I was super excited on first viewing the match, I had to pause it and go back… so disappointing. That would have been such a useful buff.
Sup everyone been a while since ive been on SRK but I recently got a good 30 or so matches with Dan in AE and, well since im not entirely familiar with the EXACT changes to him I can say that over all he still feels just like super version, he seems still very solid and still no damage nerfs except on HK version of dankick, his normals seem buffed especially cr str and it might be just me but maybe he doesnt recover as fast after HK Dankick, trying to get a surprise DP right after I kept getting grabbed, but still was able to backdash and stay pretty safe. So yea he still feels very solid if not a little better overall.
I really hope they didnt mess with recovery on hk dankuu or else we might have to start using mk for mix ups
Honestly im still unsure if they did mess with it. I havent played in over a month plus super arcade has some really ASS sticks, im gonna be heading over to play on a more legit set up today so ill let you guys know, but honestly im liking the way Dan feels and my favorite kouryuken FADC cr taunt is still there haha.
Eh the recovery on mk/hk danku was always weird, sometimes -2 aka safe from throws and 3frame dps, sometimes -3 and punishable by all that. Just depends on the wonky hitboxes in SF4 I think.
true that, especially when hk dankuu goes over a crouching character to their other side, yet still hitting them @_@
I can’t think of any situation where previous versions of Dankukyaku connecting wouldn’t be safe on block.
Well I got some decent matches in today, but I’m still feeling a little more recovery on blocked HK Dankyu, normals are definitely buffed, Dan is still awesome. I’ll try to record some matches thursday night when I go back down.
After crossup mk to close mp on crouching short characters, mk/hk danku sometimes hits once and then whiffs punishably. For example.
Always pretty amazed at how little people know about Dan, even Dan players (including me).
This was the situation I was describing above
I agree, I still dont know how to get the cross up or fake cross up dankuu I ussually just get it luckily, and Im not sure what characters crouching can make me whiff knee
I like to mix up dan’s crossing’s. I would do the jab combo. Then next time start 1/3 of the jab combo then attempt to throw. Then next time finishing the jab combo and if the person blocks the whole combo, go to lk Dankuu, the last one works wonders most of the time
Agreed that HK Dankyu can be wonky even LK version will whiff, but what i was experiencing was a normal standing char blocking a HK Dankyu ill keep testing it out to see, and on a side note since I’ve never meet you in person UltraDavid a couple months back at AI when vanilla was still all the craze a person had come up to me and asked if I was you after I had a particularly long win streak with my gief haha I thought it was quite funny.
I meant in situations when the last kick connects. There’s no reason for Dan to end up at more than -2, regardless of whether or not that last kick ends up meaty or hits in an odd position or something.
Anyways, I think whiffed Dankus like you describe have something to do with the odd way the SFIV engine dynamically calculates character height for the purposes of collision. Since Dan is considered airborn for Danku, he’s not subject to the grounded collision that you’d normally have when two characters are simply walking into eachother. Think of grounded Danku as an aerial with a fixed trajectory and speed and it makes more sense.
Well it definitely does finish -2 on block sometimes. I’ve been thrown after danku even though I was trying to dragon punch and I’ve also been dragon punched by Ryu even though I was trying to block. As usual with Dan, I haven’t investigated this too closely and I guess no one else has either. Kinda surprised you’ve never run into it.
If an opponent uses Throw on the first available frame out of block-stun, successfully countering with Koryuken is a 1-frame link. Not sure about Ryu using a reversal, though. I’ll futz around and see if I can’t come up with something.
Personally, I’ve never been DP’d coming out of HK or MK Dankus unless I’ve been going for something. I’ve never been thrown or punished for LK.Danku
I’m only talking mk/hk danku
Just making sure. :lol:
Anyways, I can’t reproduce getting Dan to -3 using grounded MK and HK Dankus. Even when crossing them up (which doesn’t actually count as a crossup, from what I’ve been able to tell), so long as Dan lands that last kick, he’ll never end up at -3. I’ve gotten the last hit to whiff completely, which leaves Dan open for huge punishment, but that’s about it.
I’m sitting at the AE cab now found some new stuff close st str connects with standing str but even better you can link cr str too so I just did cross up mk close str cr str gadouken super taunt cancel ultra 2 or 1. On t hawk I was able to do close str cr str fierce kouryuken FADC ultra 2.
Should be an gaping link (A 4 framer?). Glad to know you were able to land cl.MP > cr.MP xx Koryuken, though I’m assuming it’s character specific.
Also, guys. Blanka should be free on blocked balls. We should now have a reliable punish option outside of Dash Forward > far.LK!
Easiest way to test (if you can) is to try to do a reversal SRK after a blocked Danku. If you can block the SRK, no change.
That sounds kinda cool. Maybe it’s just me, but I think far.hk would’ve made a pretty nice tool to mix into footsies similar to Sagat far.mk, except Dan’s was way slower.