Dan Moveset and Attributes

I didn’t even think it was possible. You definitely only have a frame or two of leeway to FADC the Koryuken and get the Danku out.

Funnily enough HP Kouryuken xx FADC > v.j.MP does more damage than LP KRK xx FADC > HK Dankuu. I think using HP KRK to HK Dankuu does 35 more damage but I’d rather have the consistancy of using v.j.MP (unless you’re awesome at doing the HK Dankuu on the end).

I’ve compiled a list of normals canceled into HK Dankuu that don’t work on crouching characters (I was that bored :P)

Fei-Long, Cammy, Bison, El Fuerte, Gen - s.HP
Akuma, Chun-Li - s.MP & s.HP
Blanka - s.HP & c.HP if not after a jumping attack or FA
Ryu, Ken, Rufus, Rose - s.MP only hits once on cross-up, s.HP
Seth, Vega, Sakura - s.MP only hits twice on cross-up, s.HP
Balrog - s.MP only hits twice, s.HP
Dan - s.MP only hits once on cross-up, s.HP whiffs only on cross-up

Basically stick to s.MP and hope they’re not crouching, for Akuma and Chun-Li you might want to just do a c.MK xx Gadouken just incase.

I just realised that if SSF4 rumors are truth, then dan is probably getting otoko michi. OMGOMGOMGOMGOMG!!! ^_______^

The timing never seemed that hard to me to do KRKxxFADC>HK Danku. Unless you mean the full thing, in which case I have never had it all hit, but getting two hits to land never seemed bad.

I don’t like the way people land when you do KRKxxFADC> j.MP, it feels like and odd spot when I land. This is just my preference, although most people don’t see it coming so there is always that factor. Hell i didn’t even know you could do it until the Sanford video and I main Dan, I doubt a lot of non Dan players will see it coming and react right away when they land standing.

You’re better at it than I am then :stuck_out_tongue: Heck even tagging a v.j.MP is fairly tricky to do, I’m not consistant with either :frowning:

I think once the timing is down it becomes more of just muscle memory. When it comes to online play I can hardly hit with anything after FADC, so I can’t even use it much.

I really wonder if the two meter is really worth it for FADC, I usually only use FADC for making SRK safe, but I never really found the damage to be worth getting rid meter. I was just wondering if people have an opinion on whether it is worth it or not to use SRKxxFADC> whatever followup people use. I am far from being a good Dan so I wanted to know if I should be using it more or not.

Gadouken FADC combos are better for raw damage, I believe. However, a good rule of thumb is that you should take advantage of every opening as much as possible, regardless of the meter cost. You can and will always get more meter. They might not give you another chance to combo them. So if I hit s.mp -> koryuken, I will definitely FADC it for the extra damage unless they are losing very badly and I want to save my meter for the next round.

I think I worked it out, it comes down to spacing x_x;; Try doing a Kouryuken FADC HK Dankuu right in their face and nothing, do it a bit further back and I’m able to land it (be it not all that consistantly but that’s just me).

Unless using Kouryuken’s as anit-air should probably be FADCing them for safety, at least definately don’t use heavy ones normally without FADC (I like using Light ones a bit in my sheDanigans). Otherwise probably better to use other specials in combos like Dankuu variants and Gadoukens.

I find the Gadouken FADC combos too fiddly so “free” damage I’ll always go for the simple c.HP xx HK Dankuu but if you’re wicked sick at those combos it won’t hurt to use them a bit. If you love EX Dankuu it’s probably best not to use them too much :slight_smile:

I guess everyone has their own opinions on how to use their meter :slight_smile:

I do HP.KRKxxFADC>HK Danku right in their face and it seems to work fine. I find that inputting the HK. Danku while you are still dashing makes it hit a lot more consistent. There still seems to be times where it whiffs, but that might be an error on my part. But from my experience the HK Danku hits a lot more often when done while dashing so it comes out right once the dash is done.

I was wondering if anyone has tips on the tiger knee’d lk.Danku. I have done tiger knee’d moves in so many games, but Dan’s knee seems to be a real pain for me. Maybe it is this stupid X-box controller I am stuck with, but I am having trouble getting it to come out.

Nope. If Seagal constantly had a silly grin on him he’d be the spitting image of Dan.

Could it be the fact that it’s not a Tiger Knee motion. It’s a Tatsumaki motion. XD

With that information I am doing it perfectly fine now. It is amazing how things don’t work out when you use the wrong motion. You have solved my problem. Thank you:tup:

I’m just as amazed as you are. :rofl:

Well I’m at a loss then :stuck_out_tongue: All I know is a bit of distance between Dan and opponent allows me to land it where walking in their face and doing it doesn’t :stuck_out_tongue:

I do the motion during the dash but sometimes I’m too quick and Dan will just do a s.HK or nothing at all :frowning:

If you input the HK before Dan comes out of his dash animation, he doesn’t do anything. If he comes out of dash with an HK, you’re probably messing up the QCB

Nah 'cause there’s a timelimit between the QCB and the K, I’m obviously doing it too fast (I tend to mash the K a bit on that to make sure it comes out). If I were to slow down the QCB motion it might come out more often.

I could accept the odd botched QCB motion but not to the extent I’m doing in practice, definately timing.

So guys…think we should talk about what Dan would undergo if Super SF4 ever comes to pass?

What Dan would and should undergo are two different things and I have a suspicion it’d be the former and not the latter (if it happens at all) :frowning:

i think they’re going to decide that his ultra’s too good and that he doesn’t need a super that deals damage.