Dan Strategies and Match-ups

Forgive me if there is, but is there a list of moves that beat LK Danku on wakeup? Just want to know who i should be cautious against.

Fierce Shoryukens of Ryu/Akuma/Dan can beat it (though the trajectory of the move might cause them to go under the Knee and miss). Ken’s medium Shoryuken has similar properties, but few Kens use it on wakeup. The Knee will stuff or trade with jab Shoryukens and Ken’s flaming Fierce, and usually evade EX Shoryukens for the trajectory reason above.

Cannon Spikes eat the LK Danku for breakfast. No trade, you just lose, period.

Viper’s HP Thunder Knuckle either trades with or beats the Knee. Usually trades.

Sagat’s Tiger Uppercut trades with the Knee, a bad trade too. EX wins, of course, due to invincibility, but it sometimes whiffs entirely as noted above.

Fei Long’s flaming kick usually beats the Knee.

Bison’s EX Psycho Crusher and EX Headstomp will, in theory, beat the Knee, but usually he’ll whiff them if you’re hopping over him correctly. The Knee stuffs the EX Scissors Kick, and all his normal wakeups.

Honda’s EX Headbutt and EX Sumo Splash both beat the Knee. The Knee beats both his normal Headbutt (when timed properly) and normal Sumo Splash (almost all the time). Make him waste his meter.

Balrog’s Buffalo Headbutt usually beats the Knee. Sometimes it trades. c.MK is a much better anti-wakeup option against Balrog, and you can cancel it into the Knee if you want to apply pressure.

The Knee beats anything Gouken can do, though a badly timed Knee can lose to the EX Tatsumaki, and of course, his Ultra will win (unless you hop over it, which requires stricter timing than some other Ultras). Be warned, Gouken can escape a wakeup trap with an EX Demon Flip, though that leaves him unable to follow up, it just gets him out.

The Knee usually trades with Gen’s waterfall kick, but it’s a trade in your favour. His EX Ougi walljump also gets him out safely.

Rose’s Ultra is one of the few Ultras you can’t hop over effectively. Be wary of using the Knee against her when her Ultra is prepped.

Use the Knee sparingly against Blanka, period. Electricity will beat it, and some of the wakeup ball attacks probably would too. Simply because of electricity, I don’t use it on him.

Sakura has nothing that can beat it, her EX uppercut will harmlessly go under it, while her normal one has no invincibility whatsoever.

Guile’s EX Flash Kick usually beats the Knee, but sometimes whiffs under it. The normal Flash Kick either loses or trades, depending on timing.

Dhalsim has nothing feasible to beat it with. An EX Yoga Blast might work, but that’s only ever thrown out with a prayer. I saw a Dhalsim try it once against me, unfortunately, he tried it when I wasn’t delivering the Knee and was just going to do a wakeup throw to keep him off-guard.

Seth’s Shoryuken usually beats the Knee. Be wary against him.

Zangief’s Lariat trades with the Knee on wakeup. In Zangief’s favour, but it can still be valuable in guessing games, since the Knee will beat his throw attempt or jumping escape. And yes, I know I sound silly talking about Zangief escaping Dan on wakeup, but it works for me. :wink: For the record, a properly timed throw will grab Zangief out of his Lariat or Banishing Flat (even EX) on wakeup. Mixing that up with the Knee can put Zangief on his heels, which is not where most Zangiefs are accustomed to being. Of course, it hurts once you guess wrong. :frowning:

Abel’s Falling Sky air throw can sometimes grab the Knee. That’s another one of those “with a prayer” reversals though, because if you just wind up standing there instead, he looks like an idiot and you can do whatever you want to him.

El Fuerte can only beat the Knee on wakeup with his Ultra, and even then, his Ultra loses to a MK or HK Danku (which sails happily under it). Knee him until he gets his Ultra, then do the longer Dankus until he blows it trying to hit you. The Guacamole Leg Throw can grab the MK/HK Dankus more easily than the Knee, while the EX Guacamole is purely an escape move in this situation.

The only thing Rufus has to beat the Knee is his EX Messiah Kick, and if it connects in the air, it only gets a single hit. Pressure him like mad when he has no bars, then make him waste his EX bars and punish the blocked Messiah Kick with an immediate Koryuken. The Knee usually goes over his Ultra on wakeup.

Vega’s Scarlet Terror usually beats the Knee. One of the few uses of it, I guess. Try crossups on him instead.

Chun-Li’s EX Spinning Bird Kick will beat the Knee, but not for a lot of damage unless she delays it until the last moment. Without EX, she’s helpless, but try to aim the Knee so that it comes down on her instead of going over her, so that her crouching jabs are nullified.

I think that’s just about everyone, right? :wink:

Nice list =)

Saying that the AI always gets me with Headbutt, goes for cross-up attempts to since it gets McReversals that flip him around. Seems like there’s some invulnerability in there that make me whiff then he smacks me afterwards :frowning:

I think her Soul Throw can catch the knee on wake-up reversal, happened to me once D:

God I hate Blanka, my wake-up game is down the toilet because Knee doesn’t hit him crouching and Eletricity makes short work of cross-ups :frowning:

I think EX Hyakudoodars (firework kicks or whatever you want to call it) will beat the Knee too because of invulnerability. If you trade then that’s gravey since it’ll stop the rest of the move from hitting (the bulk of the damage and stun).

Air Knee? :slight_smile: We know it beats out Lariat, can he do anything to avoid it though?

My friend plays Vega, Scarlet Terror that flip attack thing? I’d beat it like 3 times in a row then he’d hit me with it, I don’t know why. Maybe his timing was off? :stuck_out_tongue:

When he’s waking up, teeter in electricity range and step back out of it when he gets up to try and bait it, then cr.HK from max range. Then teeter back into electricity range and throw/repeat.

He can focus that easily, or jumping headbutt.

I use c.mk Gadoken. Seems safe, but I like how this sets them up for another… I’ll have to give it a try.

Does anyone that has contributed to this thread mind me compiling all the info into one list?

You’d think he wouldn’t have time for a jumping headbutt (on wakeup) but yeah could Focus it I suppose, only get a Lv1 off, which would knock you on the ground.

Confirmed in training, no incarnation of the horizontal blanka ball can be punished with ultra or ex gado. Neither can ex danku, just out of range. BUT, if you have blanka cornered and he stupidly does an h ball all of the above does work.

Damn. That is criminal.

The best solution I’ve found to Blanka Ball is to DP it on reaction. This isn’t really possible online, though.

Yeah. I open just about every Blanka match with a Koryuken for a nearly guaranteed free hit. Seems to get the slide punch deal too.

Random s.LP are good for jabbing him out of it. I’ve Kouryuken a Blanka who’d only spam ball after ball before until he wised up and started varying his tactics a little.

I was messing around with Fuerte and Dan in training mode today.

@Xiahou Mao: For Fuerte I was wondering about the supers on wakeup. The MK/HK supers would go under the Dan Knee on wakeup, but the LK super would hit Dan, for three hits that is, not the complete thing.

A few weird things I found with Fuerte’s forward MK on Dan. It would go through Dan on hit and block quite a bit, also it would go through Dan during his Dash without ever hitting him. I don’t know if that info would help anyone, but if the Fuerte is using forward MK a lot you might be able to go through it with your forward dash for some weird mind games, maybe…I really doubt any of this has good game application.

Other things to note is Fuerte’s hitbox can be weird at time. Standing LP will go under Dan’s knee sometimes. This involves Dan to be up close and the timing is very strict, I am just saying it can happen. Also remember Fuerte’s FA lowers his hitbox, so if you are right up next to him and he charges his FA and you Dan Knee, you will go over him. It won’t really hurt you, but you might want to use MK/HK danku for some damage.

I have found FA and lots of Dashing helps in this match against his flop and the dashing will help with the grab. Look out for his FA, it is a good FA that can lead to a lot of damage and stun if they can RFS loop. Danku is nice, but be careful, he can flop right on top. A lot of his game is on your wake up so look out for crossup flops, tortilla spins, slides, etc. Try dashing on wakeup it can throw them of, Even Dashing forward works since Fuerte will often aim slightly behind you to prevent getting SRK’d and in case people try to dash back. This is at least my experience with them, I am lucky that online play seems to screw up RSF and that no Fuerte I have seen has used it.

I also verified last night that if you’ve got a horizontal ball spamming Blanka, you can counter-ultra. I just jumped back once or twice to bait it and then I’d ultra on reaction. Worked vs both Blankas I fought last night.

I think timing is key here. I think I usually just go through him not unlike with Ken/Ryu’s hurricane kick.

Ahh. I’ll have to try more, perhaps in training mode. I was 3 for 3, but you’re probably right.

If Blanka is too close to you when you try to Ultra his horizontal ball, you’ll go through him. If he’s farther away (a quarter of the screen or more) then you’ll hit him properly. It’s the same as Hurricane Kicks, as mentioned above. If you Ultra too close to one, the startup dash on the Ultra will carry you under it harmlessly. If you Ultra far enough away that you get your offensive hitbox out before you go by them, then you’ll hit them and interrupt it.

I noticed we dont have a section for abel there.

To start, abels cross up is a son of a bitch and a half. They almost always cross up into his rekka, but they mix it up with command throws…your best bet is to mash lp dp after the first rekka hit you should knock him out. Ive tried dashing out of it, but his rekka always catches me.

Aside from that abel isnt very scary.on blocked hk dankus dash back, they always try to command throw you, and it has a bad cool down, you can come right back with an hk danku punish. I really dont have a developed startegy for abel, i dont play him enough, I always seem to do well against them though.

Rufus-

Rufii are always aggressive and predictable. Whenever he has ex be on the look out for ex messiah kicks on his wake up, or in those situations where you both land close from jumps and both players to usually attempt a throw srk, etc.

You can focus those diagonal kicks of his, and he can cross up with them. He has some ridiculous easy ultra setups like ryu. always be defensive when he has ultra. Most of them you can tell thats all they are trying for. Because when they jump they alwas to that double kick, and always try to initiate the ground combo to ultra.

In general rufus is easily counterable, if you play the same player again expect him to turtle. Whenever I play a rufus player, the next time I meet the player they always turtle. You will notice this is a common theme for most players, turtling for anyone is a good strat against dan. He has no range pressure and hes not fast.

I’ll try compiling all of this stuff Sunday or Monday.

General tip vs. Abel, you can throw him out of his roll. I like to lure out the roll with gadoukens and throw him.

To add to this, I usually prefer to neutral jump on a blocked Danku rather than back-dash. Abel is usually going to either normal throw or command throw after blocking the move, and jumping negates both attempts and sets you up for a combo as you come down. Even if he does a normal throw and recovers in time to block, you can still come down with a kick comboed/blockstringed into more Danku pressure. Pressure him to the point that he starts trying to roll away instead of counter you, and then start mixing in occasional normal throws to trump that.

Abel has decent offense but no defense. Keep him on his heels, get him into the corner, and don’t let him out. :wink: