Dan Combos and Glitches

Holy crap, I may have to use this.

Thanks for the finding, I’ve been looking for something like this.

If you have tripguard you cannot be swept as you land (you’ll block it). However, you lose tripguard when you do a jumping normal. You have it otherwise.

Lol no.

There are 4 frames of landing recovery. If you still have tripguard (IE didn’t do anything) you can cancel those frames into an attack, a block, or a jump. If you don’t have tripguard you have 2 frames of complete vulnerability followed by 2 frames where you can only tech throws and block.

This is why you can’t safe jump 3 frame DPs. If your air move is out on the very first moment they wake up then they become invincible and then 2 frames after that their DP becomes active and catches you on your landed jump recovery.

You lose tripguard, the jumping move gets cancelled at the end of the jump, and you have 4 frames recovery. Then you can do something.

This is a very bad setup. Either A)They could have just DP’d you because they recovered in time from their fireball or B) You could have punished them for their projectile with say j.hk -> cr.mk xx ex danku or if you’re ballsy j.hk -> ultra.

Anyone who falls for this setup is a bad player with bad habits. There are other frame trap ultra setups that are better (but still risky). For example, cr.lk -> ultra, whiff crossup -> ultra, blocked koryu fadc ultra, hk danku ultra, level 1 focus attack -> ultra, etcetera. Usually you’re hoping to catch a cr.lk/cr.lp/throw tech. It’s a total guess and if you guess wrong a good player will make you eat dirt for doing it, but it works if you set it up correctly, gets good damage, and trains them not to hit buttons during your shenanigans, which is a good thing for you.

Why not just ultra them through the fireball? No guessing, it’s solid, and you don’t have to be real close for it to work.

I generally do the Gadouken xx Legendary Taunt motion with a F on the start of it:

:r::qcf::p::qcf::p::k:

:rofl:

With Haou Gadouken if we miscalculate the amount of health they have left we can just finish with Haou Gadouken for the chip :rofl:

Probably completely useless/everyone already knew this but me, but i managed to pull this off in a match and thought it looked neat. I was playing against an Akuma and decided to just jump in and super taunt. We all know how super taunt slows time and all that business. I jumped in and instantly did Super Taunt, and Akuma went to do a fierce punch for whatever reason. The taunt made it go slow-mo so i could see the punch coming out and was able to counter with Ultra.

Completely Risky/Stupid and not practical at all? Yes. Bullet Time Neo Dan dodging punches and cracking people in the mouth? Hell yes.

And just curiosity’s sake and so i don’t have to make another post, is canceling the first hit of Dan’s close standing Medium Kick into knee any good? I know you can do it, just not sure if its any better than standing medium punch/crouching light kick.

You are correct, sir.
Min. damage is 474 BTW.

Someone should update the first post with the most useful combos Dan has. Or maybe we could start a new one?
I need to get off my lazy ass someday and make a list of his most useful combos =_=.

For now, here’s the damage value for comboing into Ultra off of-
Jumping HP/HK–>Ultra: 348 min. damage, 472 max. damage
Lvl. 2 Focus Attack–>Ultra: 297 min. damage, 405 max. damage

So Lvl. 2 FA–>Ultra is not recommended.

Here’s a list of useful Lvl. 2 FA combos-
Cr. HP–>QCB+HK: 265 damage (260 if you used St. HP instead)
(Corner only) St. MP–>QCF+2P–>:dp:+:hp:: 293 damage
Lvl. 2–>Super: 384 damage (hit confirm to Super…)

Those are his best follow-ups IMO, but let me know of any better ones, or ones I’ve missed
BTW I find that the BEST combos into his Super are Jump-in–>Super. Due to it’s very short range, some attacks that push back will cause a few hits to miss or worst, push the opponent far enough to let them BLOCK the Super.
Still Jumping HK/HP–>St. HP/HK or Cr. HP–>Super at the corner does a nice dose of damage, but since a hit or 2 may miss, it’ll do as much damage as Jumping HK/HP–>Super

You more often than not get more damage from s.HK xx Super wherever you have a window for it. If you can land the close s.HK, it will never push your opponent too far away for the Super to connect.

Yeah Legendary Taunt gives you a whole frame of invincibility, doesn’t really give you much leeway to avoid an attack if you’re using it for that purpose :rofl:

And no, s.MK xx Dankuu doesn’t combo and does less damage than s.MP xx Dankuu, there’s not really much use cancelling the first part of s.MK into anything really.

Doesn’t work off a cross-up methinks :frowning: Seems like if you want to land Hisshou Buraiken off a cross-up then your best bet is to just use it straight away but that’s hard to confirm. 99% of the time you’ll land s.HK xx Super will be off a Focus crumple anyways :slight_smile:

I will admit to being a noob but I was wondering what.

QCF+PP -> QCF, QCF+PPP
QCB+KK or QCF+FP/PP and
FADC stand for.
I understand the pp or ppp is punch button but is the QCF or the FADC a code like
789
456
123
Could some one please explain this to me?

QCF = Quarter Circle Forward = 236
FADC = Focus Attack Dash Cancel

Best Punish Combos

Here’s a list of Dan’s best punish combos. I personally have trouble timing Gadouken FADC after cr.FP depending on how much I’ve drank. Substitute with s.FP if you like. You can substitute s.FP after the FADC in some of these Gadouken combos with s.MP for 2 extra frames of leeway if you’re not comfortable with your links.

No EX Stocks

cr.FP xx HK Danku

cr.MK xx HP.Gadouken *

1 EX Stock

cr.FP xx HK Danku

cr.MK xx EX Danku *

2 EX Stocks

cr.FP xx Gadouken FADC s.FP xx HK Danku

(On Abel) s.MP xx Gadouken xx Lv.2 FA > Ultra

3 EX Stocks

cr.FP xx EX Gadouken FADC Ultra

cr.FP xx EX Gadouken FADC s.FP xx HK Danku

4 EX Stocks

s.HK xx Super

Super **

Notes

  • Best max range punish

** 4-Frame Startup and a metric butt-ton of invincibility frames, get used to using it as a Reversal to be the envy of all your fellow Saikyo Students. Gouken’s Running Palm and Fei Long’s Rekkas are all mad punishable with this little number if they land too deep.

Also, for lulz: :qcf::d::df::lk::r::hp::hk: > :qcf::qcf::lp::mp::hp:

cr.LK xx Legendary Taunt xx Shissou Buraiken

I’ll just point out that usually when someone says to FADC after or out of a move you aren’t actually using the attack part of the Focus Attack and is done by doing F+MP+MK F to dash out as soon as possible. The game calls it an “EX Focus Cancel”.

That work anywhere on the level? :wow: What about after jump-ins? Guessing won’t off a cross-up but gotta play around with this.

Super tight using light attacks to Legendary Taunt cancel, you have to Ultra cancel the first frame (or so) of Legendary Taunt to land it :rofl: Even medium attacks it’s pretty tight, highly suggest using c.MK xx Gadouken instead :stuck_out_tongue:

Works off of a properly spaced cross-up or semi-deep jump-in, anywhere on the level.

Groovy, works with EX Gadouken too but it’s pretty damn tight :frowning:

You can also do it off of cr.MK and cr.MP, but I’m not certain on the spacing outside of “You have to be very close”

I find EX Gadouken makes it easier. These shenanigans also seem to work on Cammy to some extent, needs moar experimenting.

didn’t know where to post it. c.mk xx lp gadou fadc throw at a range where the gadou will whiff is like GUARANTEED clutch gimmick damage. like, whether they block the c.mk or not. as long as they aren’t mashing SRK. but that’s what the first 9/10 of the match are for, right? setting 'em up for the kill~

So that’d kinda be max range for c.MK? I gotta train myself to use LP Gadouken in combos more often, especially in the corner :frowning:

yeah its kinda where you want to be on their wakeup to bait a whiff dp, only if you’re playing against someone who knows better, you meaty c.mk xx lp gadou, and since the gadou whiffs they’re not in block stun when you fadc and you throw them right away. it almost looks like you combo into the throw xD

Why the hell am I practicing j.LK > cr.LK xx Legendary Taunt xx Shissou Buraiken in Training Mode?

Is this even useful? I guess it would be good for breaking through anti-air focuses.

land EX koryu is better…imo

But… how will I Legendary Taunt if I spend an EX Stock?