Dan Combos and Glitches

Is j.lk a crossup? I think I just hit someone with a crossup j.lk, c.mk, mk kick. It looked pretty smooth. ._.

Yeah it is but c.MK won’t combo off it and MK Dankuu doesn’t combo off c.MK either :stuck_out_tongue:

It happened, i swear! D:

Johnny, Im with you. I swear i’ve done cr.mk into Danku as well. I know i can do the EX connects for sure, but I know that I’ve comboed a normal danku off cr.MK. I dont have any solid evidence though.

And yes, j.lk does cross up.

cr.MK > Danku works on a counter hit.

It may be character specific too, who knows ?

No Krackatoa’s right, the only way c.MK can combo off any Dankuu that isn’t EX is off a counter-hit, same with c.MP. You were basically lucky :stuck_out_tongue:

There is no luck, there is only SAIKYO.

All I need to tell you to do is go into training set the dummy to auto block, and try comboing c.mk > danku. It will not combo on any character. If you counter hit with it, it may “seem” like it combo’d, but it didnt.

Dont get me wrong I sure as hell think it “should” combo, thats one thing I would like to see updated for dan. That would be huge for dans damage dealing. Im sick of only being able to combo goddamn gadoken off of it, ken ryu and akuma can all combo their tatsu’s off mk. what would be even better is if we could put them in a juggle state after mk/hk danku and follow up with a koryu, similar to akumas combo. I know in the corner his lk danku can juggle them for a koryu.

The biggest thing dan needs is a better “anywhere” ultra link. The ex gado >ultra just sucks. if they could have the ex gado, not push them back so far, dans corner ex gado fa cancel > crumble > ultra would be fine, since you can combo into it with another attack, and not just have to throw out a gadoken and pray it hits while inputting the ultra motions.

At point-blank range on a counter hit, c.MK does combo into the Danku kicks. I get that often enough when I’m doing my anti-Balrog wakeup shenanigans, it produces 4 hit combos. On the occasions where I hit them with the kick but it’s not a counter hit, or when I’m not right up in their face when I do it, then they block my Danku even if I hit with the c.MK to start.

It might be character specific, yeah, but it does work on Balrog at least. Balrog does have a larger crouching hitbox than some other characters, though (he can’t duck under Zangief’s Lariat). It might not work on a Chun-Li or Honda, or other characters with weirder crouching hitboxes.

interesting. i didnt think it actually registered as a combo. regardless it should combo no matter what. it should combo off cr.mp as well (primarily because on cross ups mp >danku is quicker, I often mess my timing up a little and do cr. mp danku, that would make my timing mistake irrelevant :slight_smile: )

Tell me about it, doing c.MP or c.HP instead of the standing version is very annoying :frowning: Sometimes if they don’t have much health left I just go with c.MK xx Gadouken because it’s easier and less likely to screw up :frowning:

Not sure if this was posted already, but:

(Corner only, sigh) jHK, cHP, EX Gadouken xx FA (lvl 2), dash, cHP, qcb LK, EX Kouryuken
4 Bars, 440 damage, and 740 stun.

I just landed this on E.Honda yesterday 2 times in one match. Once at point blank and once a few steps back. cr.MK , MK Danku does land on E.Honda.

So who’s up for calling the Legendary Taunt Cancel for the win the “Saikyo Crusher”?

Not that different from one of the hard trials and I get the feeling that ending with c.HP xx HK Dankuu will do more damage than the c.HP xx LK Dankuu > EX Kouryuken juggle.

Saikyo Crusher, I like that :rofl:

It would and it would use less meter eliminating the ex koryu. This is mainly useful for ultra, although if you are in a corner, may as well use it if you have the opportunity,

you can fadc out of an hp gadoken, to do the exact same thing pretty much anywhere.

i.e. cr. mk >hp gado >fadc >s.hp >hk danku. If I actually landed a jump in (its rare to get a perfectly ranged jumpin on someone to combo off of it without eating an AA) In said case I would play it safe anyway, and just combo into a cr.hp/hp >hk danku. which is still great damage. I would save the fadcing to get more damage where you otherwise couldnt. i.e. off of a cr.mk.

Thats where fadc shines, laning a big combo starting with an attack that is relatively easy to land, that normally you cant get much damage out of. If you can land a jump in HK and hit a cr. HP >HK danku if I am not mistaken thats about 320 dmg guaranteed. Most dan players have the various X >hk danku combos in muscle memory, they arent going to fuck it up, hence guaranteed. If you wanted to bust out fadc shenanigans when you just hit confirmed and hk danku combo, your playing with lag, and can easily fuck it up and miss out on any real damage when you could have had the for sure 320.

If you attempt an fadc combo off something like cr. mk, if you fuck it up, your not missing out on some big damage combo that doesnt require meter you could have done instead.

think of it like this.

If you fuck it up off a cr, mk and dont link your fadc combo off a cr.mk at worst you missed out on the equivilent damage of a gadoken/exgadoken/exdanku. Thats it.

Dont gamble a perfectly good hk jumpin, they are rare against solid players.

Ive beaten plenty of players who must have thought the game was won on style points, because they went the flashy road and not the utilitarian road and missed out on alot of guaranteed damage.

It’s a habit of mine to do c.MK xx Gadouken off jump ins :frowning: Probably because s.MP & s.HP is range specific and c.HP is so damn slow there’s a good chance it won’t combo :frowning: Cross-ups I’ll always go for the s.MP xx HK Dankuu now.

Occasionally I’ll FADC a c.MK xx Gadouken and do an easy Kouryuken if I see it hits, otherwise it’s usually a throw attempt. Kouryuken is the easiest thing to do after the FADC, s.HP is a little slow and like s.MP there’s a good chance I’ll fuck it up and turn it into a crouching attack instead :frowning:

Apparently Gadouken is 4, 3, 2, 6 advantage on hit for LP, MP, HP and EX respectively so the Light version seems to be the best for FADCing (excluding EX of course :P).

And yeah, it’s always a c.HP xx HK Dankuu if I get the chance but be warned it doesn’t work on Ryu when he’s in recovery from his Ultra but there’s enough time for a FA2 :slight_smile: (not like you come across random Ryu ultras often :P)

Really? This is big for me, as I’ve only tried using FP.Gadouken in my FADC combos. D:

Why would you go for a hk Danku off of a s.mp? I’d rather do a lk Danku for frame advantage since I can’t really hit-confirm the version of Danku.