Can I DP xx Super Taunt xx Ultra? The input works but I can’t seem to connect the ultra. Is this a matter of the DP making the opponent unhittable on the way down or am I just fail timing? I’m thinking it’s just impossible but I’m hoping elsewise.
If you use c.HP instead of HP you get an extra 5 points of damage in the combo. Plus I think c.HP is easier to combo into the taunt than standing HP is.
few combos i figured out:
OPP in Corner, Standing HP, qcb+p, cancel to FA Lvl2 (time it), dash ultra
-you can repeat this twice but it gets scaled like a bitch.
Standing HP, dp, FADC, uf-qcb+kk
-After uf, you have to quickly input qcb+kk
I’m compiling the combos in here guys and creating a combo video for Dan.
Can somebody update the 1st post?
Neutral jump or forward jumping TK Dankicks don’t seem to be any different if you do them immediately, and I couldn’t get one a TK’d one to come out any quicker than a non-TK and still be airborne.
Dan Knee is awesome. Retreating Knee, if timed properly, is a pretty good answer to a lot of characters’ ambiguous crossups or stronger jumpins. It can trade or beat stuff like Gief’s body splash and lariat, Fuerte’s Tostada Press, and Viper’s grounded Burning Kick. So it’s pretty much like regular Dan Knee but gives you some breathing room while keeping your opponent from getting over aggressive. You can do it on wakeup too but can’t get reversal timing, unfortunately.
I find the easiest way to do Retreating Knee is :d::db::l::ub::l::lk:. It just seems more consistent if I add that extra :l: at the end.
j.HK/HP -> HP xx Gadoken xx Super Taunt xx Ultra = 530 dmg
j.HK/HP -> c.HP xx Gadoken xx Super Taunt xx Ultra = 535 dmg
NOTE: The thing about c.HP is that it’s super slow, and can only be combo’d off of a j.HK or j.HP – and that’s if it’s deep enough. The regular HP, on the other hand, although 5 points weaker, can also be combo’d off of his j.mk cross up.
The close HK is fast, so it can combo after the cross up mk, but you can’t gadoken after.
What are some block strings people are using to apply pressure? I’ve been trying stuff like (off the top of my head…may have to go back and turn on the game to be more accurate):
c.lk, s.jab, s.lk (has nice reach slightly outside s.jab range), qcb+lk, s.lk, c.mk (pushed out to where this is the best normal to reach imo), qcb+mk (practically resets you back on top of opponent when blocked), etc, etc, etc.
There’s also the occasional fireball, FADC thrown in somewhere. I’m finding s.mk a nice normal for when I am just a tad closer than the range for c.mk or if I do a qcb+lk in my block string, since it shoves Dan back a tad further than qcb+mk. I dunno…what are you guys doing?
I also second the question if anyone has found anything for qcb+lk crossup? So far all it is good for in my game is acting like a ghetto Blanka-hop set up on wake up.
Did I mention I am getting run the fuck over with Dan?