Denjin is god under the right hands. the only matchups denjin sucks against is Ibuki and Yang but still do-able if youre slick with it.
Yeah, exactly like stun gun headbutt.
About both setups:
Both are escapable, and both are punishable if the 3 hits fail to stun.
Yang can still super on reaction underneath.
Akuma can still teleport out of this setup.
The trick: don’t try to parry all the hits. Parry the first hit or two and let the rest hit. You get a free return combo on Ryu for your trouble.
…the only similarities between Stungun and Denjin is they both have one bar and do massive stun damage when it connects.
The differences are that Denjin is a risky Super that relies solely on the opponent’s ability to parry. Stungun is a shitty Super that gets beat out by everybody’s jab.
you haven’t played the true scum yet
denjin is not easy to get out of when correctly set up. if you think it is explain how some of the best players are till hit by denjin and stunned. and yet i dont think ive ever seen someone use and land stungun in a competitive situation. when spaced correctly there is NO time to escape and the denjin can be 3 hits by the time you can even react from a blocked/parried hadou. you MUST parry or be hit and parrying still sets up a mix up opportunity anyway.
those setups are just examples of using an ex move and then being able to get meter back in time to follow up right away with denjin.
akuma can also teleport out of aegis. is aegis also shit now?
it is basically nothing like stungun. stungun is a joke of a super right up there with Q’s SA3 and Remy’s SA3.
you still mad? lololol
I know it’s lol but I use SAII (temporal thunder) against Akuma. Shitty super, but one cr hp ex headbutt to shoulderxx SAII and stun is almost there.
how are you dennis.
There are ways to get around Akuma’s Teleport, even with Aegis Reflector.
I’ve always wondered, is back throw, Hado x Denjin a good tactic? I mean, you can try to mess with their parry timing by throwing a different strenght hado, but that’s about it, you can’t really follow up with anything else due to the distance. If they can parry the incoming Hado + Denjin, I’ve basically just wasted my super and possibly a chance to take the match. Should I try to conserve it for more profitable situations?
Other than that, yeah, Denjin is a bitch to deal if the Ryu knows what they’re doing. So many ways to mess with the opponent’s parry attempt that there’s basically a 100% guarantee you’re going to get some stun on them from the Denjin, even if you can’t get it to connect fully.
hadou and denjin on wakeup is done all the time. the important thing is spacing it so they cant just poke you out of your charge. and potentially making it a red parry for the denjin.
wats a red parry
It’s when you parry while angry
sup tebbo. im doing fine
Thank goodness for block string/block stun setups. Akuma is especially susceptible due to his low stun bar.
Interesting. I’ll have to try that next time.
I think they DO choose Denjin often and esp when the match calls for it. I wish this thread was about Shin Shoryuken, Denjin gets enough love.
Pro Japanese players and even “average” players over there (note: a lot of the average players there are advance) … they know how to parry a Denjin. They know what the other character is trying to do when they delay and off-time it.
For most of us, we see the Denjin, know they’re going to delay it, guess CORRECTLY, but after all that we tend to die in the parry process. It’s anticipating the denjin, looking for the delay, then after all that parrying the whole thing. That is what most of us here die on, even the advance players.
Imagine the Japanese pros, the non-Ryu players, going up against a basic to intermediate Denjin Ryu. How many times do you think they’ve full parried a delayed / effectively-timed denjin? It’s a risk to use it against very very advance players AND if it doesn’t full stun them the super is pretty weak if you can’t catch up to them and achieve full stun.
These are reasons why the Denjin isn’t the end all be all in Japan. They use it a lot over there, it’s just not great VS every character and most players like it is over here.
I’ve fought against way more SA1 and SA2 Ryus in Japan than I have Denjin. A lot of them played pretty textbook, but they still scared me more than most Denjin players since they have more consistency in their game.
In the end, it’s hard to exclusively use Denjin. I’m surprised Vanao has taken it as far as he did, but even he’s shown to have used SA1 from time to time, not to mention his very inconsistent performance(though that may be moreso he’s super jungle).
i used to think vanao is super inconsistent but after all these years, i realize he sandbags a lot. he plays at 80-90% in casuals but in tournaments, he plays at a VERY strong level.
I think it’s too hard. You cannot switch characters or super arts in Japan, and you’ll run into a character that can counter denjin setups.
It’s because of a few things…
Mainly, Ryu has a LOT more EX to play with in sa1. This makes every cancellable poke more effective and dangerous.
Ryu also gains some safe pressure via cmk ex fireball. It’s +0 on block but the pushback is great enough so that it can go unpunished, given that the op doesn’t have an invincible move in the hole. Ex fireball is also a great counterpoke since it has no hurtbox, and every time it lands you get a spacial advantage as well as a knockdown on the opponent.
Because of the greater ex, Ryu’s combo ability is expanded. Check out Mopreme’s “Total Ryu” guide to see just how crazy these combos can get.
EX JOUDAN. SEYAHH!
Parries become more dangerous to the opponent as they can easily be followed by an EX Joudan or whatever ridiculous combo you feel like doing. Because of this, Ryu has some crazy comeback potential in sa1.
Ex Shoryu is a great “get off me” move, and Shinku Ryus get to use it more because of the huge amount of meter this Super Art affords.
There are matchups where it is difficult to stun an opponent with a typical Denjin setup. Characters like Q and Hugo need to be beaten up a bit first before you can attempt to stun them, and even then these characters can do some serious damage off of one counterattack (it’s notable also that ex fireball/srk help to keep Hugo off of Ryu). Dudley also has a surprisingly long Stun Bar, and his mp/hp/fw hp and Superfast SA3 can make life pretty difficult for Ryu. Having the threat of an ex fireball or parry > ridiculous Joudan combo can help to shut down dudleys barrage of forward-moving Dignity Fists ™.
And, Ryu won’t have to fish for knockdowns as much, simply because he doesn’t need to. That isn’t to say that SA! ryu doesn’t have his share of okizeme techniques, though. For example, Shinku Ryu can approach his opponent after a knockdown and position himself so he will be near the center of his opponen’s hitbox upon their wakeup. Then, he can wait and unleash an EX Tatsumaki. IF the opponent doesn’t use an invincible wakeup move or tries to poke, he will most likely get caught up in a tornado of Shoto-feet.
However, with Denjin, you are more likely to have meter for the actual super itself due to the shorter bar.
Denjin can be very good versus low-stamina fighters like Akuma, Remy, and Yun; given that a player shows that he/she can consistently land it.
Because a Denjin Ryu will have less meter based tricks, he must learn to become better with his meter-less tools; namely, his pokes. In addition, Micro-managing spacing will also become more vital to D.J. Ryu’s-drop the bass wubwub- gameplan.