im not ready for a new sf honest im just cracking this one fukn money grubbers just make it new dlc like all the other games shit:lame::lame:
I suppose they’ll also decide that the Dankuu is too good and make it too slow to combo and remove the frame advantage from the LK version. Also that the Legendary Taunt cancel is too good so they’ll remove that, Gadouken reaches too far so all versions will go same distance as the LP version and give Kouryuken pathetic horizontal movement and even worse invulnerability
Oh, also make his Focus Attack come out slower with less range, think that would have successfully removed everything good about Dan (besides his taunting of course)
ya dats true lol and also the dlc shud b free bcuase its just a update its not liek they need money to produce thier gaems
Sigh…
Sugami where’s your Saikyo spirit?! Of course Dan is going to get better, he’ll still be one of the worst characters on the roster, which is cool with me ( in fact I hope he’s the worst).
Anyways does someone know anything about Dan’s invincibility frames. I tried searching but can’t find specifics on invincibilty on eventhubs.
That post was almost a month old and a sarcastic response to a sarcastic post
Apparently SF wiki has frame data but I don’t know where to find it x_x;;
Aren’t Dan’s invincibility frames listed here, on this site’s wiki?
Off the top of my head, the EX Koryuken has 16 invincibility frames (the exact same as Ryu’s EX Shoryuken), the MP/HP Koryuken have startup invincibility for the first 4 frames (the jab’s only lasts 2 frames, making it much easier to stuff), the Ultra Combo gets 10 frames of invincibility, which is the average for most Ultra startups, and the Super Combo gets 13 frames of invincibility, which is awfully long for a Super and allows it to beat out most Ultras.
I was watching some solid dan play (with a blocked ryu sweep punished with reversal ultra) and wondered if there is a list somewhere of everything dan can reversal ultra?
In short, no. It takes 10 frames to come out so if you check through the frame data theoretically anything that’s -10 (or is it -11?) on block can be punished by it.
I would compile a list, but it takes a while. Generally, anything that’s got -10 on block can be reversal’d if they don’t end up out of Ultra range.
Abel
cr.HK
Any last hit of Change of Direction
HK Wheel Kick
Super
Ultra
Akuma
cl.FP
LP.Shoryuken
MP.Shoryuken
Demon Flip Sliding Kick
Balrog
MP.Running Low
FP.Running Low
LP.Headbutt
MP.Headbutt
HP.Headbutt
EX Headbutt
Any TAP > Level 3
Super
Ultra
Blanka
far.HK
cr.HP
Beast Slide (?)
Super
(You have to wait a few frames out of coming out of blockstun to hit Blanka with Shisso, since you’ll run right under him on reversal.)
Hey guys, I’ve been messing around with Dan a bit lately just for giggles, and I figured I’d type up a little summary on his juggle capabilities (which are limited). He does, however, have a few juggle tricks which are of varying levels of usefulness, and can help you tack on a little extra damage if you need it. SF4 juggles work like most SF juggles in that there are moves that put you in a juggle state, and then things that can then hit you out of that juggle state, so if you have both parts hitting, you have a juggle. So first I’ll talk about jugglable moves, then moves that put in a juggle state, then useful juggles.
First off, moves that can hit during a juggle state with dan:
-
2nd and 3rd hits of mk,hk, or EX Dankus
Notes: You can’t juggle with a ground EX Danku, because the first hit will whiff and then following two won’t come out. However, an aerial EX Danku can juggle for two full hits. -
2nd hit of EX Koryuken
Notes: Due to how fast this comes out, it’s a lot easier to get random juggles with this one than with his other options, however, the damage isn’t great, and it uses and EX stock. -
EX Gadouken
Notes: I’m not sure which hit it is, but only one of the hits will connect on a juggle. This is pretty much his worst juggle option, it’s about as slow to get to the juggling phase as the Dankus, and it does less damge and doesn’t pursue as well. -
Neutral Jump MP
Notes: Kind of rough to land due to the obvious time that it takes to jump and MP and still have them be launched. There are a couple ways to do this though, most obvious being an FADC, but there are other ways. -
Super
Notes: Hilarious. They kind of bounce off of it and if you’re in the corner maybe you’ll get 3 or 4 hits. -
Not the Ultra
Notes: WTF?
Section 2: Juggle State
-
Koryuken (1 hit only)
First off, it’s pretty much impossible to juggle off of an EX Koryu unless you FADC, which is a complete waste of meter. That being said, there are a few ways to get a juggle off of a Koryuken.
a. FADC - Obvious, if not always worth it. You can juggle any of the options after this. This will work with all versions of the Koryu
b. Trade - If your Koryu Trades, you will be able to follow it up with any of the options except possibly the nj.MP, due to range issues (usually doesn’t work, but can if you’re very deep).
c. Landing a LP koryu on an opponent high on their jump arc - I’m sure you’ve all seen Ryu players land the LP shoryu and then juggle with Ultra, well dan can pull the same kind of stuff, just not for as much damage. After landing a high LP Koryu, you should be able to juggle with just about anything, although occasionally the nj.MP can whiff (hits more often than not).
d. LP Koryu in the corner - The only thing fast enough to juggle after this is the EX Koryu. Doesn’t add a ton of damage, but it looks cool. I call it the “Koryu Reppa” -
Danku (1 hit only)
It doesn’t really matter which hit it is, but as long as you only hit one hit of the Dankus, it induces a juggle state. This means, of course, that LK danku will ALWAYS induce juggle. However, you can even get a juggle off of the 3rd hit of a HK danku, same goes for aerial and EX versions. Here’s the ways you can use it:
a. LK Danku - I’m sure we’ve all hit this enough times with some fierce Dan rushdown. If you’re in the corner, and you land a lk danku, you can juggle with an EX Koryu. Same goes for if you land an air-to-air LK danku in the corner, or if you land an anti-air danku pretty much anywhere.
b. Trades - If you trade with the first hit of any Danku in the corner, including EX, you can juggle an EX Koryu afterwards.
c. Last hit of MK or HK danku - This actually is possible in a match, the easiest way is just to bait out an anti-air sweep (some people just love those things) and you can sail over it with a MK danku and smach them. If it hits in the corner, juggle with an EX Koryu.
Usefulness:
Basically the EX Koryu juggles off of anything, especially in the corner, but doesn’t do much damage. The MP juggle in the corner is godlike, because you get a free meaty reset on your block strings. Midscreen it knocks them back out of your optimal range though, and you have to work to get back in again. They are still in range of the s.MK though. My recommendation for midscreen is actually to use the mk dankus in most situations. On a high LP koryu, it’s easy to mess up the timing, since it’s a little tight, and the window can actually vary depending on exactly how high you hit them. However, with the MK version, you’ll end up right next to them and fully recovered if you whiff, unlike the HK version, which will have you still recovering if they tech the fall. One last fun one is actually the aerial EX tatsus in the corner. It doesn’t do that much extra damage compared to other options, but it knocks down with plenty of time to go for fun setups like TauntXXdp.
Sorry it’s so long, just thought it would be fun/helpful.
Epic post? I think so. Thanks for the info.
Cool, did not know about the single hitting on MK/HK/EX Dankuu juggle :tup:
I’ll try the LP Kouryuken AA > MK Dankuu, I usually use HP Kouryuken for AA since I generally think wasting an EX bar for the pathetic half damage of EX Kouryuken isn’t worth it, sometimes I’ll do it just to show off as I’m sure non-Dans don’t know about this stuff
Sometimes that extra EX Kouryuken juggle is enough to stun, and if it will give you the win then there’s obviously no reason not to use it
Shissou Buraiken not juggling sucks big time I know I guess they thought it’d be too powerful as a juggle but screw that look at Sagat’s TU FADC > f+HK > Ultra or f+HK AA > f+HK > Ultra >.>
Yeah IMO the MP Koryu is the best version. It has invincibility up through the first active frame like the HP one, but it recovers faster. The damage difference between all the versions is just negligible too. The LP version can get beat out, but it’s easier to juggle off of. If you’re trying to catch them high on their jump though, the LP is the way to go, because you can juggle off of it, since it recovers quickly.
Couldn’t land the MK Dankuu juggle after LP Kouryuken AA Testing it out on the AI since you can pretty much force them to jump at you by using Gadoukens but guess they’re never close enough for that to actually work
Yeah you have to land it really high for it to combo, and then your timing is still really tight. Basically it won’t hit most of the time in a match, but it’s worth going for since you either A) get extra damage or B) get in their face. Your other options are basically either nj.mp which has less chance of hitting, since they need to be in super deep when it hits, or EX koryuken, which will pretty much always hit, but takes meter and doesn’t do much damage. Other than that you could just dash up, but you know, might as well go for it right?
The mp version recovers 3 frames before the HP version. That is completely negligible for getting punished. No one will punish you less for being at -35 than being at -38. The hp version does 20 more damage than the mp version, which is completely not negligible. If they block your HP koryu, at least you get more chip damage compared to the mp version.
Shit my bad. It seems better than that. I was just going on feel but I guess I should have backed my shit up first. The key part of my post though, was that the LP is the only one you can juggle off of w/o FADC or wacky ass trades, while MP and HP are the ones that are invincible up through the hit. I’ve been beat out of LP koryu by like, Honda Headbutts and shit, clean.
I remember it was mentioned earlier, so I did some testing.
LK Danku doesn’t cross up opponents in the corner. Darn.
EDIT!
Despite other moves not giving you a better frame advantage when blocked low, LK Danku’s arc means it does by at least +3 or +4 on Bison and Abel (Those are the only two I’ve tested so far). That’s ridiculous. It may mean LK.Danku > cr.LP, cr.LP, s.LK is a true blockstring when in the corner, among other things.
Looking at Dan’s frame data his crouch mp is 13 blockstun and canceling into a Gadouken a 14 frame move, it is impossible for anyone to in the entire roster to reversal this blockstring correct? Even shoto DP and SPD? Frame data is really confusing when involving moves with frame invincibility…