Well, yeah, I guess. The point was though he had j.hk, s.hp xx super taunt xx ultra as Dan’s most powerful combo and I just pointed out that using c.hp instead tacks on a few extra points of damage.
These strings I do aren’t preset at all (note: The single “x” is my notation for chained normals):
c.lp x c.lp x far s.lk, far s.mk
c.lp x c.lk, c.mk -> mp gadou (FADC if I got one)
c.lk xx lk danku, c.lp, throw
Because Dan’s frame data is bad, his non-chained block strings have massive holes, not just against random reversals but even against most c.lp so you have to be pretty careful. The window between s.lk, s.mk string is 7 frames, FYI.
Don’t use the s.lk, c.mk string. This is the dreaded “shit hitbox” string, where half the time, Dan’s entire foot will clip through the other opponent and you will start cursing Capcom. After s.lk, I think it’s best just to use s.mk.
Remember that lk danku in block strings is annoyingly character dependent. Against shotos and Blanka, it whiffs far more than I’d like it to. Also, his dankus can all be jabbed out of, so that doesn’t help matters either.
Even though I haven’t broken this habit myself, I’m not sure if there’s ever a real reason to use mk danku over hk danku. They recover the same, there’s very little fakeout potential (even when I’m going up against other Dan’s I can always react in time to the mk danku just the same as hk danku), plus the mk danku does less damage if it does connect.
The thing about dan knee crossup is that, Dan recovers WAY too slow for this to be a true crossup. If you do it early enough so that you recover in time to hit the opp, it’s more of a bait than anything else (I think whiffed dan knee recovers maybe 7-8 frames faster than taunt cancel, FYI). But if you do it late enough so that it actually has the threat of hitting, then it’s just a meaty attack.
Another general combo FYI:
If you were, use caution with s.fp xx hk danku. This does not combo on crouchers for several characters. In fact (and can you guess how I learned this?), if you do this against a croucher, the other person can do a reversal right after the s.fp connects but before the hk danku hits. s.mp xx hk danku is far far more reliable. It won’t combo fully on those problematic crouchers, but at least it knocks down.
Why not just do cr.fp xx hk Danku? That’s what I’ve been punishing with.
I’m talking about in combos, particularly off of a gadou FADC.
Right at the tip of c.mk, against a crouching Honda in the corner:
c.mk xx ex gadou -> ex gadou -> ex gadou -> ex gadou -> Ultra
Does 592 damage. Leading with a j.hk brings damage to 594, heh. And doing nothing but ex gadou x4 -> Ultra does 621.
Already getting more stupid combos for the next Dan vid :clown:
Close s.mp xx lp Gadoken -> s.lp, s.lp, s.lk. Works in the corner only.
or
Close s.mp xx lp Gadoken -> s.lp xx ex danku. Also in the corner
Close s.mp -> s.lp, s.lk, works out of the corner. The s.lp link is very character dependent though (UltraDavid’s chart: http://farm4.static.flickr.com/3649/3324888202_123b240a84_o.png).
Dan’s jab/short “block strings” are really really bad. You’ll easily be thrown out of it. Basically anything that has 3 frames on start up (DPs, supers, throws, a lot of characters jabs/shorts) will hit you out of it. And that’s assuming you’re only using cr.lk and far lp (0 frame advantage on block). Close lp and cr.lp are -1 on block, so they’re even worse. It might work on Abel or Gen but all they have to do is mash throw (Gen can do lp in Mantis style aswell).
If you’re going to do it, use: depending on distance -
c.lk, c.lk, far lp, far lk (far away)
or
c.lk, c.lk, c.lk, far lp (up close)
It’s nice if the other person doesn’t know about it. But if you’re laying on the pressure with the strings and lk dankus, a lot of players will just mash out of fear. It’s fun against turtlers, until they find out.
The best block string I’ve found so far is: close mp -> far lp, far lk. A blocked close mp has neutral frame advantage on block, but it leaves you far enough that they cant grab you (except gief). If they mash a short or jab that has 3 frames on start up - then it’s only going to hit you once (maybe twice).
Here’s a nice Gootecks podcast about frame data featuring Ed Ma and Ken I: http://www.gootecks.com/podcast/street-fighter-podcast-8-ed-ma-ken-i-talk-sf4-frame-data/
What are some good ways to link to his Super? I throw out moves and either they’re knocked too far back, or they are knocked in the air and “bounces off” all his hits.
You can’t link into his super except for a jump-in or a focus. You probably mean just combo. Cr.fp xx gadouken xx super is decent. Close s.hk xx super is good.
I really only do his super as a guaranteed punish or off a crumple, though.
I also recently started to j.hk (or j.hp) into ultra when predicting a fireball or something similar for example. The jump in kick or punch stuns them long enough to land the ultra. j.mk seems to work too but you have to hit them really late.
Midscreen vs crouching Akuma, cr.mp xx lk Danku makes the lk danku cross akuma up.
I frequently do it on cross ups. cross up with jumping mk, input the super bam it connects. and you can confirm the cross up isnt blocked before you start with the super motion as long as you can input it before you hit the ground you you do connect. I have a replay up on psn where I do it.
Where you from in St. Louis, I lived there from 07 till about a month ago (work transfers).
when near corner…
[media=youtube]lTshpMOYM00[/media]
EDIT: Damn that cr.mk xx ex gadou x4 combo sounds hella sick, I want to see that, also you guys gave me some ideas for something similar! thanks!
Does it still hit or is it a whiff crossup? Gotta try that…
There’s a clip of cMK xx EX Gado x4 in one of Neorussel’s videos or the Dan Ain’t No Joke vids, can’t remember exactly where but I’ve seen it.
That’s a sexy Ultra setup, but I think he wanted Super setups that don’t make them fall out or bounce on top. In which case, using a normal xx Super or Gado xx Super (near the corner I think?) would be the best bets.
wow I hadn’t seen those Dan videos. Nice ultra combos using ex gadoken midscreen! Super hot. I think that Chun-li one is probably the best I’ve seen!
Okay, testing this. They have to be absolute point blank.
This is really sexy when the cMP gets blocked, as it does crossup if the Akuma stays crouching. They can standblock to stop Dan from crossing up, or switch from :db: to :df: right after blocking the cMP to make the Danku miss. And this beats or at worst trades with reversal DPs after the cMP.
It also works on:
[list]
[] Dictator. He can’t make it whiff by holding :df: though, he has to block it and it still crosses up, which means no frame disadvantage for Dan off of any attempt.
[] Claw. Inconsistent as hell. I’ve had whiff crossover, hit crossover, no crossover. I don’t know what the variable is though, maybe having the claw on changes how close Dan can get or something to do with his crouching idle stance?
[/list]
And it will whiff crossup for shenanigans:
[list]
[] Ryu
[] Ken
[] Viper
[] Fuerte
[] Sakura
[] Dan
[/list]
I’ll make a vid of this in the next couple days for reference.
People just don’t know. Dan is amazing.
Any reason jumping lk isnt mentioned as far as crossups? I believe cr jabs and shorts combo off it. It also seems easier to use as far as distance.
Ballwin, West County.
[media=youtube]y421P9QgbIA[/media]
Short vid just showing the Akuma crossup. I should eventually test for other setups that may be more universal. Oki Dan Knee should probably cross up a lot of the cast if they wake up to crouching but won’t know til I bother with it.
Cool find Kikuichimonji :tup:
I was playing around with this yesterday:
Opponent in the corner, while you are max range (or close to max range) of c.HP away from your opponent.
c.HP xx Gadouken xx FADC -> s.HP xx gadouken xx FADC -> s.HP xx HK Dankukyaku
427 dmg
750 stun
I made a discovery while playing online the other day. We all know that from the proper distance, you can EX Gadoken and then Ultra to combo it all together. I found out on my own that, when an opponent is trapped in the corner, you can do a normal Gadoken and follow with the Ultra to combo. I had knocked an Akuma down in the corner and was throwing a fireball from nearly max fierce Gadoken range, and he stupidly got up with his Ultra Combo. Since the fireball was right in his face, I figured, why not? So I did my own right as the Gadoken hit him, and sure enough, it comboed.
It’s pretty situational and I’m sure the window of success is much smaller than the EX Gadoken’s would be, but it did combo while in the corner.