Dan Requests for AE re-balance

I shouldn’t have to use the ex version just for it to be an anti air. If its meant to trade or waste meter for it be effective then his c.Hp should be fixed so that it can anti air effectively.

Time it late and input it from crouching so you get a longer window due to lowered hitbox and you won’t trade very much at all. It’s no different from Ryu’s in that respect

My own personal request has nothing to do with buffing Dan. Keep him as he is.

However, every time Dan wins a match, a special scene should be displayed on the opponent’s screen, some sort of crappy random animation of Dan dancing or taunting, along with some preset info based on that particular matchup :
"Your (character name) just lost to this amazing Dan player. For your information, based on statistics, Dan had only x chances out of 10 to win this match. Reasons being Dan’s normal moves are in average 2.5 times slower than (character name)'s, and Dan having little or no option against your (move / technique name), etc etc…"

Cause I have the feeling many people think Dan is crap until they lose to him. But then they start thinking he is actually a top class char and send hate messages…

But more seriously, I am mainly in favor of less recovery time on jumping danku (and flying taunt while we’re at it), a higher stamina (900 for a dude supposed to get beaten up every second day, who are they kidding…), and taunts building meter.
Something might also be done about his dash forward…

I don’t think Dan need any buff, but armor breaking U1 is nice :smiley:
well, maybe crouching taunt and jump taunt does 1 damage and build little meter too!

Hyper armor on all standing normals, Ultras have zero frame startup and are unblockable, taunting builds super and ultra meter (and also heals Dan for 50% of his missing health), Legendary Taunt permanently reverses opponent’s controls, all variations of Koryuken have head to toe invul for the entire length of the animation, QCF+Taunt causes Dan to do a rolling taunt that is Super/Ultra/Normal/Special cancelable and allows Dan to avoid fireballs.

U1 armor break would be fantastic! I agree that his tuants, ALL OF THEM, should build meter, the special two granting more meter.

A standing overhead as mentioned before would great too!

1300 Health
1300 Stun

I am dead serious.

Also, ice fireballs. Who the fuck uses ice?

I’m dead serious about that too.

Ice Fireballs… doesn’t Gill from SF3 use them? :stuck_out_tongue:

Dr B (or whatever I forget) laying down some serious knowledge :rofl:

Dan kicks for through projectiles, slight damage adjustment… to the air DK’s they hard to land, do peanuts damage and have a big recovery

I have been wishing for this for a long, long time.
Or it should be like SFIII where you gain some sort of stat from taunting. Dan should get stronger each time he taunts, or he could have a little ego meter at the bottom. I dunno.

Agree, kind of like oiling up for Hakan but not quite so ridiculous. jumping taunt would certainly give me something useful to do when Im stuck in the corner wondering how the F I can get close to a flowchart ryu/sagot/ken,

I notice there seems to be a trend over the last 10 or so years of Dan slowly becoming better his projectile will always be meh but maybe we can expect something in this patch, nothing major of course though.

By the time SF10 comes Dan will be top tier!

Dan’s ego meter is constantly off the chart :rofl:

His projectile is a lot better in IV than in the Alpha series. I mean, it leaves his hand in IV.

I think that 2012 isnt going to be major though probably a couple of changes here and there mostly nerfing yun and fei and minor changes to anyone else, so yeh. We’ll see I think they test out stuff in Japan soon so we will starting hearing rumour-mill stuff I guess. Dont see why Dan has to be last Hakan is a waste of a character slot make him the worst.

Let’s not be hatin’ Hakan, the second coolest character in all SF.

illustrative purposes only, dont hate hakan just lamenting people not as cool as Dan being above him on the list

Hot damn, I’m loving these changes. Our taunts build meter now too <3

• Pushback from his close standing Standing Hard Kick has been shortened.

• Close Medium Punch now starts up in 5 frames. This was 6 in Arcade Edition.

• Crouching Hard Kick now starts up in 10 frames. This was 11 in Arcade Edition.

• The combo cl.HK, cl.MP, cr.MP xx EX Dankukyaku is now possible.

• Reduced the height limit on Air EX Dankukyaku (Dan Kicks), they can be done from the 7th airborne frame now. Stun was reduced to a maximum of 250.

• Dragon Punch, FADC, EX Air Dankukyaku can be done now.

• Hard Kick Dankukyaku now deals 130 damage instead of 120.

• Dan’s Jumping and Crouching Taunt build meter now. 70 on hit, 30 on block.

• Dan’s Super Hissho Buraiken has been altered so that it’s harder for characters to have hits whiff against them. However, the blog notes this buff won’t work if you activate from too far away.


oh man… i could not be happier
crouching and jumping taunt build meter (well… on hit or block) !!! YAHOOOOOOOOO!!!
and very happy about HK dankuu damage too!
but the most important thing is, they don’t buff him into mid-high tier level

Uh wow this guy wanted Dan to be bad? So weird. I dunno how anyone plays this character and thinks he’s not already mid tier, but sorry, he is. If you’re ass with him, that’s your own fault.

Anyway buffs are better than nerfs but these buffs are mostly weird. Glad close mp is better, makes his frame trap game much more effective, now he can frame trap 3 frame normal opponents. But that’s the only one of those changes I was looking for.

Close hk linking to close mp is nuts, as if Dan’s problem was a lack of damaging hit confirm combos heh. I’ll take it, ok not opposed to doing a crypto of damage and meter building when I get in, that’s just not where his problems are.

Meter building taunts are whatever, just a bone thrown to people like this random dude over here who wants him to be a bad taunt heavy character. Presumably they build meter on whiff too but Dan already has better options (fireball, instant air lk danku). And in any case Dan already builds meter well, I personally almost never lack for meter.

Instant air ex danku is also nice but really only useful in early antiair jab dp or antiair trade dp to ia ex danku instead if to ex dp. Again, nice, not super important though.

More damaging hk danku is also nice. Sure, I’ll take a bit more damage if I can get it. Close hk close mp xx hk danku will be what, 300 damage? Plus movement toward corner, opponent stays close, nice meter building. Sounds cool.

Better super is fine but basically whatever. His meter is too useful, esp now that he’ll have practical 400+ damage FADC combos or something.

Obviously his problem area is mid range and that wasn’t changed. Nothing changed to ex danku advantage on hit, any danku speed or safety on block, any far normals except sweep, either ultra, etc. I wanted buffs mostly to close game and just a couple mid range to emphasize his strengths while softening (not removing) a weakness. But Capcom went full steam with emphasizing strengths. Again, some nice buffs, but with his bad matchup characters mostly getting buffed, I really wish.they’d have st least buffed ex danku hit advantage.

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Don’t forget Instant Air EX Danku will be easy to land on standing opponents (and some crouching opponents too.)
Only some portion of my wishlist was fufilled, but who knows if they changed anything else.