you can combo close st.mp into cr.lp’s now in ae.
I always thought that one of Dan’s biggest weaknesses was his lack of good counterhit setups. In AE, this is addressed with the buff to close st lk. We know close st lk is at least +5 on hit because it links to dragon punch, so that means it’s at least +2 on block. Close st lk, cr mp seems like a real nice counterhit setup. Cr mp links into cr mk xx ex danku etc.
Ooo, actually you know what else I just realized? Counterhit far st lp might link into u1. It’s +7 regularly, so with ch it’s +10, and iirc u1 is 10 frames (can’t check frame data right now, the wiki is still private ugh). But I’ll try that. Hopefully it works after close st lk.
Pretty sure lights don’t get +3 on ch. They only get +1.
So Dan is still listed as bottom of the barrell…you think this is accurate?
Yep, because they know that Dan is too good for top 10 , or even 3.
I don’t know who’s bottom in AE, I really don’t. If Dan is bottom 5, then I think that says volumes about how balanced this game is. But I still don’t think he’s bottom 5.
I think we’re going to see a more compressed tier-list. Should be interesting to see how it develops. I personally think Dan is bottom, but he’s sharing bottom with more characters than before.
Good news, everyone. According to the breakdown in the recent Dev blog, cl.HK > cr.MP looks to be a 2-frame link.[/Farnsworth]
Yeah +6 on hit, that’s the same as s.MP is pre-AE, right? I think s.HK > KRK would work on more characters than s.MP > KRK (after cross-up) due to the hit animation.
+7 for far s.LP, which we already knew. One frame link into c.MK is pretty awkward and think out of range for c.MP sadly, nice frame trap for c.HK though. Might even be able to link KRK with it depending on spacing.
P.S. Kiss my shiny metal ass.
Hello guys! I main Dan since 2 months and love playing him! I’m on PC version and I will soon try AE, does domeone has frame data of Dan in AE?
No. Just the stuff throughout this thread. All we have to go on is bits and pieces from Dev blogs and combos we’ve seen done. It’s enough to discern some cool stuff, but we need a console release before we can get a completely comprehensive table of frame data.
I heard they removed all the invulnerability from our GTFO IBUKI VORTEX Haoh Gadouken. :\
the AE guide book is released, someone already scanned yun & yang frame data, maybe someone else is doing the same I hope!
They did! Sucks. They should have transferred that invulnerability to the Shissho Buraiken so it can go through fireballs at better ranges and so it can AA better.
They actually made Dan’s hurtbox bigger around his head for Buraiken, I think. :\
Well thats really stupid.
I’m just happy that cl.HK is +6 on hit. Going to make for some mean punish combos.
True that. Basic enough cl.hk stmp koryuken fadc u2/ nj hp is going to be so fun.
I have the AE frame data mook, and Dan’s normals got buffed across the board. Here are his obvious changes:
Cl.mp is now +2 on block, +8 on hit (recovery cut from 19 to 17)
Close lk is now 3 startup (from 4), 6 recovery (from 10) , making it +3 on block +6 on hit
cl.hk recovery cut by 4 frames, now +2/+6
far lp recovery cut by 4 frames, now +4/+7
cr.lp recovery cut by 2 frames, now +1/+4
cr.mp startup is now 5 (from 7), recovery is now 10 (from 13), now +2/+5
Hk dankicks now does 50,40,30 damage (120 total), down from 50x3 (150 total)
mk air dankicks now does 60,40 instead of 50,50
hk air dankicks now does 50,40,30 down from 50x3, just like the ground version
ex ground and air dankicks are unchanged
U2 invincible on frames 1-8, down from 1-14.
There might be some other little changes in the notes, but that’s the bulk of it I think. I’m not a Dan player, but looking at the changes you can now do stuff like:
cl.hk, cr.mp (x2?) xx hp dp for some beefy damage.
Dan can now hitconfirm from his crouching short/jab -> st.lk -> cr.mk xx whatever.
saikyoooooooo
^ What about his njHp? I thought it was a takedown. I wanted to Koryu FADC NjHp then whiff a throw or something because I think you can technical after his njhp takedown
You can tech after being hit by nj.HP juggle.
Loving all the extra frame advantage here.