I used easycap. Got one for about 15 a while ago, but needed to buy extra leads/splitters for about 10 to be able to record and play at the same time.

Only trouble is you can’t play the game in HD and record. U need to use composite :frowning:

Cheaper than Dazzle which is about $70 i think (don’t think this works in HD either). I would love to know better ways to record though.

ggs yesterday Chaos. lol at the double KO (Accidental Standing Fierce Kick Trading?) and damn that ex Koryuken out of the last hit of my super so you didn’t die from chip damage =P.

Sorry i didn’t get to play you jvc, had stuff to do =/.

GGs, and ya EX koryuken helps you get out of alot of situations, dependent on match up (like Gief), best to save to get out of opponents traps. You’ve got great potential, solid pressure, have an interesting way of controlling space with air knees (all versions), but you need to learn to optimize your punishments and take advantage of momentum.

I’m getting a PS3 for Christmas, I’ll update and link my post for all to see. I’d really like to learn Dan for tournaments and ranbats.

XBL: Dagjid
Location: Tennessee
Other mains: Random select

I can act as a practice dummy for the cheesier aspects of about half the cast. If you can FADC successfully on a regular basis you’re probably out of my league though.

I’m deadset on finding a viable use for Air Heavy Danku, despite how shitty it is. The only uses ive found are neutral jump in rare occasions (as you saw) and flying over a dhalsim ultra.

When i play, i notice in matches ill either do really good in the beginning and as soon as i get a solid lead i make a whole bunch of mistakes, and the game becomes very close, or i get a bad start and that sets the course for the rest of the match.

I havent exactly found out how to take advantage of my momentum like you said, because im afraid of random ass uppercuts because of how most people play online (thank you championship mode) Any more specific suggestions? sorry :sweat:

Yeah I’m also one of those players that try to find purpose of a characters entire move set. Predicting jump ins and punishing with air hk danku is 300 stun! At least 200 with 2 connected hits. I understand about rank mode, but higher level players you can attempt more mind games and pressure. Moments where I turtled you did safe strings over and over, with Dan you need to take risks with wake up tick throws, mix up some baits. For example in corners you did some air knees that kept me locked. To get better at controlling momentum you need to learn when to take risk. Sorry, can’t really explain it, it’s one of those “instinct” kind of things to me.

Air mk or hk Danku is pretty useless. I think the only time I’ve really ever used it was to chase around Akuma players. But i wouldn’t suggest really ever doing that unless the player is REALLY bad. Seems very unsafe all around. And the EX version to hover over ultras if i did something stupid.

Also the game sort of forces you to turtle up half way through the match. Which is tough for Dan seeing as how if you hold back you are probably going to end up at full screen again and getting back, especially against the shotos is a pain. I get hit by random ultras ALL the time. Usually because I’m going for the win. The one style that brings me close to victory is the same style that brings me defeat. ARGGG science is a cruel mistress!

J.lk danku says hello.

edit: but yes, J.Hk danku is useless, it doesn’t even seem to have pursuit or somesuch properties? i mean it can hit the first two hits and then just whif the third one?

“Pursuit properties” just means it can juggle methinks, of all Dankuu the first hit doesn’t pursuit while the 2nd and 3rd can.

Air MK and HK Dankuu whiff hits due to where and how they make contact. I found HK Dankuu only really useful for catching people trying to jump away from you. Air EX Dankuu does more damage than ground EX Dankuu methinks, just not really many ways of landing it :stuck_out_tongue:

Obviously… Are you slow or something? Instead of reading what YOU actually QUOTED you just wanted to type some witty comment.

I even edited it for you. Happy?

Air EX Danku is 50 damage per hit, ground is 40. As for MK and HK Danku there aren’t typically safe moves, you have to predict your opponents pattern, but to me even if a move is situational, best to learn it IMO. Also landing it really pushes your opponent far into the corner, and everyone knows to fear Dan when they are in the corner lol.

Air EX Danku is 50 damage per hit, but it’s also 100 stun per hit, which is a massive 300 stun if you can somehow connect all three hits. A grounded HK Danku does the same damage as the air EX Danku, but the second and third hits only do 50 stun each to the first hit’s 100.

Would be good if all hits of EX Dankuu could juggle, that’d actually give us a reason to do KRK FADC > EX Dankuu combo :stuck_out_tongue:

I use the HK air Danku for timing/spacing shenanigans after setting up a predictable pattern with lk Danku.

Good games last night wangjt.

And Thanks to everyone I’ve played on this thread. I played a couple of people last night that i’ve not played in a while and they tell me my Dan has really improved. I’ve learned a lot from u guys :slight_smile:

Merry Xmas!!

Just quoting myself to do as I promised, to show that I now have a PS3 gamertag.

Happy Saikyo Holidays to all.

XBL: MonkeybeerHaX
Other mains: Boxer, Abel, and Blue Dan!
Location: USA (East Coast)

XBL: KhaosKontrol
Other mains:
** - Primary:** Bison (Dictator)
** - Secondary:** Vega (Claw), Honda, Zangief (sort of)
Location: USA (Central)

I’m totally up for sparring with people to work on my Dan. I’m really starting to enjoy him - he’s already replaced Dictator as my “main” main, I just need to keep working on tactics and execution. Tips about strategies would be appreciated too.

j.hk Danku has uses against Seth’s aerial attacks, Dhalsim too. Also to punish fireball spammers, for example if you are jumping a projectile too far out for an SRK to tag you (against Ryu usually since Ken’s hp.SRK has so much distance) where they might dash in or try for a sweep or c.mk poke, you perform the hk.danku very late, just before hitting the ground and you’ll usually hit them with the last two hits.

Also use it to mix up your jumping arcs, when I’m screwing with Dictator or Chun Li I use it a ton. Say I’m playing a game of run away and they are chasing me down, for example Dictator might be using a head stomp to close distance while buffering a charge, I’ll jump back and dash in a few times perhaps to get him expecting that. Then when I use the hk.danku I’ll land short and can punish his head stomp (provided the prick doesn’t hit me with it in the air).

Also I use it a bit when backed into the corner to mix up the rhythm of the game.