Dan Strategies and Match-ups

He can be a tricky bitch. What is it that he keeps getting you with?

Best way to punish IAT to j.FP, best way to approach, priority quirks, best thing to do after he teleports behind you, how to deal with his Ultra or Yoga Fire > Teleport mixup (Which I don’t completely understand), etc.

Ultra is easy to deal with, run the fuck away :stuck_out_tongue: If he does it over your fallen body then EX Kouryuken straight through it, might not hit him but you’ll avoid the Ultra and that’s the biggest damage you can take in that situation.

If you’re standing you can simply jab him out of an IAT. They like to do the Yoga Fire > Teleport Behind > combo on your wake-up, EX Kouryuken (probably regular too) will get you out of that although I’m not all that sure about blocking, holding forward will block his combo but I’m not sure about the Yoga Fire… shall have to test that out methinks.

Best way to approach is slowly and cautiously, Air Knee beats out his stretchy attacks if timed well and can also buy you enough time to avoid his AA and smack him on the head.

Knock him down, get ontop of him and don’t let up. Push him into a corner and don’t try to cross-up as a backwards KKK teleport is a free out on cross-up attempt. The corner is where he doesn’t want to be, relentless Knee pressure should be very hard for him to deal with.

Other tricks he has besides stretchy limbs and teleporting behind is your standard slide > mix-up, I’d expect a throw most of the time (like Rose).

Probably obvious but don’t Focus Absorb fireballs, stretchy limbs will hit your afterwards :stuck_out_tongue:

Not much that my sorry ass can add to Sugami’s post…

I’ve been having some luck dealing with the Yoga Fire/Teleport by jumping into it with an immediate lk. But that might be highly dependent on what attack they are using after the teleport.

I’ve faced plenty of high point G2A 'sims (cuz I’m still a G2 scrub) and I’d say my win rate is skewed in my favour lately, although he used to beat the crap out of me, and I’ve noticed that they all seem to have a very limited game plan (until they get desperate when they realize they are losing).

If they seem to want to play the ground game I will just walk up to them with a (hopefully) psychic Koryu at the ready to combat the stretchy attack, same for the jump back punch down types really. Although at certain distances the air lk Danku is better.

Hmm the more I think about it closing the gap for me usually comes down to knocking them down and dashing in, mixing up air Dankus to get behind them (hopefully out of throw range), but really I think I just let them come to me with their teleport/slide/whatever shenanigans and hope for the best.

Shit. I thought I had this match-up figured out but really I’m just playing on reaction and guessing my opponent’s patterns. I never would have guessed this was considers to be a 5-5 match-up. His keep out game is beastly and his anti-air moves are monsters.

Blah. Sorry dude, I got nothing.

I think the Dan Knee and a solid DP evens the match out although I’d still probably think it’s in Dhalsims favour a bit more :stuck_out_tongue:

If you want to get into the head of a good Dhalsim player do a youtube search for Smallfry SF4 or something similar, he has quite a few videos of his Dhalsim games in G1 and tends to talk during the matches so you know what’s going on in his mind and stuff :slight_smile:

Alright, Dhalsim tips…

Dhalsim’s fireball is quite slow recovery, as fireballs go. If he shoots it from a distance where you can jump over and kick him, by all means, jump over and kick him. In normal cases, when you jump at him, he’ll use the Yoga Knee (b.HK) to anti-air you. This works wonderfully on 90% of the roster. But we play Dan! By doing the Knee of Justice as you start descending from your jump, you’ll hop a bit and wreck the timing on his Knee, then promptly pop him in the face. It’s the same thing that disrupts s.HK-happy Sagats so very well. Once you knock him down, dash in after him so you can pressure him once he gets up.

The Knee’s hop will also let you clear his Super or Ultra, so don’t be afraid to jump in at him when he has either of those prepped. A great way to make him waste his meter and get a hit out of it, too.

The anti-Knee Dhalsim tech is Yoga Blast. Honestly, I’ve only found one Dhalsim that’s ever tried to use it against me, but it can be quite effective because of how the Knee slows down your jump. To avoid that, do a safe jump in front of him and don’t Knee, then smack him while he’s spitting fire into the air.

When Dhalsim breathes fire at you and then teleports behind you, you have to block in relation to him. That means if he teleports to your right, you hold left to block, even when the fire is coming in at you from the left. Doing that will still block it. It’s the same as any other crossup, it’s just a lot more instantaneous. As for stopping his teleport, jabs are the most reliable way, but having quick enough reactions to Koryuken or even Ultra will be a lot more painful to him.

Finally, scrubby as it might be, don’t be terribly afraid to throw occasional random LP Koryukens when within stretchy-limb range. If you peg a limb, you’ll do decent damage and cause him some hesitation. If you don’t hit anything, then really, the worst he can do is a single hit on you. Adding to that is the even more scrubby desperation Ultra, for those times when you’re sure he’ll be trying to poke at you. Tap the end of his stretched limb, and suck him in for the entire Ultra!

The Knee on jump-ins is Dan’s biggest advantage over Dhalsim, allowing him to vary his speed of entry and mess up Dhalsim’s usually rock-solid anti-air. Make good use of it to get him off his game, and then mangle him with pressure and throw mixups in close once you’re on top of him.

Good to know, I wasn’t sure if the projectile was unblockable in that scenario or not, thanks for clearing that up :slight_smile:

Seth does pretty much the same thing on opponent’s wake-up with a slow sonic boom, it’s one of my favourite things with him since it’s practically guaranteed on some people :stuck_out_tongue:

I found that out about the Ultra a while back, though not very useful it’s kinda funny to know you can land an Ultra on his stretched out finger tips hehe :tup:

Anyone want to refresh me with some E. Honda tips?

Err… give up? :stuck_out_tongue: Get good with timing/spacing Knees on their wake-up, careful when they have EX (so try to bait it out) and be on the lookout for the ones that like doing Ocho Throws or whatever they’re called.

You can Kouryuken his Sumo Slams if the fist will squarely hit him up the arse, if it’s too far forward you’ll “miss” and get sat on. Alternatively you can FA the splash (after blocking the rising hit) but most likely only have time for a Lv1 so back dash afterwards. It’s apparently -2 on block, doesn’t seem right but maybe it’s due to invincibility from other moves… I need confirmation on this but seems like he’s in a 50/50 kind of situation after one, with a Sumo Throw or another Sumo Slam. The only thing that’d beat both options is a Kouryuken but is obviously unsafe on block unless FADC’d.

I think some careful pokes when close enough would be useful, s.MK, c.MK & Gadoukens, but be careful for random Headbutts.

Actually there’s something I’m curious about with Vega, guess I can test it out myself in practice but when FAing his wall dive that crosses up is there enough time to dash backwards (since he’s behind you) and throw him or something or is the best/safest thing you can do just dash away?

Hmm well seems kinda tight but dashing towards Vega after the FA and throwing or s.MP combo seems possible.

Oh. Guys.

I dashed backwards from a Focus Attack after the startup of Vega’s Ultra… Three out of three times the Ultra missed, with Vega flying right through me. All separate occasions.

Sounds right. I’ve backdashed through sweep retaliations after blocked Dankus, and backdashed through Zangief’s EX Banishing Flat, so there’s no reason an Ultra that only hits once and moves quickly like Vega’s wouldn’t whiff in similar spectacular fashion. :wink: Of course, every character has invincibility frames on their backdash, so this isn’t something unique to Dan.

You can punish wall dives that you focus with throws or probably s.mp xx hk Danku. I think you might be able to punish it on block sometimes with EX Danku?

In practice mode, I’ve beat out his headbutts with a Koryuken, Gadoken, and c.MP. I’ve gotten the idea now, but anticipating it to time when to hit is tough. The Gadoken is so slow for shit range, I’m trying to figure out calculus equations and shit for when to time it.

Usually when standing almost full screen apart, when Honda goes back to lunge himself seemed to get the most hits on his headbutt when doing the Gadoken. Does this sound about right or am I just getting lucky with my hits, or am I just flat wrong?

Damn you charge characters.

I don’t think you could Gadouken a Headbutt on reaction, you’d end up “punching” him instead and therefore taking the hit, might trade but that’s not in your favour. Gadouken in anticipation is fine, I do it when they’re downed if I expect they might do a reversal Headbutt they’d end up Headbutting the Gadouken instead.

c.MP you’d be lucky, think like Blanka your best bet would be s.LP to punch him out of it but think with Honda it’s harder.

Kouryuken on reaction if you’ve got good reactions and execution skills (unlike me) I think is entirely possible depending on how far away he’s doing a headbutt from.

Yeah, the Gadoken is very risky. Very. The hardest part is anticipating the attack. Usually you will trade, thats what was mostly happening last night in training.

Against headbutts, my opinion is either buffer a HP koryuken or just take the chip. Counter-hit headbutt does so much damage it’s just not worth trying to stuff. Jumping backwards is a good way to punish whiffed hp headbutt.

Someone should check if EX Danku punishes headbutts. If the spacing is correct, according to the frame data an EX Danku can punish even an EX headbutt (8 frames startup versus -8 on block). I just don’t know if it reaches.

I seriously need some tips for the Chun-Li match up. I’m terrible against Chun-Li and Honda, and I’ve already read the Honda post.

I tried it but I didn’t get any results cause of the reach, cause you gotta be close. I’ll check it out later.

IIRC, it can’t.

It’s one of the reasons why I hate the Honda matchup just as much the Blanka one. Way too much perfect execution/spacing required to beat braindead tactics.

Hey there, fellow Saikyo warriors! I was wondering if some of the more seasoned Dan players could lend me some advice into becoming a better user of the mighty Saikyo-Ryuu!

My playing style is usually very reckless and aggresive. Throws constitute a good 30% of my damage output, the rest being FK.Dankukyaku and FP.Koryuken. I use the Gadouken as a poke at medium-close range and it hits most of the time when the opponent is walking forward or jumping in. Focus/Saving Attacks are useful against certain players and recently allowed me to survive longer by also using it as a counter attack. I also employ the use of taunts to bait and agitate my opponents into making mistakes, but I tend to eat a DP or a combo more often than not.

In all of my matches with Dan, I have never been able to complete my Super Taunt or will accidentally use my other Super after a FP.Koryuken, the latter sending my opponent well out of its range and leaving me wide open for attack. This is only a problem if the other guy isn’t already in the corner, in which it will otherwise do a nice juggle combo. Humorously, I have won rounds because the opponent forgot about the final DP in the Super.

My hardest match ups have got to be against “Shoto-like” characters, mainly Ryu and Akuma. Some other difficult fights for my Dan are Blanka, Boxer, and Rufus. Sagat and Ken aren’t too hard, but I do lose to a fair share of “scrubby” and “flowchart” Kens - Sagat is honestly an easier fight most of the time.

So if you may part your knowledge, I will appreciate advice in the following match-ups:

**VS Ryu: ** The biggest problem I have fighting Ryu is that he has so many tools to punish mistakes and that I make many, many mistakes as a result of sloppy execution. Like most “shoto” characters, Ryu players are very predictable and often tend turtle if they have a life lead or are losing. Fireball wars are a pain to get into and the fact that he can easily cancel into his Ultra/Super does not make things easier. Probably my worst match up, of the 50 or so Ryu players I’ve fought, I only beat 3 and only because they were garbage.

VS Akuma: This guy comprises of at least 25% of all my fights and a large number of Akuma players are “run-away” ones, although I have also fought more aggressive Gouki too. For the run-away kind, the drill is to jump backwards -> Z.Hadouken while throwing out a G.Shoryuken or hurricane kick if I get too close. More aggressive ones tend to make some use of the Ashura roll and the demon flip, less susceptible to throwing out a SGS at random time than the run-away Akumas.

**VS Boxer: **Boxer is another one of my worse fights. I see this mainly as most charge characters have a tendency to turtle as a result of always holding Down-Back to charge special attacks. Most of Boxer’s strategy is to throw out a bunch of jabs into a special attack, a lot of this being enabled by the fact that I have to close the distance enough to actually do some damage.

VS Rufus: Probably the most offensive-driven of characters, my own aggression with Dan is not as well received against a Rufus. For the most part, Rufus isn’t too bad of a fight, but I hardly seem to cause enough damage before I’m K.O’d myself. Messiah Kicks aren’t to problematic, but the overhead kick at the end can destroy my blockstrings. Most of the time, i’m being Dive-kicked into larger combos, but I haven’t seen a whole lot of anything else that many a Rufus player does aside from those two attacks.

VS Blanka: Predictable, but I am sometimes caught off guard by a horizontal Blanka Ball or my big toe eats the slide attack. Comboing into a Ball seems to be the main strategy for most Blanka players, I don’t nearly see as much electricity spam as the CPU tends to do.

VS Cammy: Spiral Arrow from full screen is used to close distance, but isn’t used very much unless I’m put in the corner. As soon as she get close, it’s Cannon Spike time. That’s pretty much a lot of Cammy’s game, seeing as Spin Knuckle and the Hooligan Combo are hardly used. I honestly don’t know how to fight against her or any of the other New Challengers’ characters, so I’d like to see how I can improve my strategy against them.

VS Sagat: Plays a bit like Ryu, but abuses the Tiger Knee more often that Ryu does a hurricane kick. Tiger spam is common, but not too problematic. Probably Dan’s most handicapped match, but I have an easier time fighting him than I do Ryu or Ken, probably because he’s bigger and slower and therefore easier to hit. Turtle Sagats are just a pain to deal with, but susceptible to being thrown. A lot of his normals also beat out my offense, specifically his S.Roundhouse.

VS Ken: I fight ken roughly 1/3 of the time and they all play like a flowchart Ken, abusing the Fierce Shoryuken at the most random of times (psychic DP is a pain) and doing the commonly used j.Roundhouse -> Sweep. Over and over. Jumping back and throwing Hadoukens as well as random hurricane kicks are also common and I fall for much of them half the time. I fight Ken a bit more defensively, seeing as the other player’s offensive capabilities seem stronger than mine, but many of the fights end up very close.

VS Everyone else: Gouken players often don’t play Gouken very well, and I have not lost against one yet. Fei Long is predictable, but his moves often come out too fast for me to counter…have never fought one online. **Honda **is pretty hard, a bit like Blanka but with a command throw, his headbutt and buttsplash attacks are easier for me to deal with. **Dhalsim **doesn’t come up very often but almost always follow a pattern, a fair fight most of the time if you can Focus Attack his stretches. I haven’t fought enough Chun-Li players to get a feel for what she has to offer, but I have seen some pretty nasty stuff from her. **Guile **is a defensive powerhouse that can effecitvely lock you down if he controls his space with some Sonic Booms and Flash Kicks, haven’t fought him yet either.

**Dictator **is pure evil with his mind games, but I often whiff his specials too many times to be a hassle. I’ve only fought one **Claw **and he wasn’t a very good one at that, he still beat me with his Barcelona Drops and Rolling Crystal Flash chip damage. I haven’t fought an **Abel **or Viper, but I have seen one or two El Fuerte players with most of their strategy being spamming Tostada Press and Baseball Slide. The only **Gen **I fought disconnected in round 2, doesn’t seem to be much of a problem from what I’ve seen. Rose and **Sakura **are tricky, but usually fair matches. Zangief’s command throws and lariat priority are problematic to deal with Dan, but poking him with Gadouken and harassing with L.Dankukyaku seems to work. Seth’s low Stamina makes the match even, but I haven’t won against any of the ones I’ve fought yet. I’ve also never played against another **Dan **player, but I’m guessing they’ll use the same tricks that I use.

Thanks in advance for the advice, I’m sorry I had to provide such a long post :blah:!