Anyone who played 3S Denjin Ryu, all the old the setups work.
forward throw near the corner into full ultra = 263 damage (123 from block damage and it doesnt matter how much ultra meter you have) / 550 stun
and you can overhead or sweep while they are blocking.
a 5 hit denjin after backthrow = 315 damage / 500 stun
I don’t have the time to check right now, but can some one tell me whether or not an opponent can jump out of this before the Denjin or if this is a true block string?
I pray so: BC that would be great to use as a finish off stun.
Gouken Flip Dive Kick > Cr. FP > lp hado FADC > Denjn.
Corner-
Midscreen-
(kongo > fadc > lp. palm > denjin) works from pretty far out of the corner, about two leaps.
it does 479 damage and 630 stun.
Basically, the premise is to put the opponent either in blockstun or an immoveable state long enough for the Denjin to either charge and/or land meaty.
Gouken’s best way of doing this will be to use his fireballs to get frame advantage.
Any opportunity to tag it on the end of a combo is worth it as well. You get a free dive kick setup everytime it lands.
Right so suppose I forward throw…
forward throw > meaty Gouken Flip Dive Kick > Cr. FP > lp hado FADC > Denjin
forward throw > meaty lp hado FADC > Denjin
I guess the thing I’m going for here is to find a way to stun them even while they are blocking.
Doing denjin point-blank range is not good; Gouken will eat the reversal.
Doing the forward throw to the wall with Gouken in the center of the stage seems to be best, but you can only charge the denjin up to around 6 hits to guarantee that non-ex reversals won’t fly through it.
i’ve been asking since denjin was announced,
can you speed up the charge time like you can in third strike?
i dont think so.
i tried 2-3 times and didnt notice a difference.
[media=youtube]lSwdi5khz8o[/media]
Just chiming in to say Denjin is by far 1 of my fav UC in the game. iam lovin that its got so many setups. Deejay/Gouken all day.
I’m interested in your setups. Tell us?
Cool video EC.
doing 360’s doesn’t work to speed up dizzy in sf4 so did you try downleft to upright mashing?
i just swung the stick around and mashed all the buttons.
after trying it a few times i did not notice a difference.
Good stuff, E C. Thanks for sharing.
Sorry for my ignorance but, could you explain the last setup you show there? wouldn’t they be able to just crouch after wake up, making the DF throw whiff (and the following punishment) or just neutral jump?
How long does it take to pull off a fully charged Denjin? I have to yet to hit one on a grounded appointment because I get all mine in from Palms or backthrows.
How do you pull off a full charged one in the corner? I usually fire the Denjin as soon as a I backthrow or Ex Palm and I don’t see how I could hold it for any longer otherwise it misses.
The only time I get fully charged is on a stunned character.
When an opp is getting up off the ground, there is a very brief period where they are considered standing before they can start crouching again. This is how Cammy and Hakan can set-up their command throws that normally whiff on crouching opps. I believe Akuma players have been taking advantage of this for a while.
No fast charge possible for this version. Full charge takes roughly 2 secs. Opponent has enough time to jump away from hard knockdown and avoid a full charge.
Denjin Setup 01 - Ryu
EX Senkugoshoha > dash > cr.roundhouse > Denjin Hadouken (6 hit charge)
Can only be punished by Shinkuu Hadouken and Metsu Hadouken. Only way to escape stun and chip damage is EX Shoryuken, which WILL whiff and is then fully punishable as Gouken has recovered.
Cool!
Shouldn’t that also work on ken, dan, fuerte and rose, to name a few?