Dan Combos and Glitches

When you say “manage to hit opp high in air:”, do you mean hitting them while they’re in the air with the LP Koryu and then juggling with an EX Koryu/EX Gadou? No need to FADC right?

Not sure if it’s a bug, but trying to hit Blanka’s rolling attack with Ultra results in us going through each other.

Most definitely. I’ve yet to figure out what Dan can do against the classic fireball/shoryuken/sweep setup.

However, in doing those light attacks combos, the opp isn’t left too far away. They’re close enough so that anything can be punished, or even potentially stuffed with a Dan Knee (just hope it doesn’t whiff).

Exactly. The very big downside is that if you don’t hit them high enough, the EX Koryu will whiff. If they quickstand, you will get punished.

EX Gadou is a bit safer, but it does a shade less damage than EX Koryu. Plus it doesn’t look as cool as a double Koryuken combo, heh.

I thought this was interesting, but a j.lk seems to have higher priority then a shoryuken at most approaches. If your close to crossover, though, you’ll just get hit.

Yeah, I’ve seen jumping short beat some dragon punches right out of their startup.

The exact same thing happened to me last night. Both me and the Blanka player where confused as to just how the hell that happened

just absorb enough Hados and they will eventually want to come in to make sure you dont regen your Stamina. Thats when you hit them with an Ultra even though you are still at full Stamina :rofl:

FYI, the only Ultras that do less damage than Dan’s are Dhalsim, Ryu, Sakura, and Gen. And theirs are all much easier to combo or setup :-/

A bit of a newbie to posting here, but… In the corner, if you land a close MP XX EX Gadouken, you can link a HP Koryuken afterwards. Does a hefty 287 damage and a nice chunk of stun :smile: Doing a j. HP beforehand rockets the damage up to 346. Risky, but it blasts off a ridiculous amount of damage for a stupid-easy combo.

You forgot Seth, though his is probably the easiest to land of anyone’s. =P

j.HK -> ex danku seems to work at max distance of the j.HK. Good for punishing jumped fireballs.

Does Dan have any normal move link combos other than what’s in Practice Mode? I can’t find anything.

Jumping roundhouse, crouching forward xx ex dan kick always works, even from the maxest of max jumping hk range.

I just went through a detailed process of seeing exactly where and when you can link close standing strong to a jab/short on which character, and the results are really complicated. Long story short, you usually have to be able to tell whether you’re close or far and whether the opponent is standing or crouching to be sure which jab/short to use; only on a few characters can you always press the same jab/short regardless of distance and crouching/standing. These characters (with the variety of jab/short you should press) are:

Abel: crouching lp
Dhalsim: standing lp, crouching lp
Honda: standing lp
Rufus: standing lp
Zangief: standing lp

It’s the same deal with the close standing strong to dp link. You can link it on anyone when they’re crouching and you’re close, you can link it on most when they’re standing and you’re close and when they’re crouching and you’re far, but you can only do it when they’re standing and you’re far on a few characters. It works every time only on Abel, Blanka, Cammy, Chun, Dhalsim, Gouken, Guile, Honda, Rose, Viper, and Zangief.

I’ll post up the full results in a bit.

USELESS INFO
If you can cancel the move, you can link into Ultra(which means everything but close s.LK).

You have from shortly after the spark during the super flash goes away till before you jump to input Ultra from Super Taunt. You literally never allow the screen to lighten up again before doing the Ultra.

So here’s a link to the full results of the close standing mp to jab/short and to dp links (“X” means that the link works in that particular box’s situation):

As you can see, it’s pretty complicated, and in general close standing mp links aren’t nearly as dependable as we’d like. However, since close standing strong is such an easy hit confirm, you can do the move and then usually see whether your opponent is crouching or standing and respond accordingly. It can still be hard to tell how far away you are, and it’s really hard to decide the full standing/crouching and close/far situation within the time you have, but if you can at least figure out whether the opponent is standing or crouching you can get access to some extra guaranteed links that you can’t get if you don’t know whether the opponent is standing.



OPPONENT IS    STANDING       CROUCHING      
Abel            cr lp          cr lp
Akuma           none           st lp, cr lp
Blanka          none           none
Boxer           st lp          none
Cammy           st lp          none
Chun            none           cr lp
Claw            none           none
Dan             none           none
Dictator        st lp          none
Fei             none           st lp, cr lp, cr lk
Fuerte          none           none
Gen             st lp          cr lp
Gouken          none           cr lk
Guile           st lp          none
Honda           none           st lp, cr lp, cr lk
Ken             none           none
Rose            none           cr lk
Rufus           st lp          st lp
Ryu             none           none
Sagat           st lp          cr lp
Sakura          none           none
Seth            st lp          none
Viper           none           cr lp, cr lk
Zangief         st lp          st lp


Hmm, on further testing, there is a max max range where a j.hk will connect but all follow-ups aren’t guaranteed. c.mk will whiff and ex danku won’t combo.

However, outside of that somewhat rare scenario, j.hk, c.mk xx ex danku is the best bet.

Good stuff on the c.mp stuff. It really sucks that it’s so inconsistent.

Forgive a Saikyo neophyte, but I see a lot of mentions of Super Taunt into Ultra like this…is there some special reason aside from just the fact that you can? Can you not combo in the Ultra otherwise or does canceling into it from the ST give it some special properties?

Outside of the style points that is, heh.

There is no way of canceling any move in the game into an ultra. Dan is the only character that has something that is ultra-cancellable and that’s his super taunt.

Right. I guess my question was really, is there any specific difference between

j.HK -> HP xx Super Taunt xx Ultra
and
j.HK -> HP xx Ultra

besides being significantly less awesome?

j.HK -> xx Ultra. This wont work, like E_C said, you can’t cancel moves into ultras. You can only link them. Dan’s different (not really) in that he can combo his ultra after a super taunt, I believe it is a link, and that the super taunt just serves to cut off your s.HP recovery frames making it possible to combo in said way.

Yeah, the notation “xx ultra” is completely non-existent in all cases for all characters except for Dan’s super taunt. Anything else that allows for an ultra to combo is off of a link.

And, like I said, unless you absolutely need that round or about to win the match, I still think super taunt xx ultra is just wasting your super meter.

I must be totally crazy because I haven’t seen this mentioned but today in a match online I just straight up linked a deep j.RH into the ultra. First I thought it was only on Zangief but I’ve been doing it in training mode on Ryu. Am I missing something here? is it not actually comboing?