Ryu (SSBU)/Neutral special: Difference between revisions
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*{{buff|Hadoken has gained above-average shieldstun multipliers (1.2× (weak)/1.13× (medium)/1.06× (strong)), improving its safety against shields.}} | *{{buff|Hadoken has gained above-average shieldstun multipliers (1.2× (weak)/1.13× (medium)/1.06× (strong)), improving its safety against shields.}} | ||
*{{buff|Shakunetsu Hadoken's looping hits use the autolink angle (60°/0° → 366°), allowing them to connect more reliably.}} | *{{buff|Shakunetsu Hadoken's looping hits use the autolink angle (60°/0° → 366°), allowing them to connect more reliably.}} | ||
'''{{GameIcon|ssbu}} {{SSBU|13.0.1}}''' | |||
*{{buff|Hadoken, and in turn True Hadoken, deal more damage (7% (light)/7.5% (medium)/8% (heavy) → 9%/9.5%/10%)}} | |||
*{{buff|Shakunetsu Hadoken's last hit deals more damage (7.3% → 9.3%)}} | |||
*{{change|Input multiplier reduced, but overall damage is still higher due to the base damage increase (1.25× → 1.2×)}} | |||
*{{nerf|All variants have less base knockback (Hadoken: 68/68/67 → 67/67/66, 58 → 57 (late, light and medium), 58/68/58 → 57/67/57 (late, heavy), Shakunetsu Hadoken: 60 → 58 (last hit))}} | |||
==Hitboxes== | ==Hitboxes== | ||
===Light=== | ===Light=== |
Revision as of 02:17, December 10, 2021
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Hitbox visualization showing Ryu's light neutral special, Hadoken.
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Hitbox visualization showing Ryu's medium neutral special, Hadoken.
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Hitbox visualization showing Ryu's Heavy neutral special, Hadoken.
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Hitbox visualization showing Ryu's light input neutral special, Shakunetsu Hadoken.
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Hitbox visualization showing Ryu's medium input neutral special, Shakunetsu Hadoken.
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Hitbox visualization showing Ryu's Heavy input neutral special, Shakunetsu Hadoken.
Overview
Update History
All variants of Hadoken have slightly less startup lag (frame 13 → 12).
All variants of Hadoken deal more damage (Hadoken: 6% (light)/6.5% (medium)/7% (heavy) → 7%/7.5%/8%, true Hadoken: 7.5%/8.1%/8.7% → 8.7%/9.3%/10%, Shakunetsu Hadoken: 5% → 7.3%).
All variants of Hadoken had their travel speeds adjusted, increasing their versatility (light: 0.9 → 0.8, medium: 1.2 → 1.3, heavy: 1.5 → 1.8).
Light regular Hadoken has a longer duration (75 frames → 82).
Heavy Hadoken and light Shakunetsu Hadoken have shorter durations (60 frames → 50 (regular), 60 → 55 (H. Shakunetsu), 75 → 68 (L. Shakunetsu)).
Hadoken has gained above-average shieldstun multipliers (1.2× (weak)/1.13× (medium)/1.06× (strong)), improving its safety against shields.
Shakunetsu Hadoken's looping hits use the autolink angle (60°/0° → 366°), allowing them to connect more reliably.
Hadoken, and in turn True Hadoken, deal more damage (7% (light)/7.5% (medium)/8% (heavy) → 9%/9.5%/10%)
Shakunetsu Hadoken's last hit deals more damage (7.3% → 9.3%)
Input multiplier reduced, but overall damage is still higher due to the base damage increase (1.25× → 1.2×)
All variants have less base knockback (Hadoken: 68/68/67 → 67/67/66, 58 → 57 (late, light and medium), 58/68/58 → 57/67/57 (late, heavy), Shakunetsu Hadoken: 60 → 58 (last hit))
Hitboxes
Light
Medium
Heavy
Light Shakunetsu
Medium Shakunetsu
Heavy Shakunetsu
Timing
The final hit of Shakunetsu Hadoken is triggered after an opponent is hit 5 times maximum. It appears 4 frames after the previous hit.
Light (clean, late) | 12-18, 19-93 |
---|---|
Medium (clean, late) | 12-17, 18-78 |
Heavy (clean, late) | 12-16, 17-61 |
Light Shakunetsu (clean, late) | 12-21, 22-79 |
Medium Shakunetsu (clean, late) | 12-20, 21-72 |
Heavy Shakunetsu (clean, late) | 12-19, 20-66 |
Interruptible | 57 |
Animation length | 81 |
Light | ![]() |
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Medium | ![]() |
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Heavy | ![]() |
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Ryu | ![]() |
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H Shakunetsu | ![]() |
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M Shakunetsu | ![]() |
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L Shakunetsu | ![]() |
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![]() Lag time |
![]() Hitbox |
![]() ![]() Hitbox change |
![]() ![]() Prop event |
![]() Interruptible |
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