Dan Moveset and Attributes

Hakan with Ultra 1 (Oil Coaster) can punish MK, HK and EX Dankuu as well :slight_smile:

And Blanka with Lightning Cannonball, and Akuma with his normal Raging Demon (the Super). I don’t know the startup on some of the other new throw Ultras out there, so Guy’s and Ibuki’s throw Ultras might let them punish Dankus even though you can normally jump out of them, depending on exactly how many frames of startup they have.

I dunno ibukis, but Guy’s is really slow. Like 7 frames of startup? idk.

Guy’s Ultra II, the throw, is 1+1.

Lightning cannonball is 4 frames. It can’t punish dankus.

Cannonball has a tiny 0-frame hitbox at point blank… but it doesn’t connect after Dankus, so we’re safe.

That mean we can jump out of it if at 0? Not too sure how throwing and pre-jump throwing frames work :looney:

Yes, it’s possible.

For example, Gief’s U1 is 1+0 meaning it grabs instantly and is not “jumpable” after the freeze.

Ibuki’s U1 is 1+1 meaning if you hold up during the freeze you will jump out of it. (1st frame of the jump animation is throw invulnerable)

Of course if you are in start-up / recovery frames you can’t jump…

1+1 grabs allow punish on -1 moves… 40/50% life just for an “almost safe” special/normal, that’s quite huge :slight_smile:

^^^ Thanks for that info, wasnt really getting how some grabs were unjumpable and others were!

That means that, using their grab Ultras, both Guy and Ibuki can punish non-LK Dankus on block. We’ll have to be careful. :frowning:

Right. Well the good thing is
A.) Most Guys and Ibukis dont know this and
B.) Their combo ultras are superior anyway, so we probably wont see the grab versions much.

Also, I pretty much never use mk dankuu and only use hk dankuu in combos. Is this bad? What are the uses for pressure, etc. or knee dan kick?

EDIT:
Completly random…
but why isnt Dan’s roll taunt in this game!?! Just realized T_T

Yeah 9 out of 10 Guys/Ibukis don’t use the grab Ultra so it’s all good.

Only reason to use MK Dankuu over HK is to try and get a free throw if your opponent isn’t paying attention. Dan Knee is better for pressure but obviously not for damage.

^^^ Hm ok. Sounds kinda nifty.

We should make a list of what crouch and air taunt can beat/trade/ what important moves they lose to/etc.

Hey guys, weird stuff happening recently…anyone having their lite koryuken getting beat consistantly? Not just trades…about 60% of the time I use koryu it gets beat. Should I just use the mp or hp version except for jump ins meant to go to ultra2 ? Very annoying when someone jumps in or attacks on my wake up, i reversal lp koryu and i see the dust of it come out yet I get stuffed and they get a counter hit :frowning:

The LP Koryuken’s invincibility wears off before the move actually comes out, making it totally ineffective at stopping meaty attacks. MP and HP have more invincibility and will actually crush meaty attacks as a result, so those should be the ones you use as wakeups against meaty moves or as anti-airs against deep jumpins.

Wow, no wonder. Thanks again man.

Can the HP Krk be used to stop a meaty crossup MK from Ryu? I’m getting option select-owned by them from “high level” Ryu abusers.

You’ll probably do it in the wrong direction :frowning: A late KRK might flip you around the right way but if their cross-up is meaty then you’ll probably get hit before it comes out.

How are they "option select"ing you? Best thing you could do is block it and look for a throw to tech.

^^^ How do you throw a koryuken in the opposite direction when they cross you up? This is more of a game question than a Dan, but I hate getting crossed up , and Ive never figured it out.

To do a Koryuken in the opposite direction, you just need to not finish the input until they’re on the other side of you. When you’re able to do that, it usually means that they screwed up the timing on their crossup jump, because when they do it properly you won’t be able to auto-correct as you’ll be hit before you start the move.