Dan Combos and Glitches

That’s your challenge then, do it with Dan and record the replay :smiley:

If you can react to the Counter-hit logo in 14-15 frames, which is essentially the window you’re dealing with in most online matches, you’ve gone way beyond my physical limits.

Are you a robot wizard or something?

I have a replay where i do it in a match. In the replay i do crossup mk, then do s.mp which is blocked, and to cover myself i do far s.lp. i do the same set up again, but i change the order of attacks. I do lp, then land close mp into ultra.

No not a robot wizard, i just try to play smart. I think you’re looking at it wrong. When i go for cl. mp ultra, i’m actually looking for it. It’s not something you just do on a whim. It something you actually fish for. Just practice it for a bit, and you’ll get it down.

I’ve actually counted how long it takes for me to react to something while I’ve got something buffered. It’s about 17 frames. That’s my physical limit. Everything after that is prediction. With lag, it puts counter-hit setups out of that window unless the connection is super greenbar. I live in Ottawa. While my connection is great, I’m a bit North from the rest of the continent.

I’m actually curious if I could shorten that window if I had counter-hit setups firmly cemented in muscle memory and reflex. It’s definitely something to practice. Thanks for your input.

Are you capable of recording it? Is it a recent replay or one you saved from the battle log? If former and on 360 I could probably find it by hunting you down on the leader board.

It’s in my battle log and i don’t have a cap. card

I’m liking cr.LK, cr.LK, far.LP > far.LP xx EX Danku. Leads to KD from crouch tech and it’s a bit easier than far.LP > cr.MK.

Much easier link, if you end up chaining instead you’ll probably end up getting MK or HK Dankuu on negative edge, not such a bad thing and easily remedied if you remember to hold the buttons down.

can someone test st. HP xx Gadouken FADC Ultra 1 on a crouching cammy or twins midscreen. I can do st. HP xx Gadoken FADC cr. HP xx Gadouken on them midscreen, so i think the FADC Ultra 1 might link.

It should work, theoretically there’s no reason why it wouldn’t since c.HP is slower than Shissou and if you’re close enough for c.HP to hit you should be close enough for Shissou to hit on first active frame.

Someone else can test it if they really want, I’m satisfied with the theory behind it working :stuck_out_tongue:

I get the feeling that we, or at least I, have been a little dense. Both s.HP and c.HP do 200 stun as well as s.HK so there’s no need to do the s.HK > KRK link as a punish where at least s.HP xx KRK will do (5 damage is neither here nor there). Doesn’t take away it’s great use as a hit confirm and frame trap tool.

Just FYI:
s.HK > KRK or c.HP xx KRK FADC > nj.MP - 300 damage, 480 stun
s.MP xx KRK FADC > nj.HP - 285 damage, 460 stun

So you can either get the air reset and a bit more damage and stun or a knock down with a little less damage and stun.

Also Sakura appears immune to KRK FADC > nj.HP

Fun corner combo against big characters (Abel, Honda, Zangief, etc):

j.HK > s.HK > c.MP xx m.Gadouken FADC (gives you an extra frame) > s.HK > c.MP xx l.KRK > ex.KRK (3 meters 462 dmg, 830 stun)

Against Shotos go with:

S.HK > l.KRK > ex.KRK after the FADC (3 meters 444 dmg, 810 stun

You can also substitute the l.KRK into a h.KRK FADC nj.HP. (4 meters)

(486 dmg, 860 stun against big characters)

(475 dmg, 850 stun against shotos)

Using MP.Gadou in a combo doesn’t give you an extra frame leeway on the FADC. All strength of Gadoukens cause the same amount of hitstun, but their recoveries are different, that’s where the differences in the frame advantage comes from.

Yeah, I kind of realized that after I posted. Sorry about that.

Also, if anyone else can double check this for me, I don’t believe KRK FADC nj.HP works on Yun in the corner.

Sakura is immune to KRK FADC nj.HP if she is grounded when you KRK. It only works if you anti-air with the KRK.

Also, the only way I’m able to reliably cancel my far s.lp is when I do cr.lk > s.lk > s.lp xx KRK / Ex Dankuu. Anyone have any better hit confirms?

It doesn’t work on a few characters. :\

ALRIGHT TIME FOR THE HELLA LONG POST: Remember these combos only work in the corner.

BIG COMBO = j.HK > s.HK > c.MP xx Gadouken FADC > s.HK > c.MP xx l.KRK > ex.KRK
(3 meters 462 dmg, 830 stun)

SHOTO COMBO = j.HK > s.HK > c.MP xx Gadouken FADC > S.HK > l.KRK > ex.KRK
(3 meters 444 dmg, 810 stun)

SPIKE COMBO = j.HK > s.HK > c.MP xx Gadouken FADC > S.HK > KRK FADC > nj.HP
(4 meters 475 dmg, 850 stun)

BIG SPIKE COMBO = j.HK > s.HK > c.MP xx Gadouken FADC > S.HK > cr.mp xx KRK FADC > nj.HP
(4 meters 486 dmg, 860 stun)

Lay Out: First option is Big Combo, Second is Shoto, Third is Spike, Fourth is Big Spike.

Ryu: NO YES YES NO

Ken: NO YES YES NO

Honda: YES YES YES YES

Ibuki: NO YES YES YES

Makoto: NO YES NO(j.mp) NO

Dudley: NO YES YES YES/NO (Cant FADC, but KRK hits)

Seth: YES YES YES YES

Gouken: NO YES YES YES

Akuma: NO YES YES YES

**Gen: **NO YES YES YES

Dan: NO YES YES NO

Sakura: NO YES NO(j.mp) NO

Oni: NO YES YES YES

Yun: NO YES NO(j.mp) NO(j.mp)

**Juri: **NO YES YES NO

Chun-Li: NO YES YES YES

Dhalsim: NO YES NO(j.mp) NO

Abel: YES YES YES YES

C.Viper: NO YES YES NO

M.Bison: NO YES YES YES

Sagat: NO YES YES NO

Cammy: YES(wtf) YES NO(j.mp) NO(j.mp)

Deejay: YES YES YES YES

Cody: NO YES YES YES

Guy: YES YES YES YES

Hakan: NO YES YES YES

Yang: NO YES NO(j.mp) NO(j.mp)

E.Ryu: NO YES YES NO

Guile: NO YES YES YES

Blanka: YES YES YES YES

Zangief: YES YES YES YES

Rufus: NO YES YES NO

Vega: NO YES YES NO

Balrog: NO YES YES NO

FeiLong: NO YES YES YES

T.Hawk: NO YES YES YES

Adon: NO YES YES NO

[LEFT]Rose: NO YES NO(j.mp) NO[/LEFT]

Also by doing this, I found out who can, and can’t be nj.HP after KRK FADC in the corner. If it says NO(j.mp), then you cannot nj.HP.

You know there’s really no need in doing LP KRK > EX KRK, waste of meter and probably does less damage than a single HP KRK at the end of the first combo.

Gadouken FADC > s.HK is a really tight link too :confused:

The combos just for a bit of fun in the corner.

You would probably be correct in your statement about the HP KRK, but if you look at the differences between the EX KRK combos and the HP KRK FADC nj.HP combos, the damage difference is not all that high. Also, while testing the big spike combo against Dudley, I found that ending with HP KRK only does 440 dmg (and he is able to be cr.mp xx HP KRK). Since Dudley can’t be hit by the big combo, it would probably be better to end with HP KRK against him and not waste 3 bars, but only 2; however, I believe the extra 22 dmg to be worth it if you could do the big combo.

The Gadouken FADC > s.HK link is pretty tight, but by the last line of characters I was getting the combo 95% of the time, and my only screw up was either not gadoukening or dashing at all.

Gadouken FADC cl.HK is waaaay easier if you get the plinking down for it.

I agree.

Found an alternative combo against people who can’t be nj.HP in the corner, but can still be hit by cr.mp xx KRK after s.HK (Cammy & the Twins). This combo does the same amount of damage as the Big Spike and the same amount of stun.

J.HK > S.HK > cr.MP xx Gadouken FADC S.HK > cr.MP xx Gadouken FADC S.HK > cr.MP xx KRK

4 meters 486 dmg 860 stun.

Who doesn’t love 1-2 frame loops? :slight_smile:

I would advise only using this combo against Cammy and the Twins because it does the same amount of dmg and stun as big spike with less hard linking.