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Every Ryu´s super art is good, each one with their own advantages, disadvantages and changes on their gameplan | Every Ryu´s super art is good, each one with their own advantages, disadvantages and changes on their gameplan | ||
Shinkuu Hadouken (SA1) gives you confirms into super and more meter than the other two (which is good for zoning/dealing damage), but it´s damage isn´t great | Shinkuu Hadouken (SA1) gives you confirms into super and more meter than the other two (5.6 EX moves, which is good for zoning/dealing damage), but it´s damage isn´t great | ||
Shin Shoryuken (SA2) does incredible damage, but it´s only one bar, which limits it´s EX usage, and it´s very risky if it´s blocked/missed | Shin Shoryuken (SA2) does incredible damage, but it´s only one bar, which limits it´s EX usage (3.2 EX moves), and it´s very risky if it´s blocked/missed | ||
Denjin hadouken (SA3) gives you deadly unblockable setups, dealing incredible stun damage, but it has a long recovery which it´s risky if the opponent it´s not stunned. Also, it´s one short bar, which limits it´s EX usage, but it´s good in other way becaus it charges faster than the other two | Denjin hadouken (SA3) gives you deadly unblockable setups, dealing incredible stun damage, but it has a long recovery which it´s risky if the opponent it´s not stunned. Also, it´s one short bar, which limits it´s EX usage (2.4 EX moves), but it´s good in other way becaus it charges faster than the other two | ||
==== | === Super Art tips === | ||
== Super Art I tips == | |||
'''Shinkuu Hadouken''' | |||
'''Air reset into SA1''' | |||
SA1 hits after air reset only after these moves: | |||
From the ground: Close LP, UOH and Frd.MP. | |||
From mid-air: All moves except 2 hit MP. Super will hit after air MP only if 1 out of 2 attacks hits. | |||
After EX Joudan Geri you can reset opponent with cl.LP and do SA1. If opponent tries to parry you can use HK Tatsumaki | |||
* SA1 is projectile super, which means you can use it to win by chip damage easily. However, opponent can parry 1 or 2 SA1 fireballs (out of 5) and do his own super to counter. Not all supers can be used for this though, only fireball invincibility supers | |||
* Hadouken canceled into SA1 only reduces damage, therefore you should never combo SA1 from Hadouken, unless you want to use it for hit confirms. | |||
* After SA1 you should always do HK Tatsumaki to get in front of opponent. After that, you can do meaty fwd.MP, SA1. fwd.MP must hit with its last frames. Because wakeup time is specific for all characters this only works on Ryu(77), Akuma(77), Sean(77), Urien(76), Ken(75), Chun-Li(88). ''Numbers represent frames it takes for a character to stand up.'' | |||
* LP Shoryuken/MP Shoryuken xx SA1 is not effective on all characters. SA1 can hit up to 5 times, but it can also have weak damage. Here is list that shows how many fireballs from SA1 will hit after LP Shoryuken or MP Shoryuken. (is preferred to use the MP version it's stronger than LP version) | |||
{| border="1em" cellspacing="0" width="25%" style="border: 1px solid #999; background: none;" | |||
|- | |||
| '''Done on Character''' || '''Number of fireballs that hit''' | |||
|- | |||
| Makoto || 5 | |||
|- | |||
| Oro || 5 | |||
|- | |||
| Akuma || 5 | |||
|- | |||
| Ken || 5 | |||
|- | |||
| Ryu || 5 | |||
|- | |||
| Sean || 5 | |||
|- | |||
| Yun || 5 | |||
|- | |||
| Yang || 5 | |||
|- | |||
| Elena || 5 | |||
|- | |||
| Hugo || 4 | |||
|- | |||
| Necro || 4 | |||
|- | |||
| Urien || 4 | |||
|- | |||
| Dudley || 3 | |||
|- | |||
| Remy || 3 | |||
|- | |||
| Chun-Li || 3 | |||
|- | |||
| Alex || 3 | |||
|- | |||
| Twelve || 2 | |||
|- | |||
| Q || 0 | |||
|- | |||
| Ibuki || 0 | |||
|- | |||
|} | |||
* Never cancel from HP SRK to SA1. SA1 cannot hit after HP SRK. | |||
* EX Shoryuken canceled into SA1 is bad way to waste Super gauge. Most SA1 fireballs won't hit the opponent. | |||
== Super Art II tips == | |||
'''Shin Shoryuken''' | |||
* SA2 has 2 types of damage - 4 hits (better) and 6 hits. Normally it will do 4 hits and more damage, however when SA2 hits far, or far mid-air opponent, it will do 6 hits and less damage. You can sometimes juggle with Shoryuken if you did 6 hits SA2 in the corner. | |||
* When you have a chance to punish with a combo, use cl.MP xx HP Shoryuken xx SA2. If you're aiming for stun damage, use cl.HP xx HP Shoryuken xx SA2. | |||
* Ryu's SA2 is the highest priority super in the game after Akuma's KKZ. This means that it can beat any other super move in the game. | |||
'''What to do after Shin Shoryuken?''' | |||
» Best juggle damage after SA2 is HK Tatsumaki. There is 3 frame timing where Tatsumaki (and other special moves) would cancel Ryu's recovery animation when he lands on the ground, and if you manage to do it in 3 frame timing your Tatsumaki will juggle successfully. However, if you canceled SA2 from any move, you don't need that cancel after Ryu lands, therefore it´s timing is different. | |||
» If you did SA2 in corner, you can Jump HP air reset and then mixup overhead and low attacks. Or you can just Dash in, HP Shoryuken (Easier timing than HK Tatsumaki) | |||
» If you landed SA2 at mid screen you can: super Jump cancel, LK air reset, dash in (crossover), Close HP. There are 3 different conditions for this to work: | |||
1) On Urien, Alex, Hugo, Necro, Twelve, Q, Chun-Li, Makoto, Elena this works normally. | |||
2) On Yun, Yang, Ibuki this only works if you landed SA2 while that character was in mid-air. | |||
3) On all other characters this only works if you canceled SA2 from Shoryuken or landed SA2 while that character was in mid-air. | |||
'''Air reset into SA2''' | |||
Ryu's SA2 has to be done at closest range, but most air resets push opponent too far away. Useful air resets SA2 setups are: | |||
» Anti air jump LK - Use SA2 when opponent is close to ground. | |||
» cl.LP, Dash, SA2 | |||
'''Linking SA2 after fwd.MP on wakeup''' | |||
There are 2 ways to do this: | |||
1) Kara SA2: To perform Kara SA2, use cr.MK or cr.HK before doing SA2. Input is ↓ ↘ → ↓ ↘+MK, P | |||
2) SA2 with extended → input. This means you will do ↓ ↘ → ↓ ↘ and now slightly hold final forward direction '''→''' before pressing Punch button. | |||
Idea of both methods is to make Ryu closer to opponent after fwd.MP. | |||
Here is list of characters on which you can perform these methods after fwd.MP on wakeup: | |||
''When "standing" or "crouching" position is excluded, it means that SA2 cannot hit that character in that position (SA2 is out of reach).'' | |||
» crouching Ibuki - Full damage Shin Shoryuken | |||
» crouching Dudley - Full damage Shin Shoryuken | |||
» crouching Makoto - Full damage Shin Shoryuken | |||
» crouching Alex - Full damage Shin Shoryuken | |||
» crouching Urien - Full damage Shin Shoryuken | |||
» standing Urien - Weak Shin Shoryuken, Kara Shoryuken juggle possible | |||
» standing Oro - Full damage Shin Shoryuken | |||
» standing Akuma - Weak Shin Shoryuken | |||
» standing Alex - Weak Shin Shoryuken | |||
» standing Sean - Weak Shin Shoryuken | |||
» standing Ken - Weak Shin Shoryuken | |||
» standing Chun-Li - Weak Shin Shoryuken | |||
» standing Remy - Full damage Shin Shoryuken | |||
» standing Q - Weak Shin Shoryuken, Shoryuken juggle possible | |||
» standing Ryu - Weak Shin Shoryuken | |||
» standing Elena - Full damage Shin Shoryuken | |||
» standing Hugo - Full damage Shin Shoryuken | |||
» standing Makoto - Weak Shin Shoryuken | |||
» standing Twelve - Full damage Shin Shoryuken | |||
» standing Necro - Full damage Shin Shoryuken | |||
» standing Necro - SA2 (None of 2 methods are required on Necro) - Weak Shin Shoryuken, Kara Shoryuken juggle possible | |||
» Yang - neither works | |||
» Yun - neither works | |||
== Super Art III tips == | |||
Denjin hadouken is a super that deals great stun damage, so it´s better to do setups before activating it so you can use it at it´s full potential. Best way to do a setup is to do LP Hadouken (so it gives Ryu more time to charge Denjin) and cancel that to SA3. It´s recommended to do the Hadouken xx SA3 cancel as fast as possible (when your Hadouken seems like a half moon at the super freeze) | Denjin hadouken is a super that deals great stun damage, so it´s better to do setups before activating it so you can use it at it´s full potential. Best way to do a setup is to do LP Hadouken (so it gives Ryu more time to charge Denjin) and cancel that to SA3. It´s recommended to do the Hadouken xx SA3 cancel as fast as possible (when your Hadouken seems like a half moon at the super freeze) | ||
[[File:Good_SA3_setup.png]] | [[File:Good_SA3_setup.png]] | ||
Here there is an image that shows stun damage types for Denjin Hadouken from 1 hit to 5 hit. Minimum 4 hit charged Denjin is required to stun characters with medium and short sun bar. | |||
[[File:Denjin_damage_types.png]] | |||
SA3 has a timer and it´s possible to accelerate it. There are different ways to do it: | SA3 has a timer and it´s possible to accelerate it. There are different ways to do it: | ||
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If your opponent if knocked down and they are closed to get stunned, you can do meaty cr.MK/cl.HP/cl.MK xx HP Shoryuken xx SA3 and stun them | If your opponent if knocked down and they are closed to get stunned, you can do meaty cr.MK/cl.HP/cl.MK xx HP Shoryuken xx SA3 and stun them | ||
If characters with long stun bar are hit with a 4 hit Denjin, you will need only one hit to stun them afterward (any move works except LP and LK). Do it in a short period, their stun bar can recover very quickly, and if you are knocked down you can miss the chance for stun. | |||
Best combo after stun is Jump HP, cr.HP xx HK Tatsumaki. If you have EX meter do Jump HP, cl.HP xx EX Joudan Geri, HK Tatsumaki/HP Shoryuken. If your opponent is too far, do j.HP, cr.MK xx HK Tatsumaki | |||
After you stun Oro, Yun or Yang you will have to use j.HP, cr.HP xx HK Tatsumaki. The reason why you have to use cr.HP instead of cl.HP is because Ryu after doing cl.HP, Tatsumaki won´t hit. You might as well use cr.HP on all characters because it deals the same damage as cl.HP. | |||
* Some Super Arts can go through Denjin fireball or any other fireball. Here is list of Super Arts that have fireball invincibility: | |||
{| border="1em" cellspacing="0" width="35%" style="border: 1px solid #999; background: none;" | |||
|- | |||
| '''Character''' || '''Super Art(s)''' | |||
|- | |||
| Yun || SA2 | |||
|- | |||
| Q || SA1 | |||
|- | |||
| Oro || SA1 (QCF PP), SA3 (QCF PP) | |||
|- | |||
| Chun-Li || SA2, SA3 | |||
|- | |||
| Dudley || SA1, SA2, SA3 | |||
|- | |||
| Sean || SA3 | |||
|- | |||
| Twelve || SA1 | |||
|- | |||
| Elena || SA1 | |||
|- | |||
| Hugo || SA3 | |||
|- | |||
| Alex || SA3 | |||
|- | |||
| Yang || SA2 | |||
|- | |||
| Ken || SA1, SA2 | |||
|- | |||
|} | |||
Revision as of 17:31, 14 September 2021
Overview
Ryu has a fast dash, good normals, ex moves and supers and good damage and stun
Good normals
- cr.MK
Decent range, fast, can cancel into SA1 and SA2 or Shoryuken if close and EX Hadouken (normal as well but EX is safe)
- st.MP
Decent range, fast, cancel into EX Hadouken
- cr.MP
Very fast, use it to charge meter, can cancel into SA1/SA2/Shoryuken/EX Hadouken
- st.MK
A bit slow of a move but it goes over lows
- cr.HP
Pretty fast, mostly used for anti-airing and punishing moves (cr.HP xx MK Joudan Geri is a good punish: if cr.HP hits, it deals good damage. If it can be cancelled, MK Joudan Geri is prefered because it hits opponents while they´re crouching)
Kara-throw
To perform Ryu's Kara-throw you will do f.MP, and then LP+LK (Throw) in the very next frame. The thing about Ryu's kara throw it's not F+MP itself that gives him enough range for throw. It's the holding forward before doing MP, Throw. That way Ryu walks forward before doing kara throw and has better range. Kara-throws work best in corner because opponent can't walk back, he will always be in range for throw as long as he's on ground. If you do Kara-throw too fast after your blocked move, then you can't throw your opponent. It's because of active blocking frames. So, whenever you try Kara-throw don't do it too fast. Because of Ryu's F+MP, you should hold Forward a bit and then press MP, Throw. In result, Ryu walks up and does Kara-throw, which is more effective.
Kara-throw setups
- cr.LK, Kara-throw (You will not be able to kara-throw opponent withing the first 5 frames after cr.LK. It´s 7 frames on Ryu, Chun-Li and Q, all three crouching. If Q stands up, his grab box will be airbone for a few frames, being 15 frames if he stands up after blocking cr.LK)
- st.LK, Kara-throw (You will not be able to kara-throw opponent withing the first 7 frames after st.LK. It´s 8 frames on Q and both Ryu and Chun-Li if they blocking crouching and 9 frames on Q if he blocks crouching. It´s 17 frames if Q stands up after blocking st.LK)
- cl.MP, Kara-throw (You will not be able to kara-throw opponent withing the first 6 frames after cl.MP. It´s 7 frames on Q and both Ryu and Chun-Li if they block crouching and 8 frames on Q if he blocks crouching. It´s 16 frames if Q stands up after blocking cl.MP)
- cl.LP, Kara-throw (You will not be able to kara-throw opponent withing the first 8 frames after cr.LP. It´s 9 frames on Q and 10 frames on Q if he blocks crouching. It´s 18 frames if Q stands up after blocking cr.LP)
- cr.LP, Kara-throw (You will not be able to kara-throw opponent withing the first 7 frames after cr.LP. it´s 8 frames on Q and both Ryu and Chun-Li if they block crouching and 9 frames on Q if he blocks crouching. It´s 17 frames if Q stands up after blocking cr.LP)
- cl.MK, Kara-throw (You will not be able to kara-throw opponent withing the first 7 frames after cl.MK. It´s 8 frames for Q and both Ryu and Chun-Li if they block crouching and 9 frames on Q if he blocks crouching. It´s 16 if Q stands up after blocking cr.MK)
Air game
Jump-ins
- j.MK (crosses up)
- j.HP (to attack, good damage)
- j.HK (to attack, little bit more range)
Air-to-air
- j.MP (hits twice, harder to parry, pushes you away on parry, totally safe in air-to-air)
- j.HP (to attack)
- j.HK (to attack)
- EX Tatsumaki (to attack, risky)
- j.LP (to attack opponent above you, and do SA1 when you land. If parried you can do it again)
- j.LK (if parried you can do it again)
Anti-air
- st.LP/cl.LP (best anti-air. If your opponent parry it, contine with Shoryuken xx SA1/SA2.If they get hit by LP you can still do SA1 or SA2)
- cl.MP
- far MP (hits horizontally, not great when your opponent is above you)
- cl.HP
- cr.HP (good when your opponent is nearly directly above you, slow startup)
- cl.MK
- st.HK (easy and decent start up , but long recovery)
- Hadouken (risky if your opponent parries it)
- EX Hadouken (safe if your opponent parries it
- Shoryuken/EX Shoryuken (risky if your opponent parry it)
- j.MP (fast startup and it hits twice, a bit risky if parried and it needs to be done fast)
After parried cl.LP/st.MP/cl.MP/cl.HP/cr.HP/cl.MK, you can do: Shoryuken/EX Shoryuken or Shoryuken xx SA1/SA2, Tatsumaki/EX Tatsumaki, Hadouken/EX Hadouken or Hadouken xx SA1/SA2 or EX Hadouken xx SA1 and Joudan Geri. This is sort of a confirm/anti parry moves, and some of this options aren´t great, but they are listed to demonstrate Ryu´s anti-air options
Wakeup game
Possible things to do on wakeup against an opponent:
- Forward MP (slow overhead. if done meaty can link into cr.LK, cr.LP and SA1)
- cr.LK, toward MP (low, then overhead)
- cr.LK, cr.LK (hits low)
- cr.LK, st.LP (whiff), Kara-throw (vs. crouching)
- cr.LK, step back 2 frames, Kara-throw
- walk in, step back, Kara-throw
- meaty UOH (can link into far LP, cl.MP, cl.HP, cr.LP, cl.MK, cr.LK, Shoryuken, SA1 and SA2)
- meaty cl.MK xx HP Shoruyken xx SA3
- cl.MK, kara throw
- crossup j.MK
- crossup j.MK,c.LK,kara throw
- jump back HK (HK after jump back must be done fast)
- fwd.MP (if your opponent keeps blocking down, you can do another f.MP)
- fwd.HP (If it hits, continue with EX Shoryuken or SA2.If its blocked you can: kara throw, walk in throw, cr.LK, cl.HP)
- Jump at same time opponent is getting up and parry his reversal (a bit risky)
- » Throw opponent and dash out. If opponent tried to counter, punish them with a combo.
Meaty attacks
- towards MP (if it´s done meaty, it can link into cr.LK, cr.LP and SA1)
- UOH (if it´s done meaty, it can link into far LP, cl.MP, cl.HP, cr.LP, cl.MK, cr.LK, Shoryuken, SA1 and SA2)
- cl.MK
- cl.HP
Super arts
Every Ryu´s super art is good, each one with their own advantages, disadvantages and changes on their gameplan
Shinkuu Hadouken (SA1) gives you confirms into super and more meter than the other two (5.6 EX moves, which is good for zoning/dealing damage), but it´s damage isn´t great Shin Shoryuken (SA2) does incredible damage, but it´s only one bar, which limits it´s EX usage (3.2 EX moves), and it´s very risky if it´s blocked/missed Denjin hadouken (SA3) gives you deadly unblockable setups, dealing incredible stun damage, but it has a long recovery which it´s risky if the opponent it´s not stunned. Also, it´s one short bar, which limits it´s EX usage (2.4 EX moves), but it´s good in other way becaus it charges faster than the other two
Super Art tips
Super Art I tips
Shinkuu Hadouken
Air reset into SA1
SA1 hits after air reset only after these moves:
From the ground: Close LP, UOH and Frd.MP.
From mid-air: All moves except 2 hit MP. Super will hit after air MP only if 1 out of 2 attacks hits.
After EX Joudan Geri you can reset opponent with cl.LP and do SA1. If opponent tries to parry you can use HK Tatsumaki
- SA1 is projectile super, which means you can use it to win by chip damage easily. However, opponent can parry 1 or 2 SA1 fireballs (out of 5) and do his own super to counter. Not all supers can be used for this though, only fireball invincibility supers
- Hadouken canceled into SA1 only reduces damage, therefore you should never combo SA1 from Hadouken, unless you want to use it for hit confirms.
- After SA1 you should always do HK Tatsumaki to get in front of opponent. After that, you can do meaty fwd.MP, SA1. fwd.MP must hit with its last frames. Because wakeup time is specific for all characters this only works on Ryu(77), Akuma(77), Sean(77), Urien(76), Ken(75), Chun-Li(88). Numbers represent frames it takes for a character to stand up.
- LP Shoryuken/MP Shoryuken xx SA1 is not effective on all characters. SA1 can hit up to 5 times, but it can also have weak damage. Here is list that shows how many fireballs from SA1 will hit after LP Shoryuken or MP Shoryuken. (is preferred to use the MP version it's stronger than LP version)
Done on Character | Number of fireballs that hit |
Makoto | 5 |
Oro | 5 |
Akuma | 5 |
Ken | 5 |
Ryu | 5 |
Sean | 5 |
Yun | 5 |
Yang | 5 |
Elena | 5 |
Hugo | 4 |
Necro | 4 |
Urien | 4 |
Dudley | 3 |
Remy | 3 |
Chun-Li | 3 |
Alex | 3 |
Twelve | 2 |
Q | 0 |
Ibuki | 0 |
- Never cancel from HP SRK to SA1. SA1 cannot hit after HP SRK.
- EX Shoryuken canceled into SA1 is bad way to waste Super gauge. Most SA1 fireballs won't hit the opponent.
Super Art II tips
Shin Shoryuken
- SA2 has 2 types of damage - 4 hits (better) and 6 hits. Normally it will do 4 hits and more damage, however when SA2 hits far, or far mid-air opponent, it will do 6 hits and less damage. You can sometimes juggle with Shoryuken if you did 6 hits SA2 in the corner.
- When you have a chance to punish with a combo, use cl.MP xx HP Shoryuken xx SA2. If you're aiming for stun damage, use cl.HP xx HP Shoryuken xx SA2.
- Ryu's SA2 is the highest priority super in the game after Akuma's KKZ. This means that it can beat any other super move in the game.
What to do after Shin Shoryuken?
» Best juggle damage after SA2 is HK Tatsumaki. There is 3 frame timing where Tatsumaki (and other special moves) would cancel Ryu's recovery animation when he lands on the ground, and if you manage to do it in 3 frame timing your Tatsumaki will juggle successfully. However, if you canceled SA2 from any move, you don't need that cancel after Ryu lands, therefore it´s timing is different.
» If you did SA2 in corner, you can Jump HP air reset and then mixup overhead and low attacks. Or you can just Dash in, HP Shoryuken (Easier timing than HK Tatsumaki)
» If you landed SA2 at mid screen you can: super Jump cancel, LK air reset, dash in (crossover), Close HP. There are 3 different conditions for this to work:
1) On Urien, Alex, Hugo, Necro, Twelve, Q, Chun-Li, Makoto, Elena this works normally.
2) On Yun, Yang, Ibuki this only works if you landed SA2 while that character was in mid-air.
3) On all other characters this only works if you canceled SA2 from Shoryuken or landed SA2 while that character was in mid-air.
Air reset into SA2
Ryu's SA2 has to be done at closest range, but most air resets push opponent too far away. Useful air resets SA2 setups are:
» Anti air jump LK - Use SA2 when opponent is close to ground.
» cl.LP, Dash, SA2
Linking SA2 after fwd.MP on wakeup
There are 2 ways to do this:
1) Kara SA2: To perform Kara SA2, use cr.MK or cr.HK before doing SA2. Input is ↓ ↘ → ↓ ↘+MK, P
2) SA2 with extended → input. This means you will do ↓ ↘ → ↓ ↘ and now slightly hold final forward direction → before pressing Punch button.
Idea of both methods is to make Ryu closer to opponent after fwd.MP.
Here is list of characters on which you can perform these methods after fwd.MP on wakeup:
When "standing" or "crouching" position is excluded, it means that SA2 cannot hit that character in that position (SA2 is out of reach).
» crouching Ibuki - Full damage Shin Shoryuken
» crouching Dudley - Full damage Shin Shoryuken
» crouching Makoto - Full damage Shin Shoryuken
» crouching Alex - Full damage Shin Shoryuken
» crouching Urien - Full damage Shin Shoryuken
» standing Urien - Weak Shin Shoryuken, Kara Shoryuken juggle possible
» standing Oro - Full damage Shin Shoryuken
» standing Akuma - Weak Shin Shoryuken
» standing Alex - Weak Shin Shoryuken
» standing Sean - Weak Shin Shoryuken
» standing Ken - Weak Shin Shoryuken
» standing Chun-Li - Weak Shin Shoryuken
» standing Remy - Full damage Shin Shoryuken
» standing Q - Weak Shin Shoryuken, Shoryuken juggle possible
» standing Ryu - Weak Shin Shoryuken
» standing Elena - Full damage Shin Shoryuken
» standing Hugo - Full damage Shin Shoryuken
» standing Makoto - Weak Shin Shoryuken
» standing Twelve - Full damage Shin Shoryuken
» standing Necro - Full damage Shin Shoryuken
» standing Necro - SA2 (None of 2 methods are required on Necro) - Weak Shin Shoryuken, Kara Shoryuken juggle possible
» Yang - neither works
» Yun - neither works
Super Art III tips
Denjin hadouken is a super that deals great stun damage, so it´s better to do setups before activating it so you can use it at it´s full potential. Best way to do a setup is to do LP Hadouken (so it gives Ryu more time to charge Denjin) and cancel that to SA3. It´s recommended to do the Hadouken xx SA3 cancel as fast as possible (when your Hadouken seems like a half moon at the super freeze)
Here there is an image that shows stun damage types for Denjin Hadouken from 1 hit to 5 hit. Minimum 4 hit charged Denjin is required to stun characters with medium and short sun bar.
SA3 has a timer and it´s possible to accelerate it. There are different ways to do it:
» Mashing your controller: inputing a direction (up, down, left and right) accelerates the timer by 2 frames each time you do it. Inputing a diagonal (up left, up right, down right, down left) will accelerate the timer by 3 frames each time you do it.
» Mashing punches: inputing a punch (mash the ones that you didn´t use for activating Denjin, otherwise Denjin will be released) accelerates the timer by 1 frame each time you do it.
» Mashing kicks: inputing 2 buttons at the same time accelerates the timer by 1 frame each time you do it.
Best way to do it is mashing diagonals
Setups
The most used setup is when Ryu knocks down the opponent (back throw, Tatsumaki, Joudan Geri, Shoryuken) then meaty LP Hadouken xx SA3. If you do Shoryuken xx SA3, charge it until they stand up (be aware if they quick stand). Other used setups:
» cr.LK x2 xx LP Hadouken xx SA3
» cr.LK, cr.LP xx LP Hadouken xx SA3
» cr.LK x2, cr.MK xx LP hadouken xx SA3
» cl.MK, cr.MP xx LP Hadouken xx SA3
» Fwd.HP, st.MP/cr.MP xx LP Hadouken xx SA3
» cl.MP, far MP/cr.MP xx LP hadouken xx SA3
» cr.LK, far MP xx LP Hadouken XX SA3 (Yun, Yang, Chun-Li, Oro and Elena needs to be standing so far MP can connect)
If your opponent if knocked down and they are closed to get stunned, you can do meaty cr.MK/cl.HP/cl.MK xx HP Shoryuken xx SA3 and stun them
If characters with long stun bar are hit with a 4 hit Denjin, you will need only one hit to stun them afterward (any move works except LP and LK). Do it in a short period, their stun bar can recover very quickly, and if you are knocked down you can miss the chance for stun.
Best combo after stun is Jump HP, cr.HP xx HK Tatsumaki. If you have EX meter do Jump HP, cl.HP xx EX Joudan Geri, HK Tatsumaki/HP Shoryuken. If your opponent is too far, do j.HP, cr.MK xx HK Tatsumaki
After you stun Oro, Yun or Yang you will have to use j.HP, cr.HP xx HK Tatsumaki. The reason why you have to use cr.HP instead of cl.HP is because Ryu after doing cl.HP, Tatsumaki won´t hit. You might as well use cr.HP on all characters because it deals the same damage as cl.HP.
- Some Super Arts can go through Denjin fireball or any other fireball. Here is list of Super Arts that have fireball invincibility:
Character | Super Art(s) |
Yun | SA2 |
Q | SA1 |
Oro | SA1 (QCF PP), SA3 (QCF PP) |
Chun-Li | SA2, SA3 |
Dudley | SA1, SA2, SA3 |
Sean | SA3 |
Twelve | SA1 |
Elena | SA1 |
Hugo | SA3 |
Alex | SA3 |
Yang | SA2 |
Ken | SA1, SA2 |
Taunt
Taunt increases your stun recovery speed. First time you taunt you get 10% stun recovery speed and 21% for the second taunt. Lasts for whole round. Maximum 2
taunts, 33% bonus.
But when you taunt you are wide open for an attack. Here are situations when you can taunt:
» After EX Hadouken
» After SA1
» After LK Tatsamaki (before doing it, check if the opponent has an option to counter you when they quick rise)
» After Joudan Geri (recommended to do it midscreen. And before doing it, check if the opponent has an option to counter you when they quick rise)
» After SA2
It is recommended that you use taunt against these characters:
- Makoto - Necro - Alex - Yang - Oro
Also use it against any other character when your stun bar is critical.