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:
- 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.
- 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.
To be added on a later date, if I get around to it -_-;