"Stunned already?!" Denjin Hadouken Set-ups

Try it out.

Ken can punish with Guren Senpukyaku, but that’s it.

I’ll try. The thread is getting interesting, gonna update the first post soon.

Without even trying it myself, don’t do this against Fuerte.

I’d have to see it to understand. I know he can ultra(1 and 2?) alright, but what else? except for ex guaca(which holds no danger) he wont be able to do anything else, will he?

To escape Denjin on wakeup, you need full body invincibility. Anyone with a move in their arsenal with this property can avoid it.

But wouldn’t most of those options lead to a punish if spaced properly.

Hence the above character specific setup. The other character specific thread details what is needed for a solid Denjin setup.

i cannot get denjin to land on gen or viper from lp. palm in the corner if they were standing.
gen seems to have a low arc on his spin after getting hit with palms in general and his sprite has to be very high for denjin to connect during his spin.
if gen’s legs are not above gouken’s head during ultra freeze, the denjin will whiff.
i have a hard time getting ex palm > mp. palm > denjin on gen as well.
that combo is a little easier on viper.

Updated the first post, added a few combos.

Note that some characters can evade that with ex stock, but others can only evade with ultras and supers

SETUPS

  • EX Palm > dash > cr.roundhouse > Denjin Hadouken (6 hit charge)
  • forward throw > Denjin Hadouken > full charge Denjin.
  • EX Palm > FADC > j.HP > Denjin Hadouken (6 hit charge)

COMBOS

(J.HP), cr. HP,EX Palm, Denjin - 429 damage, 630 stun
(J.HP), cr. HP,EX Palm, FADC, j. MP (2 hits), Denjin (5 hits charge) - 503 damage, 700 stun

Corner combos

Kongo , FADC , LP palm , Denjin (works somewhat far away from corner)
(J.HP), cr. HP, EX palm, LP palm , Denjin (works somewhat far away from corner)
(J.HP), cr. HP, EX palm, LP Hadou , LP Palm, Denjin (works somewhat far away from corner)

backthrow , EX palm, denjin(6 hits charge) - 450 damage, 650 stun
(J.HP), cr. HP, MP Palm, Denjin - 409 damage, 680 stun
(J.HP), cr. HP, EX palm, HP hadou, MP palm, Denjin - 513 damage, 630 stun
(J.HP), cr. HP, EX palm, EX hadou, LP palm, Denjin 556 damage 818 stun
(J.HP), cr. HP, EX palm, HP hadou, EX hadou, denjin
(J.HP), cr. HP, EX palm, HP hadou, EX hadou, LP palm, Denjin


Any corrections/sugestions?

Also, can anyone help me with the damage/stun values?

This is starting to get pretty good!

stun values for the cast:

750: seth
850: akuma
900: dan, gen, dhalsim, guile, vega
950: viper, ibuki, juri, bison, cammy, guy, blanka, rufus
1000: sakura, ken, ryu, sagat, deejay, el fuerte, balrog, adon, rose, gouken
1050: dudley, makoto, chun li, abel, cody, fei long
1100: honda, hakan, zangief, t. hawk

you have to watch out and not over-complicate your denjin setups.
scaling can cause a lot of your hard work to go to waste, especially when adding fireballs to a combo.
for example:

(hp. fireball > mp. palm > denjin) = 364 damage / 530 stun
(hp. fireball > lp. fireball > lp. palm > denjin) = 359 damage / 500 stun

now that fireballs do 50 stun instead of 100, it is often counterproductive to add them to your corner combos.

i dont like complicated combos that are hard to do under pressure.
denjin is a little more difficult to use than shin shoryuken is, but its effective uses are still within my skill range.
these are the setups i am using with denjin against everyone:

outside of the corner:

(backthrow > 5 hit denjin) = 315/500
(j.mp > denjin) = 284/420
(c.hp xx ex palm > denjin) = 409/630 [this combo only does slightly more stun and damage than (c.hp xx ex palm > mp. palm) so i dont usually use it unless my opponent is near death. finishing with mp. palm and maintaining the threat of stun from (backthrow > denjin) seems better.]

near the corner:

(hp. fireball > mp. palm > denjin) = 364/530 [very difficult on gen]
(backthrow > ex palm > 6 hit denjin) = 450/630
(kongo > fadc > lp. palm > denjin) = 479/630 [does not work on gen, very difficult on viper, sakura and deejay]
(c.hp xx lp. palm > denjin) = 379/680 [does not work on gen, sakura or viper]
(c.hp xx ex palm > hp. palm > denjin) = 495/750 [this one is extremely difficult to land on gen, viper, sakura and deejay. i default to (c.hp xx ex palm > 5 hit denjin) against them for 451/700]

the big daddy!
(nj. hp > cs. hp xx ex palm > ex fireball > lp. palm > denjin) = 579/912 [wont work on gen. viper, sakura and deejay are very difficult]

blocked denjin:

outside of the corner:
(c.hk > 6 hit denjin) = 193/400
(forward throw > 6 hit denjin) = 233/450

near corner:
(forward throw > full denjin > lp. palm) = 293/550 [you can get 7 more blocked damage by using ex palm but that seems awful.]
(forward throw > full denjin > overhead or sweep) = 263/550 + overhead (70/100) or sweep (100/100) while they are blocking the denjin.

all of the values here represent full meter denjin in training mode against a full life opponent.
denjin does the same amount of chip and stun no matter how much revenge meter you have.

here is a small video showing these combos:

stun values for the cast:

750: seth
850: akuma
900: dan, gen, dhalsim, guile, vega
950: viper, ibuki, juri, bison, cammy, guy, blanka, rufus
1000: sakura, ken, ryu, sagat, deejay, el fuerte, balrog, adon, rose, gouken
1050: dudley, makoto, chun li, abel, cody, fei long
1100: honda, hakan, zangief, t. hawk

That’s 5 hit charge maximum I’m afraid. Anything more and the opponent can jump it.

I’ve been trying to come up with a mid-screen combo that offers a shit load of stun and this crossed my mind. I’m not by my xbox so I can’t get the exact stun values but I know the Stun opportunity is going to absurd, if some one beats me to it let me know the values.

-GF Dive Kick > Cr.FP > lp hado FADC > Cr. FP > EX Palm > Denjin

-Cr. FP > lp hado FADC > Cr. FP > EX Palm > Denjin

it seems like you have time for a full denjin charge after backthrow > super or palm xx super.

Was little over 700, Not bad for mid screen.

You know I’m a firm believer in the hado fadc combo but based on what raun been posting bout the scaling your better off skipping the denjin and either going for a MP palm, sweep or even tatsu after ex palm because the stun will get scaled and your relatively doing a lot of stun with those combos without the denjin. And save denjin. After that combo especially if finished with palm or tatsu they are going to be near or in the corner and you can just keep applying the pressure and more than likely catch them with a HP hado to palm to denjin.

Thanks, didn’t look at it that way. I could even go to my hado > dive kick frame trap to go for a mix up grab or sweep to a meaty Denjin for a next hit stun. Ha, ha,

I know that cr. HP,EX Palm, FADC, j. MP (2 hits), Denjin (5 hits charge) does 503 damage, 700 stun, without the starting with a jumping attack. must go up to 800 something with the jumping attack, and it works anywhere on the screen.

Yeah that’s prob the best thing to do if I’m looking to mix up and stun again or if i need the damage. I think I still want to work on the other one as a hit confirm… but this is def. good to keep in mind.

there is quite a nice game with goukens hado fadc some nice mix up opportunities. Sweep, overhead, throw, jab string, demon flip I prefer ex demon flip because if they try a reversal, invincibility on demon flip works great except cammy’s cannon spike. And that’s if they block. If the hado hits they are getting hurt.

Can anyone confirm denjin after hado fadc?