Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Of the characters with hadokens (2) he is literally the worst one at using hadokens. This is some crazy scrubbery.
Some numbers
Ryus hadoken does 600 damage and takes 47 frames at short range they are between negative 5 and negative 9 so all are punishable.
With denjin 800 damage takes 52 to charge and 42 to shoot 94 total frames for 8% damage lol
Ex denjin does 1000 damage takes 52 frames to charge and 38 to shoot. 90 frames and two bars for 10%. He can get Oki or recharge not both.
Ken can drive rush behind his hadoken so a light hadoken gets ken up to 26% for 2 bars of drive gauge and 47 frames......
His hadokens do the exact same damage as non denjin Ryus so unless you are consistently giving Ryu an extra 60 frames to charge his zoning games just exactly equivalent too lol.
Walk them down. Use parry and block to close the gap. Force them into the corner, then space yourself in such a way that they can't jump out without eating an anti-air.
Now you have advantage in Neutral given they have no space to retreat, cutting off several options for them. From here, you can either watch them attempt to force the encounter with something unsafe to escape the corner and punish accordingly, or simply begin your offense from advantage.
It makes sense. New players don't have a game plan and probably don't understand what a game plan is in the first place. They see a character like Ryu, a Shoto who is equipped to have at least 1 answer to every game plan, and think "This guy's got too much going for him."
I think this is a major element to why Shotos are beginner friendly. You can play reactively to your opponent instead of having to proactively come up with an offense.
It's not on them to stop doing it, it's on you to make them stop and whining it about on forums isn't getting you any closer. You don't have to jump in to claim space, and if they keep giving up space they will eventually find themselves in the corner.
The corner sucks in fighting games, it especially sucks in SF6. Something like 90% of the perfects I've had against me, or against other players have occurred from speed running into the corner.
Hadokens are shockingly easy to deal with most of the time, especially if they're overused enough to become predictable. And I'm just a Silver player.
Walk forward and parry them. When you're juuuuust within Drive Impact range, bait another hadoken, and Drive Impact through it. Then punish the Ryu, HARD.
Never fails me.
The Ryus I lose to are the ones who use it sparingly and focus instead on core fundamentals.
Learn something, deal with it. Penalize it.
It's actually a very old tactic despite a cheesy one, it's still a proper defensive tactic.
Learn to keep your distances or even just inching forward with blocking and fish some sweeps on them a couple of time, then you see them panicking and running towards you.
If they're those modern newbies you say you're facing, they will probably behave more erratically (throwing less fireball) after those successive sweeps you did.
HFGL.
Anyone in a corner has disadvantage against anyone who is not. You've lost an entire direction from your mobility options by being unable to retreat.