Dan Strategies and Match-ups

Why hasn’t anyone mentioned (that I’ve seen) that all of Dan’s Dankukyaku are safe on block, not just lk? MK and HK leave you at -2 frames on block. No character has a jab that starts up that fast, and SRK won’t do it either. The only things that can punish it on a full 3-hit block are 1-frame ultras. Ex leaves you at -3. Not sure if you can jab him after that one, but I can’t in training.

Being at -2 up close is bad. Because your opponent can jab here and it will beat your throw. Basically, your only options here are throw and shoryu. You give your opponent an advantage in the mixup.

Lots of characters have 3-frame shorts/jabs, by the way. And shoryu is, magically enough, a three-frame move.

Now, this doesn’t mean that I don’t use hk/mk danku as pokes, but they’re pretty damn risky.

Or block. Or backdash.
And I set Dan to grab right after a blocked HK and not even boxer (3 frames) can mash out a jab to beat it.

They can do something with invincibility like SRK or Headbutt, but if you guess right and just block they’re in a world of hurt.

It’s pretty much a 50/50.
They’re going to block, throw, or SRK. You can either grab or block. Grab will cover block/throw, block will cover SRK.
If you block for a few frames and then mash grab (or option select instead), you will block any SRK attempt and tech any grab.

If they’ve teched the throw several times already you can just throw in an SRK or EX Dankukyaku and make them eat more damage.

And as for the -3 for the Ex, landing a 3-frame move in a 3-frame window will be nearly impossible for 98% of those online. Especially since any tiny amount of lag makes it even more difficult.

Anything recovering -2 is pretty much a pure guessing game for both people. Invincible-on-startup moves destroy the adv for the opp to go on the attack. Sure, it’s limiting that Dan’s only options are koryu, throw, or block, but the facts that:

  1. He still has the koryu option at all.
  2. It’s a damaging option.
  3. If he’s got meter, it’s a safe option.

…means that the -2 disadv is not horrible at all (unless it’s Gief). The opp has the additional option of low jab, but he still risks eating that koryu if he thought a throw was coming. Guessing game for both people.

And that’s if Dan even wants to “press the disadv” in the first place. Like Rampage said, if you choose to block and break throws reactively (or anticipatively online), then Dan is still safe.

**Neutral jump wake-up games
**
Neutral jump -> lk.danku

Neutral jump -> lk (looks a lot like lk.danku) -> throw. This works well because you can make them think a lk.danku is coming (the block stun difference is huge) and make them mistime a tech. If you think they’re going to throw just smack them with some jabs and shorts afterwards or a DP if you’re feeling risky.

Neutral jump -> fp. If you do this late it won’t hit, but it’ll look like it’s hitting them (you’ll see Dan’s hands go through them) and you can throw them quite quickly once you hit the ground. If they decide not to block for whatever reason, you get a 320 dmg combo on them (c.hp xx hk.danku after the neutral jump fierce).

Empty neutral jump > block or throw. The block is nice if you think they’ll DP, headbutt, bird, ult etc.

**VS. Balrog
**

lk.danku will cross up a crouching Balrog if he’s in the corner. Only thing is; you have to be right beside him.

EDIT: I’m totally wrong about this. It only looks like a cross up. It’ll be blocked if they’re blocking forward.

Dan’s s.hp will trade or stuff rog’s c.lp. You need to be a little outside the range of his c.lp though.

This may have been addressed, but how should one go about punishing a whiffed ken shoryuken? Recovery is too quick and I’ve been punished for attempting a fp>hk danku. Am I mistiming it or should i punish some other way?

Against whiffed fierce shoryus, fp > hk danku is perfectly fine, you just have to time it right. Since fp has a bit of startup, input it just before Ken lands so it will hit while he’s recovering on the ground. Shouldn’t be too hard, even online.

Against jab/strong shoryus it’s a bit more situational. If you’re close enough to them, fp>danku should still work (mp might be better since it’s faster) If you’re a little further away, I’d say either sweep or do cr.mk>ex danku if you have meter.

Taunting also works.

Just ate another shoryuken for doing this. Totally worth it.

You’d be surprised…all a scrub has to do is mash shoryuken and you’re hit =/ if not a shoryuken then you can still get hit with a combo starting with any version of LP/LK or also get grabbed.

Why yes, yes it is.

Happens all the time. I think its due to the utter lack of Dan players, they never encounter it so they dont expect it. I always fire the super off when I dont want to, therefore I use ex whenever possible, whenever im rubbing lp Koryu after a blocked dankyu, I realize at the last second CRAP I have a full super meter! and boom, super gets executed, not to say this hasnt worked out for the better, lots of times people try to throw jab dp me or whatever and eat the super, or of course, block and eat the followup koryu. I need to be more disciplined with that and actually time my koryu’s instead of taking the shortcut. Would be nice if they limited execution of supers to the fierce kick or punch. I really dont like dans super because of its stationary nature, where other characters can punish jumpins, or it has some locomotion in which to avoid danger, Dan will just knock jump ins back allowing them to wait to punish you whereas people like ken can juggle you and escape, it would be nice if dans super would have some sort of magnetism, when as long as you connect on the first hit it draws them into it (Kind of like Rufus’ Ultra).

Oh man I played a Dan today in G2 (I don’t main Dan anymore sadly, but I still use him about 20% of the time…), I was Blanka. This Dan’s strategy consisted solely of LK Dankicks, and air LK Dankicks. Oddly enough, he was beating the shit out of me until I finally scored a knockdown and started my crossup strings on him. It’s really weird knowing an opponent’s attack is 100% safe on block, I had no idea what to do lol. I was also forced to turtle which I hate with a passion.

LK Dankicks will whiff a crouching blocking Blanka 99% of the time. :sad:

Whats the info on Cammy? Its weird fighting her, her srk is gay on everything. I just dont know how to approach her.

Help please. Although when i do know its her, i go on taunting frenzie. Its the best.

If you block her Cannon Spike (her SRK), you can immediately do heavy Danku kicks to punish her. Do that a couple of times and she’ll be scared to throw the Cannon Spike, which opens up more options for you. Alternately, if she keeps throwing it, keep blocking it and punishing her and you’ll get your win.

How do you guys see his matchups? Here’s how I’d rank them right now:

Character odds imo (each matchup is rated for how many wins each character would be expected to get out of 10 between evenly matched high level players, with the first number being Dan’s):



CHAR       JUNE 3
Abel       5-5
Akuma      4-6
Blanka     2.5-7.5
Boxer      4.5-5.5
Chun       4-6
Claw       5-5
Dhalsim    5-5 
Dictator   3.5-6.5
Fei        5-5
Fuerte     4-6
Gen        5-5
Gouken     5-5
Guile      4.5-5.5
Honda      3-7
Ken        4-6
Rose       5.5-4.5
Rufus      4.5-5.5
Ryu        3-7
Sagat      3-7
Sakura     4.5-5.5
Seth       3.5-6.5
Viper      4.5-5.5
Zangief    3.5-6.5


how’d you come up with those odds, UltraDavid?

I don’t think dictator is that bad. I think it’s just 4-6. I play a pretty solid dictator a lot of the time, and the fact that he has no answer to the wakeup dan knee is huge, since dictator is horrible unless you’re on the offensive. Once you get a knockdown it’s happy hour, but his pokes do shut you down until then.

I agree with Kiku has for the rest of the chart some should be revised. (Note the following is my opinion so is open to suggestions)

Chun 5-5 Dan stops a lot of her normals just with lk danku the only things she has is her fireball, lighting legs and her cr.HK. Also DAn and do cross ups with ease when she dosent have bar and even she has u could bait her ex sbk by empty jump or air danku. Even tho Chun is a treat in the corner so is Dan.

Rose 5-5 The only thing she has is her zooning game since once Dan is on her face she few options heck she has 2 ultra and ex qcf K on the case of ultra can be avoided by air danku(if u are in the air) or by doing single pokes instead of doing poke strings and see what she is going to do. Her ex qcf k has few invicibilty frames so u either trade or u star a combo.

Ryu 4-6 At first I would have say 3-7 but after knowing what u need to look out for he dosent seem much of a treat. For Dan to win he needs to play smart Ryu has the damage input and the distance tools aka fireballs.

Zangief 4-6 or 5-5 After learning that lk danku stops his lariat crap this match up looks better almost everytime they see their larait stoped they would try to grab u and that when u can do srk set ups or air danku ones. In here what Dan needs is distance and patience.

I am having a tough time with vega (claw) match ups.

Especially the type that whores his jumping claw

any tips ?