Old news, looks best with the ass smack (#9) taunt as well. Can kara-Legendary Taunt too but good luck doing that in an actual game
About the Kouryuken FADC > nj.MP, Dan appears to land a bit before the opponent, Iâve also traded EX Dankuu with LP SRK occasionally but not really a trade you want Unless theyâve seen you zoom across with EX Dankuu before itâs unlikely theyâre throw out an SRK or whatever since thereâs quite a bit of distance between you (unless in corner).
Speaking of the corner you do land right next to them, since you land first you could do a meaty c.LK xx EX Dankuu if you want to risk getting DPâd otherwise Kouryuken FADC, throw or back dash methinks.
one combo:
(Doesnât need corner)
jump-in HK -> c.HP xx LP gadouken xx FADC -> s.MP xx HP koryuken xx FADC -> HK danku (2nd and 3rd kick connects)
This isnât worth enough to give up doing legendary taunt. I will post dmg/stun once I connect it again
EDIT: Dmg 436, Stun 720
Itâs possible to substitute s.HP into the place of s.MP, though itâs much harder. Dmg 457, Stun 790 in this case.
Iâd rather stick with j.HK -> c.HP xx LP gadouken xx FADC -> s.MP xx HK danku posted above in most cases, which does Dmg of 392 and Stun of 670 (413, 740 in case of s.HP instead of s.MP)
Some pointless CH combos
s.MP > c.MP xx EX Dankuu - 248 damage, 385 stun
s.MP > c.MP xx EX Gadouken - 240 damage, 305 stun
s.MP > c.MP xx HP Gadouken - 280 damage, 305 stun
s.MP > c.MP xx HP Gadouken xx EX Focus Cancel > EX Kouryuken - 250 damage, 375 stun
s.MP > c.MP xx HP Gadouken xx EX Focus Cancel > EX Dankuu - 292 damage, 445 stun
s.MP > c.MP xx Legendary Taunt xx Shissou Buraiken - 481 damage, 225 stun
s.MP > c.MP xx HP Gadouken xx Legendary Taunt xx Shissou Buraiken - 487 damage, 305
stun
s.MP > s.MK - 152 damage, 225 stun
c.MK > s.LP xx EX Dankuu - 203 damage, 335 stun
c.MK > s.LP xx HP Kouryuken - 203 damage, 335 stun
c.MK > s.LP xx EX Kouryuken - 211 damage, 335 stun
c.LK > LP xx Kouryuken or EX Dankuu should work but Iâve never got it
I think +3 on CH for specials is a lie, EX Gadouken should be +9 on hit but linking a c.MP/c.MK never works.
itâs probably because the first is CH and the second is normal, which puts them in regular hitstun.
Doesnât seem to work with LP Gadouken either, +4 on hit +3 from CH = +7, should be a one frame link with c.MK and c.MP but couldnât get it to work. Should have got it at least once from all the attempts I was making
i donât know if anyone has noticed this or not, but you can go from super taunt to ultra during the super taunt. now i know that this wonât be usefull in any combos per se, but if you do mess up a super taunt xx ultra and your op decides to taunt you back, it is a nice way to say âha ha no uâ
[Insert Slowpoke picture here]
Yeah, you can do it any time up to the jumping âyahoo!â, which is why idiots who try to âpunishâ Legendary Taunt with Ultras will get Ultraâd right back.
Iâll do it for you

(curses canât tag images, oh well :P)
So, is there any way to âensureâ a crossup knee?
On Bison I think if you do a point blank (on wakeup) c.MP xx Knee if heâs crouching itâll cross-up but otherwise no.
@Sugami
Counterhit fireballs give +1 or+2 more frame advantage i think,im not too sure which,but belive they only give +1.I know that after counterhit High tigershot (+2 +1 from CH=+1)I barely manage to squeeze a cr.lp(3 frames) ,and i think is a one frame link.Gonna test it with dan too and edit this psot.
Edit:I think danâ CH fireball give +2,as i was able to follow up CH hard hadouken with srk and i could follow up a low hadouken with mp,but couldnt do medium hadouken,mp,which means they give +2.
Hmm guess Iâve been lied to, wiki says CH specials give +3 but must be dependant on the special then.
Seeing as how this is Danâs most damaging combo for a single EX Stock outside of EX Gadouken > Ultra, I thought Iâd compile a list of who it actually works on. Very situational, but still nice to know, I think. Very likely Danâs most useful 1-frame link (See: Not very useful)
Corner Combo - j.MK/HK > s.MP > EX Gadouken > s.MP xx HK Danku
j.HK Version - Damage: 387 Stun: 570
j.MK Version - Damage: 359 Stun: 470
Standing - Works On:
Fei Long
Akuma
Gouken
Ryu
E. Honda
Ken
Seth
M. Bison
Vega
Balrog*
Abel**
C. Viper
El Fuerte***
Sakura
Dan
Gen
Standing - Doesnât Work On:
Cammy
Dhalsim
Blanka
Chun-Li
Zangief
Guile
Sagat
Rufus
*Need to hit him high, else youâre pushed back too far to get the second close MP.
**Very finicky hitbox means this sometimes lands and sometimes doesnât. Classify this one as a âDoesnât work onâ
***El Fuerte is susceptible to neutral jumping aerials for this combo.
Crouching - Works On:
Ken
Balrog
Abel
E. Honda
Cammy*(4)
Zangief*(4)
Dhalsim*(4)
Ryu*(5)
Akuma*(5)
Seth*(5)
M. Bison*(5)
Vega*(5)
C. Viper*(5)
El Fuerte*(5)
Sakura*(6)
Dan*(6)
Crouching - Doesnât Works On:
Fei Long
Gouken
Blanka
Chun-Li
Guile
Sagat
Rufus
Rose
Gen
*(4)Only works with j.MK > cr.MP xx EX Gadouken > s.MP xx HK Danku, itâs very likely that this version creates the minimum amount of pushback, allowing for the full combo.
*(5)Works with neutral jumping FP, as well as everything else. Landing the combo after the nj.FP can require tight timing when landing the first s.MP. If you do it too late, the opponentâs hitbox will push you too far back to complete the combo. El Fuerteâs crouching hitbox is a good example of this.
*(6)Is susceptible to the nj.FP. Only two hits of the HK Danku will connect, taking 28 damage off any version of the combo. Exchange the HK Danku for a FP Koryuken to make up for it, but you canât hitconfirm your link that way.
Hee hee.
On Akuma in the corner.
Counter Hit nj.FP > EX Gadouken > s.MP > EX Gadouken > s.MP > EX Gadouken > s.MP
The EX Gadouken from the nj.FP has to be tight for it to all connect.
As long as it works on Ryu and Sagat, thatâs all you need to know
Iâve got a question: Has anyone tried to learn how to hit-confirm HK.Danku from HP.Koryuken FADC?
Iâm doing it in Practice Mode right now with Random block, and I can do it. Obviously doing it online would suck, but offline it seems really doable and nets more damage than the nj.MP
After you FADC the Koryuken, start the HK Danku motion. If the Koryu is blocked, throw or block or dash back or whatever. If the Koryu lands, finish the HK Danku motion.
Edit: After a bit of practice, itâs not that hard at all. Any reason to do nj.MP over this outside of the corner? It doesnât connect when right in the corner, and the nj.MP gives you the opportunity for a meaty s.FP reset.
The problem isnât really with hit confirming since as you said itâs simple enough to do the motion during the dash then hit HK or something else depending on the situation, the problem is I still find the HK Dankuu juggle extremely random and tricky
Itâs about a 6 frame window of error to FADC the Koryuken and get off the HK Danku, but thatâs just an off hand guess. If you learn to dash out of the Koryuken immediately after you FAC it by buffering dash during the Koryuken startup frames, you have a pretty sizable window to land the HK Danku.
I still donât get it, I pretty much always immediately do F+MP+HK x2 after the Kouryuken, sometimes even too early it doesnât recognise the dash, and if Iâm too quick on the HK Iâll end up doing a s.HK instead of the Dankuu. I find when I try to do the KRK a little bit back, so not directly in their face, the HK Dankuu juggles more often then not⌠just weird x_x;;