Mike Ross and I both played some Dan, both had a couple little winning streaks too.
Yep, far lp to cr mk xx ex danku works! The cr lk to st lk link dp thing seems ok but we couldn’t get the st lk to link unless it was close lk (that is, we couldn’t get far lk to link to dp), which means that you have to be in pretty close range for that to work. The close hk to lp/lk looked like the close mp to lp/lk now in that it’s all about the opponent’s hitbox and different opponents require using st lp, cr lp, or cr lk to actually hit them because different opponents reel differently on hit.
Normals seemed faster, far hks and hps. St mk seemed faster at first glance but I think that was just jumping the gun.
We didn’t even notice the damage nerfs to dankus so it’s nothing too serious I guess. Seemed to have pretty much the same properties otherwise in terms of frame advantage/disadvantage, spacing, hitboxes, etc.
U1 lost to a far jump attack at a range where I remember it still hitting with invincibility, so it seems like either the ultra has a shorter hitting range or has less invincibility or maybe both.
He was talking about EX Dankuu, I thought that was pretty obvious and was something they mentioned in the notes (the f.s.LP > c.MK, c.MK xx EX Dankuu always combos)
A lot of normals can link into KRK, finding a way to hit confirm with them is the hard part. s.HK’s animation might just be long enough to use by itself otherwise it’ll work like how s.MP does currently with a jump-in. s.HK’s reel animation is different too so it might work better after cross-ups as well. c.MP +5 on hit, c.MK should be at least +4 on hit but again both of those would most likely need a jump-in to help with the hit confirm.
They mentioned close s.LK being 3-frames and reduced recovery, they didn’t mention the far version at all so it’s probably the same. Looks pretty inconsistent for a hit-confirm though.
Other possible KRK hit confirms to try: c.LP > c.LP xx KRK (if it works probably a 1-frame unplinkable link) and f.s.LP > HP KRK (after c.LK xx c.LP or something) probably out of range but worth trying.
Big questions are what hit confirms do we want to use and what pressure tools do we want to use and when? If the best hit-confirm we have from a low attack is a 1-frame link into EX Dankuu then do we really want to use it (a lot)? Would we want to use cl.s.HK over cl.s.MP because it does more damage but s.MP has better options/frame traps on block? We might have more options but if most of them turn out to be less effective then what good are they? Just a few of the questions circling around in my head, as to questioning whether we’ll see them on the console.
Also if I remember correctly Dan’s head is somewhat vulnerable during Shissou, I remember seeing Fei’s chicken wing beat it in SF4 classic. They didn’t mention any changes to Shissou shrug
We’ll probably see a lot of character specific combos. I can think of a number of 'em. Bison specific ones seem pretty lulzy. s.MP > cl.HP should work on him, provided my ruminating is right.
Also, cr.LP > cr.LP isn’t Plinkable, but cr.LP > Koryuken is. Regardless, I see myself getting a lot of use out of s.MP > cr.MK.
s.MP > cr.MK xx EX Gadouken FADC Shissou is really easy to do due to the spacing.
Can Dan land Dankus after counter-hit light attacks? If so, that’d be a nice boon to Knee strings.
Meaty + Counter-hit s.MP should link pretty easily into Shissou. You should be able to just barely hit-confirm that. I can see myself landing that after a nj.MP reset in the corner. Not a super useful thing, but mega-stylish.
Any notable combos? Anything that seems “Go-to” or hella impressive?
Also, <3s to you, UltraDavid, and Trollmaster Ross, aswell.
Tsk…I have to disagree. There is always a way out of every character. Most good Seth’s IMO charge at me and do the same reset combos every single time. And I was able to catch that up. Other Seth’s want to be pussies and turtle away with the Fierce button.
I know next to nothing about Dan but when I saw someone pick him in Arcade Edition I figured I should record that for you guys since I’m not sure you guys have gotten a ton of video on him. I’m not sure if it shows anything you want to know and the quality is subpar, but I figured something was better than nothing?
It was supposed to be ultra which would have won me the match, i was sad. The sticks at CF are really flimsy.
I played like 4 matches yesterday. Two against Joshes Sagat, one against Megaman Steves Akuma, and one against Chris Hu’s Ryu.
Wasn’t really trying to win more then try out new stuff. Pretty difficult seeing as people just wanted to win because the line was long. Guess I’ll go back sometime next week and try it out again. Only thing i can totally confirm is that low forward now combos into any tatsu not just EX.
He might actually have good matches against the twins. Hard to say since i didn’t get the chance to play against them. But i see it working like the Elf match. Control the ground with tatsu. Bait reversal, punish accordingly.
Someone said i can now combo crouching jab from crouching strong? Is this true? Can i do c.strong, c.jab, s.short, link into DP (probably fierce?) or tatsu?
UltraDavid said he couldn’t get far.short into DP to link due to spacing, and you wouldn’t be able to combo tatsu after because s.short isn’t cancellable.
What you should be able to do on a number of characters is s.MP > cr.MK xx HK.Dankicks for a balls-easy link or… if you have 2 or 3 bars, hit-confirm into Gadouken FADC s.MP > cr.MK xx HK.Danku for extra damage and pushing the opponent into the corner, or into EX Gadouken FADC Ultra I, as the spacing makes it really easy to do.
This relies on cr.MK cancelling properly into Dankus outside of point-blank, and my be character specific.
But yeah, as Sugami said, you’re sure it wasn’t just counter-hit? UltraDavid only mentioned EX Danku. :\
Actually just watched the video again and yes c.fwd to tatsu is on CH. I will try the c.strong, c.fwd tatsu stuff next week or maybe this weekend if i get a chance to go to CF.
Just give me a list of shit to try. I was tired yesterday, and a little drunk so i was just running on auto pilot. I haven’t been keeping up with his changes or really playing the game all that much guess i was just super rusty.
[LIST=1]
[]cr.MK xx LK/MK/HK.Danku
[]Counter-Hit far.LP/cl.LP/cr.LP/cr.LK xx LK.Danku or MK/HK.Danku
[]How easy is cl.MP > cr.MK? cl.MP > s.MP?
[]If you end up fighting Bison or Fuerte or whoever with weird hitboxes, Gadouken FADC cl.MP > cl.HP xx HK.Danku? Should be a 1-frame link if cl.MP is now +8 like rumoured. It may work on a number of people now if true.
[]Is cl.MP > cr.LP a frame-trap? Any other combination of normals looking promising?
[]What’s the beef with nj.FP? Does it really cause a hard knockdown?
[*]Options after EX Gadouken? If you can link a cr.MK, that would give Dan a lot of fancy combo potential.
[/LIST]
c.MK xx LK/MK/HK Dankuu and c.MP xx LK/MK/HK Dankuu should be easy to test.
Probably be too hard to test unless have someone willing to help out
3+4. cl.MP being +8 on hit wasn’t “official” however EX Dankuu is 8 frame start-up so if you can make that link then we can take that as proof (assuming EX Dankuu isn’t faster). s.MP > c.MK would be a 2-frame link and moderately easy.
(Eh)
Aye, on grounded characters specifically.
Umm… don’t see why you think there’d be anything new they (most likely) didn’t make any changes to EX Gadouken since they said nothing about it. Outside of corner the pushback it too great for anything though now in corner you can link c.MP
c.LP > c.LP xx KRK possible?
c.LK/c.LP xx c.LP xx f.s.LP > KRK close enough for the link?
UltraDavid said s.HK > light attacks is possible meaning it’s at least +4, can try with c.MP and s.MP to see if it’s +5 or +6 as well (think was rumoured +6).