No problem, always happy to help. I wish you were on XBL, tsd. We need more saikyo powah!
You never tried using any koryuken. Plus random using of FA are always bad.
Is Dan’s j.MK cross up effective? I’ve tried it on non-dp dudes and its fine, but not working for me vs a Sagat with his tiger uppercut on wakeup. Does this mean I should avoid it against dudes w/ dp moves (at least on wakeup)? Or is there a strict timing for Dan’s cross up vs those guys?
Well, its not just dan its any body, the problem you are having is you are probably crossing up too late. One horrible side effect of this game that just sucks, is that when you are cross ing up (sometimes, not all the time) if they are mashing dp, it will go in the opposite direction they were inputing it, thus hitting you on your cross up. I try to time it so I am hitting them just as they are vulnerable, by this time, youve crossed over to a point, where the game is no longer recognizing their input as valid, so you are probably crossing up a little too late.
Its not a big deal, usually you dont have to worry about it, because good players generally prefer to counter crossups by means other than ZOMG SHORYUKEN! because its hardly reliable and only “sometimes” comes out on a side that benefits the person mashing dp and that requires the opponent to mis time the cross up.
Even worse, is when they ultra you on a cross up and their ultra goes in the opposite direction they were inputting it, such BS, and any character can do that. I had a mother fucker demon me on that bullshit. and there was nothing I can do about it grabbed me right as I hit the ground, but in that situation I crossed up too late. What happened is I jumped, he finished his input as I was at the arc of my jump, and it registered just as the facing flipped and his demon registered in the opposite direction, even though he input it facing the other direction.
Its nothing but complete luck, the reaction time and skill to actually time it just right so you input one way and executes the other on command would be friggin uncanny. Because A. they would have to recognize they mis timed their jump and B. they would have to time their input to register at exactly the right time.
another thing, if you jump really late and they have good reaction, they can input a dp in the correct direction after your jump arc and dp your cross up. I doubt many people try this because if it fails you are getting crossed up >combo.
So more often than not if you get dped on a cross up, they were most likely mashing, work on your timing or jump early and bait the mash fest if you are playing that type of guy. Most decent players will just block or dash away as opposed to trying to mash out a lucky counter.
Im not a big console person, really other than fighting games, im mostly a PC gamer. Ive always owned one of the current gen consoles, but ive never played many games on them (literally, at least 80 percent of the games I had for any system, post ps1 era, were fighting games, i probably never owned more than 6 or 7 games on the ps2 at any one time). And most Xbox exclusives also come out to pc, since they are both microsoft, this way I get the best of both worlds.
So in that respect the blu ray player and free online play were the deciding factors in my console choice.
I always time my crossups so I am almost but not quite directly above them when they wake up. If they reversal uppercut, they’ll go in my current direction, but it will whiff and I’ll catch them with my j.mk or j.lk.
I personally prefer the j.lk crossup. I think it’s more consistent.
About the j.LK cross-up, does it cross-up in the corner because it never seems to put me behind them but it might still actually be hitting behind them? x_x?
It doesn’t cross up, but that means you get a 50/50 in the corner if you mix up which crossup you do.
What’s a good way to get past Sakura’s c.HP? And what’s his equivalent?
As far as Sakura’s c.HP you can far LK, far MK, cr.MKxxGadoken, Gadoken. In air, well, you can try to Danku past it. It seems to stuff air Dankus really well, it even stuffs the ground Dankus. I haven’t fought to many Sakuras that use it though, so I lack experience going against it. I don’t know if it is as nice as Sim’s anti air normals but it seems pretty solid. It seems best to stay grounded until you see an opening to crossup.
Dan doesn’t really have an equivalent. Dan cr.HP isn’t really all that great at taking out crossups and I usually just go for the koryuken to anti-air anything jumping right at me. You can close HK to anti air some stuff (the hitbox goes a little further over Dan’s head than it looks), but it never seems to be the best option ever from my experience and more often than not it seems to whiff and you really have to adjust yourself to make it hit. I like Koryuken for anti-air and for crossups, blocking seems like of of the best ways to go.
Hope that helps a little. Hopefully a better Dan player will share a better way with dealing with it.
Sakura’s c.HP is possibly the best AA normal in game Its weaknesses seem to be jumping attacks that hit below the body (Sakura’s j.HK and Vega’s j.HP come to mind but can’t be too deep), shallow jumping attacks (so just clipping with the tip of the attack) and cross-ups.
Your best bet is basically not jumping in on her, you could try j.HK and j.MK that only just hit with the tip of the attack.
Dan’s c.HP works similar to Sakura’s but it’s so slow you’d have to be a little psychic to counter some jump-ins with it but then you’re just better off with a Kouryuken. If you’re on the ball you can stop some close jump-ins (and possibly cross-ups) with vertical j.MK, think it has pretty good AA properties
Don’t think I’m a “better” Dan player but I play both Dan and Sakura so I’d like to think I know about both characters strengths and weaknesses
i agree dan certaintly isn’t an f
i believe prima said “no one who takes their game seriously should play with dan” or something like that
i’ve seen alot of people who are good with dan my best firend included
when i rush down people… they wake up and throw me.
does dan have anything to counter this? like a move that beats throws?
HIbikisan dosent seem to have this problem and he rushes down all the time and locks people down with knee of justice, but i seem to be getting thrown out of it before i can even get it off.
will i get thrown if I am already in air with it too?
You will not get thrown if you are in the air. In the beginning of Dan’s Dankus he can be grabbed, kind of like M.Bison’s knee press and Psycho Crusher. But after a certain amount of frames he is considered in the air and can not be grabbed. If they try to throw on wake up then they will eat the knee if it is time right. Just get the timing down so you are considered in the air by the time they are able to use throw.
You can also tech if you are having a lot of problems with getting thrown, but as long as you time the knee to be the air at the right time then you shouldn’t have a problem with being thrown. If they are throwing you a lot after blocking dankus then either tech or try koryuken (FADC to be safe if you can).
so dan knee beats throw
EX Danku beats normal reversals
Throw beats them blocking
and Blocking beats their EX?
Err…
When I do Dan Knee on opponent’s wake-up I’m just out of throw range. If you do it point blank you can jump over them if they crouch, which isn’t all that good. But yeah if they attempt to throw you (or tech a throw) when you’re mid-knee they’ll get it in the face.
EX Dankuu doesn’t have invulnerability from what I understand, it’s just very fast. It won’t beat a reversal DP.
Throw does indeed beat their blocking and blocking (correctly) will “beat” any attack that isn’t a throw.
What I think you’re doing is dashing into them, they get up and you’re still dashing so they just throw you straight out of it. Need to be a bit more careful with the dashing.
A little trick I picked up that works well against Balrog: When he does his Buffalo Headbutt, the invulnerability frames he gets are in his mid to upper body, while his feet can still be hit. As a result, you can take the guessing game out of Balrog’s wakeup by doing a c.MK on him while he’s getting up. If he tries a headbutt, you’ll hit him and can combo into a Gadoken or Danku kicks. If he does an EX headbutt, he even becomes invincible at the feet so you won’t hit him, but the c.MK still puts you low enough to the ground that he’ll miss you with the attack, allowing you to punish it afterwards anyway.
The only real dangers you’d have from doing the c.MK are a wakeup Turn Punch (who’d do that?) which you might recover in time to block anyway, and either wakeup EX punches or Super/Ultra. If you can force Balrog to use those moves as wakeups, though, then you get an advantage in other aspects.
Good shit XM. Thanks.
Yo Saikyo Bros, what do we do about the Dictator matchup? I’m completely at a loss on how to punish this mofo, as blocking and predicting his specials don’t really open him up like a lot of other characters. How do you approach and crack open a turtling Bison? And how can you mess with him on his wakeup?
Uh, on his wakeup I Dan Knee? Really, Dan Knee is the answer to most of the problems in this matchup. Jump in Dan Knee, air to air Dan Knee, and Dan Knee frame trap. To get out of his scissor kick frame traps, you have to get a lucky tech or koryu basically. If you’re not in the corner, you can do a focus absorb backdash to get out for free basically.
You can punish non-EX Psycho Crusher on block with Koryu or throw, you can punish EX Scissors with Koryu (maybe ultra? Too lazy to look at frame data), and you can beat s.hk with cr.mk.
Dan Knee can cross up Dictator, so it won’t whiff ever on his wakeup.