Dan changes next week folks. Come on taunts building meter and better normals, let’s goooo taunts building meter and better normals! After seeing all the shit makoto got I’d be a little mad if the only thing Dan got was a nerfed medium kick.
I’m completely terrified right now.
We probably can’t knee Makoto on wakeup anymore. Truly we live in horrific times.
Ditto. The assholia of the developers as it pertains to Dan does not leave me optimistic for the future. They purposely make Dan suck, and not just look like a joke (i.e. Rufus).
If they nerf any of his normals, I think I’m pretty much done. I hate having to FADC to get a good Ultra in. It’s better than crumpling and whatever you had to do for Shisso, but still…
I share the exact same feelings with Mayu’s, Batsu, D-Bus and Krackatoa.
Well, this is it guys, probably our last chance for a real improvement. Makoto got significant buffs and no nerfs, same for Gen and Sakura, and some people said that Hakan is getting tons of buffs as well, which means that they are giving some attention to the “lowest” tiers so far.
If we only get even more nerfs like the 900 stun and s.MK(which is ridiculous) our player base will be even lower which is bad IMO.
1000 stun
1050 hp (Ha its going to stay 1000)
Less startup frames on Crouching Heavy punch, Crouching Round.
Far Strong is now cancelable like Ryu and Sakura.
Crouching medium punch now links into dankuu.
Less Startup and Recovery frames on Standing Round.
Fierce Gadouken now goes farther; however there is more recovery.
Strong Gadouken goes a bit farther than Standing Round, same recovery as super
Jab Gadouken goes as far as far strong, sonic boom recovery (LETS GO!)
Ultra 1 now breaks armor
Ultra 2 now fully juggles after a KRK FADC
New move roll, similar to abel except no invincibility frames (can be used to go under fireballs) QCF Kick (Distance changes based on strength of kick)
Dan is now S Tier. But seriously I’m willing to bet he gets the stand strong cancel, u1 armor break, 1000 stun, less recovery and startup on certain normals
id me more than happy for all that
I can predict what they’ll say:
We feel that Dan is too good and have made changes to make him closer to his Alpha counter-part.
-Kouryuken now has no invincibility and we’ve reduced its horizontal movement. Second hit of EX no longer has juggle properties.
-Gadouken all versions now travel the same distance as Light version. Second hit of EX no longer has juggle properties.
-Dankuu, we felt that the light version gave too much advantage so we’ve added more recovery. All versions do less damage. EX now is slower so it can’t combo with crouch medium kick. All versions miss crouching opponents.
-Regarding his normals we feel his far standing medium kick has too much reach and have reduced the active hitbox, we’ve also made it slower. We also feel his standing and crouching heavy punch do too much damage and stun and have adjusted values accordingly. Close standing medium punch being able to link was a mistake so there is now less frame advantage on that. Neutral jumping medium punch no longer has the ability to juggle.
-Super damage has been reduced and now can’t properly combo with anything other than a Focus Attack.
-Shissou Buraiken’s damage and active frames have been reduced.
-Haoh Gadouken we feel does too much damage from a juggle so now only 2 hits are able to juggle, overall damage has been reduced along with range.
-Super Taunt can no longer be cancelled with Ultra.
-Stun and health values both at 900.
>.>
I’m going to find you…
… and I’m going to break you.
Ha. You even got the stilted wording correct.
Or they could skip all that and just say “Dan has been removed from the game and has been replaced with R. Mika”
Something I’d like that I don’t think would be too out of the question is for air EX Danku to hit high.
down + taunt with alt 3 should put the mask on.
More taunts!
Beef up his normals, a little less recovery on his air Dankuus, and either a dash, dodge, or a roll that helps get in against zoning characters and I’d be happier than a pig in shit. In addition taunts that DO something would be nice and less recovery on his mp and lp Gados would make me cream myself.
Oh oh, and an overhead… and extend the hitbox on his Knee of Justice upwards and back a bit to make it more viable as an AA and to cross up. Oh oh, and make his lp.KRK go straight up to deal with cross ups, keep the mp the same, give the hp more horizontal range but less vertical…
With the ridiculous hurtbox on his Gados making it more of a long range poke than a projectile give it some unique property (or make it a normal attack) so that it hits projectile safe moves such as Gief’s lariat and the shoto Tatsus.
But really, just beef up his normals a bit and I’d be happy.
This is compiled by The_Theorical, coming from that Arcadia Magazine linked on the front page…
OMG DanLinks?
A normals BUFF? I don’t think anyone was expecting that!
Dan can now do some actual combos. o_o Of course, the info might be fake or incomplete, but that is actually a nice little group of buffs. Makes me a happy panda for a change. I wonder if cl.mp->cr.mk->HP Gadoken works?
Dan’s KRK is being changed. I’m guessing it’s so that it doesn’t get beaten out so often.
(Let’s all just hope that the damage nerf for HK Danku isn’t that bad.)
Would than mean that cl.mp, cl,hp, hk.danku would be possible?
I’m not sure the point of nerfing damage on MK Danku, because even 10 points of reduction makes it do the same as the Knee, and the Knee is superiour in so many ways. I’m guessing that the damage will become something like 50/40/40 for the three hits on the HK Danku, which should bring it more in line with Ryu’s Tatsumaki damage.
nj.HP juggles? How exactly does that work? It’s too slow to do KRK > FADC > nj.HP, I’m pretty sure. Is this for air to air hits? It will have to get a much better hitbox if that’s the case, or be sped up a lot. There’s obviously something there for that to be noted, but I’m not sure how it’ll play into Dan’s game.
The light moves into Koryuken makes me wonder too. Does this mean that Dan can link his jabs/shorts and thus cancel the last one into a Koryuken? Or does it mean that his shorts (s.LK in particular) give enough frame advantage to link into a Koryuken? I’ve seen it translated both ways, one here and one on EventHubs. Either way it’s good stuff, but I’m curious which it’ll be.
So… new Dan combos? cl.MP > c.MK xx EX Danku? s.HK > Koryuken xx FADC xx Haoh Gadoken? nj.HP air to air juggle > EX Koryuken > FADC > air EX Danku > c.Taunt?
That change should have two effects. The first one being that you won’t get thrown out of the Koryuken anymore. I’ve had cases where an EX SPD would actually beat my Koryuken, and you can’t Koryuken in response to a point-blank Akuma U1 without being grabbed out of it. This change will fix those situations.
The second, sadder effect is that it should mean that on a trade, Dan will be reset rather than just take the hit on the ground. This would remove the Trade > U2, and possibly prevent us from doing Trade > HK Danku as we currently can. That’s sad.