Effect: Gain the ability to recover Super Meter.
  • Rage:
    • Trigger: Spend 10 Blocks of Super Meter.
    • Effect: Gain the ability to recover Super Meter.
  • G.Break:
    • Trigger: Attack your opponent with 4 Hard Attacks (MP+MK).
    • Effect: Hard Attacks become Guard Breaks.
  • Disrupt:
    • Trigger: Perform a Super Cancel from a Super Combo.
    • Effect: Spend all Super Meter to perform a powerful Super Combo.
  • M.Power:
    • Trigger: Build 5 bars of Super Meter.
    • Effect: Gain a Damage boost depending on how much Super Meter you have.

Grab Master[edit | edit source]

A grab-focused deck that makes all throws much more dangerous.

Yellow Cards:[edit | edit source]

  • Kraken Power:
    • Trigger: Perform a Special Throw or Throw Super Combo 5 times.
    • Effect: Increase Special Throw and Throw Super Combo Damage by 20%.
  • Kraken Grab:
    • Trigger: Spend a total of 10 seconds close to your opponent.
    • Effect: Special/Super Throw Range 30% up (with some exceptions).

Blue Cards:[edit | edit source]

  • Grab Up:
    • Trigger: Land 2 Normal Throws.
    • Effect: Increase Normal Throw range by 20%
  • Speed Up:
    • Trigger: Allow 10 seconds to pass in-game.
    • Effect: Increase Movement Speed by 10%.
  • Erase Blow:
    • Trigger: Hit your opponent with Heavy Attacks 3 times.
    • Effect: Get the ability to negate projectiles with Heavy Attacks.

Trivia[edit | edit source]

  • In a couple of character story details, Gougi is described as having mystical and corrupting qualities.
    • Garuda's backstory in Fighting EX Layer implies that he created Gougi solely for the purpose of luring strong fighters so that he can kill them[1].
    • Doctrine Dark's backstory has him controlled by Gougi and that he's unaware that he's being manipulated by Garuda's dark energy. Thus providing a second mention of Garuda being responsible for creating Gougi[2].

Refenrences[edit | edit source]

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