I actually agree with this.
they should give his taunt hyper armor so that you can taunt fireballs to build meter… just a thought.
-Taunt should build meter
-Ultra Taunt
-Otoko Michi
“My time has come!” :tup:
Copypasta from the Unity forums:
Dan has his place in the game. He’s got his own playstyle, personality, tools, etc. The only reason he isn’t used as much is because the stigma surrounding the fact that he’s a spoof on other Shotos, making people think it’s impossible to win with him, even though most of his matchups are 5-5 and 6-4.
The way things are, he’s not that much worse than Vega or the rest of the bottom rung… or are you suggesting we drop all of them instead of getting the development team to tweak a few variables?
Dan’s not going away, he was in the recent trailer in Korea. You’re better off making him a viable character instead of driving away players even further after you buff everyone else.
There are people who enjoy using him, that’s a fact. More people would enjoy using him if he had a few buffs and a fancy new Ultra.

It does to me. Dan is a joke character. Now keep him out of the main series.
Karin would of been a much better fit in that slot and add much better variety found in Shoto Fighter 4.
As much as I am in favor of Karin being in Super IV, I must make a statement that Dan deserves to be in this game as much as the next fighter. Others have mentioned that while Dan is a “joke” character, he is still as much of a competitor as everyone else. He may not win many or any tournaments soon or be considered worthy, but a character is only as good as the player using him. That’s true for everyone, a good Dan can destroy a poor Sagat, but even that doesn’t happen very often.
So yeah, he’s got a few moves that were based in Anatsatsuken (or shotokan) and their commands are the same, but he plays almost completely unlike other “shotos”. His “fireball” has very little range, being viable mostly as a long range poke or to counter projectiles. His Dragon Punch is very similar to Ryu/Ken’s, but not a true SRK. While lacking a Hurricane kick, he does have a very effective command kick move (“dankyaku”, Dan’s three kicks), possibly the most useful attack in his arsenal (that isn’t taunting).
Besides, It adds just as much variety to the roster as a completely different character that doesn’t have a fireball or DP. His “SheDanigans” are amusing and Dan’s personality helps create more of an atmosphere to the game, filling the role of “Arrogant Kung-Fu Guy” more than Rufus could hope to achieve. Don’t judge a character by their Karate-gi.
As for suggestions, I agree with specs on his list of Dan buffs, especially the inclusion of OM Ultra and Premium Sign attacks. I think…
-Taunting helps build meter
-Overhead attack (maybe a chop of some sort?)
-Rolling taunt that could be used to evade attacks (similar to Abel’s Marseilles Roll)
-Koryurekka!
-Have the taunt motion (:hp::hk:) mapped to a single button. I sometimes mess up and do Dan’s Hisshou Buraiken while trying to pull off his Super Taunt.
Saikyo!:woot:
Hm…
st. HP looks like an overhead. Make it an overhead.
Just kidding. (?)
This is where I will bend my views a bit. If they make Dan viable then fine he can stay but if they dont then keep the trash out. SF4 series has enough shoto clones. He might not play exactly like other shotos but his based is shoto. We need more variety in characters that why Im really excited for Makoto finally making it into the world of SF4. I want a balanced game that every character has a chance to compete at any level. All this Dan love is fine for kicks but he fucking sucks period and in his current state he is a waste of slot for a good character like Karin. Knifecuts, you’re an idiot if you think Karin is a Fei Long rip off.
The closest thing you have to a “shoto clone” is the Akuma-Ryu-Ken trio, and yet all three of them play completely differently in SF4. Ken hasn’t been a true clone of Ryu since the early editions of the SF2 series. It doesn’t matter that Dan has QCF+P, DP+P, and QCB+K; his style is even further off of the mainline to fall under all but the very loosest definitions of “clone”.

This is where I will bend my views a bit. If they make Dan viable then fine he can stay but if they dont then keep the trash out. SF4 series has enough shoto clones. I want a balanced game that every character has a chance to compete at any level. All this Dan love is fine for kicks but he fucking sucks period and in his current state he is a waste of slot for a good character like Karin. Knifecuts, you’re an idiot if you think Karin is a Fei Long rip off.
I can definitely agree with that. If he doesn’t get buffed, it’ll definitely be a waste of roster space, because we all know the other characters are going places.
If everything I listed above was implemented, I’d say he’d soundly qualify for mid tier when compared to regular SFIV.
Maybe I can tape copies of it all over Seth Killian’s front door.
damn, krackatoa. why do the first few responses in your capcom unity thread have to be fucking retarded? >:|
The Internet is like a cancerous brain tumor… that just happens to be everything thing you adore and supplies you with gratuitous amounts of free porn.
Edit: I figured it was worth throwing a big thread up there, because, like Justice said, it would be a stupid and garbage decision just to keep Dan as is.
Dan air-taunt should be a block[air-block].
If Dan were to have a Dan Install, it would have to be called Saikyo Install. It would make all of his moves faster and cancellable with a Taunt.
yeah saikyo install would be a-may-ziiiiiing.
he gets a cape, infinite super meter, and what you said.
I was against Dan (and Sakura and Gouken as a playable character) as much as anyone when he was announced. Why put in even more variants of the same fireball-dragon punch theme that already took up four spots in SF4 (Ryu, Ken, Akuma, Sagat)? But to my surprise Capcom made Dan, Sakura, and Gouken all very different characters, all they way down to their normals. Dan doesn’t play anything like the other “shotos”; he’s the most rushdown-oriented one, with pressure games that are unlike anyone else’s in SF4 and, with some very slight tweaks, potentially some of the best. He’s an interesting character and not terrible, so I made him one of my backups.
I stand by most of the points from my post that Krackatoa reprinted. I don’t really want his jabs and shorts to be sped up such that he can link them; too many characters in this game already depend on that kind of thing anyway. Here’s my revised list. The changes to the previous list are mostly removals of proposed buffs that would either be over the top or not fit in with his SF4 character, although the change to the jumping taunt is a new idea.
–Far standing jab and crouching jab have slightly more range on their hitting (not hittable) hitboxes
–The following normal attacks have faster startup and recovery: far standing mp, far standing fierce, far standing short, far standing mk, far standing roundhouse, close mp, crouching mk, crouching mp, crouching fierce, crouching roundhouse
–All grounded dan kicks never whiff on regularly crouching opponents (ie not coward crouch)
–All dan kicks have faster startup
–Mk/hk/ex grounded dan kicks are -1 on block (ie only punishable on block by Gief’s super/ultra and Akuma’s super done close enough)
–All koryukens have very slightly more horizontal range (just enough to make close mp link to dp work on everyone)
–Gadoken’s hittable hitbox is shortened
–Super sucks the opponent in like Rufus’ ex spin so that it actually connects the whole way
–Ultra moves farther over the same startup time before losing its active frames
–Grounded taunts slightly increase Dan’s damage output in increments each time he uses it up to 4 uses, but hurts Dan to the tune of 25 damage points
–Jumping taunt moves considerably faster and goes some set farther distance toward the opponent (like half screen), but if the opponent is within that distance, Dan’s trajectory will put him right in front of where the opponent was when Dan jumped
–Toward dash covers the same distance in 17 frames instead of 21 (to make focus rushdown more effective)
–Dan has 50 fewer hit points and stun points
Basically the focus is to make him better at playing offense in rushdown and zoning. The better jump taunt can be used to follow up a toward throw or to jump in on someone throwing a fireball but is totally vulnerable while moving. The grounded taunt improves his offense at the cost of his defense, and I got rid of building super meter because I don’t want Dan to have any incentive to run away and build his meter. Like Krackatoa says, dan kicks are a huge part of Dan’s game, so they need to be made better and, in particular, need to be made safer against characters who can duck them or who can punish them on block (although I don’t really think buffing his air dan kicks is important). I’d like gadoken to be slightly less hittable, but I guess it shouldn’t go farther since again I want Dan’s incentives to be weighted toward rushdown, not zoning or defense. The faster dash is also a way to buff Dan’s offense, and the nerf to his life and stun is another way to make sure he actively does not want to be on defense.
I love the suggestions, here’s hoping we get some Saikyo lovin’ in here.
Regular hadouken like ryu and ken but he can do it in the air like akuma, but air fb doesnt go all the way
give him some damn links dammit
give him a DP like ryu
better hurricane kick
faster normals and more range
50 more stun
fadc–>ultra
What’s a “Dan Install” or “Saikyo Install”, anyhow?
I think his taunting should fill his Super bar at least, and if that’s full his ultra bar perhaps, make repeatedly taunting worth it for him :lol:

What’s a “Dan Install” or “Saikyo Install”, anyhow?
It’s like Sol’s, only far sexier.
Anywho, I posted on the Capcom-Unity thread, and linked it to this thread and the Dan buff thread in the Dan subforum.
Dr. B hopes for the day Dan breaches a mid-to-top tier.