Yeah I thought as much hehe If MK Dankuu could combo then HK Dankuu would, and if we’re able to hit confirm into it then there’s no reason to use MK over HK
Hit confirming into Dankuu would be nice but would be nicer if they’d just combo off c.MK and c.MP without requiring a counter hit
I just have a hard time anticipating his attacks. The Butt Slam I just run away from and maybe Gadoken or something to him when I turn around. Whats a good way to beat his torpedos?
EDIT: FA absorb to taunt is win with Dan. Thanks Krakatoa.
Honda’s normal Sumo Slam only hits once, so if he does it while you’re close to him (as a wakeup) and you block the rising hit, you have free reign to do whatever you want to him while he comes back down since he’s already wasted his hit. The EX Sumo Slam hits both on the way up and on the way down, so be more careful with it (of course, if you block it on the way up, he should fly far enough that the way down won’t hit you).
Projectiles eat Honda’s Sumo Headbutt alive. Dan’s can do that job, but because they fizzle so fast they’re not perfect at it. With good timing, you can certainly Koryuken the headbutts. Jumping back and kicking him works well too, similar to Blanka’s rolling attack. Or just block and bide your time.
The big thing about Honda is that, unless he has EX bars, he has no safe way to stand up after a knockdown against Dan. The bunnyhopping Knee will stuff the Sumo Headbutt and the Sumo Slam, unless they’re EX versions. Once he’s depleted his meter, get in on him and start pressuring him. His Oicho Throw is sizably slower than normal throws, so it’s not as fearsome as you might think, its main asset is range.
Question: When im doing dans lp/knee pressure string, why do i sometimes get grabbed out of it, am i not doing the inputs fast enough? or do you have to start with a punch first? I’m not entirely sure. Thanks :x
The pressure string is very spacing-sensitive. If you wind up within throw range after the Knee, they can often throw you. The trick, when you want to keep the string going for an extended time, is to space the Knee so that after it’s blocked they get pushed just out of throw range but still within jab/c.mk range. Then you can do that move into the next Knee, and potentially hop them all the way across the stage.
When you do wind up close enough for them to throw, be aware that it’s a possibility and either try to throw yourself (if they’re blocking, you’ll get them, if they throw you you’ll tech it) or do some other type of mixup (Koryuken is risky but might work if they prove they like to throw, neutral jump can set some things up, etc).
Yeah Knee is 0 on block so there’s no advantage either way, it takes a while to come out and besides the Kouryuken Dan’s fastest move is a throw, which is obviously tied in with the speed of their throw. If you end up in their face after a Knee it’s probably best to go for a throw, don’t think Kouryukens are the best way to go unless you want to FADC one.
If you’re playing against a character with a Dragon Punch you could probably get 2 blocked Knees before they try to sneak in a DP so a backdash might be in order there, if they don’t DP you can EX Dankuu straight back in their face :tup:
Question, is the Knee always 0 on block? It does have a reasonably large active window so will hitting at the end of it give us an extra frame of advantage?
The Knee isn’t always 0 on block, no. It depends on positioning when you hit them, which is what makes the pressure string work well if you’re spaced out of throw range. I know that when I’ve been a little bit closer than I like to be for the pressure string, but still not right up in their face, I’ve had throws whiff because they were still in blockstun when I did them. That’s what makes the spacing so important. If you want to try to throw after the Knee, you need to be very close to them when they block. If you want to keep on the c.lk/c.lp > Knee pressure, you want to be at basically the maximum range for the ducking move after they block the Knee (factoring in the knockback of the move). If that part is done properly, they won’t have a chance to do a Reversal between the Knee and the next light move, only between the light move and the Knee.
Against certain characters you can do a surprising amount of chip damage with the string. Chun-Li without EX is a good example. Eventually the other player will get frustrated and try to escape, which usually results in a Knee to the face, and then they’re launched to the corner, which is where Dan wants them to be.
So how much advantage can we get? Why is c.MP xx Knee so powerful (minus a dragon punch reversal) since c.MP is 7 frame startup (1 slower than close s.MP, which is 2 slower than light attacks x_x?
LK Danku is +0 on block if it hits immediately, and it has 10 active frames. That means that dependent on spacing and whether they’re crouching or not, you can be +9 on block. That means a followup cr.mk/cr.lp/cr.mp/s.mp is free. In fact, if you do a low and they mashed shoryu, they eat the low for free. That’s why I prefer cr.lk xx lk Danku, because it forces them to block low, which makes me get more advantage on block anyway.
The only space they have to do anything is in between the normal and the knee hitting, and if you’re using close s.mp, you can be up to +3 on block without even giving them a reversal window.
You can’t jump out of knee pressure, you can’t focus it, you can’t backdash it consistently, you can’t always shoryu it, you can’t always jab it, and cr.mk to dodge it loses to a mk/hk danku. If you mix up your frame traps well with throws, lows, the random koryu fadc, backdashes, crossups, and vary the speed and normals you do the frame trap with, Dan’s knee can be very fearsome.
Wow +9 on block from max distance (crouching) right? Thought we’d get an extra frame or two advantage, never thought it’d be that much. Generally people are always crouch blocking anyways, Dan has no overhead so the only reason to stand up to block is if you see him jumping at you.
I knew it was sexy I just didn’t know it was **that **sexy :tup: