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.
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 |
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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 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
H Shakunetsu | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
M Shakunetsu | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
L Shakunetsu |
Lag time |
Hitbox |
Hitbox change |
Prop event |
Interruptible |
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