Dan Combos and Glitches

Focus does 40 more damage. The disadvantage is that everything else in the combo will be scaled an extra 10%. In order for the focus to do less damage overall the rest of the combo has to do 400 damage by itself.

Dan doesn’t do 400 damage in a single combo.

A good opponent that mashes out will ultra your focus after they mash out.

You can’t Reversal after a Dizzy, I don’t think. So they’d have to be pretty on point and risk eating more damage. Most people don’t practice that.

There are 2 parts of dizzy: The normal birdies stage where they are completely comboable and another part of recovery where they still can’t execute moves but can block and tech throws. If you hit them in the second stage with an unblockable move (throws or FA3) the combo will still continue to scale from the original stunning combo.

tl;dr if the focus attack would start a new unscaled combo it can be reversal’d. And it’s not something you have to practice, you just mash the reversal if you get to stage 2 of the dizzy and either they get a scaled combo or they lose their whole stun combo.

Are you sure? I tried it. I couldn’t get a reversal… but I was mashing. I can’t see other people practicing this.

WALL OF TEXT, sorta. Here’s what i’ve been working on in my spare time this past week. some of the link/cancels may be wrong due to all the copypasta abundant and only partially correcting those as i was concentrating on getting everything to the same terminology >< hope you all enjoy.

This is a compilation of all the wonderful combo information given by you lovely Dan fans, compiled, sorted, tested and noted by me. Unless specifically noted, all combos given were presented by other users (far too many to list while sorting this out into something legible!), please read the rest of the thread for credit where credit is due. Do note I have included none of the character specific moves in this list, mad, mad props to Krackatoa for all his character specific info?s given. Al of this was tested and noted off of training mode with Ken set to Auto-Block after 1 hit, Ultra max, Super recharging, and time given to reset the stun meter.

Basic move info-
s.lp- 25, 50
far.lp- 25, 50
cr.lp- 25, 50
vj.lp- 45, 50
j.lp- 45, 50

s.lk- 25, 50
far.lk- 35, 50
cr.lk- 20, 50
vj.lk- 40, 50
j.lk- 40, 50

s.mp- 65, 100
far.mp- 70, 100
cr.mp- 70, 100
vj.mp- 75, 100
j.mp- 75, 100

s.mk- 1st- 40, 50 (high combo potential); 2nd- 30, 50
far.mk- 70, 100 (long reach)
cr.mk- 65, 100 (long reach)
vj.mk- 75, 100
j.mk- 70, 100 (easy cross up)

s.hp- 95, 200
far.hp- 110, 200
cr.hp- 100, 200
vj.hp- 100, 200
j.hp- 95, 200

s.hk- 100, 200
far.hk- 110, 200
cr.hk- 90, 150 (knockdown)
vj.hk- 100, 200
j.hk- 100, 200

Focus- 60, 100 (armor)
Focus lv 2 (FALv2)- 80, 150 (crumple, armor)
Focus lv 3 (FALv3)- 140, 200 (crumple, armor)
EX Focus(Focus Cancel, but hey, it flashes!)- 48, 80, Lv2- 64 ,120 (Lv3 never combos)

Throw- towards- 120, 100
Throw- away- 130, 120

Names of moves will be used- Gadouken, Koryuken, Dankyaku (with specific buttons when needed, as well as EX), Super is Hissho Buraiken, U1 and U2 are Shissho Buraiken and Haoh Sho-ko-ken?I mean? Haoh Gadouken, respectively.

Gadouken
Lp- 70, 100
Mp- 70, 100
Hp- 70, 100
EX- 1st- 50, 50, 2nd- 60, 50

Koryuken
Lp- 110, 200
Mp- 120, 200
Hp- 140, 200
EX- 1st- 70, 100; 2nd- 60, 100 (Will pass through projectiles)

Dankyaku (All ground Dankyaku is armor breaking, will cause knock down)
Lk- 90, 100
Mk- 1st- 50, 100 ; 2nd- 50, 50
Hk- 1st- 50, 100; 2nd- 50, 50; 3rd- 50, 50
EX- 1st- 40, 100; 2nd- 40, 50; 3rd- 40, 50 (Will not continue if 1st is blocked, quick recovery if blocked)

Air Dankyaku
Lk- 90, 100 (pops up a little in air)
Mk- 1st- 50, 100; 2nd- 50, 100
Hk- 1st- 50, 100; 2nd- 50, 100; 3rd- 50, 100
EX- 1st- 50, 100; 2nd- 50, 100; 3rd- 50, 100 (Does not move in air, have heard this has armor, but have never found out)

Super- Hissho Buraiken- 19 hits for 350, NO stun
Multihit combo with NO vacuum effect, high juggle priority, extremely fast opening hit speed & priority to all hits. Best used on stunned/crumpled opponents or corner juggle for extra damage to finish. Large hit count can be used to deal good chip damage, final hit has short delay, but deals very high chip damage, and inexperienced opponents may stop blocking and get hit by it.

Super 2- Legendary Taunt
No damage, but can cancel into Ultra Combo at any point Dan is posing. Can be used to connect nearly any move or other combo into an Ultra. And you get to taunt them repeatedly. Perfection!

U1- Shissho Buraiken- 8 hits for 465, NO stun
Can be blocked, does NOT armor break. Extreme priority over most moves, large invulnerability at opening, if blocked/dodged, long vulnerable period at end. Best used for punishment and countering other ultras/supers.

U2- Haoh Gadouken- 6 hits for 368, NO stun
I really dont use F,HCF+3/C when Max & Health is flashing red a lot in SF games, just KOF ^^ but this is a highly chainable move off of a lot of pop-ups and many ground finishers. I WILL note, however, the blowback from this can save you from a lot of ultra’s countering yours- even Seiichusan Godanzuki done in immediate response to U2 will MISS Dan due to the blowback, and SG freezes time.

Okay! The very basics are covered. Now for the she-Danigans! These will be split into a few categories. No meter required, Meter required, Super/Ultra required, and will be noted if the combo has special needs/potential, ie… Corner, Opp in air.
Due to the fact that you can ?Jump-In? to almost any combo with j.HK, it will just be easier to note the Damage and Stun for the Jump-in at the end (or for those combos you can?t, /NJI will be used). Ex- ? 400, 560/450, 600. Also note that unless specified, stats for special moves in combos are given for the Heavy version button only.
On a final note, with few exceptions- only the longest variation I found of a combo requiring any sort of meter will be posted, and in its appropriate area- you can always shorten a combo for many reasons, but because there are already so many variants using different moves, its just easier to put the whole thing in.

No Meter Required

lp Koryuken -> hk Dankyaku- 170, 200/NJI (Anti air only, horizontal and vertical distance must be very precise, hits with last two of Dankyaku only)

s.mp-xx-Gadouken- 135, 200/221, 280 (Close mp only)

s.mp -> far.lp- 90, 150/185, 340

s.lp or c.lp x3, lk- 85, 175/184, 355

s.mp -> far.lp - > far.lk ? 118, 190/210, 375

s.mp -> far.mp- 135, 200/221, 380

c.mk xx Koryuken- 205, 300/277, 460

cr.mk-xx-Koryuken- 205, 300/277, 460

s.hp xx Gadouken- 165, 300/251, 480

cr.hp-xx-Dankyaku- 250, 400/320, 560 <-------- a winrar is you

s.hp xx Dankyaku- 245, 400/315,560

s.hp xx Koryuken- 235, 400/307, 560

cr.hp->hk- could not get to work, pushback from corner, or knockback away makes it fail every time.

Meter Required

lp Koryuken -> EX Gadouken- 120, 150/NJI (Anti air only)

EX Gadouken - > s.mp xx lk Dankyaku - > EX Koryuken- 289, 350/NJI (pushes too far back)

hk-xx-Focus- 148, 280/242, 470 (Lv1 Focus only)

lp Koryuken xx FADC -> hk Dankyaku- 210, 300/290, 480

s.hp xx lp Koryuken -> EX Koryuken - 253, 480/325, 630 (Corner only)

cr.hp xx Koryuken xx FADC -> EX Koryuken- 288, 480/354, 630

cr.hp xx EX Gadouken xx FADC -> s.hp xx Dankyaku- 391, 600/445, 740

s.lp Koryuken -> EX Koryuken- 170, 300/258, 480

FALv3 - > F. Dash- > s.hp xx EX Gadouken xx Falv2 - > F.Dash - > s.hp xx lp Koryuken -> EX Koryuken- 416, 665/NJI

s.hp xx Gadouken xx FADC -> s.hp xx EX Dankyaku- 325, 600/390, 740

c.hp - > EX Gadouken xx FALv2 - > F.Dash - >c.hp - > lk Dankyaku - > EX Kouryuken ? 392, 615/438, 740 (corner only)

c.hp xx EX Gadoken xx FALv2 xx F.Dash - > c.hp xx Dankyaku- 398, 625/444, 750

s.hp xx Gadouken xx FALv2 -> F.Dash - > s.hp xx Gadouken xx FALv2 -> F.Dash -> s.hp xx Dankyaku- 371, 680/416, 780 <— A Winrar is you

Super/Ultra Required

Super should always be corner combo’d for BEST results.

EX Gadouken -> U1- 482, 100/NJI (Mid screen only)

c.mp xx Gadouken xx Super- 384, 200/knocked too far away to effectively use super.

Focus -> Super- FALv1- does not work. FALv2- 360/150. FALv3- 420, 200

Focus- U1- FALv2- 409, 150 FALv3- 469, 200

Focus- U2- FALv2- 338, 150. FALv3- 398, 200. Cannot jump into any combo starting with a FA of any level.

s.hp xx Legendary Taunt xx U1- 467, 346/gave up after getting gadouken into legendary taunt on 1 button press the 10th time.

c.mk xx EX Gadouken - > FADC - > U1- 504, 200/532, 380

c.mp xx Gadouken xx Super- 384, 200/469, 380

hk-xx-Super- 435, 200/468, 400

FALv3 > c.hp xx Gadouken xx Legendary Taunt xx U1- 505, 430/NJI

c.hp xx Gadouken xx Legendary Taunt xx U1- 499, 300/535, 480

s.hp xx Gadouken xx Legendary Taunt xx U1- 494, 300/530, 480

c.hp xx EX Gadouken xx FADC - > U1- 539, 300/567, 480

FALv3- s.hp xx EX Gadouken xx FALv2 -> Ultra- 470, 505/NJI (corner only)

c.hp xx Koryuken - >FADC - > U2- 426, 400/473, 560

s.hp xx EX Gadouken xx FALv2 -> U1- 497, 405/517,570

c.hp xx EX Gadoken xx FALv2 xx F.Dash - > U1- 502, 405/522, 570

s.hp xx EX Gadouken -> FALv2 -> s.hp xx EX Gadouken -> FALv2 -> U1- only available in training mode due to 6 bars needed. BUT…

s.hp xx Gadouken - > FALv2 - > s.hp xx Gadouken - > FALv2 - > U1- 387, 620/441, 740

c.hp xx Gadouken xx FALv2 xx F.Dash - > s.hp xx Koryuken xx FADC(AWAY) - >U2- 446, 625/470, 750

c.mk xx EX Gadouken xx FALv2 -> c.mk xx EX Gadouken -> U1- I just cant link a the 2nd EX gadouken into U1, theres a different lag after it

c.hp->hk->Super- could not get to work per c.hp - > hk

Miscellaneous

FALv3 - > F.Dash - > Taunt #09 - > Koryuken- 252, 360/NJI

Good work! Nice to have all this in one spot. Ill will give a bit of info/pointers/changes/whatevers…

First off, you coulda talked bout j.lk and its ambiguous cross up details. Theres lots of tricky ways to mess your opponent up with that. I found in the corner, you can aim it to cross up, and it will, but then you will land on the normal side of the opponent. So its like a double cross up. It also combos into st. mp-> knee or dan’s block string.

Oh speaking of Dan’s block string, his ideal one is cr.lp x3, st lp, st lk. Not what you put.

You could mention anything -> gadou/koryu legendary taunt haoh :3
Also, haoh’s timing is pretty strict. Much moreso than say, ryu’s U1. It has to be used very quickly after an FADC, although it IS possible to do it too quick and miss the haoh or skip them like a stone across it for just 1 or two hits.

and last as for some fun combos, you can do fa lvl 3 f dash taunt 1 and taunt 5 as well to koryu, maybe others, and also you can do koryu fadc cr taunt, theres also koryu fadc ex gadou (in corner only I believe?)

Anyway, good work, just thought Id share some info. Saikyo-Ryuu-Ougi :slight_smile:

Gloryofsaikyo is credit to team!

Okay doods. I was just dicking around in the training room, and I can’t think of any practical use for the whole cr.MK xx (x.up/grounded)MK.Danku versus crouching opponents.

It only works if the initial cr.MK is at point-blank and isn’t blocked. Since you’re connecting from that close, you might as well be comboing into Gadouken or EX Danku, as cr.MK x.up Danku is so iffy, can’t be hit-confirmed, and does less damage.

I really don’t see any practical application for this, even if you know you can land it, as you’d have so many better options for damage. :\

IN OTHER NEWS.

Using Fake Crossup j.LK > s.MP xx Stuff in the corner. This sounds like a good idea. Saw it in the STRIPFIGHTER vs. Choco fight, via Nagoya Stream. It probably stuffs a LOT of things, now that I think about it. And should mess with people who choose to block, as they’d have to react to you not being behind them in like 16 frames. People get on that shit.

EDIT: All I’ve learned in my time trying j.LK in the corner online is “Dayum. Fuckers like to mash DP.” It still holds some serious mixupy goodness, though, and keeps your opponent in the corner while avoiding certain attacks. Timed right, I THINK it might beat out throws, but I’m not certain.

Can you give more info bout the j.lk in the corner? What is the spacing to cross them up/not cross them up, land behind them, land in front, etc.

the lk fake cross up spacing is basically right up against them when they are knocked down. The reason it works is because when you cross them up with the lk their hit box falls backwards slightly allowing you to plop right down in front of them.

Cr.Mk > EX Dankyaku works very well

Can anyone of u guys try out some stuff for me when u get the chance.
When you input a throw on the last recovery frames of the Knee will u get an Option select like Vega CH, just wondering.

I’m not sure what you mean. Try to elaborate (Though I think the answer is going to be “No”) <_<

Yea its more or less not going to work but, its just QCB-lk then input grab at the ending frames of the knee…

Of course it works. Every move in this game has hitstop.

Basically it’s a way to throw tech in case it whiffs without whiffing a throw if it gets blocked or hits.

im talking about option selecting it. If ryu dp u will u block as in Vega’s CH option select?

are you talking about inputting down back grab as you end the knee? It should block a DP tech a throw or throw out a cr. lk. I dont think theres an option select that is throw or block. I think its a good option if youre expecting a reversal that catches backdashes (I ussually backdash when I expect a reversal)

After a knee block you shouldn’t be option selecting, you should be frame trapping.

But will Dp beat it everytime? N if its a smart player wont he use it to his advantage if he has 2 bars.

You can be so plus on frame after a blocked knee that they can’t DP in between the knee and the next attack.