Interesting stuff
give him his shinkuu gadouken, but make it more like ash crimson’s thermidor.
it’s called sakura ganbaru. has interesting backstory on dan as well.
He think he’s fine as is. He’s bad enough to make it humiliating to lose to him, but not so bad that it’s impossible to win.
That said, he needs more taunts.
Well, he didn’t quite make it to the finals in that one. The finals were Ken vs. Sakura. Dan’s shown to be beating up random fighters with ease, but only losing against other Street Fighter named characters.
To be honest it wouldn’t be hard to make Dan an okay character. I like linking gadou xx super taunt xx ultra so keep that, dude doesn’t need an srk fadc ultra. Autograph special is cool, I miss it when I play SF4 Dan. Second Ultra. . . Go Hibiki noselaser super from Pocket Fighter? that would fucking rule
The one thing that makes Dan “Dan” needs to be reinstated: Super meter from taunting.
His rolling taunt wouldn’t hurt, either.
Also, I’d like it if you could actually rush down with the guy with less risk. I think that Dan got a smidge more respect in this game than he usually does, but I kinda wish he had a different super. I never used the Hissho Buraiken in other games, and the fact that it doesn’t even suck in, makes it suck as a super. The Shinkuu Gadouken >>>> all other Dan supers.
You just nailed why I even use Dan in the first place.
At this point, actually, ever since Street Fighter Alpha 2, I’ve only really used Dan because Ryu, Ken, and Gouki have gotten pretty boring at this point. You know what you’re going to get from them in every game they appear. With Dan, there’s always an element of uncertainty. I remember playing X-Men vs. Street Fighter, seeing all the wacky versions of familar Alpha supers and wondering what Dan would be like. Man, was I disappointed when I saw the Shinkuu Gadouken in those games for the first time.
It wasn’t until the Street Fighter III series that I ended up using them again, but with Sean in there that pretty much ended quick.
Plus, it doesn’t hurt that Dan is mocking SNK fighting games, and is funny as crap as a character.
Dare I say it, in those few SNK fighting games where Dan actually appears (SVC Chaos, and SVC Match of the Millenium), Dan is actually done justice (I don’t like that he has the Gadou Shou-kouken in Chaos instead of the SHinkuu Gadouken though)
LOL @ Dan being the most polarizing character in SFIV.
I would swear it would have been Rufus. Oh wait… he’s a SFIII NG Yun spam attacking rushdown artist who can juggle his ultra. No wonder people love that fatass.
Reminds me, if they made Dan’s current ultra able to juggle, it’d remove all need to have his second ultra as a gadouken or koryuken. Leaving it wide open for (hopefully faster to the point where its viable as a punisher) Otoko Michi as that wouldn’t tread on the other ultra’s toes. At the moment, with its current properties, you could have a juggle ultra and a non juggle ultra, but they’ll both be ‘woah big flashy combo damage’. Plus, I doubt that, even with Koryuken FADC Ultra, Dan wouldn’t be overpowered.
Thus, the logical choice for Dan’s ultras is to buff the current and had either Otoko Michi or Dan Install, which hasn’t been mentioned this page yet.
When the time comes to balance the final build of SSFIV at the Capcom offices, I’d rather Dan not have a jugglable Ultra in exchange for more gimmicky moves (Rolling Taunts, Premium Sign) and buffed normals/specials.
But that’s just my preference. Juggling into Ultra just seems so… Ryu.
At the very least, then, super needs a buff to vacuum them properly so they can’t block after they’ve already been hit. In addition, juggling ultra would allow danku xx super taunt xx ultra to work, as well. So, its not all DPs into ultras.
the second ultra has got to be the otoko michi. Massive damage, but instakill self. Double KO if it kills the opponent…
New Move : Push (no damage)
can be comboed to dash back n taunt!
I haven’t really played SF4 Dan seriously enough to feel qualified to suggest improvements to him, but I like what Capcom’s done with him for vanilla 4 and I’m glad he’s in the game. I think it’s a very common misconception that Dan was intended from the start to be weak (he was certainly intended from the start as an [affectionate] rip on Ryo/Robert from Art of Fighting, but I think the weakness was a running gag from a poor first showing taken a bit too far), and I think with some minor tweaking he has a lot more potential than a lot of people recognize. He’ll never be top tier, certainly, but if we can establish him in the mid tier for the rest of his days, I think we’ll all be quite satisfied.
The important thing to remember about Dan’s design when pondering buffs is that he’s not really supposed to be nearly as similar to Ryu as he is similar to Ryo. Like Ryo, Dan is intended to compensate for his short reach by staying in his opponent’s face, but of course unlike Ryo, Dan doesn’t really have a lot of fast, safe aggressive subsystems like run, low jump, and super jump to help him out in that department. But obviously, giving Dan these systems outright would be more than a little weird in a game like SF4, so that tends to complicate things when thinking about how to make him better.
I for one don’t think Dan would be ruined by something like Koryuken -> FADC -> Ultra; he’s obviously not going to do Sagat/Ryu-level damage with it, and even with improvements across the board, there’s no way he’ll be mistaken for the kind of perfect-storm cheesiness that those two achieved in vanilla 4. He’s just not built on a fundamental level to be anywhere near that consistently powerful (read: he’ll never be able to zone worth shit). And let’s face it, there’s very little danger of any kind of Dan bandwagon no matter what kind of buffs he gets.
Stupid things that I would suggest:
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If Gadoken’s hitbox is problematic, try making it a bit more like Ryo’s short-range fireball from games like KOF '98: keep the range pitifully short, but give it a bit more vertical height so that he can protect his arm better and snipe at low-altitude air moves. Don’t increase the range, but shorten the recovery time.
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Give Koryuken a bit more horizontal oomph on the hitbox (and possibly just a hair on the trajectory). There’s no reason to be afraid of buffing this move; this is Dan we’re talking about here, it’s not like he’s chucking Tiger Shots at you to force the issue.
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I liked UltraDavid’s (? I think it was him) earlier suggestion about fireball immunity on jumping taunt. I dunno about full invulnerability, but I think Dan ought to at least be able to say “fuck you” to fireballs in exchange for taking the risk of jumping and giving up his air action. Just a little something to keep Sagat interested, at the very least.
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Rolling taunts that build meter seem like the best option for making taunts threatening to me; give them fireball immunity at the least until the taunt deploys. QCF/QCB + Start commands. Perhaps allow range extension (make the roll longer/go farther to a certain fixed distance) by holding down the Start button.
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REALLY STUPID IDEA: Make rolling taunts cancellable into super/Ultra. Not during startup frames like the super taunt, obviously, but cancellable during the “active” frames of the taunt (i.e. once Dan brings his fist out, and not before).
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Otoko Michi for Ultra #2 if that rumor/idea pans out. I think it’s a sensible (well, not really sensible, but a potent enough gimmick; let’s face it, Dan himself is a steadily improving gimmick) alternative to his existing Ultra; you get an easy-mode Demon combo in exchange for full super meter and blowing yourself the hell up.
I agree.
You could give Dan short hops by jump & :d: taunt. It wouldn’t work like Ryo because he can’t attack off it, but if you give it a bit of invul (fireball and/or lowerbody/or just super armour) he could use it to get in, which seems to be one of Dan’s issues.
I like the idea of giving his crouching taunt actual properties & giving him a rolling taunt with some fireball invul.
Oh, and Dan install.
Thought train:
Dan parodies stuff.
SF4’s main thing was the FA system.
Dan should parody the FA system more.
Dan has a well loved signing taunt.
Suppose Dan had a FA attack that featured him signing?
But how would Dan actually attack from that?
By throwing the autograph!
Essencially, give Dan a FA attack with a projectile which is him throwing his autograph at the opponent so hard it catches on fire mid flight. Give it full screen range and 2 hits if you wait for level 3. This makes Dan’s FA unique, funnier and actually more effective.
I just got an idea for a potential move that could lead to a little bit of interesting mindgames.
Have a version of his jumping ‘Yahooo!’ taunt that has a hitbox. It’ll act like a special air grab where he crashes into the opponent in mid-air, they tumble to the ground, and the opponent is knocked down. Dan will quickly sweatdrop and apologize with one of his signature poses and will then be able to capitalize on the knockdown.
This could lead to some weird taunting mindgames where the opponent begins to fear the air taunt…I dunno, I was just reading this topic out of boredom and that just sort of popped into my head.
Dan should receive a new taunt so godly that Seth gets a bastardized version of it.
This.