No way in hell cl.HK > c.MP > c.MP will be in range for DP and if I remember correctly cl.HK > c.MP xx KRK only works off a Focus, push back is a bitch.
c.LP > c.LP xx KRK for a non-plinkable 1-frame link, probably better off fishing around with cl.MP and going from there. Suppose might be able to do something with cl.LK, pushback should be small but it’s so quick be a little hard to hit confirm with. cl.HK and cl.MP same for frame advantage on block, if cl.HK allows link into DP on more characters than cl.MP, it may very well make a better hit confirming tool. Few ideas swirling around in my head, have to wait and see what I can do with it later.
The note next to nj.hp says knockdown on air hit, and something to the effect of juggle property. The juggle property note is the same as the one in nj.mp.
I was just guessing link combos based off the frame data, I’m not familiar with Dan’s normals or pushback because I don’t play him. I just happened to drop by in here and saw that you guys didn’t have any updates on AE data.
Nothing else obvious was changed. lk knee is still 90 damage on ground or air. I haven’t read all the notes since my Japanese is terrible, and I can’t read all of them. Numbers wise, nothing else seemed to have changed, frame wise, or meter/stun wise. All his normals retain the same cancel properties as well.
The bracketed numbers around nj.mp refer to active frames 3-6. (Same as super I’m pretty sure)
The bracketed numbers around the dp refers to active frames 2-13. So if you ever wondered why your AA dp only hit for 100 dmg, that is why.
cl.LK links into itself now, and while not cancelable, should combo into cr.MP rather easily or gives a window for a frame-trap on block.
The big thing I’m thinking about is now we might be able to do more stuff after j.LK. ‘cl.LK > Stuff’ would work way better than ‘s.MP xx LK.Danku’ with no chance of a throw or quick light normal coming out. It may even combo easier.
I just got really salty b/c i accidentally hit back, So i gotta do this again after wasting my time with the ultras.
Also, Backdashed might’ve gotten nerfed. It’s just slightly slower, and i’m salty about that.
crMP is just GREAT, and i think it’s faster than crMK, good pressure with the dankus.
EX GadoxxFADCxxCombo just got easier…jizz
I’ve also tested against the new characters ultras vs Dankus
Evil Ryu
U1-Safe on LK Danku, you can hit him. Even if you get hit by his U1, you can still hit him with Danku on his wakeup. MK/Hk Danku are no good
U2-No good on MK/Hk. However if the person instantly wakes up ultra, you can crossover them with LK. But you may get hit depending on when Evil Ryu ultra’s
Oni
U1-Crossover possibility, 95% crossover on corner with LK. If timed LK wrong, you will get ultra’d. MK/HK are no good
U2-Total rapage. except that you can crossover with LK on corner, other than that, just be careful and try to time when they U2
Yun
U1-Total Rapage, can’t do anything with Danku
U2-Pretty good, reminds me of cody’s u2, during MK/Hk the Yun player and activate U2 and just hit you a little bit and not catch you fully with U2. So rape all you want with LK
Yang
U1-Right when you start up LK and they U1, you MAY crossover, other than that, instant rape -_-
U2-Total rape…period. It’s a perfect anti-air
Hope that helped!
Nah pretty sure they didn’t change his back dash. Since Ryu’s SRK is now two hits it can catch you running away with the last hit, I’ve had this happen to me pre-AE.