Dan Improvement Thread!

it would be cool if dans mp and mk were more linkable…

I’d like to see an snk type of roll (back and forth -and no taunt at the end either-) but it’s probably not going to happen.
A dodge move (a la kof also) instead of the roll would be cool as hell IMO.

To compensate for his sh!ttiness, make his ultra broken. What I am proposing is a V-ism of sort Ultra for Dan.

[Somewhat serious]

Cunt punt :tup:

What if the Dan Install isn’t just some regular old ‘ultra taunt’? What if Dan Install was a CUSTOM TAUNT COMBO? Every taunt can be cancelled into another taunt. That way, assuming he gets roll back, you should be able to stop your opponent being a jerk and interrupting the Saikyo display!

Rolling taunt should go under fireballs.

They should give Dan an Alpha counter.

If implemented correctly, that might ACTUALLY level the playing field and make Dan viable. Hell, supposedly Cody is getting it if he ends up in the game so I guess its not TOTALLY impossible.

I’ve made a few serious posts on this subject but let me add a few not quite serious:

EX taunts.
Crouching taunt that has Dan crouch and unleash a flurry of jabs while yelling “I CAN’T LOSE!” or something to that effect. These punches would be unblockable yet do no damage, start up and recovery should be VERY fast, and cost meter. Could be used to break guard, start combos, and string together moves or combos.

Jumping taunt that extends his jump distance but speeds him up as he yells “CATCH ME IF YOU CAN!” or some such, would cost meter, Dan would be invincible for its duration, recovery on landing should be instant.

Standing taunt that is a Saikyo version of Zangief’s lariat. Should have high priority, low damage but high stun, a decent number of invincibility frames and cover a fair amount of ground if a directional is pressed. Dan can yell “NOTHING CAN BEAT THE PINK CYCLONE!” there would be a meter cost but also if it is done more than twice in a row Dan is dizzied after the third taunt ends.

On a more serious note I’d like to see a rolling taunt (like everyone else) that has some defensive use against projectiles and a second air taunt that cuts his jump arc shorter, maybe even straight down once the command is input. Give it decent recovery so it has some strategic value.

Another thought I had was give his lk air Danku charge properties. Basically you perfom the motion and tap the button it is the normal Danku, hold the button a bit longer he travels further and has a touch more arc. Maybe give it three stages…

He is a fun character to play with he just needs a couple more special moves.

I want his stamina to be raised to at least Blanka level.

gouken should be dans rival in single player. didnt gouken expell him from being a student after finding out he only wanted revenge for his dad or whatever?

the prefight intro would be hilarious!

I demand all of the following

  • Make air lk gale kick hit high.
  • Command roll with initial invincibility
  • Short Ranged Haoh-Shokoken ala SVC Chaos
  • Medium Range Haoh-Shokoken as an EX move
  • Replace focus attack with Ryo’s Super Special Awesome Punch move
  • Gadoken resembles CVS2 version again. (Better Recovery and Start up)
  • Air Taunt gives a fierce’s worth of meter.
  • Ground Taunts gives a fierce’s worth of meter.
  • More life
  • Otoko-Michi
  • Better Normals
  • A Ham Sandwich

He could be Dee Jay’s rival as well, since Dee Jay like dancing and Dan usually do all those moves and taunts for self-exhibit, they could have a funny scene as well.

By the way, i agree that Dan must have more stamina(and that would make sense).

:wow:

First original good suggestion posted in this thread in a few pages.

I just want EX taunt.

Charge counter taunt and air gadoken.

First the serious changes:

I would give dan more hit/blockstun on hit gadoken, letting you link into things off of it, and decrease the damage. He can’t zone with it, so it can be a combo mixup tool.

Dankus have absurd startup. At least make the LK and MK versions faster, by at least 4 frames, so Dan can go c.MK -> lk danku. HK danku should probably stay the same.

I would buff his ultra…supertaunt into ultra feels useless.

Maybe bring back the quarter-circle taunts, for escape purposes? Taunt-rolling superarmor, and the EX version could be controllable. The rolling portion would need to be damn fast (dan fast?) for it to work properly, but it would be fun.

More Stamina and higher stun would be appropriate, probably about sagat or rufus level.

Now for the funny:

If we’re doing dan install, dan needs theme music. "For the sake of my father…OYAJI! Dan dandandaaaan!

He gets snk style run, shorthop, and can tauntcancel his moves. You would also be able to cancel taunts into moves earlier, allowing for taunt combos. Maybe buff his attack strength, N groove style while we’re at it.

crossup mk, standing HP, taunt, Standing HP, Koryuken, taunt, run forward, Koryuken would be possible. Maybe even a taunt -> lk danku at the end.

Also, you would be able to cancel taunts into each other repeatedly. For teh lulz.

Landed ultra in Dan install for the win would cause a giant explosion in the background instead of the usual effect.

Would it be too much to ask to give all Danku kicks the same recovery as shoto tatsus?

That’s like the only good thing he has.

As others have already mentioned:

  • Ability to combo LK Dankyu off of cr. MK
  • More hit/block-stun on Gadouken
  • A roll (like Abel’s - except he taunts while doing it)
    Also:
  • Trying to hit him out of Super Taunt will deplete your entire health bar.
    In order to not make Super Taunt work as a broken counter attack, it should have an invincibility period on start-up, during which attacks will just go through Dan (without the opponent getting KO’d).
  • Armour breaking Ultra
  • Slightly more damage