The two strongest areas to release SA3 after an anti-air fireball.
[media=youtube]b2M3Tb-sW_w]YouTube - SFIII: 3rd Strike - Game Spot Versus League Battle [??[/media]
10:34 (right at his feet mid-air) , 11:00 (DELAYED-on ground-4-hits)
The two strongest areas to release SA3 after an anti-air fireball.
[media=youtube]b2M3Tb-sW_w]YouTube - SFIII: 3rd Strike - Game Spot Versus League Battle [??[/media]
10:34 (right at his feet mid-air) , 11:00 (DELAYED-on ground-4-hits)
When to use 3.5 denjins
Sometimes you are guaranteed to botch (not really a botch but the 3 hits wont stun him and he can punish afterwards) You do not want to throw 3 hits because his recovery allows him to punish. Ken can cr.mk xx sa3 if he has meter.
So what you want to do is charge a 3.5
[media=youtube]6FQVhpKH3e4[/media]
13:45 (Notice a 3 wont stun Ken but a 3.5 does the job)
The mindgames there can also open an anti-air denjin stun OR a potential trade (jab/short mostly). It is a trade in your benefit that doesnt grant him a full punish. 3.5 denjins are awesome! Just make sure your reactions are fast enough that you detect him making a move so you can offer the trade or anti-air SA3.
When does Chun SA2 go through SA3 Ryu??
If you release the trigger and the denjin is clearly out of Ryu’s hands while Chun’s super is activated, Chun will win the battle.
[media=youtube]r1_pkAiG6TU&feature=related[/media]
1:46
If you are still charging the denjin and Chun activated super, then your denjin will win the battle. Just make sure you release the charge once she comes toward you.
[media=youtube]_K-sGCGuqD8[/media]
:51
The mindgames are up to you here on whether Chun will wake-up super.
Noobs/Mediocre players wake up SA2 often.
Good players/Smart players do not like taking that risk. Use these ideas to your advantage.
Rare case: If Ryu’s SA3 is somewhat out of his hands and Chun activates SA2, the denjin will hit her once (or twice, im not entirely sure), and she is open to punish you afterwards.
When to whiff fireball past the opponent
[media=youtube]sekViV2bsM4[/media]
3:48
[media=youtube]wF2wESa42I0]YouTube - SFIII: 3rd Strike - Game Spot Versus League Battle [??[/media]
9:29
I do not recommend these because it is somewhat risky. Some people can see that its a fast fireball and will jump out of it.
However, I have seen it work very well against a variety of players as well. Once the fireball passes through them, it will freeze up the player’s parry attempt and he will be open to the denjin afterwards. So if you feel like mixing it up and have a “gut” feeling that the player will somehow parry ALL those hits, you can throw one past them. But it is risky.
A simple jab fireball denjin is hard enough to parry against. Even Kuroda will fail very often. The only times you throw one past them are when you “sense” they are ready to parry every single hit. (only very good players) The sense comes from experience.
The rare times when I throw a MP/HP fireball past them is if my distance between them is decently far away and I do not want them to tech roll and jump away.
Example: [media=youtube]wF2wESa42I0]YouTube - SFIII: 3rd Strike - Game Spot Versus League Battle [??[/media]
9:29
If Vanao had thrown a JAB fireball AND Elena tech rolled, then she could have jumped away. But since it was a fierce fireball, Elena could not have escaped.
You cannot predict if someone tech rolls. Nobody can. Only Kuroda does it but by doing so, he fails a lot. The safest bet is to release it at once
i.e. [media=youtube]wF2wESa42I0[/media]
:42
Ryu needed a faster fireball to corner Yun.
The higher the hits, the harder it is to mash out of stun. The difference between a 3 and 3.5 is that 3.5 allows you that extra teeny time for a jump-in attack.
[media=youtube]6FQVhpKH3e4]YouTube - SFIII: 3rd Strike - 6th Tohoku Contest [Singles[/media]
7:30 , 8:05
These are positions I was talking about in the previous threads. Instead of going for the fireball xx sa3 setup like Vanao did, I actually recommend using an automatic charge so you can set up 4 hits here. Here are the reasons why. (only for those 2 situations because of Ken’s health bars)
a) Although 3 hits will stun, Ken has a higher chance of mashing out. 4 hits will decrease that possibility by a lot.
b) His health is still high enough that 3 hits & punish wont KO him so 4 hits does more damage.
c) Landing down and charging is easier to input so you do not have to worry about failing fireball xx sa3 execution
d) Even if Ken does parry, your distance is *so close * that you can actually interrupt his parry sequence with a cr.mp fierce tatsu (Denjin must be released behind his back on wakeup and the cr.mp must be done FAST) It will force his stun bar to 80-90%! So you keep the stun threat going and decrease his health bar down a notch.
If you do the fireball xx sa3 like Vanao did and Ken parries, you’re left with nothing. Your potential comeback is weak.
However, if Ken’s health is low enough to finish him off after stun & 3-hits, I will recommend doing that over the auto charge!
If I had relayed these info back in 2004, everybody would be worshipping me.
But its peak 2010 so nobody really plays Denjin Ryu anymore :wonder:
I am spreading my knowledge to the future.
… until 3SO comes out.
Thanks for the info, you should put it on the wiki. Your input is greatly appreciated.
[media=youtube]-a0YFO9atVw&feature=related[/media]
Does anyone know how to do Ryu’s Kara Shin Shoryuken?
Also what are some different ways to follow up Shin Shoryuken? I know Tatsu and Mule Kick are heavy damage. But the timing is much more strict. I find jumping HK and jumping MP to be the easiest.
I also found in the corner some “juggles” / follow ups are possible.
In the corner, you can Shin Shoryuken Ken and (without any real strict timing) do a HP Shoryuken and it juggles Ken. I tried it on other characters and it didn’t work. With Hugo in the corner, I did Shin Shoryuken, juggled Jump HK, then managed to catch him with a Hurricane Kick off the Jump HK reset. I could only do that a few times. Anyone know why this happens?
But yeah other Shin Shoryuken follow up ideas would be great.
I can’t believe I’m posting in this thread…how many years has it been? After shin shoryuken, you can dash forward and do stand roundhouse. In the corner it flips them up in the air and you can do throw shennanigans.
People consider Denjin Ryu good against akuma because of his short stun bar, but his teleport lets him get out of a lot of unblockable setups…Urien and Oro included.
Tenshin Sekyutai goes under denjin. Yang’s a pretty hard counter to denjin ryu.
Thanks a bunch for the vids and info, Ryu24!
Akuma is VERY easy to stun with denjin. Teleport does pose a problem but not if you KNOW how to set them up.
Block-strings and fireball setups on his wake-up will stop him from teleporting. (or make it harder)
Yang is probably the toughest to fight against with denjin because he can roll under with EX, super, and hes fast. Shinkuu gives more openings and important EX’s.
But denjin can trade against his EX roll right when it hits ryu.
Sorry for asking again. How do you kara-shinshoryuken?
Would it be much more useful if mastered?
I’m not an sa2 player so I can’t answer that. I don’t even Kara anything in the game really lol. Maybe flare can help you. He’s very precise with specifics and he knows everyhing about ryu.
Why do you get destroyed so hard by Ibuki? I’ve spectacted you against Tenren and it’s pretty bad. Using SA3 against her is dumb as well…she can just slide under it.
I dont know much about kara either.
Two things I saw on youtube that I want to learn just for fun:
kara shin shoryuken
kara taunt (it looks like Ryu is having mind constipation when he does it)
Try blocking her cross ups on 110 ping. everything is blur. thats why i dont play him anymore.
i use sa3 because im more comfortable with it and it does work sometimes.
It’s not the cross ups that he kills u with also…its the way he plays in terms of using his normals. He’s out prioritizing u or just bait parrying your moves.
if you watch us play, 90% of the time, he stuns me with crossups. but he is overall stronger than me so combine that with his cross ups makes it pretty hard to deal with. and i dont have much exp against ibuki.