Every time I see something like this I want to slap a child. Possibly an autistic one.
Well I guess it depends on what you class as “mid tier”. One definition would mean he’d have to be better than roughly a quarter of the cast, which quite frankly I don’t see.
Could argue that low-mid is the lowest tier I suppose.
Don’t get it wrong, what I mean is, I’d love to see that Dan have tools to compete against other cast, but personally, I don’t like it if he become too powerful and he become common choice.
• Dragon Punch, FADC, EX Air Dankukyaku can be done now. -> I think it can be done before, but now maybe easier because they reduced the height limit on air EX Dankukyaku ??
I think people want Dan to still continue underused and perhaps underrated this changes mean nothing to me, nothing done about tits on a bull long range/medium range and the matchups with characters who easily stay at this range and become an insurmountable task.
I guess it didn’t help much with what he was lacking, but at least they improved some stuff he was already good at :). I dunno I like these buffs. We can continue playing the way we’re used to and have it hurt more.
I’ll take what I can get. Dan will always be incredibly fun to play as.
Some Interesting changes for Dan, but aside from his slightly better normals, most of those changes are kinda useless IMO, Airborne Danku needed a better recovery, Gadoken needed to travel a little farther and have better startup, and U2 should deal some more damage or at least fully connects regardless of the situation, and an overhead would be more than welcome. I really hope those are not final because, if it is, i’m afraid things will get even rougher, because some other characters are getting really good buffs. I’m dissapointed(once again) with the changes.
Good to see buffs. Still want 1300 health/stun, for (mostly) no good reason.
I’m happy either way. Either he gets really good and more people start using him (which means I’ll have a much easier time at tournaments, as Dan’s best matchup is against himself), or he turns out to be as unpopular as ever and then I can still be known as “that Dan player” at my local arcade. Does Dan struggle against Hakan much? Cuz it looks like he’s about to. Beware the incoming Hakan army!
I don’t think it really matters how much they buff Dan; I mean, a little extra damage is fine, but it’s not extremely game changing. I don’t think many people will switch over to Dan. And if they do, then hooray. I won’t feel as isolated when I’m at the arcade. I’ll still work on making a Dan out of people, and showing them that I am, indeed, Dan enough.
I want more, more medium range, more damage and perhaps most importantly more speed.
Im sick of being shoryuken’d out of my slow as shyte moves.
At med-long rang something needs to happen if the Dan kicks come in** faster and harder or they come in longer and stronger.**
Atm there is time to look at Dan, grab a bite to eat, make small talk with the waiter, pay, drive home and oh btw better counter hit Dan out of his hop kicks… toooooooo sloooooooooooooooooooooooooooooooooow.
Yeah random dankus from mid range suck against most of the cast. You have to really get people to start cowering or be too involved in the ground footsie normal game before you do that.
That’s cool if you can’t do fadc combos yet, no offense intended. But when you get to a fancier level of execution or gameplay, they become necessary imo.
Yes if not medium Danku than what, I think the jumping into overhead fierce seems to fail more than the Danku’s, sometimes they just kind of stare at the danku and think ‘ill get him when he’s done’ and then of course they realize they wont work because I’m safe.
Not sure if I ever will get to that level, tbh, Im working on FADC but it takes time. I’m playing in the under 1000pp area, I just wouldn’t mind some more basic tools though, dont think that’s over the top, Have to keep burning meter to make things certain.
I really hope these arn’t the final changes, cuz while i love the thought of taunts building meter. Dan NEEDS an overhead, an opponent could crouch block all match and have absolutely no fear of the great saikyo arts! Side note, if the feirce gadoken got a touch more range itd be great!
Not everyone gets an overhead, that’s just how things are. Cammy doesn’t have an overhead, Rose doesn’t have an overhead. Given the close range tools we currently have, throws are good enough to break open blocking players. Especially since if they’re O/S teching all the time, it’s pretty easy for us to blow that up with some sort of delayed move, like a delayed Koryuken > FADC (> Haoh Gadoken?).
Overheads for most characters are “whee, I did 80 damage to you because you were blocking low”. Only a handful of characters like Ibuki and Dudley can actually get big damage off of overheads. I don’t think it’s reasonable to expect to get something like they have.
We got a 5 frame cl.MP. That’s infinitely more stupidly powerful than an overhead. Trust me.
I want a 5 frame close MP that overheads and uninstalls Yaris from the victim’s machine. Can’t make Dan TOO broken, you know.
Heh, heck Dan doesn’t need an overhead now, can you say “double frame-trap”?
s.HK > s.MP - frame trap
s.MP > c.MP - frame trap 2
And what’s cool is you can hit confirm the s.MP into KRK or c.MP xx EX Dankuu so you will essentially have two chances to hit confirm into nice damage.
You also have the standard throw, normal, KRK, back dash/block/OST option from each one so a double mix-up as well.
What would be better than a 5-frame s.MP? How 'bout a 4-frame s.MP? :lol:
In theory, could you do S.HK (blocked) --> close s.MP (blocked) xx LK Danku for extra pressure + chip now? Also works on hit. Should also be able to combo into U2 in the corner with that on some characters.
Yes I would think so. Cl. hk > cl. lk > cr. mp is going to be a nice pressure option as well. Cr. mp xx LK Danku combos on some characters on counter hit iirc (range dependent too though).