Dan Arcade Changes

Blanka still out pokes Dan that match is still hard the close st str to cr str koryuken only worked on t hawk so far, I wasn’t able to fully test it yet. I’ll try and get back to you all

Wait a min…I’m not sure if I just had a brain fart but…where you always a premium member Krack?

I completely forgot about premium membership until yesterday. It’s even hard to find the subscription panel.

Edit: I just shooped my avatar to be 10 pixels bigger. Yay! Photoshop!

This morning/afternoon I had about 2 hours completely to myself to test stuff and then another couple hours against some good comp, so I tested some stuff for Dan. I don’t feel like editing my notes to make it sound better or look more readable, so I’m just gonna copy/paste them in their entirety. Sorry in advance for laziness and rambling. Also, question marks mean I still need to test something.

–Dan
-----close mp, cr mp/mk xx ex danku
----------yep, and not that hard!
-----far lp, cr mk xx ex danku
----------yeeep!
-----cr lk, cr lk, st lp, cr mk xx ex danku
----------you know it baby! this is pretty huge, super easy low-hitting hit confirm and the lk/lp part is all chained so that part is a safe block string that morons can?t dragon punch in between
-----far lp, cr hk
----------no, sweep still slow
-----far lp to far mk
----------yep
-----far st lp hit crouchers?
----------worked on everyone I tried it against: zangief, deejay, juri, sim, rufus, yun
-----do any other normals seem faster/safer
----------tried all the normals, nothing seemed obviously faster or safer
-----mk/hk danku still usually -2?
----------never got to test
-----close hk any more linkable?
----------forgot to test
-----fireball hittable hitbox any less huge?
----------never got to test
-----more range on gadokens
----------all seem the same
-----is it true that he gets counter hit throughout fb animation
----------definitely got counter right after fb was released, dunno about full animation though
-----try ex danku through fireballs for some reason, why not
----------didn?t work of course, would have been awesome though
-----dp fadc neutral jump hp knockdown
----------yep but have to jump immediately and press hp immediately, huuuge hitbox underneath neutral jump hp, hits down like an entire dan?s worth of space below him
-----dp fadc hk danku still hard
----------yep, works the same way, have to do danku immediately
-----dp fadc u2 still crappy damage?
----------yep, still only does a few hits of ultra and blows dan back full screen (blows back full screen on full grounded hits too)
-----anything else jump out as obviously different
----------negative
-----rival is sakura

Pretty stoked after reading all this!

Thanks for doing the legwork, UD!

Thumbs up, David. Those first three notes have me excited.

EC, I’ve been screwing around with far standing hk (or I was, it’s been a month since I’ve played, and “Screwing around” is the appropriate phrasing, my testing procedures suck), not enough to have its uses really mapped out but I’ve had some success using it as a mid range counter poke against habitual sweepers and as a long range counter, its hurt box is pretty well protected by the hit box. It is slow so some prediction seems necessary.

Nnngh. Now I can crouch OS tech hit-confirm into a knockdown… or even Legendary Taunt Cancel… or Gadouken FADC to put my opponent in the corner?

Ow. My pants.

UD, thanks a million for compinling this. These changes are amazing! I only see positives adding to my game after this. Sexiest stuff is def the new links (Damn, hitconfirms into ex dankuu! There goes my meter :rofl: but definantly worth it.) the new koryu fadc jump hp and the neutral jump hp having a huge hitbox sounds great too, good for neutral jumps after dankuu or wakeup.

Dan shoulda got some new, better rivals tbh :confused:
Guy, Ken, Sagat, Jimmy, Ryu, Akuma, Chunners, etc.

Standing HK seems to be one of those moves where if i accidentally hit it during footsies it ends up working in my favor.

Sweet. Sounds like the difficulty of HK Danku, but with the added bonuses of no punish if you screw up and a freakin’ spikedown.

Oh, another to test. Does Danku still build a lot of meter? He’s gonna need meter even more now that he has those links into EX Danku (though far.lp > far.mk sounds nice when he doesn’t have meter).

Yeah, it seems like way too much of a “yomi” move because of its slowness. It would be nice if it were sped up by a few frames, but oh well.

You should be able to plink HP with MP to make getting out nj.HP immediately after jumping easier. If you mess up the plink (Hit MP too late), you’ll still get nj.MP.

Thanks for the confirmed combos, can’t wait to try them out when I go to Chinatown this week

I wonder if you can score j.MK > cr.LK, cr.LK > cl.MP on characters.

So ah, I’m sure I missed this, but someone checked if cr. mp combos into normal mk/hk danku now, right? Just coz’ I mean, it does that on CH right now, and if it’s really 5f startup and +5 on hit you would think it could, but if frame advantage was just gained on recovery reduction then maybe not. Coz’ that would mean you could possibly do things like cl mp/cr mp > cr. mp xx HP Gadouken FADC cr. mp xx HK Danku. And just like, what is that I don’t even?

Even so, you should still be able to do that combo with an EX Danku, which isn’t too shabby if you’ve got the meter. I mean it already works doing CH st. mp > cr mp xx HP Gadouken FADC cr. mp xx EX Danku, but if cr. mp is really 5f startup, that should work like all the time everytime on everyone as long as you were in range to hit the cr. mp.

Also doing that combo into FP KRK should work on a few characters for sure, so still a good 2 bar combo on a lot of them.

Also I thought the official blog never said anything about cr. lk getting better, you can just chain it to st lp which I think will only ever link into cr mk or far mk/mp?

So I’ve been out of the loop for a bit (can blame X-mas and Dead Rising 2 :P) so from what I see we have no grounded hit confirms into KRK (as predicted).

This is how I see it basically: you have two options after jumping attacks, the old s.MP xx Knee or just a s.MP, s.MP gives us better options and can still link into KRK ('cept on cross-up against some/most characters). If s.MP hits there’s the KRK link or c.MP/c.MK xx EX Dankuu link (c.MK probably needed for after cross-ups). If it’s blocked then do what you want basically, s.LP xx Knee, throw attempt, whatever. Also if you have full meter you can use s.HK for hit confirm into Super (probably), s.MP push back/reel animation doesn’t allow for it usually.

Counter poking now allows us to convert c.LPx2 into a s.LP > c.MK xx EX Dankuu link and no real biggie if the link is dropped.

Against their wake-up I’m not sure if anything’s changed, s.MP is still only active for 2 frames so kinda hard to land meaty, might want to stick with the usual Knee or whatever trickery you used before.

Also has there been any official word if these changes will actually make it to console?

Cr lk to close st lk links to dp, actually. Only issue is that you have to be in range for close st lk, so you can get usually only 1 and sometimes 2 cr lks before, meaning it’s not the best hit confirm ever. Works on everyone though, unlike close mp link to dp.

Also super still has terrible range and no vacuum effect.

Ono gallivanting around Twitter trolling “SSFIV DLC ANNOUNCEMENT? What is this… :O” isn’t enough for you?

And you should be able to land s.MP > cr.MP xx Koryuken on certain characters.

Yeah, I saw that last time and it strikes me as unreliable, as you say “not the best hit confirm”. Also very short so hard for non-pros to actually use as a hit confirm.

Also CH cl.HK > Super works on Ryu on console. Assuming AE cl.HK has equal or better frame advantage without CH then it should still be possible.

That’s not official and could be anything :stuck_out_tongue:

s.MP > c.MP xx KRK probably be corner only (if that), I can’t even get it to work with EX KRK and that has pretty big horizontal movement.

I’m curious about the nj.HP hitbox. The move itself wasn’t sped up, was it? If the hitbox really extends a long way down, I’m wondering if it makes for an advantageous attack against downed opponents, capable of stuffing wakeup SRKs/etc. The invincibility on most uppercuts has been greatly reduced with Super already, so I’m wondering if it’ll be a safe way to keep pressure on when you’re not in a position to cross an opponent up. And with uppercut moves now counting as airborne right away, if the nj.HP does beat an uppercut attempt it’d slam them right back down to the ground and give you another chance to set up wakeup games.

Even in Super I’ve noticed some oddities with Dan’s neutral jump. Case in point, that one Sagat video from a long while back, where my neutral jump somehow caused his wakeup Tiger Uppercut to whiff entirely in front of me.

[media=youtube]sqhWQ_C0azE[/media] (around 2:58 in the video)

That might just be a Sagat-specific oddity more than a Dan one, but it might still bode well for further silliness.

is there any change to his U2 recovery? the only thing that bothers me about it is that the entire thing has him registered in a standing position, even during the rolling part of it. only thing that has ever bothered me about it.

i think taunts should do 1 damage. that way if you do win with it, it’s that much more satisfying.

also, each taunt during legendary taunt should hit ;3