Dan Combos and Glitches

Was it a counter-hit Gadouken because of the wakeup ultra? Because isn’t the window for the EX Gadouken -> ultra already pretty small?

It was a counter-hit due to the Ultra, yes. Contributing factors definitely included the edge of the stage, and the Gadoken might’ve been meaty too given his wakeup situation. I don’t have a replay to go back to or anything to check it out, I just know that the Ultra capped off a 9 hit combo instead of 8. :wink:

Okay guyz. I might have found something neat for keyboard users for the PC version.

With input shortcuts working the way they do (and assuming you’re using a USB keyboard, not a PS/2 one) you can hold down and back at the same time, and tap forward twice (without releasing down-back) and any punch to throw out a Koryuken.

Looks like :db::df::db::df: :p:

Now, I figure there may be a practical application for this, as low block only drops on the instances that forward is depressed, which isn’t very long, but you still input the KY motions. What do you think?

Currently, the only use I’ve found for it is consistently demolishing scrub tactics online, since it’s a bit easier than reflexively dropping block and inputting the classic :dp:. But I’m wondering if that’s the extent of my discovery, as Dan can’t do much while crouching.

I seen a video of a match with Dan against Sagat. Sagat did his Tiger Knee, but Dan did a c.MK then threw him right after. I have not been able to replicate this in training. Any pointers?

I’ve done it a couple of times by accident, but when you become accustomed to the jab blockstrings that many Sagats enjoy (the one on display in that video of Hibiki-san), I’m sure I’d be able to get the timing down to do it. You need to be far enough away that the startup hit of the Tiger Knee doesn’t hit you, which the aforementioned blockstring accomplishes. Then you just kick before it reaches you to shrink your hitbox and cause it to whiff, allowing you to recover before Sagat does and throw him.

This is one case where Dan’s normals being slow actually helps him. While Ryu/Akuma/Ken have the sme crouching medium kick, theirs is sizably faster, and thus they might not be able to duck entirely under attacks like this. With Dan’s crouching medium kick, not only have I avoided the occasional Tiger Knee, but I can even go under Rose’s projectiles. There’s nothing like having Rose start up her Super while I’m starting to poke at her with a c.MK, and then seeing it fly harmlessly over my head while I hit her for a bit of damage. :wink:

Thats a combo?

How are we supposed to know what you’re referencing?

Can Dan link ANYTHING out of his crouching LPs that is cancellable?

Nope :frowning:

c.LP has a 4 frame start-up with a 2 frame hit advantage on hit, there’s no way to link two together without “cancelling” the animation and therefore making it a “chain” rather than a “link”. Dan’s fastest normals are all 4 frame start-up (all versions of Light attacks).

I think the only two link combos Dan has are s.MP > s.LP and s.MP > s.MP. I’d go as far as saying he has no useful link combos :frowning:

whats the most damaging combo you achieved with Dan?

522 is the highest ive gotten jumping HK >cr.hp >ex gado >cancel into FA crumble>Ultra.(assuming maxed out ultra)

490 is the highest I got on a combo into the super jumping HK >cr. mp >gado>Super.

haha! wow. so many ideas

Not sure if I should mention this here, but against people who like to run, I like spamming Gadouken to build super meter… it’s not like they can FADC them with the kind of range they get. >_>

Dan’s most damaging combo yet :
j.HK -> cr.HP xx qcf+HP xx Super Taunt xx Ultra
21 hit combo. With full Revenge gauge, deals 535 damage and 480 stun. With half the Revenge gauge, deals 450 damage.
Requires, of course, a full Super bar and the Revenge gauge to be activated.

Bit more than FA3 > s.HP/c.HP xx Gadouken xx Legendary Taunt xx Shissou Buraiken methinks.

Incidentally after a FA2 or 3 you’ll get more damage going through the combo to Legendary Taunt to Ultra rather than the Ultra by itself, whether you want to however is another matter :stuck_out_tongue:

To be precise, for FA3 you’ll deal 505 damage instead of 469, and for FA2 you’ll deal 445 instead of 409, which isn’t that big of a difference (36).

No but I’d totally do it if it’d win the match :stuck_out_tongue: Heck, could just Legendary Taunt xx Shissou Buraiken after a FA just to add insult to injury :stuck_out_tongue:

Haven’t seen it, but has anyone mentioned c.mk -> qcb kick? Seems to work for me. o.o;;

EDIT: Nm, just had an Akuma block the hell out of it. :frowning:

I believe EX Danku works. The normals kicks can be blocked as you said.

What moves can I punish Canon Spike with?(whatever cammy’s dp is called) I find it weirder to punish than the normal DPs since she goes back some. So far I have only used EX Danku and Ultra. I can’t let anyone get away with blocked moves if I can help it.

She’s -30. Dan’s dash is 21 frames. That leaves you 9 frames to punish, probably with s.mp xx hk Danku. Or you can probably just hk Danku.

You can heavy Danku after blocking a Cannon Spike without even dashing, and Cammy will take the last two hits of the move. I think that’s better than trying to dash in and do a more elaborate combo, where if you slip up by even a few frames (s.MP is 6 frames, meaning after the dash you’ve only got 3 frames to spare assuming you dash as soon as you can) you’re just going to eat another Cannon Spike.

Of course, you can also Ultra after blocking the Cannon Spike, again without dashing, and she’ll have no choice but to take it and like it.