Just to correct some of the questions and answers about Dan’s past
Father= Gou Hibiki (killed by sagat, but took out sagat’s eye)
Master= Gouken, A.K.A Sheng long (same guy who trained Ryu and Ken)
Pupil= Sakura (she thinks Dan trained Ryu)
Akuma is Gouken’s brother, who presumably killed him, but in sf4 he is still alive. Which confused me greatly because everyone in sf3 thinks he is dead, sf4 takes place before sf3, and Gouken does not die in any of the endings of sf4.
Out of all the shotos, I think Dan has an advantage as a rushdown character. I use his QCB RH to get in on beams and other troublesome projectile characters. For assist, I go with antiair since projectile is a joke and autograph doesn’t do much damage.
Dan Corner Combo:
Launch for air combo, then grab them out of the air and slam them. This will cause them to bounce off the ground. Once theyve bounced off the ground, I think theyre vulnerable for a split second (I havent tried it on a actual person), then do his Koryuu Rekka(Uppercut). Then, once theyre in mid-screen fall, you can combo or assist into the super again. This is his most powerful super, and is easy to do. Unlike his other two(Shinku Hadoken & Hisshou Buraiken). Its easy because you can jab into it i.e Ken/Akuma/Juggs etc. They all have supers that can be executed from jab startups.
Basic Combos-
Dan has no range WHATSOEVER!!! But, it works in his favor (somethimes). Most opponents are rushdowners, so sneaking in a quick combo or super is common. If you play with him regularly, then work on some of these tacs…VS Rushdowns: Most likely, Dan’s gonna bite the dust in these battles. But if youre patient, you can ease in some confidence, making Dan more formidable in fights. Try to use his Gadoken( Ryu/Ken/Chun Li’s Hadoken) a lot. Jab then Gadoken, jab then Gadoken, this neutralizes your opponent for some time, so you can set up his hard-to-connect-moves later on. From the jabbing, you can jab into his Koryuu Rekka. It takes a nice chunk of damage, and makes your opponent wary of its potential in close fights. Since he doesnt cover a lot of range, you need to use the stage carefully, since you dont want to be “pushed around” because of his low-range. As far as his assist, use B-type assist (Uppercut). Its a rushdown nemesis, so it is highly recommended. With partners like Ken, you can combo with this assist with his hurricane kick. Launch opp. in the air, assist with Dan, and finish the combo off with Ken’s hurricane kicks. IT TAKES A LOT OF DAMAGE!!! Since Ken takes alot already, comboing it with Dan’s uppercut really takes a lot!!! Its not as many hits, but it is maybe a little more damage than Ken alone.
If you have any other questions about fighters, just holla.
MadMagz//
No offense but I think there was some sub par info for Dan.
His RH has great range if you’re using the j.RH or c.RH. His KR super is indeed awesome but don’t down play the SH. It’s your best friend for the KR semi infinite and also as a tool for chip damage. Furthermore his fake as hurricane kick is actually better than the other shotos’ if talking about air more.
Cool thing to do with the autograph move is use it against someone that’s rushing in. They’ll think you messed up and you’ll be able to cancel it into his KR super which will fuck them up!
What? I take offense because youre calling my advise sub-par!! You didnt clarify what was sub-par about it. And talking about his Premium Sign “Super” being useful? Its a taunt move!!!If one is gonna play with Dan, they have to realize he has his limits. And within those limits, I give advise for the most easy to use, most powerful, smart and logical moves he has. Ive played with Dan for sometime, and have found that he is quite tough. He may not have the best arsenal, but he has the tough-guy, get in your face and spit on it, type of style. His Shinku Gadoken move is not a good move to do, unless theyre in the corner.You cant do it mid-screen, cause it doesnt even connect all the way, so its useless to waste levels. His 10-hitter super cant be connected unless its cancelled into. Rekka is the only move (and the most powerful) that he can do on his own, without assist or being cancelled into. Excuse me, but I think your SEMI-advice (because you didnt really help the seeker) was sub-par.
I didn’t feel like answering all your stuff, Geez! Hell I was being generous when I said SOME of it was sub par. To be honest, your information was Dan tier! Okay fine…
You mentioned combing after his HP air grab. No you can’t. You can get a hit to cross up after it in the corner but it won’t combo. (1st sub par advice)
You said he doesn’t have any good ranged moves WHATSOEVER. Wrong, his jumping and crouching roundhouses are godlike. Amazing priority for the range that they have. You should be using those A LOT (2nd sub par advice)
You brought up the idea of picking off people that are rushing you down into combos with his short limbs (short limbs working to his advantage sometimes). NO! It NEVER works to his advantage. The only things you can do to pick them off is use his launcher as they’re coming down from above (Or use his jumping RH because of its range and priority). His trip is good to stop dash ins. (3rd sub par advice)
You spoke of him losing out right to rush down. No, he loses out right to runaway storm and sentinel. You’re better off against people that come to you. (4th sub par advice)
You spoke of using lots of jabs and jab hadokens. No and no. NEVER try to beat them with his little ass jabs and ONLY use his hadokens when you do moves that miss and you want to recover (trip to hadoken) or to keep them locked down for you assist to continue after the blockstun you yourself do. (5th sub par advice)
Jabbing into Koryuu Rekka (KR) on response to jab hitting. NO! You shouldn’t be using jab that way for reasons started above. Also, KR does not have good horizontal range. You hit with the first uppercut and miss the second one, to come down and get killed. (6th sub par advice)
Now to explain my advice since you seemed to misunderstand it…
I already explained some of my strategy in what I posted above.
for the use of his Shin Hadoken (SH), you use it on wake up with an assist that’ll pin them afterwards or in the corner. Done right, all the hits from the fireball will connect. If you play Dan Doom, you can knock the opponent down, jump+doom-B and qcb+lk over them, land and SH. This sandwiches them between rocks and his fireball and does insane chip damage while leaving them in block stun to follow up with more attacks. In the corner you can connect heavy attacks into SH. This picks them off the ground and sets you up for repeated KRs. You DO know that you can repeat KRs in the corner if down right… right?
Also, I mentioned using his “hurricane kicks” (qcb+k) move. This is the move you’ll be abusing the most against everyone you play against. It allows you to change you momentum in the air, helps with building meter, and gives you a psuedo lockdown game if you can sj.RH to qcb+lk to falling RH fast enough. Also, people have a lot of trouble figuring out when they can attack you after doing them since you having priority when they’re coming out, and little recovery afterwards. This allows you to pick off people who are trying to attack out of the block stun the cause.
Finally, I never said his taunt super was useful. I never even mentioned his taunt super. I said there was a cool thing you could do with his autograph move (qcf+k). Since you can cancel it into his supers at any point, I said to do that move on someone that’s trying to get in. They’ll think you messed and and come in for the kill, at this point you can meet them with a super by canceling out of the move.
If you want something that you can do with his taunt super, you can do it randomly in a match (if you’re next character has a good DHC like Ironman), and if they try ANYTHING to punish it you can cancel to that super to punish them.
I field tested all my stuff at evo in money matches and came out on top with $110. There’s PLENTY of videos of me using this stuff.
If you use Dan Taunt super and DHC into IM PC fast enough, you can Make the PC unblockable. This works because Dan’s Super taunt Doesn’t put them in block animation for the first few frames or so.You have to be VERY FAST for this to work.
or just pick a good/decent team with dan on it lol like mag/dan/psy. if you’re lucky, he won’t need to come out…or you can setup some deadly situations into his suicide move from MT.
now if you’re using a truly dan based team, that can really be a kick in the groin like dan/x/x. I use to play with him long ago with a dan based team. forgot what it was. comboing super fireballs and doing that launch, 1,2, qcbK, wait, throw, suicide bomb =ggpo lol
yeah that qcb K is made godlike. I know I abused that ish in CvS2 also. so much good movement/priority. I would handle god akuma/ult rugal boss mode with just abusing that kick with ratio1 dan lol.
i know…I never played that type of team. only dan/x/x (no top tiers), but you do the same too sometimes? bh/dan/cyc. bh/cyc is sometime all you might need. anytime though, you can bring in dan to clown them same with mag/dan/psy.
I play BH/Dan/Cyc just b/c it seems weird to go by blackheartking and not play him lol
Besides how many blackhearts do you see that will be anywhere near as bad to play against as a Magneto? =P
I play dan/doom teams with no god tier a lot too but they never get recorded =\
I play that team a lot too. It’s fun cuz you can play a complete lock down game that noone would expect with that team.
I play Dan/IM/Doom as well. When I thought about it after the fact, I should have shown that I could play more teams than just BH/Dan/Cyc and team Watts at evo…