Dan Moveset and Attributes

thanks for the info… interesting about the air dan kicks having more stun than the normal ones…
i read about a shortcut for TK dan kicks on one of these threads… but the motion isn’t typical (214 9+k)… haven’t gotten it to work yet…

Yeah, and air Ex kicks do more damage, i thought that was odd.

anyway E C got the throws right, the stun on back throw is 120, forward throw is 100.

focus attack are 60, 80, and 140 for the different levels of charge, with 100, 150, and 200 stun.

edit: FA2->ultra 409 damage
FA3->Ultra 469 damage
Jumping HK/HP–>St. HP–>QCF+2PxxLvl. 2 FA–>Ultra 517 damage

These are all full though, I couldn’t find an option to set ultra to 50%.

In that last combo, “Jumping HK/HP–>St. HP–>QCF+2PxxLvl. 2 FA–>Ultra 517 damage”

is that FADC? or just a quick FA attack, cancelled into the ultra?

(I take it that this is the most efficient way of comboing into ultra? not the super taunt cancel then?)

Have you tried setting the Ultra gauge to Normal and then increasing it by getting hit/absorbing attacks via FAs? :stuck_out_tongue:
Still from this I can tell that the 3rd combo does around 40% damage with the Ultra gauge at 50%

I was messing around with dan in training…

I came across something…

I do a move cr.lp lk.dan kick…and repeat…if the guy blocks…only a super or ultra can break it…if not its a perma block…(dunno if thats right)…ive only tried it on ken, honda, blanka…blankas crouch doesnt get hit by dans kick… but its interesting…my bro couldnt DP, ex DP, cr.jab spam, FA with ken…couldnt do anything but wait for me to mess up…or him get hit…same with honda…

you focus cancel and actually charge up a level 2 focus attack(which combos off ex gadoken in corner), when they are crumpeling you can ultra them, you can dash cancel the focus attack if you want, but you don’t have to, it works either way.

Yeah, that’s how i figured out 50% ultra damage alone, but I was feeling lazy for those combo’s, I can check the 50% tonight, or this weekend or something if you still want.

This might or might not be exclusive to Dan, but reversal koryu and reversal ultra have armor break properties (whereas their regular versions do not)

I was pretty sure all reversaled specials did that?

@tolore- Please do if you have the time :tup:

not all specials do that (Gadoken wont). I’m pretty sure his ultra and his DP do.

Is it possible for dan to use LK Dan kick in the air as a jump in like old games?
I can see it being done, but i’m not sure how well it works…

That not exclusive to dan, a lot of moves (mainly dragon punch type moves) break armor on reversal.

Cool. Good to know this in general.

So this only works in corner then? otherwise… the FA lvl 2 won’t combo right?

uh… interesting… i’ll have to try this out too.

too bad there’s no guard crush meter :slight_smile:

I might be able to do it tonight, otherwise it probably won’t be till tuesday.

Yeah I’m pretty sure it requires a corner.

It can be against some people, a lot of the cast can duck it though. So it’s great because it stuffs a lot of anti airs, but it loses to a lot of sweeps(chun li, ken, and ryu come to mind).

dan knee is great anticipatory anti-air, but it’s very bad if you mis-guess. The recovery is so bad and the hitbox is extremely iffy, even on the lk dan knee.

If your reflexes are good uf -> dan knee is good, but otherwise, it’s a risk in that your opp may choose to turtle.

You know, in the end, there are lots of air attacks that beat or trade with Dan’s regular dragon punches, and trades don’t get Dan anything other than 1-2 hits from a roundhouse dan kick or an ex uppercut (ie he doesn’t get ultra like some other characters). If you really need to beat someone’s air attack, use the fully invincible ex version.

So dan kick’s startup is totally throwable, and for a pretty significant number of frames. I did short dan kick before an Akuma player woke up and Akuma did reversal ultra when I was already in short dan kick animation but not yet off the ground, and even though I was already in the process of doing dan kick I still got grabbed. That sucks, huh?

does dan have anything that acts as an overhead? im pretty sure he doesnt but i might be missing something?

ive noticed that dan kicks dont stop sweep kicks either even though id be off the ground, at least the light dan kick that is

Yep, dan kick is fully beatable by anything, from normals to specials to throws, on startup. This is a pretty serious hindrance for Dan.