Dan Improvement Thread!

Maybe with some better music. :stuck_out_tongue:

Damn, lots of Dan hate in this thread! Garbage? C’mon! Dan is a perfectly viable character. Obviously not tournament-quality, but this game is supposed to be fun, too. IMO, Dan is easily the most fun out of all the cast.

As for buffs/nerfs… I don’t really see a need for either. Sure, I think it would be awesome to give his normals a little bit faster startup time, but… Other people who main Dan know that it would take away from the “Dan Rhythm”, which is actually a vital part of his game since it makes him somewhat awkward to oppose.

The Dan Install was hilarious. I’d love to see something like that thrown into the mix, but I wouldn’t take it in trade for his suicide finish.

Hey, Dan’s SFA3 theme is awesome! Maybe not as godly as his SFA/A2 theme, but still.

There is no part of this that makes any sense. Like, at all.

The B in Dr. B is a vital part of the character.

Yeah I don’t think I get the “Dan Rhythm” or whatever but I’m still a pretty good Dan. You don’t think he needs any buffs at all?

I will pick up Dan first if this is what happens.

Wait…they’re not the same guy?

/sarcasm.

As for Dan. I think he is awesome, even though I don’t pay him too much.

wow, can’t understand why anyone would want to use him with any kind of seriousness…but all the luck to you man :wink:

Normalize taunt lengths, each gives about a hit jab/strong’s worth of meter if he finishes the entire thing, if it’s canceled he gets nothing. Jump taunts don’t give meter, but they’re slightly safer on landing.
Super taunt has super armor.
Super taunt cancels directly into his current ultra and Otoko Michi/Goryureppa/Shinku Gadoouken/Ultra Taunt whatever other ultra he’s getting for shenanigans.

That’s about as serious as Dan needs to get in my book. Also, incorporate other character’s taunts into his super taunt. I wanna see him pop up and go “Quit stallin’ already!” “…This is kinda fun!” then flex like Zangief then immediately fall onto his ass, wipe his forehead and go “Woahhh. What a workout!”

A Ryo style Super Punch, Like in SvC Chaos. He hits you n breaks his hand. Something like that.

Also have his taunts build meter like in MvC2 and bring in the sign n Throw + His near instant Kill grab from MvC2.

I Love Dan. If he goes unchanged, I’ll still love him.

Sorry, I don’t know how else to explain it. I’m a musician, so I tend to associate rhythms and patterns with everything else even outside of music.

I guess what I mean is that, since Dan has slower moves, it requires the player to play at a slightly “off” timing in order to make the shenanigans plausible. Not saying it isn’t possible to counter on reaction or anything. Just saying that Dan’s metagame works really well under a certain “rhythm”.

Or maybe it’s just my own play style. Surely somebody here knows what I’m referring to.

As for buffs, sure I suppose he could use a few. But I think he’s pretty badass just the way he is. His throw game is so fucking beastly. It would be awesome to see his throws get a little bit more range and priority. But as it stands now, I have a hard enough time getting a rematch in Player Matches as it is. Guess people hate getting beat by Dan.

I guess it would also be pretty sweet if Dan’s taunts actually built meter.

Dan’s new ultra should be a high damage kick to the nuts that has focus attack-style stun. That would own.

Just: WAA-HOO!! SMACK! front-kick to the nuts. Make it come out crazy fast, then he can follow it up with something. Maybe even have him taunt after it hits and make them linger a little before they fall over in pain.

How would that work on female characters? And, as much as I love such ideas, I think they’re trying to stay away from comboing after supers and ultras in SF4, which saddens me.

Gen says exceptions exist, but yes.

Just as cinematic as SGS, but with all the more Saikyo! :smiley:

His normals should be improved by like one frame.

My idea:

2nd Ultra: Otoko Michi (sp?) form MSH vs SF. Leaves both at 1% health.

Give him his autograph move back as well from that game, with Double Reppuken-style properties. First part cancels projectiles, 2nd part sends out the autograph.

Dan is known for his rolls, but he has no command rolls, wtf.

Fix his crouching Fierce Punch/Kick. Slowest punch/kick in the universe

Faster Start-up for this Dankukyaku to improve in connectivity

Add a special attribute to his gadouken because its udder sh!t compare to others

Ryu’s hadouken- Fastest
Ken’s hadouken- Standard
Akuma’s hadouken- Flexible
Gouken’s hadouken- Versatile
Sakura’s hadouken- Can at least travel the distance

Dan’s special attribute is it’s recovery. It’s better than Ryu’s. Dan’s has a use in that it’s a fairly good poke. Sakura’s pretty much doesn’t have a use and isn’t worth using in most matchups.

^^^^
Agree about the recovery, but the problem with his gadouken is that its slow, causing simple combos not connecting sometimes (IE Aerial Fierce kick ->cr.medium kick -> gadouken). And he stretches his arm leaving him open for some trade-offs.