Super Smash Bros. Ultimate

Ryu (SSBU)/Neutral special: Difference between revisions

(Attempted to update from 7.0.0 to 13.0.1. Not sure of the nuances of the hitstun glitch, so might be wrong. Some offsets are "backwards" because that is how they are in the scripts. Hopefully I did this properly. GIFs may need to be updated. Swapped frame strips to be LMH order)
 
(3 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:RyuNSpecialWeak.gif|thumb|400px|Hitbox visualization showing Ryu's light neutral special, [[Hadoken]].]]
[[File:RyuNSpecialWeak.gif|thumb|400px|Hitbox visualization showing Ryu's light neutral special, [[Hadoken]].]]
[[File:RyuNSpecialMedium.gif|thumb|400px|Hitbox visualization showing Ryu's medium neutral special, [[Hadoken]].]]
[[File:RyuNSpecialMedium.gif|thumb|400px|Hitbox visualization showing Ryu's medium neutral special, Hadoken.]]
[[File:RyuNSpecialHeavy.gif|thumb|400px|Hitbox visualization showing Ryu's Heavy neutral special, [[Hadoken]].]]
[[File:RyuNSpecialHeavy.gif|thumb|400px|Hitbox visualization showing Ryu's Heavy neutral special, Hadoken.]]
[[File:RyuNSpecialInputWeakSSBU.gif|thumb|400px|Hitbox visualization showing Ryu's light input neutral special, [[Shakunetsu Hadoken]].]]
[[File:RyuNSpecialInputWeakSSBU.gif|thumb|400px|Hitbox visualization showing Ryu's light input neutral special, [[Shakunetsu Hadoken]].]]
[[File:RyuNSpecialInputMediumSSBU.gif|thumb|400px|Hitbox visualization showing Ryu's medium input neutral special, [[Shakunetsu Hadoken]].]]
[[File:RyuNSpecialInputMediumSSBU.gif|thumb|400px|Hitbox visualization showing Ryu's medium input neutral special, Shakunetsu Hadoken.]]
[[File:RyuNSpecialInputHeavySSBU.gif|thumb|400px|Hitbox visualization showing Ryu's Heavy input neutral special, [[Shakunetsu Hadoken]].]]
[[File:RyuNSpecialInputHeavySSBU.gif|thumb|400px|Hitbox visualization showing Ryu's Heavy input neutral special, Shakunetsu Hadoken.]]
==Overview==
==Overview==
{{competitive expertise}}
{{competitive expertise}}
==Update History==
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
*{{buff|All variants of Hadoken have slightly less startup lag (frame 13 → 12).}}
*{{buff|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%).}}
*{{buff|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).}}
*{{buff|Light regular Hadoken has a longer duration (75 frames → 82).}}
*{{nerf|Heavy Hadoken and light Shakunetsu Hadoken have shorter durations (60 frames → 50 (regular), 60 → 55 (H. Shakunetsu), 75 → 68 (L. Shakunetsu)).}}
'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}'''
*{{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.}}
'''{{GameIcon|ssbu}} {{SSBU|12.0.0}}'''
*Shakunetsu Hadoken
**{{buff|Has a new, higher priority hitbox that only hits grounded opponents, making it easier to hit them multiple times.}}
**{{change|Previous hitbox has lower priority (Clean ID 0 → 1, Late ID 0/1 → 3/1).}}
**{{change|Late multihit hitbox is slightly further forward (Medium/Heavy ID 1: Z -0.2/-4.5 → 0.3/-4.5, Medium ID 3: Z -2.5/-2.5 → -2.0/-2.0, Heavy ID 3: Z -3.0/-3.0 → -2.0/-2.0).}}
**{{buff|Multihit has more base knockback (11 (light)/14 (medium)/17 (heavy) → 40 (all)).}}
**{{buff|Clean multihit has a higher [[hitstun modifier]] (4 → 10).}}
'''{{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===
Line 15: Line 38:
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=7.0%
|damage=9.0%
|angle=0
|angle=0
|bk=68
|bk=67
|ks=10
|ks=10
|fkv=0
|fkv=0
Line 37: Line 60:
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|damage=7.0%
|damage=9.0%
|angle=0
|angle=0
|bk=68
|bk=67
|ks=10
|ks=10
|fkv=0
|fkv=0
Line 59: Line 82:
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=2
|id=2
|damage=7.0%
|damage=9.0%
|angle=60
|angle=60
|bk=67
|bk=66
|ks=10
|ks=10
|fkv=0
|fkv=0
Line 82: Line 105:
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=7.0%
|damage=9.0%
|angle=0
|angle=0
|bk=58
|bk=57
|ks=10
|ks=10
|fkv=0
|fkv=0
Line 104: Line 127:
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|damage=7.0%
|damage=9.0%
|angle=0
|angle=0
|bk=58
|bk=57
|ks=10
|ks=10
|fkv=0
|fkv=0
Line 126: Line 149:
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=2
|id=2
|damage=7.0%
|damage=9.0%
|angle=60
|angle=60
|bk=58
|bk=57
|ks=10
|ks=10
|fkv=0
|fkv=0
Line 153: Line 176:
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=7.5%
|damage=9.5%
|angle=0
|angle=0
|bk=68
|bk=67
|ks=10
|ks=10
|fkv=0
|fkv=0
Line 175: Line 198:
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|damage=7.5%
|damage=9.5%
|angle=0
|angle=0
|bk=68
|bk=67
|ks=10
|ks=10
|fkv=0
|fkv=0
Line 197: Line 220:
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=2
|id=2
|damage=7.5%
|damage=9.5%
|angle=60
|angle=60
|bk=67
|bk=66
|ks=10
|ks=10
|fkv=0
|fkv=0
Line 220: Line 243:
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=7.5%
|damage=9.5%
|angle=0
|angle=0
|bk=58
|bk=57
|ks=10
|ks=10
|fkv=0
|fkv=0
Line 242: Line 265:
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|damage=7.5%
|damage=9.5%
|angle=0
|angle=0
|bk=58
|bk=57
|ks=10
|ks=10
|fkv=0
|fkv=0
Line 264: Line 287:
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=2
|id=2
|damage=7.5%
|damage=9.5%
|angle=60
|angle=60
|bk=58
|bk=57
|ks=10
|ks=10
|fkv=0
|fkv=0
Line 291: Line 314:
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=8.0%
|damage=10.0%
|angle=0
|angle=0
|bk=68
|bk=67
|ks=10
|ks=10
|fkv=0
|fkv=0
Line 313: Line 336:
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|damage=8.0%
|damage=10.0%
|angle=0
|angle=0
|bk=68
|bk=67
|ks=10
|ks=10
|fkv=0
|fkv=0
Line 335: Line 358:
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=2
|id=2
|damage=8.0%
|damage=10.0%
|angle=60
|angle=60
|bk=67
|bk=66
|ks=10
|ks=10
|fkv=0
|fkv=0
Line 358: Line 381:
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=8.0%
|damage=10.0%
|angle=0
|angle=0
|bk=58
|bk=57
|ks=10
|ks=10
|fkv=0
|fkv=0
Line 380: Line 403:
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|damage=8.0%
|damage=10.0%
|angle=0
|angle=0
|bk=68
|bk=67
|ks=10
|ks=10
|fkv=0
|fkv=0
Line 402: Line 425:
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=2
|id=2
|damage=8.0%
|damage=10.0%
|angle=60
|angle=60
|bk=58
|bk=57
|ks=10
|ks=10
|fkv=0
|fkv=0
Line 431: Line 454:
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=1.1%
|angle=80
|bk=42
|ks=10
|fkv=0
|r=3.5
|bn=top
|xpos=0.0
|ypos=-5.2
|zpos=0.0
|ff=0.25
|sdi=0.0
|type=Energy
|effect=Flame
|sfx=Burn
|slvl=S
|direct=f
|g=t
|a=f
}}
|2
|'''+10''' frames
{{UltimateHitboxTableRow
|id=1
|damage=1.1%
|damage=1.1%
|angle=366
|angle=366
|bk=11
|bk=40
|ks=10
|ks=10
|fkv=0
|fkv=0
Line 450: Line 497:
}}
}}
|2
|2
|'''+4''' frames
|'''+10''' frames
{{HitboxTableTitle|Late multihits|42}}
{{HitboxTableTitle|Late multihits|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=1.1%
|damage=1.1%
|angle=366
|angle=80
|bk=11
|bk=42
|ks=10
|ks=10
|fkv=0
|fkv=0
|r=2.8
|r=1.15
|bn=top
|bn=top
|xpos=0.0
|xpos=0.0
|ypos=0.0 to -1.0
|ypos=-0.9
|zpos=-2.0
|zpos=0.95 to -5.15
|ff=0.25
|ff=0.25
|sdi=0.0
|sdi=0.0
Line 471: Line 518:
|slvl=S
|slvl=S
|direct=f
|direct=f
|g=t
|a=f
}}
}}
|2
|2
Line 478: Line 527:
|damage=1.1%
|damage=1.1%
|angle=366
|angle=366
|bk=11
|bk=40
|ks=10
|ks=10
|fkv=0
|fkv=0
Line 486: Line 535:
|ypos=0.25
|ypos=0.25
|zpos=0.3 to -4.5
|zpos=0.3 to -4.5
|ff=0.25
|sdi=0.0
|type=Energy
|effect=Flame
|sfx=Burn
|slvl=S
|direct=f
}}
|2
|'''+4''' frames
{{UltimateHitboxTableRow
|id=2
|damage=1.1%
|angle=80
|bk=42
|ks=10
|fkv=0
|r=1.4
|bn=top
|xpos=0.0
|ypos=-2.4
|zpos=-1.1 to -2.9
|ff=0.25
|sdi=0.0
|type=Energy
|effect=Flame
|sfx=Burn
|slvl=S
|direct=f
|g=t
|a=f
}}
|2
|'''+4''' frames
{{UltimateHitboxTableRow
|id=3
|damage=1.1%
|angle=366
|bk=40
|ks=10
|fkv=0
|r=2.8
|bn=top
|xpos=0.0
|ypos=0.0 to -1.0
|zpos=-2.0
|ff=0.25
|ff=0.25
|sdi=0.0
|sdi=0.0
Line 499: Line 594:
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=7.3%
|damage=9.3%
|angle=55
|angle=55
|bk=60
|bk=58
|ks=60
|ks=60
|fkv=0
|fkv=0
Line 528: Line 623:
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=1.1%
|angle=80
|bk=42
|ks=10
|fkv=0
|r=3.5
|bn=top
|xpos=0.0
|ypos=-5.2
|zpos=0.0
|ff=0.25
|sdi=0.0
|type=Energy
|effect=Flame
|sfx=Burn
|slvl=S
|direct=f
|g=t
|a=f
}}
|2
|'''+10''' frames
{{UltimateHitboxTableRow
|id=1
|damage=1.1%
|damage=1.1%
|angle=366
|angle=366
|bk=14
|bk=40
|ks=10
|ks=10
|fkv=0
|fkv=0
Line 547: Line 666:
}}
}}
|2
|2
|'''+4''' frames
|'''+10''' frames
{{HitboxTableTitle|Late multihits|42}}
{{HitboxTableTitle|Late multihits|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=1.1%
|damage=1.1%
|angle=366
|angle=80
|bk=14
|bk=42
|ks=10
|ks=10
|fkv=0
|fkv=0
|r=2.8
|r=1.15
|bn=top
|bn=top
|xpos=0.0
|xpos=0.0
|ypos=0.0 to -1.0
|ypos=-0.9
|zpos=-2.5
|zpos=0.95 to -5.15
|ff=0.25
|ff=0.25
|sdi=0.0
|sdi=0.0
Line 568: Line 687:
|slvl=S
|slvl=S
|direct=f
|direct=f
|g=t
|a=f
}}
}}
|2
|2
Line 575: Line 696:
|damage=1.1%
|damage=1.1%
|angle=366
|angle=366
|bk=14
|bk=40
|ks=10
|ks=10
|fkv=0
|fkv=0
Line 582: Line 703:
|xpos=0.0
|xpos=0.0
|ypos=0.25
|ypos=0.25
|zpos=-0.2 to -4.5
|zpos=0.3 to -4.5
|ff=0.25
|sdi=0.0
|type=Energy
|effect=Flame
|sfx=Burn
|slvl=S
|direct=f
}}
|2
|'''+4''' frames
{{UltimateHitboxTableRow
|id=2
|damage=1.1%
|angle=80
|bk=42
|ks=10
|fkv=0
|r=1.4
|bn=top
|xpos=0.0
|ypos=-2.4
|zpos=-1.1 to -2.9
|ff=0.25
|sdi=0.0
|type=Energy
|effect=Flame
|sfx=Burn
|slvl=S
|direct=f
|g=t
|a=f
}}
|2
|'''+4''' frames
{{UltimateHitboxTableRow
|id=3
|damage=1.1%
|angle=366
|bk=40
|ks=10
|fkv=0
|r=2.8
|bn=top
|xpos=0.0
|ypos=0.0 to -1.0
|zpos=-2.0
|ff=0.25
|ff=0.25
|sdi=0.0
|sdi=0.0
Line 596: Line 763:
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=7.3%
|damage=9.3%
|angle=55
|angle=55
|bk=60
|bk=58
|ks=60
|ks=60
|fkv=0
|fkv=0
Line 617: Line 784:
|—
|—
|}
|}
===Heavy Shakunetsu===
===Heavy Shakunetsu===
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
Line 624: Line 792:
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=1.1%
|angle=80
|bk=42
|ks=10
|fkv=0
|r=3.5
|bn=top
|xpos=0.0
|ypos=-5.2
|zpos=0.0
|ff=0.25
|sdi=0.0
|type=Energy
|effect=Flame
|sfx=Burn
|slvl=S
|direct=f
|g=t
|a=f
}}
|1
|'''+10''' frames
{{UltimateHitboxTableRow
|id=1
|damage=1.1%
|damage=1.1%
|angle=366
|angle=366
|bk=17
|bk=40
|ks=10
|ks=10
|fkv=200
|fkv=200
Line 643: Line 835:
}}
}}
|1
|1
|'''+4''' frames
|'''+10''' frames
{{HitboxTableTitle|Late multihits|42}}
{{HitboxTableTitle|Late multihits|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=1.1%
|damage=1.1%
|angle=366
|angle=80
|bk=17
|bk=42
|ks=10
|ks=10
|fkv=0
|fkv=0
|r=2.8
|r=1.15
|bn=top
|bn=top
|xpos=0.0
|xpos=0.0
|ypos=0.0 to -1.0
|ypos=-0.9
|zpos=-3.0
|zpos=0.95 to -5.15
|ff=0.25
|ff=0.25
|sdi=0.0
|sdi=0.0
Line 664: Line 856:
|slvl=S
|slvl=S
|direct=f
|direct=f
|g=t
|a=f
}}
}}
|1
|1
Line 671: Line 865:
|damage=1.1%
|damage=1.1%
|angle=366
|angle=366
|bk=17
|bk=40
|ks=10
|ks=10
|fkv=0
|fkv=0
Line 678: Line 872:
|xpos=0.0
|xpos=0.0
|ypos=0.25
|ypos=0.25
|zpos=-0.2 to -4.5
|zpos=0.3 to -4.5
|ff=0.25
|sdi=0.0
|type=Energy
|effect=Flame
|sfx=Burn
|slvl=S
|direct=f
}}
|1
|'''+4''' frames
{{UltimateHitboxTableRow
|id=2
|damage=1.1%
|angle=80
|bk=42
|ks=10
|fkv=0
|r=1.4
|bn=top
|xpos=0.0
|ypos=-2.4
|zpos=-1.1 to -2.9
|ff=0.25
|sdi=0.0
|type=Energy
|effect=Flame
|sfx=Burn
|slvl=S
|direct=f
|g=t
|a=f
}}
|1
|'''+4''' frames
{{UltimateHitboxTableRow
|id=3
|damage=1.1%
|angle=366
|bk=40
|ks=10
|fkv=0
|r=2.8
|bn=top
|xpos=0.0
|ypos=0.0 to -1.0
|zpos=-2.0
|ff=0.25
|ff=0.25
|sdi=0.0
|sdi=0.0
Line 692: Line 932:
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=7.3%
|damage=9.3%
|angle=55
|angle=55
|bk=60
|bk=58
|ks=60
|ks=60
|fkv=0
|fkv=0
Line 713: Line 953:
|—
|—
|}
|}
==Timing==
==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.
The final hit of Shakunetsu Hadoken is triggered after an opponent is hit 5 times maximum. It appears 4 frames after the previous hit.
Line 748: Line 989:
|'''Heavy'''{{FrameStrip|t=Blank|c=11}}{{FrameStrip|t=Hitbox|c=5|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=45|s=HitboxChangeE}}{{FrameStrip|t=Blank|c=32}}
|'''Heavy'''{{FrameStrip|t=Blank|c=11}}{{FrameStrip|t=Hitbox|c=5|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=45|s=HitboxChangeE}}{{FrameStrip|t=Blank|c=32}}
|-
|-
|'''Ken''' {{FrameStrip|t=Lag|c=11|e=LagPropS}}{{FrameStrip|t=Lag|c=45|s=LagPropE}}{{FrameStrip|t=Interruptible|c=25}}{{FrameStrip|t=Blank|c=12}}
|'''Ryu''' {{FrameStrip|t=Lag|c=11|e=LagPropS}}{{FrameStrip|t=Lag|c=45|s=LagPropE}}{{FrameStrip|t=Interruptible|c=25}}{{FrameStrip|t=Blank|c=12}}
|-
|-
|'''H Shakunetsu'''{{FrameStrip|t=Blank|c=11}}{{FrameStrip|t=Hitbox|c=8|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=47|s=HitboxChangeE}}{{FrameStrip|t=Blank|c=27}}
|'''L Shakunetsu'''{{FrameStrip|t=Blank|c=11}}{{FrameStrip|t=Hitbox|c=10|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=58|s=HitboxChangeE}}{{FrameStrip|t=Blank|c=14}}
|-
|-
|'''M Shakunetsu'''{{FrameStrip|t=Blank|c=11}}{{FrameStrip|t=Hitbox|c=9|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=52|s=HitboxChangeE}}{{FrameStrip|t=Blank|c=21}}
|'''M Shakunetsu'''{{FrameStrip|t=Blank|c=11}}{{FrameStrip|t=Hitbox|c=9|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=52|s=HitboxChangeE}}{{FrameStrip|t=Blank|c=21}}
|-
|-
|'''L Shakunetsu'''{{FrameStrip|t=Blank|c=11}}{{FrameStrip|t=Hitbox|c=10|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=58|s=HitboxChangeE}}{{FrameStrip|t=Blank|c=14}}
|'''H Shakunetsu'''{{FrameStrip|t=Blank|c=11}}{{FrameStrip|t=Hitbox|c=8|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=47|s=HitboxChangeE}}{{FrameStrip|t=Blank|c=27}}
|-
{{FrameStripEnd}}
{{FrameStripEnd}}



Latest revision as of 19:25, December 10, 2021

Hitbox visualization showing Ryu's light neutral special, Hadoken.
Hitbox visualization showing Ryu's medium neutral special, Hadoken.
Hitbox visualization showing Ryu's Heavy neutral special, Hadoken.
Hitbox visualization showing Ryu's light input neutral special, Shakunetsu Hadoken.
Hitbox visualization showing Ryu's medium input neutral special, Shakunetsu Hadoken.
Hitbox visualization showing Ryu's Heavy input neutral special, Shakunetsu Hadoken.

OverviewEdit

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Update HistoryEdit

  3.1.0

  •   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)).

  7.0.0

  •   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.

  12.0.0

  • Shakunetsu Hadoken
    •   Has a new, higher priority hitbox that only hits grounded opponents, making it easier to hit them multiple times.
    •   Previous hitbox has lower priority (Clean ID 0 → 1, Late ID 0/1 → 3/1).
    •   Late multihit hitbox is slightly further forward (Medium/Heavy ID 1: Z -0.2/-4.5 → 0.3/-4.5, Medium ID 3: Z -2.5/-2.5 → -2.0/-2.0, Heavy ID 3: Z -3.0/-3.0 → -2.0/-2.0).
    •   Multihit has more base knockback (11 (light)/14 (medium)/17 (heavy) → 40 (all)).
    •   Clean multihit has a higher hitstun modifier (4 → 10).

  13.0.1

  •   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)).

HitboxesEdit

LightEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless Shieldstun
Clean hit
0 0 0 9.0% 0   Standard 67 10 0   3.5 top 0.0 0.5 to -5.2 -0.5 1.4× 0.0× 0%               Ryu Punch   All All             x1.2
1 0 0 9.0% 0   Standard 67 10 0   2.8 top 0.0 0.0 0.0 to -2.0 1.4× 0.0× 0%               Ryu Punch   All All             x1.2
2 0 0 9.0% 0   Standard 66 10 0   2.8 top 0.0 0.0 0.0 to -2.0 1.4× 0.0× 0%               Ryu Punch   All All             x1.2
Late hit
0 0 0 9.0% 0   Standard 57 10 0   3.0 top 0.0 0.0 0.0 to -2.0 1.4× 0.0× 0%               Ryu Punch   All All             x1.2
1 0 0 9.0% 0   Standard 57 10 0   2.5 top 0.0 1.3 to -1.3 -1.25 1.4× 0.0× 0%               Ryu Punch   All All             x1.2
2 0 0 9.0% 0   Standard 57 10 0   2.5 top 0.0 1.3 to -1.3 -1.25 1.4× 0.0× 0%               Ryu Punch   All All             x1.2

MediumEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless Shieldstun
Clean hit
0 0 0 9.5% 0   Standard 67 10 0   3.5 top 0.0 0.5 to -5.2 -0.5 1.4× 0.0× 0%               Ryu Punch   All All             x1.13
1 0 0 9.5% 0   Standard 67 10 0   2.8 top 0.0 0.0 0.0 to -2.5 1.4× 0.0× 0%               Ryu Punch   All All             x1.13
2 0 0 9.5% 0   Standard 66 10 0   2.8 top 0.0 0.0 0.0 to -2.5 1.4× 0.0× 0%               Ryu Punch   All All             x1.13
Late hit
0 0 0 9.5% 0   Standard 57 10 0   3.0 top 0.0 0.0 0.0 to -2.5 1.4× 0.0× 0%               Ryu Punch   All All             x1.13
1 0 0 9.5% 0   Standard 57 10 0   2.5 top 0.0 1.3 to -1.3 -1.25 1.4× 0.0× 0%               Ryu Punch   All All             x1.13
2 0 0 9.5% 0   Standard 57 10 0   2.5 top 0.0 1.3 to -1.3 -1.25 1.4× 0.0× 0%               Ryu Punch   All All             x1.13

HeavyEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless Shieldstun
Clean hit
0 0 0 10.0% 0   Standard 67 10 0   3.5 top 0.0 0.5 to -5.2 -0.5 1.4× 0.0× 0%               Ryu Punch   All All             x1.06
1 0 0 10.0% 0   Standard 67 10 0   2.8 top 0.0 0.0 0.0 to -3.0 1.4× 0.0× 0%               Ryu Punch   All All             x1.06
2 0 0 10.0% 0   Standard 66 10 0   2.8 top 0.0 0.0 0.0 to -3.0 1.4× 0.0× 0%               Ryu Punch   All All             x1.06
Late hit
0 0 0 10.0% 0   Standard 57 10 0   3.0 top 0.0 0.0 0.0 to -2.5 1.4× 0.0× 0%               Ryu Punch   All All             x1.06
1 0 0 10.0% 0   Standard 67 10 0   2.5 top 0.0 1.3 to -1.3 -1.25 1.4× 0.0× 0%               Ryu Punch   All All             x1.06
2 0 0 10.0% 0   Standard 57 10 0   2.5 top 0.0 1.3 to -1.3 -1.25 1.4× 0.0× 0%               Ryu Punch   All All             x1.06

Light ShakunetsuEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless Rehit rate Hitstun
Clean multihits
0 0 0 1.1% 0   Standard 42 10 0   3.5 top 0.0 -5.2 0.0 0.25× 0.0× 0%               Burn   All All             2 +10 frames
1 0 0 1.1% 0   Standard 40 10 0   3.5 top 0.0 0.5 to -5.2 0.0 0.25× 0.0× 0%               Burn   All All             2 +10 frames
Late multihits
0 0 0 1.1% 0   Standard 42 10 0   1.15 top 0.0 -0.9 0.95 to -5.15 0.25× 0.0× 0%               Burn   All All             2 +4 frames
1 0 0 1.1% 0   Standard 40 10 0   2.3 top 0.0 0.25 0.3 to -4.5 0.25× 0.0× 0%               Burn   All All             2 +4 frames
2 0 0 1.1% 0   Standard 42 10 0   1.4 top 0.0 -2.4 -1.1 to -2.9 0.25× 0.0× 0%               Burn   All All             2 +4 frames
3 0 0 1.1% 0   Standard 40 10 0   2.8 top 0.0 0.0 to -1.0 -2.0 0.25× 0.0× 0%               Burn   All All             2 +4 frames
Final hit
0 0 0 9.3% 0   Standard 58 60 0   5.0 top 0.0 0.0 -1.0 1.5× 0.0× 0%               Burn   All All             5

Medium ShakunetsuEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless Rehit rate Hitstun
Clean multihits
0 0 0 1.1% 0   Standard 42 10 0   3.5 top 0.0 -5.2 0.0 0.25× 0.0× 0%               Burn   All All             2 +10 frames
1 0 0 1.1% 0   Standard 40 10 0   3.5 top 0.0 0.5 to -5.2 0.0 0.25× 0.0× 0%               Burn   All All             2 +10 frames
Late multihits
0 0 0 1.1% 0   Standard 42 10 0   1.15 top 0.0 -0.9 0.95 to -5.15 0.25× 0.0× 0%               Burn   All All             2 +4 frames
1 0 0 1.1% 0   Standard 40 10 0   2.3 top 0.0 0.25 0.3 to -4.5 0.25× 0.0× 0%               Burn   All All             2 +4 frames
2 0 0 1.1% 0   Standard 42 10 0   1.4 top 0.0 -2.4 -1.1 to -2.9 0.25× 0.0× 0%               Burn   All All             2 +4 frames
3 0 0 1.1% 0   Standard 40 10 0   2.8 top 0.0 0.0 to -1.0 -2.0 0.25× 0.0× 0%               Burn   All All             2 +4 frames
Final hit
0 0 0 9.3% 0   Standard 58 60 0   5.0 top 0.0 0.0 -1.0 1.5× 0.0× 0%               Burn   All All             5

Heavy ShakunetsuEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless Rehit rate Hitstun
Clean multihits
0 0 0 1.1% 0   Standard 42 10 0   3.5 top 0.0 -5.2 0.0 0.25× 0.0× 0%               Burn   All All             1 +10 frames
1 0 0 1.1% 0   Standard 40 10 200   3.5 top 0.0 0.5 to -5.2 0.0 0.25× 0.0× 0%               Burn   All All             1 +10 frames
Late multihits
0 0 0 1.1% 0   Standard 42 10 0   1.15 top 0.0 -0.9 0.95 to -5.15 0.25× 0.0× 0%               Burn   All All             1 +4 frames
1 0 0 1.1% 0   Standard 40 10 0   2.3 top 0.0 0.25 0.3 to -4.5 0.25× 0.0× 0%               Burn   All All             1 +4 frames
2 0 0 1.1% 0   Standard 42 10 0   1.4 top 0.0 -2.4 -1.1 to -2.9 0.25× 0.0× 0%               Burn   All All             1 +4 frames
3 0 0 1.1% 0   Standard 40 10 0   2.8 top 0.0 0.0 to -1.0 -2.0 0.25× 0.0× 0%               Burn   All All             1 +4 frames
Final hit
0 0 0 9.3% 0   Standard 58 60 0   5.0 top 0.0 0.0 -1.0 1.5× 0.0× 0%               Burn   All All             5

TimingEdit

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                                                                                                                                                                                          
Medium                                                                                                                                                                                          
Heavy                                                                                                                                                                                          
Ryu                                                                                                                                                                                           
L Shakunetsu                                                                                                                                                                                          
M Shakunetsu                                                                                                                                                                                          
H Shakunetsu                                                                                                                                                                                          
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
  
Prop event
 
Interruptible