"Stunned already?!" Denjin Hadouken Set-ups

Mid screen cross up > corner palm ultra. You can do this from any where on screen almost.

Jump in mk (normally cross up) > cr. fp > EX Palm FADC > Hp Hado > lp palm > Denjin. 439 Damage, 735 Stun.

Depending on where you are there will be a couple of different set ups for this.

Opponent has Gouken in the corner. If you are able to forward throw your opponent you will dash up twice and cross him up with j. mk to start the combo to push them towards the corner.

Opponent has Goukens back to the corner: Set your self up for a cross up j. mk and if it lands go for it.

Mid Screen Opponent back is to the corner past half screen: Any time you can land EX Palm FADC and you have Denjin go for it. Attack their wake up, punish them, or try to counter hit to land it.

If you are in the middle of the screen a forward throw will place them in perfect range for a front side rush down to land the combo.

The beautiful thing about this combo is the opponent wakes up from an untech in the corner after the Denjin and you have a great opportunity in dizzying them with a safe jump, frame trap, or reversal. In most cases they would have taken some damage before the combo took place and the Denjin may very well net you a dizzy and you continue on with your corner bs.

I’m wondering if anyone else who uses Denjin finds that they really need to pay attention to the levels for distance and potential corner combos because I find myself always checking how close I am whenever I’m fighting and I’m afraid it might throw off my focus during the fight. Either way, I found a nice solution to our low bounce characters from palm . . . with the exception of Gen because he falls like a rock.

Now, the best combo seems to be jump in combo to ex palm in corner, ex hadouken, palm to Denjin. 577-588 damage and 912 stun. This combo doesn’t seem to work on Dee Jay, Sakura, Gen etc. or its more difficult.

I use jump in combo to ex palm in the corner FADC back dash, wait a split second, fierce palm to Denjin. You have to hold the Denjin a split second longer for the extra hit and it amounts to 574 damage and 910 stun and its even easier than landing the ex hadoukens in the other combo but this one burns more of your bar ._.’ I would recommend using it only for the low bounce roster since the ex hadouken combo is better for the majority of characters you fight.

I don’t know if this has been posted or not, but this is huge news for me.

If you dizzy your opponent with palm, you can hit them with a full Denjin right on their dizzy wake up. Just activate the Denjin like you would active palm Denjin in the corner and let it auto release to blast them to bits. The opponent can’t quick stand and will rise in a dizzy state un-able to react and eats a full denjin.

Use hk Gouken Flip and dive kick out or Dash forward to set your self up for whatever follow up with Tatsu, Palm, Cr. Roundhouse, or any normals for the reset.

You will have to consider Damage Scaling with these but at face value this is Crazy.

Full Denjin - Tatsu 639 Damage. If you did Jumping Hp. > Cr. Fp > EX Palm > Palm and dizzied opponent > Full Denjin > Hk Tatsu off the bounce is 685 Damage.

If you did Jumping Hp. > Cr. Fp > EX Palm > Palm and dizzied opponent > Shin Sho it gives you 624 Damage, with no follow up opportunity to reset or combo.

Same rules apply if you Dizzy your opponent with a cr. Roundhouse. You recover in time enough to activate the Denjin and give them a serving on their wake up.

I can’t believe I didn’t think to do this.

I’ve been concerned with distance and pushing my opponent near the wall and maximizing fierce palm into the equation and trying to come up with a decent combo that can rival the damage of “jump in combo, ex palm, ex hadouken, palm, Denjin” in the corner. There are definitely 5 ideal combo’s I use each varying with the position that you’re in and they all stem from ex palm combo’s. Here’s what I use:

ex palm combo, FADC, jump mp, land and do a 5 hit Denjin. Works in the corner without the need for FADC but timing is a little stricter but not impossible.

ex palm combo, FADC 5 hit Denjin. You have to hit them just before they fall to the ground. It does more damage than the combo above and a jump in combo version gives a whopping 880 stun. This combo is even easier to do in the corner because your opponent is closer to you.

ex palm combo in the corner, FADC backwards, fierce palm to bounce them higher, and 5 hit Denjin. Just a couple points less than the ex hadouken to palm to Denjin combo and uses 3/4 of your meter but is much easier to land I find and works on the less bouncier characters minus Gen. Gen just gets a 4 hit Denjin.

ex palm combo some distance away from the wall, fierce palm, FADC dash forward and 5 hit Denjin. Very effective, in fact, the best damage and use of your meter and its fairly easy to do. This is the combo I can’t believe I overlooked.

This is what I’ll be sticking to for the most part. A combo that I think nobody will use is ex palm, FADC dash forward, ex palm (second part hits only) and Denjin (5 hits?). It’s great for putting them in the corner but the damage isn’t nearly as good as the ones mentioned above.

Here is a vid for this combo. I did it mid stage off of the neutral jump and bounced him to the corner to blast him to bits!!

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Brief update

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Just an update of FADC combo’s, nothing spectacularly new but maybe someone will find something useful or get a new idea I hope. After seeing the damage difference between not using FADC and using FADC I’ve become a little disillusioned with using this ultra but I think I need to remember its all about stun and not damage. I think one of the strongest points to these combo’s is the fact that people don’t know how stunned they really are. One throw or a jab string is all it takes to stun them.

I also noticed a strange anomaly. I swear I’ve seen a fully charged Denjin charge longer than usual sometimes but I’m not 100% sure. Gonna go check that out.

great videos very helpful

Push or strike?

I’m still debating whether or not it’s more worthwhile to burn more meter just for stun, it’s a real difficult aspect of Denjin style I find. Not only do I have to know the stage layout, I also have a stun mentality count in my head like how much stun I’ve just inflicted on them etc. I’m probably over complicating things but it’s definitely neat to ponder over I think. Today I used Dudley and added some FADC and voila, stunned someone, so maybe it is worthwhile to go the distance.

I have never used FADC from Gouken’s counter but if you decide to use it as an air counter, FADC, jab palm, FADC to Denjin it’s probably the biggest push combo I’ve seen. I’ll have to include that in the next update if I get around to it.

I wouldn’t worry about doing that no unless you are trying to be flashy. If you have 4 EX Bars you’d be better of using Kongo > Super, and keeping a stocked ultra.

If you are near the corner I can see the usefulness or Kongo FADC > Palm > Denjin. Since it only cost’s you 2 EX Bars.

That is sound advice, thank you. I don’t like to use kongo or fireballs if I can help it so I’m not familiar with how crazy kongo to FADC or kongo to super really is and stuff. I definitely favour Denjin over super though so I’m always trying to have three bars minimum and one to spend on ex palm combo’s when the chance arises. Guess I better go research that kongo now.

By the way, I mentioned that I thought fully charged Denjin charges longer than usual sometimes, I think it’s my imagination but I still can’t shake off an uncertain feeling about it. I’ll be making a new video soon on full Denjin punishments against certain ultras soon. Should be fun_^) It’s actually a strange feeling to land a full Denjin because I think a lot of people aren’t prepared for the proper follow up <@_@) Distance always makes things more complicated with this ultra v_v

Why do you say this?? I’m curious.

dup post.

Why no fireballs and kongos? I believe I don’t need them to kick a B class Ryu’s ass_^) In a way that makes me unfamiliar with the advantages of fireballs with Gouken but I treat it as a nice handicap to make me utilize my normals or to make myself less open after missing with one. As for kongo, I’ve met Gouken players who just use it constantly predominantly the upper parry of course. You come to realize how powerful Gouken is once you fight him. I don’t want to be cheap and I want to develop my own personal style. You feel pretty smug when you can beat someone without fireballs and its a feeling I relish every time I win. It’s like, you earned it. Same thing goes for Shin Shoryuken. Any novice can really lay the smack down once they land a throw, but Denjin requires a higher level of skill and knowledge I think.

Based on what?

If you’re not using fireballs then you might as well just pick a non-fireball character, because fireballs are the reason to use Gouken.

Indeed some players make it so you barely need anything beyond c.FP(why don’t they stop jumping after trying out all six possible jumpins, why?) But you’re shooting yourself in the foot by ignoring some of Goukens options.

you don’t want to handicap yourself against good players, sure 95%of what you meet online could be handeld with a blindfold on(1.hold block, 2.listen for SHOOOOOOOOOOOOORYUKEN 3. Profit)
Fireballs advantage: quick recovery(41 instead of ryu’s 45, seems small but omg does it matter, notice it everytime I mess around with Ryu ), it’s got 3 different angles, it creates juggle states vs airborne, is +6 on hit, can be charged for double hits, shoto’s tatsu can’t go over it, EX fires 2 fireballs
Fireballs disadvantages: slow startup(17 vs ryus 13), only 1 speed, can’t be comboed into anything but c.FP, can not get 2 hits per ball without charging , ibuki can slide under with non ex neckbreakers, EX has wicked slow recovery
Thats what comes to mind.

Yes this is a bad idea, have you made sure they know that? It has multiple other uses and against certain opponents creates great advantages(I’m looking at you s.HK bisons!) Constant use is of course a bad idea, it needs judicious use^^

What’s this cheap you speak of? In the land of W’s there is no such thing. If it works it works, real opponents will punish it if its brainless. Not using them against your mates who are laerning the game and such sure, but thats a whole nother ballpark. In the wasteland of online, you gotta do what you gotta do.

I stick with the shinsho cause I just enjoy it so, nothing like a balrog tapping through a fireball and then showing them whats behind door number 1: THE POLAR BEAR FROM LOSTRYUKEN!

For me I also have a tool of his I tend to neglect, but Air Tatsus come to mind more and more. Don’t start off spamming them, just analyse your opponent and think they they can help you against him. Against the braindead, yeah your not gonna need more, but eventually you’ll find someone to force you to break out the full shabang :slight_smile:

Sigh double post, shouldnt have left the page open like that :frowning:

Well as an addendum to the previous one, I can’t really compare Denjin vs Shinsho as I have not spent enough time with the Denjin, but Shinsho so far has had everything I need and seems to suit me better. Though I will say, against better opponents, I rarely land it off the backthrow(though I sneak it in here and there) most of the times it’s a hit confirmed EX Palm combo near a corner or I’ll have 2 bars leftover to make it stick, something the fireballs usually will have contributed to by building meter :slight_smile:

I can’t refute anything people have said about the benefits of utilizing all of Gouken’s abilities. I just want to make it a part of my style. I’m sure when I fight great players I feel like throwing fireballs like crazy and the airborne juggle factor is very appealing but it just doesn’t suit my style when I use Gouken. I’ll use it when I have to, but giving in just makes me feel like I’m not good enough haha. Some people have the philosophy, do what it takes when you have the tools set before you, this is just the way I enjoy playing the most, and what I enjoy matters more than the winning. I don’t care if I lose consecutively to people, so long as I can have a good time I’m happy. I’m not competitive enough to want to win with fireballs I’m afraid ._.’ *shoots foot lol.

Shin Shoryuken, man, once you leave it and then go back to it you see how much raw power it has. Stun? Who cares about stun once they’re half dead. When I have chosen it, I feel this weird sense of reassurance that’s almost infallible. Not the style I want, but feels good_^)

If no one has already posted this, I think I’ve found the set up with the highest amount of stun yet.

445 Damage + Denjin Chip and 1,020 Stun.

J. FP > Cr. FP > lp hado FADC > Cr. FP > EX Palm > Dash up crouching roundhouse > meaty Denjin on their wake up. You can stun anyone on the next hit.

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^ i haven’t been following too much but i’m feeling where you’re going with denjin.

is the goal to force them to eat the meaty (not just in the vid, but in general)?

In many of cases yeah. I just used the meaty in that scenario to tack on the stun. If he would have gotten dizzy mid combo, then you transition to a full Denjin once you see that they are dizzy. I’m just trying to keep an open mind, since it has so many applications. It actually goes very well with Goukens Vortex, but that’s just my opinion.

Another good time to do so is after a cl. st. hk you can meaty the Denjin on the way down. Some characters have work arounds but they all will have to involve a move that gives them fireball invincibility to escape it, and it beats srk’s (Except EX SRK’s and Tiger Uppercut).