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Ryu
Ryu

Hadoken

↓↘→P
Hadoken
必杀技

Fire a ki blast directly forward. Useful for attacking opponents at range.

派生・强度差异

技能发生命中防御伤害
Hadoken
H Hadoken12-2-9700
L Hadoken162-5700
M Hadoken140-7700
OD Hadoken12D-11000

Evaluation

The cornerstone of Ryu's mid- and long-range game. Each strength has different speed, startup, and recovery so you can break the opponent's rhythm. The Denjin-empowered version trades 1-hit high damage for nearly neutral block disadvantage — phenomenal. In Year 3 the Denjin SA1 fireball travels at double speed, which makes confirm Shinku Hadoken safer than ever.

How to Use

Strength selection

  • L Hadoken (236LP) — slow startup, short recovery, slow projectile. Best for using the fireball as a shield while you walk forward and stack a "safe-jump fireball"
  • M Hadoken (236MP) — middle ground; throw it in to disrupt the opponent's rhythm
  • H Hadoken (236HP) — fast startup, fast projectile. Worse on block but harder to react to
  • OD Hadoken (236PP) — 2 hits, fast, knockdown. Beats most other OD fireballs cleanly. Confirms into SA1 when you have meter

Safe fireball

A second Hadoken thrown so it leaves your hand right as the first one fades is a "safe fireball" — if the opponent jumps the first you have time to anti-air; if they wait, the second one hits. Mandatory Ryu pattern.

Denjin synergy

While 22P is stocked, H Hadoken becomes a 2-hit fast projectile with very small recovery — great for advancing and pressure. OD Hadoken becomes a 3-hit move that erases most other OD fireballs. After the May 2024 patch, L/M Hadoken throw a normal version while Denjin is active without consuming the stock, so you can save Denjin for the strong/OD versions.

Pitfalls

  • Throwing 236P at close-to-mid range gets jumped or DI'd. OD Hadoken in particular costs 2 drive blocks if it whiffs
  • Cancelling 2MK into 236P is relatively safe because the spacing pushes Ryu out
  • May 2024 shrunk the forward hurtbox right before Hadoken's startup — the move is harder to whiff-punish than before

How to Counter

Speed and recovery change with strength, so you have to read which one is coming. Block / parry / jump / fireball-invincible / DI — all answers exist; pick the right one.

Recommended counters

236LP

  • If you parry, buffer a jump — opponents who safe-fireball usually input the next Hadoken on autopilot
  • After blocking, the next Hadoken is often a safe fireball — once you block a slow projectile, do not jump next

236MP

  • Same answers as L Hadoken. Treat the medium speed as a tell that another fireball is loading

236HP

  • At close range, parry with a heavy attack or raw drive-rush buffered
  • At long range, parry with a forward attack to capitalize on safe fireballs

Watch out: 214LP feint

Ryu can feint a Hadoken with 214LP to bait parries.

  • Sometimes "block only, no parry" is the right call
  • If you parry to close distance, buffer a forward dash to cancel the parry on whiff

  • Without a confirmed reward (just-parry → heavy / just-parry → jump), the risk-reward of parrying does not justify it; just block

An easy way to put risk on the 214LP feint without parrying: buffer a heavy attack at the timing you would block the 236P — highly effective:

Mind your drive gauge

Hadokens chip a lot of drive. Don't let yourself be slowly bled into Burnout — mix in jumps, drive-parry, and drive-rush to close space. Burnout against Ryu is lethal because of the 22P pressure routes.

Fireball-invincible characters

  • Rashid Spinning Mixer (OD), Cammy Hooligan, Juri Fuhajin etc. can flatly beat Hadoken on read
  • Don't spam the answer — Ryu will start throwing them only when you commit