I actually hit someone with air hk danku yesterday. Just saying
I too hit some opponents with air H Danku from time to time, it can be a nice grab bait when safe jumping on their wake up for instance.
It’s got like 5 frames of startup. For it’s damage and corner carry, it’s a semi-decent air-to-air punish as well.
Guys, you already mentioned everything that should have been said on the Unity forums so I will not add my opinion. I agree with Krackatoa posts especially. Hope they listen on that damn forward dash, anything else is secondary to me.
Hello, i’ve been rocking the pink gi since SFA and so I think my list of stat changes is pretty fair/accurate…formerly a cvs2 player,
You can youtube me Airic/ssf4 dan go to the newest vids, I go to majors and local tourneys every now and then.
Now what I want to address is what would help him in the matches he has a hard time winning and overall
First I’m going to get into the basics and then his bad matches which are the whole cast but there are ones that go far and beyond that.
Everyone always talks about dan’s fireball is horrible which it is, now in no way do I want it full screen but here is what I do want…
Change the Recovery and CHANGE THE EXTENDED HURTBOX OF HIS ARM PLZ
I divided this into sections explanations are on the bottom
Recovery changes
Gadoken LP (Fireball) Its 40 it should be 34
MP (Fireball) Its 41 it should be 37
FP (Fireball) Its 42 it should be 39
Improve Air LK Gale Recovery
S.MK its 14 it should be 12
Start up changes
ST.FP far is 11 it should be 9
C.MK is a 7 it should be 6 or 5 (Ryu is 5)
C.mp is a 5 should be 4 (Ryu is 4)
Block Stun/Hit Stun changes
RH GaleKick last kick right now its -2 it should be -1 or 0
Improve Dan ex fireball hit stun
Active Frames
St.FP its a 2 should be 4
St.RH its a 2 should be 3
Hitbox/HurtBox fixes
ST.RH slightly smaller Ground Hurtbox so its a usable move and evades lows just somewhat right now there is NO USE
NJ.FP Hitbox should be more like cody’s hitbox
C.Mk his ankle is all that hits right now his foot doesn’t even hit
Fireball Hurtbox Extended arm is horrible fix this make it smaller
Changing Gale kicks Hitbox/Hurtbox right now you can just jab all day changing this would help him engage various characters
Possibly changing into the manner like honda’s various headbutts and it would give dan players a reason to do mk gale other than for mix up throw
Example
Gale LK - Ground Hitbox bigger hitting all crouched opponents
Gale MK - block stun is -2 make it 0
Gale Fk - block stun is -2 make it -1
Explanation for fixes/Bad Match ups
Zan/Hawk- They can automatically spd dan on blocked gale so thus make it -0 or -1 not sure if they can cmd throw from just -1
Dhalsim- A air Lk Gale improved on the recovery would help in this match and gale hurtboxes not as big otherwise you can’t get in on a good sim
Feilong- Changing the extended fireball hurt box would not let fei punish dan on whiff fireball so easy and make the match decent with recovery fireball buff
Akuma- again fireball war wouldn’t be so bad if Dan had the recovery to back it
Rose- some of the best footies in the game giving him a decent buff on ST.FP/C.MK/S.MK/S.RH would be very nice
Guile- Right now this match is a 7/3 giving dan the Fireball recovery time and improved gale would make this 6/4 which is good enough
Chunli- Changing the hitbox for the gales would be grand in this match chunli when crouching almost whiffs her half the time
Shoto’s- Having LP fireball at such a fast recovery would almost act as a fake fireball bait thus helping his zoning department
The rest its still a up hill battle but with these little fixes would make it interesting and POSSIBLE for dan to reach TOP 8 in the right hands
Misc/Optional
Dan’s super is useless other than Block dmg make it suck the player like seth’s Tanden Engine
+50 health just like other games Dan had more health than ryu/ken in cvs2 in this he is even
Invincible flashing uppercut 1 out of 10 kinda like sfa 2
Taunting gives meter
Faster dash
C.LP 3 on start up
The beta CMD throw from hack but I feel this would kill dan
Comments
People are saying Danku kicks/gale kicks aka qcb+ any kick are safe … There not MK and RH are -2 Lk is 0 but is glitches every now and then… Dan is still the worse character in the game says every well known ssf4 player no way can this character get nerfed just because random scrubs say so.
In after nerds, game needs casual players to survive as Capcom well need not stun fart hit start invincibility
Thats active frames , not recovery. Best recovery in the game for fb is 29.
Dans normal sucking ass is no coincidence, Capcom did that deliberately and it is naive to expect them to " fix" was was never " broken" because it is as they always intended: for Dan’s normals to suck major balls
I wouldn’t expect much in that department. Hopefully they’ll give him a better FW dash, buff a couple of crucial normals ( cr.hp, cr. lk) and make Gadouken not completely worthless. It’s Capcom. They don’t care.
crHP is either a meaty or a punisher start, why would you make it any faster than it is? If it’s too slow you can just use clHP or clMP…
with a better hitbox, for anti air purposes of course
Thanks I didn’t realize I have a book in all Japanese with frame data so its a bit confusing at times
well, i can’t post in capcomunity but why nobody requested that Dan could connect two dp, just like other shotos?
Interesting thought Antaresxv. I agree; maybe it should be possible to get some kind of juggle hit from H KRK after KRK FADC.
Also I just realized som buff on the super would be nice, don’t know what though… maybe make all the hits “suck” the opponent into Dan so you never experience the situation where
"the first punch hits, the next punch whiffs, the rest gets blocked".
can u post that in the official tread in capcomunity?
Whelp, since I can’t access Capcom-Unity for some reason nor can I get the password recovery to work properly, screw that noise. Glad to see some of you older players come out of the woodwork to post about changes. D-bus, Krackatoa, and so on.
Why do you guys feel that Dan shouldn’t have the alleged command throw? If we could play Dan’s current v2012 with the command grab, do you feel that Dan would be remotely close to a viable character in a tournament setting?
~Never mind, I lied. Got in on my Capcom-Unity account. Let’see what suggestions are…
Dan is really good in staying in a opponent’s face, can you imagine cody with a command grab? Too OP
The difference being that Cody plays really well at the mid range and can zone the sh1t out of you. Guys, I don’t know if you watched the suggestions for other characters, we should aim higher, thinking that we are balancing Dan not compared to the ACTUAL version of the game but to the next where EVERYONE will most likely get buffed except for top tiers.
The thing is, if he gets a Command Grab with all the fixings, (Throw Invuln on LP/MP/HP, Strike Invuln on EX) it will be too powerful. Like, crazy powerful. I would get a crazy S-tier power boner.
However, I feel that a more reasonable command grab won’t really help his bad matchups, but it stands to make his good ones even worse. I would prefer to see the rest of his tools, especially Air.LK Danku, buffed out the wazoo, to keep his Dan Flavour, while helping his options versus zoners.
Imagine getting decent frametraps off of blocked Air.LK Danku. saikyohyperventilates
Do you mean any frame traps? Even making it recover better (even if slightly) would be a welcome addition. Or armor break properties…thinks
I would prefer a slashed recovery over armor break, by miles. Slashing recovery wouldn’t make it total focus bait, and it would make it an actual mobility tool (Hopping over fireballs with a dramatically reduced jump arc, etc).