Dan changes you want for version 2013

Imagine how our opponents would handle Dan if he had a command throw… we would be constantly faced by backdashes and backjumps, kinda like the way people react to Seth and Abel for example. People would stop blocking against Dan, and we may not be able to apply our “real” Dan pressure…
I don’t know… I think characters that forces players to jump out are annoying somehow, and I feel that a command grab for Dan would make him even more annoying. I would lose some of my respect for him.

And… again, Dan’s weakness is not in his close-range game, but in his mid-range game. Our worst matchups are: Dhalsim, Juri, Seth, Blanka, M. Bison, Fei Long… to name a few. These are zoners (partially, at least). Our biggest issue is to get in on these characters, and I don’t see how a command grab will help us with that.

In essentiality, Dan is in need of an improved mid range/footsie game, not an improved pressure game.

I think mad Air LK.Danku recovery buffs is the way to go, after all this deliberation. Not only does it help the mid-range game, but it would be the most FUN change he could get. But I’m parroting now.

And now we play the waiting game. Anything that helps Dan in the chun/sagat matchup is good in my book

I really doubt they will add the command grab in the update.

Fixed

Haha, at least it was suggested, so they can give us the other improvements as a ‘compensation’ for not putting it in.

While I would love for Dan to have the Command Grab, I see what you guys mean about it being too good but at the same time it not actually help him with his bad match ups.

I would love for him to have a slightly better forward dash and have the recovery on his Air LK.Danku slashed. His mid game is his biggest weakness and it should stay that way. But he honestly needs a little more help getting in to start his pressure game. I minor thing would also be to have the Super on Kick instead of punch. While I accidentally land it every once in a while after a small combo ending with Gadoken to both my amusement and dismay, it comes out way to much, making me afraid to do uppercuts. Danku’s hitbox needs to be fixed too.

Other than that, there’s not much else I would like to see be changed.

recovery on air lk. danku is something that would reeeeeeeeally make Dan usable. Adon can fucking do it, why cant we

command grab as you stated does not help against his bad matchups. a better anti-air normal would be nice too.

And more damage on U2. and a better target combo.

The recovery buff on air L Danku sounds more and more reasonable… what a shame I didn’t get to post on cacpcom-unity. But some other people did I’m sure. A better anti air-normal, would definitely be very helpful too.

A “better” target combo? Dan has a target combo? xD

Damn…

I think there was more people who suggested to let his Dankus(even the light one) have more recovery. There where some that said that air lk.Danku should have better recovery, but I honestly saw that people wanted to nerf lk.Danku just because Dan is Dan and therefor should be bad. Many called lk.Danku to be bullshit. It’s not like it’s his best move in his whole arsenal, the move that defines him and is the core of his pressure game… right?

Anyways. I wasn’t aware that Dan had a target combo. Why would he need one? Wouldn’t it be better to buff his Light normals for some more combo options?

Dan’s hit confirms are dogshit… :frowning:

ya unless you are up close dan can’t combo shit without meter

and crossup mk has shit hitstun… but let’s hope!

shit, if Ixion can beat Ryan fucking hart then theres a hope for dan

Wtf chubbyfingerz, cl.MP is like the best hit confirm normal in the whole game!!

I meant off 3f pokes, Ixion!

Starting nice long damaging combos off safe poke blockstrings that DON’T push the opponent far away. Like Akuma cr.lp cr.mp cr.mp . or Ken’s cr.lp cr.lp DP

Cr.lk you can’t mash cause if you hit two in a row the guy is now halfway across the screen :confused:

I would like to stick with my cancellable far s.MP, and from what I gather his c.MK needs a bit more range, its very deceptive. Also give c.LK, c.LP, and c.MK one more frame of advantage on at least hit.

When I played with a friend offline yesterday we had a really interesting Dan change thought: giving Hisshou Buraiken (Super 1) 2 frames startup. Obviously this super has no spacial uses whatsoever; how about making it a valid punish option for the various moves that has those funky 2 frame recoveries? M/H Dankus for instance hahahahh.

Dan’s super should be dumped completely… the one god damn suggestion they can/should do without question is switch the super to kick. It’s not even a matter of opinion.

Super has no use whatsoever unless wasting your meter and leaving yourself open for full punish is considered a use. Putting it to kick would already be a huge fix.

You know, this super/ultra thing is so unbalanced.

When you’re Rufus, Ryu, Sagat, Makoto, Cammy, Hakan, Balrog, etc. having Ultra COMPLETELY changes the match.

When you’re Adon, Gen, Ryu, having Super is something that also changes the match, it’s something worth saving up for.

Dan’s super is worthless, his Ultra 2 does minimal damage and is ONLY usable at the cost of two EX bars or in that specific corner juggle. Ultra 1 is only good as a punish, guess, or Godlike reaction against fireball.

Ok, fix the super, make it a kick so it stops being a liability. And as for the Ultras, how about having them just not suck so much ass? As Dan, having Ultra changes very little of the match dynamics. If U2 came out even if you got hit, like Ryu and Dhalsim’s, then that would be something. If it did decent damage, that would be something. If it could juggle more easily, like off traded DP like Ryu , that would be something.

If U1 had more range or covered it faster, that would be good. As it stands now…

it sucks.