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 Hadoken | 12 | -2 | -9 | 700 |
| L Hadoken | 16 | 2 | -5 | 700 |
| M Hadoken | 14 | 0 | -7 | 700 |
| OD Hadoken | 12 | D | -1 | 1000 |
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

