Dan Improvement Thread!

Seriously? What is the recovery on HK Danku vs Ryu’s HK Tatsu?

:rolleyes: both [dan and ryu] hk and mk are -2 on block :coffee: ken’s is -1 on hit; but dan’s lk is safest.


I’ve been compiling again so…

  1. general buffs & normals.

As a SNK parody, I think changing his dashes into cancel-able runs would be good; also an immediate j.taunt could function as a short jump or run > j.taunt could be a hyper jump. As a poor fighter, he has more experience taking beatings so should have the stamina to back it up. HP & HK are all the normals I’ld buff. Each ground based hp&hk get 3 active frames instead of 2. Far hp&hk startup one frame faster with two more frames of hit stun too. Should give meaty hp & hk link options […cr.lk] on hit.

ie. Please let him…

  • SNK run and jump.
  • Match Blanka’s 1050 stamina.
  • slightly buff HP and HK.
  1. FBs and SNK parody moves

I would NOT want full screen FBs for Dan, and his Gadouken frames adv (on hit or block) are pretty solid.
Gadouken: no changes needed. dmg:70 exdmg:50+60 is good too.
So, if FB gets a buff, a second projectile seems in order instead.

I like the idea of :hcb:+:p: being an alt FB but think the Premium Sign doesn’t fit SF series like it did in MvC series as a delayed projectile and shield. As an SNK parody there is already another established projectile option too.
So here’s the 2 hand FB parody.
Gadou Shoukouken: Dan covers up then releases 2-h FB; looks like Sakura’s Big FB and his FA with 2hits.
Ranges: lp to hp= travel less than Gadouken counterpart. ex= almost half of screen. dmg:50+40 exdmg:70+60

has similar start up frames to akuma’s red.hadou w/ guile’s SB block/hit frame advantage.
+8 frames more startup than his Gadouken’s startup (~Akuma’s Red FB)
less recovery than his Gadouken’s recovery (~emulate SB block/hit advantages)
ex version is active +4 frames sooner, hyper armor, travels 45% of screen, and fast (but not guile Ex.SB fast)

note: the mix up and/or combo possibilities if FACD and/or meaty wake-up should be pretty good.

Another poster mentioned adding a grab; a good dan grab using :hcf:+:k: can be parodied from SNK Zanretsu Ken’s look.
Danretsu Ken: Moves heel of front foot onto foes toe [to grab] while taking a stance similar to Ken’s. Performs 2-4 jabs [25 dmg each] while yelling “I can’t lose!”. Finishes with what looks like Ryu’s lvl 2 FA [30~50 dmg with crumble or chip block dmg] with a 1 frame window to block/counter. Dan holds his own hand if FA is blocked. If foe is grabbed, all jabs [50-100 dmg] are focus absorbed. If grab [his heel] whiffs, continues with chipping jabs and FA. Ex will auto link last hit with lvl 2 crumble effect and has hyper armor.

  1. Taunting should be integral to Dan’s victory but currently, beyond canceling the super taunt into ultra, has no technical advantage. Giving him a command roll taunt or even a rekka-taunt with evasive and super building capabilities could reward the user for taunting without being overpowered. Maybe even cancel from the taunt part.

…So a new and improved rekka roll taunt

:qcf:+ taunt, or :qcb:+ taunt then any direction + taunt

1st roll into cr.taunt. med.roll is evasive while taunt builds same super meter as one whiffed :hp:.

2nd taunt onward has many input options…

:ub:,:u:, or :uf: + taunt result in rev.mk , reg.lk or reg.hk ranged demon flips respectively. Empty flip ends w/ unique cr.taunt;
-tapping taunt in the air results in a j.taunt w/ Focus properties.
:l:, N, or :r: + taunt result in 1.5x range of Abel’s mp, lp, or hp ranged abel roll w/ st.taunt respectively; :l:'s mp roll is reversed.
:db:,:d:, or :df: + taunt result in 1.5x range of Abel’s mp, lp, or hp roll w/ cr.taunt respectively; :db:'s mp roll is reversed.

note1: all ground taunts can cancel into another taunt but are super and ultra cancel-able during rolls too.

note2: each ground taunt builds same super meter as two whiffed :hp:; j.taunt counts as three if not hit and builds extra ultra meter if hit w/o armor breaking.

note3: completing cr.taunt, st.taunt, and j.taunt in succession results in a unique st.taunt that depletes your foes super meter by amount Dan has gained in succession effectively doubling his meter gain.

Sorry for my noobness, but is it still -2 if it whiffs altogether?

Dan needs EX meter for doing taunts.

He really needs the EX to FADC during his shedanigans, in my opinion, and giving EX gives even the biggest killjoy of Dan players a reason to taunt (thus properly playing Mr. Hibiki and benefiting from it).

…that’s all I got. It has also probably been mentioned in this thread a dozen times. Same with giving him decent normals.

Dan should be within the bottom 10, it’s just tradition. But with 33 characters and changes to existing ones I can only imagine he’ll wind up at the bottom of that list due to Vega more than likely getting buffs and CAPCOM probably not worrying too much about Dan changes.

give Dan back his autograph projectile

I don’t know if anyone has asked this yet, but… why does the joke character need to be anything other than very crappy?

If Dan could for like, just once, be high tier…

Words could not describe my joy T.T

I’ve always been trying to think of ways for dan to be a more likeable character and invent new ways to use him but in the end I keep getting wrecked. Sometimes my tactics work but in the end, Dan doesn’t have a many accessible skills that would make him a threat.

I’d just like to see Dan put on some pressure in the tourney scene is all lol

Read at least a couple pages of the thread, please. Seriously. Like the first two or three pages.

haha

Spoiler

You stupid fucking asshole.

Because if he’s TOO crappy, there really IS no point in putting him in the game when a character balanced to have at least a fighting chance to win could be put in. Dan should certainly be goofy, but his odds of winning shouldn’t be so disgustingly long that he’s no fun to play as above the button-masher level.

He doesn’t have to be high tier (and let’s face it, he never will be), but he should at least be able to crack middle tier at least once for reasons other than “oops, we nerfed Guile, Fuerte and Vega AGAIN”.

As for making him more like an SNK character (specifically, KOF)…that’s got to be kind of a very difficult design dance for the Capcom planners. He’s always been an SNK parody, and I’m sure SNK wouldn’t mind in the slightest if Capcom took a few more all-in-good-fun cheap shots at Kyokugen-ryu (after KOF XII, any publicity is good publicity!), but giving him crazy crap like run and low jump runs the risk of making him fit very, VERY awkwardly into the overall SF4 aesthetic. Playing Dan shouldn’t feel like playing an entirely different game.

Besides, there have been plenty of excellent ideas thrown out about how to improve his game without turning him into a transplanted KOF character, and even if Capcom isn’t actually reading any of these threads, I’d be very surprised if they didn’t already come up with many of these same ideas internally for serious consideration.

dan fits well the roster he can be “useless” but everytime i encounter a dan online i have lots of fun and i even add the opponent to my friend list to spar with fun. ryu is the main character and he is top tier… nobody complains ( except ryu haters that cant beat him online ) well dan is a joke charater and is low tier, fits his personality perfectly now get over it.

well, for one…his ultra should not be stopped by FA

But, but, beating out Dan’s Ultra with Kara-Taunt is hilarious and appropriate!

No I’ve never actually done this in a match, but I hope to one day. Don’t take that hope from me!

short answer… nope.

Dan’s recovery on whiffed Danku isn’t actually listed… however if reading the frame data right… hk recovers in ~33 frames.

Ryu’s recovery on whiffed Tatsu is listed… under “Recovery”

RE: why no let Dan suck? isn’t he suppose to?

Ono himself described Dan as a challenge to learn and use, similar words were used for Gen, had he wanted him to be useless Dan would be blatantly bottom tier. There is a big difference between difficult to use and unusable.

During Hisshou Buraiken, before the final Koryuken, Dan should totally adjust his karate-gi, all Robert Garcia-style.

I approve of this idea. Maybe add the teeth sparkle too.

When you are on the left side

Roll Back
:l: :d: :db: + P

Roll Foward
:r: :d: :df: +K

You can FA/ex-cancel during your roll

Okay, cool. This is what I was getting at in the first place. I just know that if I whiff an air dan knee, then I’m pretty much fucked when it seems that Ryu actually has a chance to escape or counter any attempt to punish.

oh yeah, his recovery from air danku is total shits.

Why wouldn’t it be:

Roll Forward
:d: :df: ::r: +HP+HK

Roll Back
:d: :db: :l: +HP+HK

They’re taunt rolls, after all.

Then you can’t do Ex-roll nor control the distance of your roll