Dan Strategies and Match-ups

Not a whole lot of point unless you need to avoid chip damage since it’s easily punishable with c.HP xx HK Dankuu on block.

yah true. but like you said, against chip it’s good to keep in mind.

To my knowledge, you can ex koryu damn near any ultra in the game, not just sagat, when you have the ability to react, but unless the chip was going to kill me (pending character i would counter ultra) or block and punish.

The Moral of this story is no matter what character, random Ultra’s are bad, because they are way too easy to counter and punish.

even though I myself am guilty of jumping the gun and plop out a fat counterable ultra.those ryu’s rogs and sagats that cant resist following up your mid range jump in with a poke or dash punch are just aching to get ultra’d. i try to do it on reaction but sometime the fingers think for themselves.

Maybe I don’t understand frame data well enough, but shouldn’t I be able to punish Gief’s green hand on block with a close mp combo? By the time I try to punish they block, so now I just resort to throws, lag maybe?

Yeah you should, think there’s 7-8 frames to get your attack in so even a s.HP should work I think.

Goto practice and just have Zangief spam that shit and try blocking and punishing it.

The green hand is punishable on block by c.MP combos. It’s really close, though, you have to do the punch as fast as you can, which (especially online) might lead to mistakes. Balrog’s headbutt is a similar move, where it can be punished by c.MP combos but the window is very small. In both cases, the green hand and the headbutt, I usually just take the guaranteed damage of a throw to get positioning and set up further combos.

I mentioned the c.MK trick against Balrogs as they get up above, I had a chance to use it against a few more tonight. It really tears them apart when you have a reversal-happy Balrog, it’s safe even against the EX headbutt (which it whiffs on, but puts you low enough to the ground to avoid his move), and if you’re right in his face it combos into the heavy Danku. I beat a few Balrogs in record time simply by having a method to keep pressure on them and keep them on their heels. That’s actually something I’m trying more now, meaty wakeup attacks. If you can convince someone you’re going to try to throw them or some other thing while they’re getting up, you can sometimes land a c.HP > heavy Danku right away, which helps stun them really quick. Of course, it’s risky around those with good reversals, but Dan needs to take some risks to succeed. :wink: Besides, if you encourage them to throw reversals out more, and then are ready to block them, you wind up with the advantage in the end.

Lately, I’ve been having some serious issues getting through tiger spam. I don’t know if my timing’s just off or what, but I’m not able to deal with tiger spam without putting myself in prime position to receive a standing HK. Any pointers?

Don’t jump at him at mid-range. That’s what he wants. Crouch underneath high tigers, focus to build ultra, and use random Dankus and Gadoukens in footsies. Use forward dashing to carefully advance. Once you have ultra, you know what to do. Once he can’t fireball, you rely on cr.mk xx hp Gadouken and the same random Dankus, EX Dankus (really good), and Gadoukens. He can’t punish EX Danku except for a reversal-timed jab or throw, and most people don’t even try. Once you’re close, frame trap the crap out of him.

You can jump at him to punish if he throws a low tiger up close or a high tiger at close-mid range.

Gotcha. I think I’ve been able to get away with j.L Danku way too much and it’s trained me to be reckless and quasi-rushdown without the timing to play rushdown Dan game.

I’m a bit new to the trickier aspects of play, so I’m not entirely sure what a frame trap is. Is it when you through out a string of moves that leaves you at a frame advantage when they block? So that if the first hit gets blocked, they get stuck on the defensive until you let up or they stop blocking?

Against most Sagats, you can jump in over Tiger Shots without too much worry. Do the Knee of Justice at the top of your jump, and if they try their standing HK, you’ll bounce up over it safely and pop them in the face. Dash forward afterwards so that you’re in their face when they get up, and now you’re set. If they start doing a Tiger Uppercut instead of the standing HK, you’ll usually trade with it (which is roughly equal in damage, oddly enough), but now you’ve got them out of their standing HK mindset, which will make it easier to advance along the ground. The Tiger Uppercut requires more foresight than a simple HK, so they’ll stop throwing Tiger Shots when they anticipate your jump, ready to throw the Uppercut instead. This will give you the opening to dash forward along the ground and get inside on them.

Yes. Dan uses lk Danku to frame trap because it is hugely plus on block versus crouching characters, is very hard to reversal out of, can’t be backdashed out of, and moves you forwards while attacking. So you do something like close s.mp xx lk Danku -> close s.mp xx lk Danku -> cr.mp xx lk Danku -> cr.lk xx lk Danku -> cr.lk -> throw. If they do nothing, they lose because of chip damage. If they try to reversal, usually they’ll trade with you or flat out lose. When lk Danku shenanigans are executed consistently, they have to rely on jabbing you out of a high-priority move on prediction, which you can beat with throw, cr.whatever xx Gadouken, or Koryuken FADC (just to be safe). They can’t option select low short/throw tech to beat your throws, either, since low short will lose to the Knee of Justice.

Neat. I’ve found a fair amount of success with cornered opponents and strings of attacks with LK Danku mixed in and wasn’t sure what was up. Thanks. I’ll have to take a look at the move list thread to see what else I can throw into a blockstring to keep them guessing.

I’ve been having a lot of luck lately with a just beyond mid distance jump over the tiger shit, er, shot and doing a light knee just before landing, so late in fact that the move happens after I hit the ground, the standing hk goes right over dan’s head as he crouches for the Knee of Justice and Sagat eats kneecap. This is from a distance that would normally result in getting smacked out of the air if I did the knee at the apogee of my jump. I’m getting 3 or so of these a round before they catch on… but the distance is really tricky.

Is it actually counting as an airborne attack or is it getting handled as a buffered LK danku?

The second. He hits the ground then the move animation begins. The distance is tricky though.

I just got whooped by Ryu, Guile, Chun Li, and Akuma. In that order.

neutral jump and advance. sometimes the right way isnt the easy way. You will get him to the corner eventually. they are about to cream all over the s.hk button, neutral jump move forward, block, n jump rinse repeat. they are bound to throw out an hk or catch you with a tk, that should give you your opportunity

Ryu is a toss, up. If I play a good ryu, sometimes I do everything right sometimes I do everything wrong. I prefer aggressive ryus to turtles.

Chun li see ryu, sometimes everything wrong sometimes right. The one plus, is with chun almost all chun players play the same.

with both of these match ups i can usually always identify where I went wrong. If I lose and how to fix it, 9 times out of 10 its impatience on my part if they want to turtle and zone dont get impatient and play into their game, stay cool and play conservative.

Akuma matches are either big wins, average wins close wins or close losses for me. I dont think ever in my history have i been stomped by an akuma.

Guile is a pain in the ass. he is easily one of dans tougher matches, more dan v sagat, tough but not ridiculously annoying, not blanka or gief tough.

I have to constantly remind myself to stay grounded vs. Ryu/Ken/Akuma… but when I do, it usually goes pretty well. A lot of those guys will lose their nerve if you play a slow Dan and just work on countering their advances. The really nice thing about fighting Akuma is you can spam h.dan kick and if they’re one of the ones who jump back and spam air-hadoukens, they’ve got no defense.

And… for Guile, it’s not even remotely practical but it’s fun to do… air-taunt over flash kicks.

Something for the Guile Match up… maybe it’s out there already. Dan’s aerial lk danku [the knee] Beats Guiles flash kicks OR trades with you getting less damage.