a friend does this too, not only with Hammer Frenzy, there are other sa that goes through denjin, but i expect that so i throw a lp/mp/fp fireball first, start chargin and just after they do their super i release it. sometimes i get hit by the first sa hit but that’s all, they still get hit by denjin.
Supers to avoid setting up Denjin against when you’re right on top of your opponent (and when your opponent has meter):
Alex -> Stungun Headbutt (SA3), Hyper Bomb (SA1, only if you’re very close)
Chun-Li -> Houyokusen (SA2, can still land Denjin if timed right)
Sean -> Shoryuu Cannon (SA2, actually alright on a little bit of distance)
Akuma -> Raging Demon (any when 2 bars stocked)
Necro -> Slam Dance (SA2, only if you’re very close)
Oro -> Kishin Riki (SA1, only if you’re very close)
Hugo -> Gigas Breaker (SA1, only if you’re very close), Hammer Frenzy (SA3, don’t exactly know mechanics of it well)
Ibuki -> Yoroi Doushi (SA2, only if you’re very close)
Ryu -> Shin Shoryuken (SA2, only if you’re very close)
Otherwise it’s pretty safe, apparently.
Alex - Release Denjin on top, dash back hadoken xx Denjin
Chun - dash back hadoken xx Denjin, meaty st.mk, hp srk xx Denjin
Sean - Well Sean is Sean so is not necessary to land SAIII to win against him.
Akuma - block Denjin setups owned him
Ibuki - dash back hadoken xx Denjin
Hugo - block setups and hadoken xx Denjin is the way to go
Ryu - any setup that doesn’t put you on SA2 range: st.mp(far) hadoken xx Denjin ect.
Against the others character you mention I can’t say cause I have too little experience against them.
how do u grab then otg shin shoryuken?
Ive seen it sumwhere and I dont get it.
only works on Dudley in the corner, but he can always quick stan and it will miss
what the hell are you guys trying to keep denjin alive?
Denjin is a great super and you can win with it, etc. etc.
BUT trying to use it against every char is just stupid.
Majin: Isnt the whole point of denjin that your opponent doesnt know when to parry? wtf is everyone talking about then to release it on top of him? So you’re forced to use one particular moment of release so it overlaps Alex, meaning he should be able to parry it, and if the Ryu releases Denjin later, Alex just does stomp.
Where has the diversity of Denjin suddenly gone to? You guys are treating it like free damage.
I never never say Denjin is free damage, Im just pointing out ways to release it the safest way possible against character that can evade regular setup (knock down hado xx denjin).
I only play Denjin Ryu (I know how to play with SAI/II) because it fits better my play style. However, if you need to change super cause of the matchup why not better switch character?
And yes Doom the whole point is for your opponents not knowing when you are going to release it, but for some character you cant use any setup, like some one already explain, Akuma can’t be punish with regular knock down denjin setups because of his teleport, so the safest way to use it against him is block setups that don’t let him teleport.
I have never stated that Denjin is the best SA for Ryu, instead I have already say countless of time that Shinku is his best SA. If you get the message that Denjin is free damage from my post then Im sorry that was not my intention. I know ppl can get the wrong idea of what I’m talking about cause my english is bad.
Isn’t Yang SA2 a nice way to get out of denjin ownage when knocked down? Even if denjin is released on top of Yang, near or far it doesn’t matter cuz his SA2 always go under denjin and strikes Ryu.
As eddieW pointed out Ryu is all about damage and dealing it out in large amounts.
However, after a lot of reading, thinking and going by my own experience, there are two similar yet distinct styles of how to play him. They both rely on Ryu’s normals to do most of his damage as well as throwing/kara throw. Where they differ is how you view and use the super bar.
Style A (SAI): This style makes use of a lot of EX hadokens and other special moves. As eddieW terms it, this is ‘Super Turbo red fireball’ Ryu. Basically you view your super bar as a battery and use it power up your other moves. The option of a Shinkuu is nice in some situations but unless it’s going to win you the round, it maybe isn’t worth using it. It’s probably what most casual fans and begining players are using.
Style B (SAII & SAIII): This style of play views the super bar very differently. The Super Art goes from being a nice addition to being a major element. Very rarely are special moves EX’ed as that detracts from the bar. Experts and hardcore Ryu fans are more likely to be using this style.
Both styles have their strengths and weaknesses and fairly balanced, particularly vs. different characters.
I don’t know where you got the notion that SA1 is “beginner” and SA2 and SA3 are “expert” only. SA1 is a great super, it is probably the most consistent of his SAs. SA1 gives him the option to be a threat even at his longest footsie range, something SA2 and 3 lack. Your play style is going to dictate which SA to use, not whether you are a beginner or an expert.
there is no beginner SA… I use all the SA’s but mainly SA1 for the consistant factor… getting that knockdown and fast damage… my goal in a match with sa1 is to make my opponent whiff a throw by doing kara games with em…
my signature setup for max damage…
s.fp, ex donkey, dashin, c.fp, lk hur., dash back/ opponent whiffs throw/ c.mk, rh hur… is all i need to do like 70-60 percent with one ex to punish
when im fighting somebody with sa2 or 3 before I even get the super charged my opponent tries to take me out or do as much damage as they can by rushing at me and it can force u to throw out an exfireball sometimes and waste meter so u’ll have to build it back up again… especially when ur fighting a fast character like yun or akuma… ryu is more of a defensive character with sa2or3… and if he uses ex fireballs he’ll never have the super charged
I didn’t say it was. Re-read my post.
I said it most likely was what casual and beginners use in part because of the ease it can be used and because most people are familar with.
It’s fairly easy enough to use and it connects most of the time. As eddie points out, somebody whiffs a move and they get punished.
SA2 & SA3 force Ryu to play a more controlled style where he has fewer options on offense but the options he does have are more effective because of the damage threatened by the ShinSho or the threat of being fully stunned by the Denjin.
Where did I say being a beginner or an expert WOULD dictate which SA you used? Of course HOW you play is going to determine which SA you choose, nowhere do I dispute that.
Does anyone know what can punish blocked corner combos with Ryu?
For example:
st. FP > JP Hadoken > Shinkuu Hadoken - All blocked, what characters can punish and what can they punish with, is this a safe blocked combo?
st. FP > FP Shoryu > Denjin Hadoken (2/3 hits) - What can the opponent punish with? Midscreen or corner makes a difference?
st. JP, st. SP > JP Hadoken > Denjin (3/4 hits) - Punishable? Again, Mid screen or corner make a difference?
I use either SA1 or SA3, I play SA1 Ryu with the standard zoning game except mixing up the close game with random EX Hado which knocks down, is safe, and covers you well if the opponent thinks they can DP a poke or get a parry into super. Yu’d be surprised just how unsettled you can get your opponent by messing with their rhythm with some well timed Shakenetsu.
I’ve been trying to learn SA3 but it needs a great ground and wakeup game to compliment it, which I think most Ryu’s should work on more.
- blocked shinkuu hadoken is at -11 or -12 frames disadvantage meaning u’re screwed if they’re in your face, u eat free super here or a damaging combo like akuma’s cmk, lk tatsumaki, hp srk.
2 & 3) if u cannot stun them with denjin on close, you’re always at disadvantage. They have a guaranteed hit on u with almost everything in this game.
Denjin lv4/5 has great recovery, so it they don’t get stone you can block/parry/attack, lvl3 or lower you are fk.
Yep of course. Denjin lv5 means fullstun even on Hugo and u cannot charge to lv5 fast enough when u’re trying a close blocked srkxxdenjin setup, they can always attack u with fast poke if u go for a full denjin; also if u can charge to lv4 or 5 on close block that mean your opponent is probably sleeping lol.
I was obviously talking about a 2/3hit denjin after those blocked setup.
If I srk someone in the corner then SA3 and charge and they fall and get up and start to they parry the whole thing. Can I then crouch MK into hurricane b4 they can parry all 5 hits of the denjin or not ?
yes you can
In a arcade you can only select one super so which super do you use then ?
Actually its not as simple as that, SA2 and even SA3 players might choose to burn some EX simply because its unexpected, and it changes the game somewhat if the opponent is now worried about EX hadokens or parry into Donkey Juggle, it allows the player to control range a bit better. But obviously, a SA1 player is going to be using Shakenetsu more often than the others.
Also its not really feasable to lump the SA’s into beginner or expert, different players will choose the SA’s for different reasons. Some SA1 players might like the fact that they have 4 stocks for EX Hado. It’s pretty safe, fast , and gets a free knockdown if it hits, and is an extra option for playing footsie. Or they might like hit confirming into Shinkuu corner juggles. Several of the best Ryu players in Japan use SA1, it’s versatile, dependable, is fast and has full screen range, can be used to chip an opponent to death, can be used as anti-air in some instances, and is the only SA Ryu has that can store 2 bars.
An SA2 player might enjoy using a full super bar to intimidate on wakeup footsies. Another may just switch between EX usage and rush down hit confirms. Every Ryu player plays differently.