Dan Moveset and Attributes

I don’t like giving hard pressure to my fragile pad, so the fastest one I was able to do was holding UF, and rotating it clockwise then hitting Kick.

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EDIT: Oh. It was. This is only Fuerte/Bison specific, from the looks of it.

More information on Haoh Gadouken:

Going to need to make up new terminology to cover this. We all know about Juggle Potential (JP) and if you don’t then time to start reading up on it :rofl: Haoh Gadouken landing 2, 4 or 6 hits depending on distance I’m naming “Distance Potential” or DP. To keep things simple the DP values will be called far (2 hits), mid (4 hits) and close (6 hits).

I noticed yesterday that AA LP KRK > Haoh Gadouken from a distance gives 5 hits in total, striking me as somewhat odd getting 4 hits from Haoh Gadouken in a juggle instead of 3 so this leads me to assume the DP is in “reverse order” to the hit number.

JP of each consecutive hit = 0-1-2-3-4-5
DP of each consecutive hit = far-far-mid-mid-close-close

This would explain why AA LP KRK > Haoh Gadouken at range gets 4 hits rather than 3, since the first two hits are out of range to land so the fact that the very first being unable to juggle doesn’t matter. From the 3rd hit onwards are able to land in that range, the Juggle Count (JC) is set to 0 after the KRK hit, the 3rd hit has a JP of 2, which is larger than the JC so it juggles and increments the JC by 1. Now the 4th hit will juggle since its JP is greater than the JC and it increments the JC by 1 to 2. And so on and so forth until the remaining hits all land.

Hope that makes sense :rofl:

I think it’s better to refer to the juggle system starting with 1, and moves needing JP of at least 1 to juggle, because then float would be what something ridiculous like -1.So in this case it would be KRK putting them into juggle state 1.That i think avoids confusion because: for example nk.mp has JP (juggle potential of 1) and all his other normals have 0.So if you consider the juggle system starting at 0, you may be confused into thinking normals moves could juggle, because they also have 0 juggle potential.I dunno, it just seems harder to make confusions if you think about the juggle counter starting at 1 and moves need at least the same amount as the juggle counter’s current position.

Might need a better abbreviation than DP.

I don’t know if we really need terminology to represent the fact that the Haoh Gadoken loses hits as it travels farther. :wink:

If you AA LP Koryuken into Ultra and the opponent has flown a ways away, then the Ultra will have lost two of its hits by the time it reaches the opponent, delivering 4 hits for a total 5 hit combo. If your AA LP Koryuken is against an opponent above you so that they come down closer, then your Ultra will deliver 5 hits instead for a 6 hit combo, with the last hit whiffing because the juggle potential ran out.

I’m not sure where you’re getting 3 hits from, Sugami, the only time I can think of where a Haoh Gadoken would only hit 3 times is after a fully connecting air HK or EX Danku towards the corner.

The Juggle Potential lingo wasn’t made by me but I think it’s perfectly clear, 0 = can’t juggle, 1 = can juggle “once”, etc. and so forth.

The terminology isn’t important, if you can think of something better then by all means :stuck_out_tongue:

I’ve never seen 3 hits from Haoh, it was just unexpected because I assumed it was worked out by “number of hits from that range” minus “how many previous hits have juggled”, which would be 4-1=3 in that case, but it doesn’t and I explained why :stuck_out_tongue:

Some bad news about Haoh Gadouken;

EX Gadouken FADC > U2 doesn’t seem to work :frowning: (never used it anyways).
AA Air Knee > U2 is very hard to land, needs pretty specific spacing and timing, same goes for landing the last hit of MK and HK version. :frowning:

The good news is if EX Gadouken catches them in the air (both hits) you can land Haoh Gadouken (woo) and Air EX Dankuu > U2 is very easy but how often do you use that? :confused:

Has anyone noticed any differences at all aside from the addition of u2? I haven’t. Which is definitely a shame, if true.

nope, not really. nothing but that, hitbox on command taunts, and briefly airborn backdash

Haoh Gadoken. The backdash counts as being airborne the whole time (a godsend when you backdash from Cammy on her wakeup and she randomly Ultras). Taunts have hitboxes. I don’t think anything’s changed beyond that.

That said, that’s not necessarily a bad thing. Almost the entire roster besides Dan has had their damage tweaked downwards, so suddenly Dan’s normal attacks are doing comparatively high chunks of damage. Ryu’s Shoryuken was nerfed in damage and priority and changed to reset on a trade, leaving him unable to trade into Ultra anymore and reducing the damage of his FADC > Ultra combos, while Dan’s Koryuken is unchanged, allowing him to get those trade Ultras that annoyed everyone with Ryu. Things certainly could have been worse than they are. :wink:

Instead of our damage dropping they dropped our stun by 100 >.>

Talking of stun, I swear I stunned Rose quicker than usual the other day. Might just be my imagination or her stun has dropped or we actually do more stun shrug

Hi guys, i’m new to SRK. I have something to add about Dan I’m not sure if anyone has mentioned this before, feel free to ignore if it has already been said :rofl:

Dan’s Super Taunt goes through projectiles during the roll animation. I decided I would super taunt a Ryu that was losing badly and he tried to super me back, Dan rolled right under it and I pulled off an ultra. It was quite an epic moment.

I know it’s not something one should do every match just thought I would share it :slight_smile:

Hehe timing must be pretty tricky for that :rofl:

Our stuns lowered, but is our health???

Dans not supposed to get stunned, and he should have the same or more health than the rest of the shotos!
Although his stun’s hillarious. Ive actually dodged some stuff witht he stun get up animation :rofl:

Best stun recovery animation ever! He now has 900 stun (should be 1100 if you ask me) and still has 1000 health as far as I’m aware.

Well, Im glad he kept his health.

I think a Dan with 1100 health and stun would be awesome!! :smiley:
I mean, the whole “canon” thing of Dan is that he sucks at fighting but can take a beating! (see Street Fighter Alpha movie ahahah)

Are all of Dan’s tatsu-kicks safe on block?

Hi Jeenyus!

Dan’s MK and HK Dankukyakus are -2 on block, which is unpunishable by 95% of the cast. I can’t do them against Zangief and T. Hawk, but they’re safe on everyone else. The LK Danku, reverently known as the Knee of Justice around these parts, is not only safe on block but grants frame advantage, anywhere from +1 to +10 depending on how late the attack is blocked. This leads to the defending character being put on the defensive after any Danku, because of the threat of the Koryuken or a throw, and it also allows for a pseudo-lockdown if you combine close MP with the LK Danku, as those two string together continually with very little space between either move, making it hard on characters who don’t have good invincible reversals (like Cody).

The Danku pressure game makes it hard on characters who don’t have those reversals. Cody, Sakura, Makoto, Bison, Abel, and so on and so forth. Cody’s fortunate at least that Final Destruction will smack the Knee, as it hops over the Ultras of many other characters harmlessly.

Ah, no wonder.

Good shit man!