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| * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) | | * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) |
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| Ryu's iconic fireball, used primarily for zoning. Compared to most projectile characters, Ryu's extended hurtbox is much shorter, making it difficult for opponents to counterpoke on startup. | | Ryu's iconic fireball, used primarily for zoning. Mixing up between the varying projectile speeds makes it harder for the opponent to navigate through his fireball game. Compared to most projectile characters, Ryu's extended hurtbox is much shorter, making it difficult for opponents to counterpoke on startup. |
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| Mixing up between the varying projectile speeds makes it harder for the opponent to navigate through the fireball game. The {{clr|L|LP}} version is safest, and when used at long range it gives Ryu much more freedom to set up optimal spacing while the opponent is stuck in blockstun. The {{clr|10|OD}} version is fast and higher priority, making it an important tool against other zoners, and the knockdown time lets Ryu perform a Denjin Charge. If the opponent is cornered, {{clr|10|OD Hadoken}} can also juggle into {{clr|10|SA1}} on reaction. {{clr|10|OD Hadoken}} can also juggle in the corner with a {{clr|4|Drive Rush}} normal.
| | {{clr|L|LP Hadoken}} is the safest, and when used at long range it gives Ryu much more freedom to set up optimal spacing while the opponent is stuck in blockstun. {{clr|M|MP Hadoken}} is slightly faster, and can throw off the opponent's parry timing because they most likely expect a slower or faster fireball. One big advantage to these two versions is that Ryu can use them even with a Denjin stock, making the opponent guess when the 2-hit fireball is coming. |
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| | {{clr|H|HP Hadoken}} is the fastest meterless version and the most unsafe on block if too close to the opponent. It is best used at longer ranges to prevent the opponent from walking forward, or to prevent an install move like Jamie's Drink or Kimberly's Spraycan reload. This version turns into {{clr|H|Denjin Hadoken}} when Ryu has a stock. |
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| | {{clr|10|OD Hadoken}} is fast and higher priority, making it an important tool against other zoners. The knockdown time lets Ryu perform a Denjin Charge, and in the corner he can juggle into {{clr|10|SA1}} on reaction. He can also {{clr|4|Drive Rush}} into a juggled normal against cornered opponents when starting from about 1/3 to 1/2 screen away. Unlike his other fireballs, Ryu is allowed to use {{clr|10|SA1}} when {{clr|10|OD Hadoken}} is still on the screen. |
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| * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) | | * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) |
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| With a Denjin charge stocked, Ryu can still use the {{clr|L|LP}} and {{clr|M|MP}} versions without expending the charge . However using the {{clr|H|HP}} version will expend the Denjin charge, while gaining an extra hit and becoming very fast, making it hard to react to in neutral. Meterless versions do not gain extra projectile priority, so an {{clr|10|OD}} or {{clr|10|Super}} projectile will beat it clean. Has enough knockdown advantage to charge up another Denjin stock, and if the opponent is in the corner Ryu can juggle into {{clr|10|SA1}} on reaction.
| | Hadoken gains an extra hit and becomes very fast when using {{clr|H|236HP}} or {{clr|10|236PP}} with a Denjin stock; using the {{clr|L|LP}} and {{clr|M|MP}} version lets Ryu preserve his stock while continuing to zone with projectiles. Denjin Hadoken is very hard to react to in neutral, and is great for winning fireball wars; however, the Denjin enhancement does not change how projectile priority works, so the meterless version loses to any {{clr|10|OD}} projectile and the {{clr|10|OD}} version loses to any {{clr|10|Super}} projectile. |
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| | On hit, Denjin Hadoken has enough knockdown advantage to charge up another Denjin stock, and in the corner Ryu can juggle into {{clr|10|SA1}} on reaction. |
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