Dan Improvement Thread!

Minor suggestion: What about giving Dan some airborne frames on his backdash? Almost all characters have the benefit that, even if they mistimed their backdash to completely avoid something, if they eat something like, say, a c.mk, during airborne frames, they can’t be comboed.

That, and those motions overlap with fireball & danku motions whereas your other motions are chosen to specifically not.

[media=youtube]a6gLrUWDJHE and http://www.youtube.com/watch?v=A16cdqS6lyE[/media]

two really good Dan players. the second videos channel has alot more Dan vids.enjoy

Failed Gadouken
:d: :df: :r: + K
-Does Alpha Gadouken animation
-shows a short flash of a gadouken, but does not damage
-short recovery
-Dan is crying

Do it, because Dan is always about pulling tricks

For Dan’s taunt roll, I propose this:

QCF + K. Works like Abel’s roll, but ends with a taunt. With one hit of armor.
QCF + 2K = EX roll taunt. The roll ACTUALLY HITS (maybe low, maybe not). Maybe the taunt hits here too, and can juggle?

A proposed new move:

QCB + P. Dan kinda does a “reverse hooligan” (it goes backwards).

  • If you do nothing, Dan lands with a taunt.
  • If you tap a P button, Dan does a mid-air Gadouken. Button determines angle.
  • If you tap a K button, Dan does a dive kick. Button determines angle.

Dr. B can’t be hurt by the Koopalings’ magic wands. Dr. B IS magic.

I’d like to see a special that mimics Robert’s or Ryo’s flurry attack from Art of Fighting. Basically Dan would punch (or kick) his opponent mutliple times lifting them from the ground and sending them flying on the last hit. Should have vacuum properties if it is an attack or (and I think this is a neat-o idea) make it a command grab with decent range and speed.

I’d like to see some sort of Iori-esque dash attack, goofy of course to make it fit Dan.

Keep his Danku’s pretty much the same but add a second set, maybe qcf.k, the lk version would have range and height similar to the Dan Knee but be comprised of 3 hits, the mk and hk versions would just be variations of the current lk Danku. So height, speed, angle differences.

Really I don’t want to see much changed about him. A roll taunt, minor tweaks to recovery and the like, and one new move.

I thought his Ryo/ Robert flurry move was Hissho Buraiken…

Air taunt should have no landing lag. When I fight a Dan bold enough to air taunt me, I shouldn’t be able to punish his recovery…

And he needs rolling taunt and hopping taunt, so you can roll under high tiger shots and hop taunt over low tiger shots.

Dan beat Sagat back in the day, certainly he would have developed these anti Tiger Techniques to do so.

He’s talking about the Honda punch Ryo and Robert have. And BUTT.

Dr. B doesn’t stand for Butt, but B and Butt are homies.

Dr. B is also preventing Mr. B from getting his Ph.D, since “There can be OOOOOONLY one!”

Exactly. Ryo had the punches Robert the kicks. They were killer anti-air moves.

How about a taunt giving back a chip or so worth of damage? I’d REALLY like to see each of his taunts having some special quality so that choosing them has a tactical purpose.

One drains meter, one gives meter, another heals a small amount, rolling taunt to go under projectiles, etc.

I don’t know about healing or draining meter, but it wouldn’t be too game breaking if he at least got some meter with his taunts…

I’m talking a small amount. I just want to see something added to the taunts, whatever that happens to be, and a variety would be interesting.

Or even have these special qualities only happen when he taunts when his health is below a certain point. Giving him buffs or nerfing his opponent slightly would be cool.

If EX-Kuchu Dankukyaku, I think it would be cool instead of being stationary in mid-air, you travel across the screen very fast.

Its useful as it is, they could add another but I wouldn’t want to lose the stationary version.

Danretsuken?

Shit, can’t believe I missed that. Good stuff. Man, is every post you make like solid gold? :pray:

Dr. B beat the Golem Twins by repeatedly zapping them with the one element they couldn’t resist/copy: Mad Sexiness.

[media=youtube]81vJf5T_GyI&feature=related[/media]

At 41 seconds Mr. Karate does his version of the move. A command throw I like as it give Dan a solid close distance move.

Was playing CVS2 last night (lol ratio 4 dan) and completely forgot that if you do his super taunt and don’t get hit you get meter back. Sounds like a good idea for SF4 but when I play against Dans who decide to super taunt I always let them finish (mad respect for chouhatsu densentsu). I probably wouldn’t anymore if I knew they’d get meter back for Hissho Buraiken/Shinkuu Gadouken. :\

Best idea: Dan does the Super Taunt. If he gets hit, he gains full Revenge Meter. If he completes it, he gets two meters back.

^^^^^
Seems kinda broken