Dan Moveset and Attributes

I think the worst is ex danku not being able to go over lows instantly. He’s considered airborne a bit early on (not sure if you can throw him), but lows will still knock him out of it.

Yeah, jumping attacks :razz:

It would be easy to write a story where Dan starts to realize that one of his greatest skills is taking a beating, and then making the character in game reflect that. Give him Zangief level stamina and a bunch of Super Armor on select moves, but have him do modest damage like he does now. Give him the tools to get in, and enough life so that he can “pay” a cost for closing the gap.

if they did that, dan wouldnt be lower tier, and then itd be pointless to play him

Well, he does have 50 more stamina than base. Maybe that’s the reason why.

What about late Dan kicks, or using air Dan kicks for crossovers?

It gets a great hitbox after its startup, beats or trades with pretty much every non-invincible thing out there. It can still be ducked by a lot of characters, though.

I personally haven’t had any success with crossup dan kicks, air or ground. Have you?

Yeah i think light dan kicks whiffing a lot of characters on duck is up there with dan sticking his hand so far out for gadoken with things that bother me about dan. As for crossups, i’ve never had a cross up dan kick actually hit someone.

I’m finding that jumping straight up mk is a pretty nice AA. Also, jumping straight up fp has lots of active frames; I’d think it’s somewhat good to use in corner but I haven’t come up with any real applications yet

I wanted to add that I use Dan kicks to get over to fireball spammers a lot. Jumping from the far end of the screen, making it to right above fireball level then leveling out a full Dan kick can soar you right over to the spammers. The properties of the kick are just so weird, especially the little hop and distance it can cover. Many people I’ve gone up against completely misjudge my movements and simply don’t see it coming, or don’t think it’ll go that far.

Using Gadouken to build up super is awesome, I use it all the time when I’m far enough away.

Ignore this post I just figured out my own question

EX move re-review:

ex gadou is almost completely worthless. If the actual fireball matched up with the animation, it would be passable, but it has less range and duration than it gives off. It’s best at round-ending chip damage situations, but even then it’s not that reliable since you still have to be somewhat close for it to connect as a meaty attack. And even still, fp/ex koryu does more chip damage, plus they both have invincible startup.

ex danku I find I use almost exclusively as a distance closer. I don’t use it in hitconfirm combos since they’re not reliable. It’s a more reliable combo-ender than hk danku, but I rarely use it for that. As a distance closer, it recovers slower than dash, but it adds the fear of attack behind the advancing. I find it very valuable against zoning characters like Ryu and Balrog.

air ex danku is also relatively worthless. Its use as an actual anti-air are bleh. There are some bait shenanigans with it, though.

ex koryu is great. Invincible all the way up. Good horiz range. FADC-able to safety. The only true downside is that AA and FADC damages aren’t good.

With the exception of the occasional ex dp against characters whose jumpins and meaties trade with or beat regular dp, I save pretty much all my meter for ex dan kick. In footsies, crouching forward buffered into ex dan kick (so that if your low kick hits, you’ll automatically combo into ex dan kick) is actually pretty dangerous. In up close pressure, random low short xx dan kick against characters who don’t have a fast enough reversal to punish it is useful. Fake a throw, punish the opponent’s whiff or tech attempt with ex dan kick or low short xx ex dan kick. Far jumping roundhouse, far crouching forward xx ex dan kick. Random ex dan kick in footsies. Random meaty ex dan kick after a forward throw when the opponent thinks it’s safe to jump away. On-reaction ex dan kick against characters with toward-moving armored moves (ie Boxer’s ex dash punches, Fuerte’s ex runs).

I find myself wanting more meter than I can get, and it’s almost exclusively for this one move.

Grr, as a long-time Tekken player that’s only now gotten really serious with SF, I gotta say that the minute frame windows are pretty daunting. Are there any really easy safe jump setups with Dan? You can do it off of any hk danku combo, but the timing is extremely tight and I haven’t figured out a good rhythm for it yet.

Safe jumps are extremely hard in SF4. That’s why you don’t really see them even at the pro level (or at least I don’t). Do a crossup instead.

I know Dan has shitty blockstrings because he has no + on block normals, but can someone help me out here? Also, is the s.hp xx lp Danku frame trap worth it?

Are any of Dan’s normals worth using besides cr.lp, cr.lk, cr.mk, cr.fp, s.fp, j.hk, and neutral j.fp?

s.lk + s.mk? i dunno. that’s what i’ve been using.

thought i’m not to sure the details, i’ve just gotten back into fighting games. But i use s.lk and s.mk a lot.

Also dan is pretty much the only person i play with, but the shit is so much fun. It’s almost crazy, i actually win a far amount.

I don’t think anyone’s asked this yet, but can dan’s super be interrupted by anything on block? (until it’s over of course). I just had an awesome match where i FADC’d a fireball and cancelled a koryu into super for the chip damage win. I got lucky as the very last uppercut did the final point of damage, but could the ryu have interrupted with a shoryu?

:sad:

Do you mean after a blocked lk danku? Doesn’t hurt, unless it’s against a character that can consistently (and mindlessly) duck the knee

Yeah, like booty clapper said, s.lk and s.mk.

Plus, s.lp, j.mk, neutral j.mk, and sometimes j.lk for quick jumping interrupts to crossup attempts.

Before the final uppercut, you can interrupt with Ultras, Supers, DPs, possibly light attacks.

The blockstring I usually use is cr.lk cr.lp cr.lp s.lk s.mk. Works pretty well against most characters and it’s easy to mixup into other stuff. Just watch out for DP mashers.

Do you guys think Dan is fat?

He’s a little chubby, I’d say… Yeah. Compared to Ryu/Ken, he’s definitely a little chubby.