On a crossup, I think it’d be possible with enough practice. Hit confirm off the j.MK
But if you’re FADCing the Gadouken, I’d imagine all the normal ones have the same window of advantage, since they likely cause the same hit stun (that part is missing in the SRK wiki frame data page). Or am I off my rocker?
At any rate, based on the frame data, something like this should work without an FADC in theory (I’ll test when I get home)
opponent in a corner, point blank :lp:Gadouken, Koryuken, etc.
Why not? Not hit confirming, just hoping they don’t block and if they do it’s no real biggie (unless it’s Zangief you’re playing against :P). We still have a bag of tricks around blocked Dankuu to play with and confuse our opponents
Hmm~ good point. It’s probably just the recovery after the Gadouken has been fired that varies so killing the recovery time makes them all the same if that is the case.
LP.Gadouken combos into Koryuken in the corner. The timing’s tight (It’s almost like a 1-frame link) but it’s doable.
Combos:
LP.Gadouken > LP > LP > LP > LK
LP.Gadouken > LP > EX Danku.
s.MP > LP.Gadouken > far.LP/cr.LP > EX Danku.
s.MP > LP.Gadouken > far.LP/cr.LP > EX Koryuken.
s.MP > LP Gadouken > far.LP/cr.LP > HP Koryuken. This one baffles me, you have to cancel into the HP Koryuken as soon as possible for it to not whiff???
s.MP > LP Gadouken > HP Koryuken > FADC > Shenanigans.
For Lulz: s.MP > LP Gadouken > HP Koryuken xx Hissho Buraiken
s.FP doesn’t work, puts Dan too far away for any of his attacks to link. May be character specific.
More edits: Starting with cr.MP for those MP into Gadouken combos are a better idea, as cr.MP leaves you closer to your opponent after the Gadouken comes out.
New Edits: EX Gadouken links to s.MP in the corner as well
The only legitimate followup to a blocked hk Danku is a koryuken or backdash. Everything else gets beaten by crouching jab. If you backdash, you have to get in again, which is hard with Dan. If you Koryuken, you either have to waste two meters for safety reasons or risk a huge punishment.
Not almost, it is a 1-frame link hehe. 4 frames of advantage, I think all light attacks and Kouryukens are active on the 4th frame
Does it work with c.MK xx Gadouken or does that push you too far away? What about EX Gadoukens?
Probably aware of this but the same is true for s.MP, the (far) s.LP link is in the trials and has the same startup as Kouryuken so can both cancel and link a Kouryuken from a s.MP. Pretty shitty hit-confirm hehe
What about vertical jump? Well guess that is true to an extent, really depends on who you’re playing against.
I generally go for throws after since most people (I come up against) just stay blocking, if they poke me out of it then next time they get a Kouryuken and the fun begins Even after a back dash you’re not that far away and still close enough to make people uncomfortable. Yeah a Kouryuken is risky but that’s Dan, you have to take some risks to get the reward
It will catch a jump too. The jab is basically free unless you Koryu, ultra, or backdash, two of which are obviously hella unsafe.
The point is that your options after a lk Danku are hella better than after a hk one. Because of those two frames of disadvantage, they have all the options you have, only all of them are better for them. And this is after you landed a crossup, a situation in which you should have the advantage and be on the offense. Random DP is either extremely expensive or risky, and good players don’t even need to guess because they’ll tech the throw late so that if you koryu they block but if you threw they tech. And that’s if they feel like being 90% safe. After a hk Danku, you have two options, throw (which will get tech’d 75% of the time) or koryu (which will get blocked 65% of the time). Off a lk Danku, you have a huge number of legitimate options. You can cr.lk xx lk Danku or Gadouken, you can neutral jump without fear of getting crouching jabbed, you can do another lk Danku, you can do s.mp xx lk Danku, you can cr.lk -> throw, you can go for a crossup or instant air danku, you can walk backwards and then EX Danku… all of which are bad ideas if you had done the hk version.
You have to be fairly close for any of these to work, unless you do a straight Gadouken to start off the combo.
What saddens me the most is that if Dan didn’t have such slow ass normals, he’d have some pretty epic sweet corner combos.
If cr.MK and cr. MP were 1 frame faster Dan could probably link: j.HK > cr.MP > EX Gadouken > cr.MP > EX Gadouken > cr.MK > EX Gadouken > Ultra.
::Edit::
New Combos
4 Bars of Meter = j.HK > FP xx EX Gadouken xx lv.2 FAC > cr.MP xx LP.Gadouken > s.LP xx EX Danku - Deals something like 430 damage and 715 stun. Still not as good as following up the Focus Attack Cancel with a cr.FP xx Heavy Danku.
3 Bars of Meter = j.HK > FP xx Gadouken xx FAC > cr.MP xx LP.Gadouken > far.lp xx EX Danku - 394 damage and 715 stun. Same problem as the last one. XD
2 Bars of Meter = Close EX Gadouken > s.MP xx LK Danku > EX Koryuken.
1 Bar of Meter = cr.MP xx LP.Gadouken > LP xx EX Danku. 244 Damage, around 320 stun.
not sure if anyone has mentioned this but Dan has two 6 hit combos. the opponent has to be in the corner.
J. MK/HK -> cr. lp x 4, st. lk
J. MK/HK -> cr. lk x 4, st. lk
you won’t always get it but it’s possible. don’t always aim for 6 hits but 4-5 hit combo is for sure. when you feel that they’re too far then end your combo with a st. lk.
You said that it has to be in the corner. Now is this for all 6 hits to land? Can the 4 or 5 hit combo be done without use of a corner?
Not sure what the point of the above 6 hit combo is, though, since doing s.MP > Heavy Danku would do much more damage.
But since we’re talking about 6 hit combos, with one EX bar, you can also do j.HK -> close s.MP -> s.LP xx EX Danku. Replace the s.LP with another s.MP if you want a trickier one frame link.
I know what you mean, but my point is that you’re missing out on extra damage if you land the jump in and that a blocked HK Dankuu isn’t all that bad
I guess I just don’t play against that good players But if they are good then mixing up MK and HK Dankuu is quite a feasable option (as people have mentioned before). MK Dankuu still does more damage than LK if you land it and now they’re having to stay alert as to which version you’re using.
but imagine the mental guard break being hit with something like this would do. I’d probably cry.
I recall hitting this on a cross up j.:mk:, so I don’t believe a corner is required. XM is right though, there are other more damaging options if you connect with the j.:mk:. Another plus to ending a combo with a danku is that you get a knockdown.
I’m guessing it’s if you’re unsure you’ll hit or not but there’s still better options
It’s heavily dependant on character too and whether they’re standing or sitting, you can’t land c.LP 4 times on Ryu, will only go up to 3 but you can do a s.LP then s.LK to score 5 hits instead.
I guess I should have stated, I used c.:lp:, c.:lp:, c.:lp:, s.:lp: s,:lk: after my cross up for the 6 hitter.
Its happened a few times, but I don’t recall whom I was fighting.
you dont have to use an ex gadou to fac it…
I’ve really got to start learning to poke.
I was browsing Gaf’s SFIV thread, when I found out that you can Kara-Taunt. I didn’t know that. So I’m saying it here… though it’s probably been said before.
Input: Focus, then nigh-instantly Taunt right after, virtually at the same time. I’ll have a video up shortly to look at the hilarity in action.
Edit: [media=youtube]KN5sHOSW2fU"[/media]
x2 Edit: [media=youtube]M3LYluhaqE0#t=0m57s"[/media]