Hit confirms into Denjin Mode (Hado Kakusei) Research + stuff

jtrgmrjtrgmr Joined: Posts: 472
Heyo,

It's been a while, but I figured it would be good to post up my research for Denjin Mode. I got the idea to do a post this after watching Brian Kusagano pull some tricks with it, and I realized there was more utility aside from safe DHCs/Useful Team Hypers we're used to. Granted, this isn't ultra-amazing, but it allows more possible ways to convert stray hits into a combo.

I'll try to update this as best as I can with my knowledge.

What Denjin Mode (a.k.a., Hado Kakusei) is:
- Ryu glows blue for the duration.
- Lasts an 'X' number of frames (which means the meter WILL slow down during combos, cinematic excluded).
- Yellow Health slowly converts to Red Health (Guesstimate around 10k per Denjin mode) .
- 15% Speed Boost to everything (including assists).
- Changes Shinku Hadoken and Shinku Tasumaki to their 'Powered Up' versions.

What it's useful for:
- Moderately safe install Hyper.
- Moderately safe way to cancel unsafe Hadokens/ or H/M Jodan Kicks
- Somewhat faster movement and attacks.
- Modified versions of the other two Hyper Combos, one being much better (Shin Tatsumaki), and one being...'debatable'(Shin Hadoken).
- If done correctly, you have a way to create around a 775k+ damage combo anywhere on the screen with a net loss of one meter (or two, with the right conditions).
- If done correctly, you can rebuild the meter you just spent in an combo.

What I'd like to focus on are the ways Ryu can convert into Denjin mode and continue the combo. In general, Ryu needs a safe way to cancel his Hadokens/Jodans/Hado Shoryukens without placing him at greater risk than he usually is by throwing out a Shinku Hadoken or a Shinku Tatsu. At the cost of little bit of health, it's possible to get him out of sticky situations a little easier (though anticipation is required).

Ways to convert stray hits into a Denjin Mode combo:
- Off Hadoken (best way to tell is that when you perform the Hyper, you still see the blast from hitting the opponent prior to Hyper Freeze)
- Off Jodan kick, hit (H Full or mid Range, everything else corner) or block. (Tends to eat up valuable hitstun deterioration for combos, but still an option)
- Off Ren Hadoken (Easier to confirm instead of Hadoken, best by canceling before the last weak Hadoken hits).
- Off Baku Hadoken (Best when close to corner, but highly impractical due to difficulty to land a raw Baku Hadoken).

Things to note about conversions:
These are highly timing/spacing/anticipation dependent. If you're off, then it won't convert to a combo. Alternatively, if you know you aren't able to convert into a combo, the opponent recovers in enough frames to force a mixup on them.

Some combo examples:

Mid screen:
- L, M, H, F+H, Ren Hadoken, Denjin Mode (Cancel as you release the last Hadoken), Dash + M, cr. H, F+H, L Tatsu, (M, H, F+H, L Tatsu) x2, cr.H, S, Tiger Knee into Shin Tatsumaki Hyper.
- (Maximum possible distance from opponent) cr. M, F+H, L Hadoken -> Immediate cancel to Denjin Mode, Dash + M, cr. H, F+H, L Tatsu, (M, H, F+H, L Tatsu) x2, cr.H, S, Tiger Knee into Shin Tatsumaki Hyper.

Corner:
- L, M, H, F+H, L Hadoken -> Immediate cancel to Denjin Mode, Dash + M, cr. H, F+H, L Tatsu, (M, H, F+H, L Tatsu) x2, cr.H, S, Tiger Knee into Shin Tatsumaki Hyper.

Opponent caught in the air:
- L Hadoken -> Immediate cancel to Denjin Mode, Dash + M, cr. H, F+H, L Tatsu, M, H, F+H, L Tatsu, cr.H, S, Super Jump Tiger Knee cancel into Shin Tatsumaki Hyper.
- Ren Hadoken -> Immediate cancel to Denjin Mode, Dash + M, cr. H, F+H, L Tatsu, M, H, F+H, L Tatsu, cr.H, S, Super Jump Tiger Knee cancel into Shin Tatsumaki Hyper.

Video Examples:
To be added on a later date, if I get around to it -_-;
Don't mind me, I'm just here.
Working on UMvC3 tricks!
Always willing to play puzzle games!

Comments

  • dialupsuckydialupsucky FINAL SHOWDOWN Joined: Posts: 2,693 ✭✭✭✭✭ OG
    edited April 2013
    Didnt I already post everything he could do off it in videos?? I even gave damage comparisons to using denjin mode or using a shinkuu hadoken in the combo... Shinkuu hadoken combos actually did more..... The only time the denjin mode I think did slightly more is if you build a full meter off it, and then use it to then use that meter you just built to do a super hurricnae kick link dp that I recall.



    I forgot what video it is but if thats wrong obviously theres a ton on my channel of basically everything possible with him. The only reason to legit use it over something else is off a overhead that I recall. Other wise nothing is worth it. Besides style sorta thing.

    https://www.youtube.com/user/SaishuuKessen
  • jtrgmrjtrgmr Joined: Posts: 472
    edited September 2013
    Man, it's been a while since I've checked the forums...

    Anyhow, for the most part I completely agree with you. Double Shinku Hadokens will always do more damage than a Denjin mode combo solo (save for certain situations, as you've posted in the videos). I still owe myself another run through of your videos to figure out different combo conversions.

    That being said, I still feel there is more things to milk out of Denjin mode. Given how Ryu functions, having more knowledge of what he's capable of always helps. Also, in terms of net loss, if you're able to build up the meter to finish with a Hyper, Ryu's net loss is only 1 meter. In terms of meter conservation, Denjin mode combos will pull out a little ahead.

    A few concepts I'm curious about:
    - Using Denjin Mode combos w/assists.
    - How to maximize a combo where you convert off a stray Hadoken/Ren Hadoken: One on the ground, and one where it catches them in the air.
    - Net meter spending comparisons of Denjin Mode combos vs. Double Shinku Hadokens

    From experimentation:
    Being able to convert to a Denjin combo after catching an opponent with a Hadoken is highly useful, and if done right you end up regaining the meter you spent (with the option to spend meter for additional damage). This allows Ryu to convert in another way he normally can't. It also enables the possibility to have a higher damage output for punish instead of Hadoken -> Shinku Hadoken.


    A proof of concept (Using Ren Hadoken) of a conversion on a jumping opponent:
    Post edited by jtrgmr on
    Don't mind me, I'm just here.
    Working on UMvC3 tricks!
    Always willing to play puzzle games!
  • JohnPauliukJohnPauliuk Joined: Posts: 396
    edited May 2013
    This looks very interesting. I just finished making it so I could combo off Shoryuken M against attacking opponents using an assist to help make Ryu's attack safe and lead to a full combo. Now I can do it off of Hado Shoryuken for a safer punish.
    Post edited by JohnPauliuk on
  • JohnPauliukJohnPauliuk Joined: Posts: 396
    I was wondering if anyone has found a soild assist yet for Denjin Ryu. I'm going to be soul searching for one soon and wondered if anyone had a good starting point.
  • JohnPauliukJohnPauliuk Joined: Posts: 396
    I know it may be useless but you can combo on a grounded opponent h or f+h into Hado SRK if you are in Denjin without an assist.
  • JohnPauliukJohnPauliuk Joined: Posts: 396
    edited January 2014
    Here is a little something I did with my team that uses both Denjin Mode and two Shinku Hadokens.

    m.youtube.com/watch?v=yEh-En5UUN0&feature=youtu.be&desktop_uri=%2Fwatch%3Fv%3DyEh-En5UUN0%26feature%3Dyoutu.be
  • JohnPauliukJohnPauliuk Joined: Posts: 396
    Here is something I found while practicing to punish teleports in Denjin. You can actually combo afterwarda which could be very valuable.

    https://m.youtube.com/watch?feature=youtu.be&v=Ir5Rl6Jy7ns
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