Dan Combos and Glitches

So I have what may be a stupid question…

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.

Yea Im pretty sure you cant juggle into his Ultra

C’est la vie, thank you for the confirmation though. Back to the drawing board.

How the hell do you do the jump heavy punch, into heavy kick into super?

You super cancel the heavy kick? It has to be the close version.

Post vids or you’re talking out of your ass.

He said can’t, as in cannot.

My bad he did write can’t ^_^;;;;;

Thanks to frame data, here’s another combo (and again, it’s in the damned corner).

c.mk xx lp gadou -> fp koryu

it should be noted, if you hit a lv3 focus attack for someone in the air and then dash cancel, you can juggle with ultra

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.

j.HK -> HP xx Super Taunt xx Ultra = 524 dmg

j.HK -> c.HP xx Super Taunt xx Ultra = 529 dmg

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?

NeoRussell

Dude, LMAO if this gets on a video. This combo just sounds awesome. Sounds like you have to be SSS-class to pull it off though.

Couldn’t you do qcb to uf to kk, like Cammy’s TK Cannon Strike?

What does Tiger Knee Gale Kick LOOK like? Also, is there any strategic reason to use the TK version?

While experimenting with TK Dan Knee stuff, I think I did a retreating Dan Knee. It looked really weird, but I couldn’t reproduce it.

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.

what is uf-qcb-kk?

Up-forwards (IE jump forwards), quarter circle back (down, down back, back, IE hurricane kick motion), and then any two kicks (for EX Dan Kicks)

Also:

j.HK/HP -> HK xx Super Taunt xx Ultra = 529 dmg

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? :rofl: