Dan Strategies and Match-ups

Trouble with vertical jumping is he can catch you with a Falling Sky (or whatever it’s called).
Trouble with back dashing is he can catch you with a Rekka.

Probably a good idea to mix them up as to not get predictable. I guess the only truly safe option is a Kouryuken FADC if you fancy spending half you meter.

I was feeling hopeless with Honda and wanted to come here asking for help, but I might have something to contribute. When Honda butt slams you can dash and FA when hes landing depending on the spacing. If they us it as a reversal you can stuff them with air knee them but again control of spacing required. It also works for reversal headbutts but timing is different. i Still Honda seems to be one of the match ups where you must be psychic to win… I still need tips if anyones got it. I finding blocking his shit worthless, it seems you can only punish whiifs and bait. Also I know Dan’s knee spacing is weird, but today all anyone had to do was cr. mk or some poke to avoid it (made dan knee whiff), what gives?!

You can Kouryuken those Butt Slams if you’re quick enough, just as long as its not too deep then it’ll probably be past your hitboxes. He is a pretty bad matchup for poor Dan, especially if they’re boring and turtle the whole time since you don’t have a full screen fireball to make them come to you. Cross-ups work well against him, the only thing that can hit you is a perfectly timed McReversal Headbutt and I think it’s more likely they’ll use a Sumo Slam to try to hit you/get out, which will probably make you both miss each other so you’ll have to be quick to try and punish that. I’m not sure about Knee against Sumo Slam and Headbutt, think it’d win if timed and spaced right but EX versions would beat it.

Dan Knee does have some issues hitting certain crouching characters, Blanka and Chun-Li come to mind but there’s probably others.

I’ve had a LARGE success beating headbutt with knee. When Honda tries to use it as an AA the knee just drops and knocks him out of headbutt. Vs buttslams, just dash on wake up and he is a sitting duck for cr.MK combos or you just get away.

Against Honda, you have to bait out his EX moves in order to pressure him safely. The EX Headbutt and Sumo Slam beat the Knee, but the normal ones don’t. The timing for beating the normal Headbutt with a bunnyhopping Knee is a little odd sometimes, so you might want to mess up Honda’s charge after knocking him down by going over him. Depending on distance, the LK or MK Danku should put you on the other side of him before he can get up (unless he does a tech kip-up), which will ruin the charge of his Headbutt/Ultra but not the Sumo Slam. But that’s okay, since the Knee easily beats the normal Sumo Slam.

If the Honda actually learns to the point that he blocks when he gets up (many don’t), then find a good opportunity to fake the Knee and just throw him once he stands up. Doing that should break his spirit and leave him vulnerable to more sheDanigans.

Other advice… if he’s enjoying the neutral jumping heavy wiggle punch (which can beat or trade with the air Knee), dash in at him when he jumps up and Koryuken to take him out of the air. If he does his Ultra on you, just block it, the chip damage is negligible and you can counter with your Ultra afterwards. Doing your Ultra straight-on against his won’t always work if you’re close, similar to Bison’s. And if he likes to tick-throw into the Oicho Throw, be ready to neutral jump out of his blockstrings, you’ve got lots of time to punish him once you land. You could try to mash out a Koryuken, but that’s much more unsafe.

You’re right, but I think I know the conditions for hit or miss. If you do the ultra early enough, you’ll be out of your invincibility frames and will hit. Late and you’ll run through the ball and neither player will be hit.

Does someone have a match up list? I check this site and it can’t be right after seeing this…

http://streetfighterdojo.com/sf4/matchups/zangief_vs_dan.html

LOL 5-5 Zangief? I’d be more inclined to think it’s 7-3 against Dan.

Speaking of Zangief, played this one who kept trying to Lariat my Air Knees, never learned :stuck_out_tongue:

I always taunt after landing that. :smiley:

I think landing it 3-4 times in a row is a taunt in itself :stuck_out_tongue:

Best time to do an Air Taunt? Over a Metsu Hadouken before you throw them FTW, strangely satisfying :stuck_out_tongue:

Not sure if this is common knowledge but, Shissou Buraiken beats out Vegas wall dives. If you input as the slash is comming out, it will auto correct to the proper side if he decides to cross up.

As for Gief, im not sure if this was just a fluke but…I did my ultra before Giefs and while I was in range for him to grab me, he did his ultra at the same time. Since Dan is actually floating when his ultra comes out it allowed Dans Ultra to beat Zangiefs…FTW.

But I think Dans Ultra can only beat Giefs if Dan does it first…regardless of range.

Yep. That’s the scariest thing about Gief’s Ultra, it’s a Frame 0 grab. If you haven’t started up a Koryuken, a jump, or out of range when he pulls it out, you’re caught.

What are the particulars for Dan’s Ultra beating that damn lariat?

Trying to do the Shissou Buraiken on reaction to those wall dives must be really hard x_x;; I can barely react with a Kouryuken in time and most of the time it gets grabbed >.<

Zangief is one of the few, if not only, characters to lose the Ultra battle if it comes out last. I guess the reason for this is due to the invulnerability that every Ultra seems to have on startup, since he can’t grab you he whiffs then you smack him one. I’ve regular thrown Dhalsim out of his Ultra so stands to reason Zangief should be able to Ultra grab that but unsure (doesn’t really concern us anyways :P).

Wait until Zangief is nearly done the Lariat, then throw the Ultra. For the punches Lariat (with the louder yell), wait until towards the end of the third spin before using the Ultra. With the kicks Lariat (the somewhat more subdued yell) use the Ultra towards the end of the second spin. Zangief’s invincibility is toned down sizably towards the end of both moves, even while they remain active and able to hit. By doing the Ultra towards the end, you can catch him before the move ends and hit him with your invincibility while he’s deprived of his.

The timing on Shissou Buraiken vs Wall dive is not rediculous at all. There are many ways to break vega’s wall dives. Just set him up in training and you’ll actually get pretty good at it. I learned alot on this by maining Zangief and having to learn to beat Vega in the air.

Patience is key in this. Im not really doing this on reaction, im just waiting for it. You know how you can just feel when Vega wants to go in the air.

With Dan’s Ultra invincibility and SF4s allowance of delayed inputs once vega is airborne, put in the directional inputs and once vega is over you hit 3xP. The ultra will activate invincibility, auto correct to him and Vega goes airborne again with a nasty landing.


Gief actually can win alot of ultra battles if it comes out second. It wins vs.

Gief, Rose, Dhalsim, Ryu, Banka (on Roll), Chun Li (durring), Rog (durring), Sakura (durring), Rufus. Those are a few I can think of off hand.

Between Lairat and Ultra. He can pretty much beat most of the Cast’s Ultras.

I guess I should have been more precise, I meant second when immediately following another :stuck_out_tongue:

I might have to give those Wall Dives a test then, prediction is the key I suppose.

Hi Dan users (looks at Sugami) this won’t take a minute.
I have a few survey questions for Sakura Forums Research.
WE are keen to know the opinions of the vs Sakura match up across the character forums.
[list=1]
[]What’s the best approach to beating a average/good Sakura player?
[
]How do you beat a defensive Sakura and how do you beat an offensive one?
[/list]

Sakura has issues. She likes to squat down and try and fist Dan.

x_x?

This specific for Dan or anyone I play as?

There’s nothing really different I do against Sakura than anyone else. I’ve yet to play a Sakura that I couldn’t beat either and that’s not me tooting my own horn, just saying haven’t played any really good Sakura yet :stuck_out_tongue: Nor have I played a defensive Sakura, such a thing doesn’t really exist although eiSH thinks he’s nailed it now hehe.

The first thing I do is see what kind of Sakura they are, random special and Shououken spam Sakura I play like a spammy shoto and just try to bait out the punishable stuff. If they seem to know what they’re doing then I play as normal really.

There’s a couple of things though;

  1. If they go for a reset I’ll start by vertical jumping since it’s safe from vertical jumps, throws and sloppy ground combos and the majority I’ve come across seem to favour vertical jumping.
  2. Shunpuu follow-ups are almost always predictably offensive, be it a poke, combo or throw attempt pretty much after every one they’ll try to be offensive and that’s an easy opening to “punish” until they learn. This is especially true after Light and EX version.

Edit: ROFLs didn’t realise this was in the Dan forums, watching TV :stuck_out_tongue: With Dan I use a lot of Dan Knees on wake-up if I can time it, cross-ups are also gravey. Both Dan and Sakura like to get in close so don’t really have to worry about her trying to keep Dan away all day long but like I said I don’t really change my game style much for Sakura, I know how she works so I don’t really have to beat the character, more so the player.