Dan Strategies and Match-ups

Here I come!

Well, the obvious advice to give here is to improve your execution. That’s something that will just take time. You don’t want to get into a fireball war with Ryu for obvious reasons, you want to wind up in his face to remove that advantage. Either use a Focus Attack to absorb a fireball and then dash closer (ready to block the next if he immediately throws another), or jump in carefully over the fireballs. Don’t jump in predictably, or you might eat a Shoryuken. Don’t jump at all once he gets his Ultra, because you can bet he’s looking for the easy anti-air into Ultra combo.

Once you’re inside, I don’t want to say you have the advantage, but it’s a lot better matched. Control him with the Knee of Justice (LK Danku) and heavily punish any mistakes he makes. The Knee against his wakeup trades hits with the LP Shoryuken and evades the HP/EX Shoryuken, so if you’re not sure what he’ll do when he gets up, the Knee isn’t a bad bet. If you’re sure he’ll do a wakeup Shoryuken, just block and punish. Punish with c.HP > HK Danku whenever possible, or s.MP > HK Danku if you don’t have the timing down on the excessively slow c.HP yet.

Dan’s dash is his friend for closing distances with runaway Akuma. It’ll carry you under most of his air fireballs and set you up to punish him when he lands with Dankus. Because of Akuma’s frail health, you don’t have to hit him much to win. Don’t be afraid if you take a few shots of his air fireballs, as they deal pathetic damage. Be much more wary of the strong combos he can string together with his normal moves. Most runaway Akumas aren’t interested in that strongest part of Akuma’s game, though. Against the aggressive Akumas, be careful and pick your spots. The midair Knee of Justice beats all their Demon Flip shenanigans, and if they set up air fireball traps to create ground combos, surprising them by EX Koryukening through the fireballs might catch them off-guard.

EX stocks are important here. Try to EX Danku on reaction to any of his EX Dash Punches, for the armour breaking knockdown. You can throw him out of most of his dash punches, too, but that’s hard to do reliably online. Once you get a knockdown, c.MK trumps his Headbutt wakeup and allows you to keep pressure on him. Don’t jump in on him unless it’s to cross him up, as c.HP and the Headbutt make for a strong anti-air.

Your best hope on Rufus is to mercilessly rush him down before he can do the same to you. Get in on him with Knee pressure and keep him reeling with Knees and tick throws off of Knees. Once he gets an EX stock, be aware that the EX Messiah Kick might come at any time, and be a bit more conservative. Punish it on block with a Koryuken. You can get the Koryuken out before he does the second attack on the Messiah Kick, and it’s a guaranteed hit no matter which followup he chooses. You could try an Ultra on block instead, but if he goes for the overhead followup he’ll jump over the Ultra, which sucks for you.

If you want to continue pressuring him when he has EX stocks, make sure that you’re in midair at the point that he’d use the EX Messiah Kick. That way you’ll only take one hit of it, which is pretty wasteful of his EX.

Gotta be defensive here. Jabs will beat the Blanka Ball, but the slide eats them up. The slide is very punishable on block unless it was done from maximum range. You can punish a horizontal Blanka Ball on block with an Ultra if Blanka’s doing it out of the corner, and you can punish a vertical Blanka Ball with an Ultra anywhere on block. You might get some mileage out of Koryuken/throw mixups while he’s standing up from a knockdown, but those are risky. In those cases, Koryuken will beat electricity and any wakeup ball (EX Koryuken is needed to beat EX Vertical Ball), and the throw beats electricity (when well-timed) and blocking. Never try those wakeup games when he has his Ultra charged, though, as the Ultra will beat all of the above.

Punish the Cannon Spike on block with an HK Danku. It’s easy damage, and you’ve got lots of time to do it. EX Koryuken on reaction shuts down her EX Hooligan Combo, or you can even Ultra it. The Koryuken trades with the Cannon Strike, which will set up an extra HK Danku juggle in the same vein as the Ryu anti-air trade sets up his Ultra.

If he’s just using s.HK to anti-air you, do the midair Knee to beat it clean due to the messed up timing. The midair Knee usually trades with an anti-air Tiger Uppercut as well, and avoids his Ultra. The smart thing for Sagat to do in that case is to either just block, or Focus absorb the Knee, but most Sagats aren’t that smart. :wink: Dodge and weave between the Tiger Shots, determine how the Sagat in particular handles close-up pressure, and then get in and take advantage. If he’s enjoying his Tiger Knees, c.MK goes right under them, causing them to whiff and giving you at least a free throw.

Ken’s fierce Shoryuken does the same amount of damage as Dan’s fierce Koryuken. :wink: So really, Ken’s offense isn’t that far ahead of Dan’s. Ken’s biggest damage comes off either the EX Shoryuken, or his Hurricane Kick combos. Against flowcharts, bait out the Shoryukens and punish with c.HP > HK Danku. If he loves the amazing bread and butter j.HK > sweep, anti-air him with a Koryuken, or just block the whole thing and wait for another opening. Once you knock Ken down, start bunnyhopping over him with the Knee. Only Ken’s medium Shoryuken will beat it on wakeup, and few Kens will think to actually use that in that situation. The Knee will eat up his other Shoryukens and should give you an easy win unless he adapts, and if he does adapt, well, you’ll need to adapt to him in turn.

Those are the guys you say you have problems with, so hopefully that helps a bit.

Don’t forget sweeps can be punished if they’re done close enough. c.MK xx EX Dankuu is your best bet within c.MK range, just outside it a reversal EX Dankuu can punish.

Yes, thank you very much for your help! I was not aware that lk.Danku was as powerful as it is in so many situations, so I’ll probably try that out more. I am also learning now that dashing is very important to Dan’s overall game, as it can help close the distance quickly and bait the opponent into attacks that you can punish.

I usually store all my EX stock for the Super Taunt, although I’ve seen that the SRK shortcuts will more likely make the Hissho Buraiken come out after a Koryu instead. It’s probably my main problem with the new shortcut system, in that my QC inputs will come out as a SRK, but that’s another thread :bluu: .

I’d also like to know more about Dan’s jumping taunt and where I can use it more, seeing as the Jump taunt seems to travel about as much as Viper’s high jump. Once more, I extend my thanks :tup: .

Should use EX Dankuu more often, they’re great at catching your opponent off guard and cover distance quickly :tup:

Alright people. Today’s topic is how to mess with Balrog on wakeup.

Normally I was afraid to meaty MK when the Balrog had EX meter, but today when I cr.MK into EX Danku, the EX punch he threw out got eaten by the Danku, knocking him back down.

This sometimes works and sometimes doesn’t. I don’t know the specifics and I was wondering if someone could compile a list or explanation elaborating on this, because it may mean that our advantage over Balrog’s wakeup game may teeter a bit more in our favour.

When it doesn’t work, what’s going wrong?

EX Dankuu is so fast it hits what I’m gonna call IFA (Instant Focus Attack), as in normal xx EX Dankuu they instantly FA the normal and release (AI does this a lot). The speed of EX Dankuu is much faster than the Focus Attack whereas a regular Dankuu of any strength would get hit first.

I’m not all that sure on the speed of the dash punches but I’d think EX Dankuu is faster than all of them, maybe the meaty wasn’t meaty (enough) when it doesn’t work?

It has taken me three days to read through the whole thread. Awesome stuff going on here :slight_smile: I’m practicing hard to become a Saikyo Master.

Some random fact I’ve discovered while playing my girlfriend: Dan can throw Ryu when he does his Super. You have to be in throw range obviously and I think you have to do the throw just as he starts up his Super (so technically before you even see he’s doing it).

It’s useless since it’s practically none usable in a regular match, but we’ve discovered it by chance and then tested it out in Training Mode and it worked 5 out of 5 tries.

This works on some of the other casts’ supers and ultras. Examples like Dhalsim can be thrown while doing his ultra (the giant fireball will go through you since you can’t be hurt while throwing someone.) As you said it doesn’t help too much in most situations.

@Krackatoa- I have had very few times where my EX Danku lost to EX dash punch. I have had my EX Danku get stuffed by the Dash punch before my Danku became active, but I haven’t had it get stuffed that often when it is out. I wish the Ultra worked against the EX Dash punches…

Did it twice yesterday :slight_smile: but that probably just means I’m playing too recklessly.

You should definitely do it if you are able to, but with Ryu it should probably never happen. Ryu has so many ways of getting his Super/Ultra off that he should never resort to using it near somebody to where he could be thrown.

I have a question about Cammy. When she does Spiral Arrow(the horizontal spin towards you on the ground) sometimes I get a crumple when I FA and sometimes I get her falling back. Is this because I hit her early or late enough where she isn’t in the move, or is there a part during the move where you can get a crumple? I was just curious about it.

I think she’s classed as being airborn for the majority of the move, just the recovery part when she’s on the ground again.

Just threw a Ryu out of his Ultra (which I’ve done before). This was how it went: I had a few hits of chip damage left for life he had a nice lead, I did a mk.Danku after knocking him down, he blocked the last hit, the Ultra animation began and I started mashing lk+lp (sorry, desperate times and all that).

I think lots of Ryu’s get lazy with it and pull that tactic frequently. At least in G2 they do. I probably throw them out of Supers and Ultras half a dozen times in a week.

Why are you sorry? What matters is that something hits, not how you do it. Mashing is one of my favorite ways to make sure I get, say, an Ultra to counter someone else’s Ultra.

The only reason you should be sorry is that you didn’t jump-taunt over his ultra, super taunt, and then ultra yourself.

Seriously though, just hold up forwards versus Ryu’s ultra if you weren’t doing anything. Easiest way to punish. Works versus Seth’s ultra too.

What are some good options to deal with a jump happy Vega? He loves to jump up and down constantly, and I gotta chase him with the crazy legs for a while before he does a jump in fierce into fierce standing kicks then goes into a slide. Just annoying when he jumps away that my KRK doesn’t have the range, and Danku must be perfect to catch him on the way down. Been trying to predict them and meet him in the air with a LK Danku to the face, which helps.

Are you using your dash to chase him down? Dan’s dash is essential to his game. You have to use it in a way to get them to come to you. For example, if you dash in on an opponent, you can dash back again in hopes to get your opponent to whiff a move. You can then throw out HK Danku, and even if it’s blocked, you can start your mix-up game from there.

Another thing I like to do with jumpy opponents is to whiff gadouken from full-screen. A lot of times, they’ll just end up jumping into it. I don’t know how well it works on Vega, but it’s hilarious to spam on dive-kick-happy Rufus’.

If that doesn’t work, just stand back in the corner and build meter or taunt (or both!). If you can jump back in the ring with a full stock of EX meter, Vega should consider himself fucked at that point.

Vega-specific tips:

-His horizontal wall jump (not sure what it’s called) can be Ultra’d.
-HK Danku is a good way to catch him off guard as he comes out of backflip recovery.
-Slide kick is often predictable and easily focused.
-Wall dives are easily punishable with SRK (as soon as you see him hit the wall)

It’s funny, because I know this works, and yet I never do it on a consistent basis. I’ll keep this in mind, thank you.

:tup: Best use of Jump Taunt is over a Metsu Hadouken I think :rock:

Dan seems to jump over Seth’s Ultra fine but when I play Cammy I get caught in it if I try jumping over it up close… odd that. Can jump over like half the cast’s Ultras; Ryu, Seth, Rose, Sakura, Cammy, Dan (pointless), Abel (pointless), Fei-Long, Akuma (obviously :P), Dhalsim (probably get AA’d though)…

If he jumping at you or just jumping away? If jump-ins are his only way at getting at you then should be fairly easy to predict and punish with a Kouryuken. If he’s just sitting in the corner jumping and shit then taunt :tup:

I have a friend who plays a pretty good Vega, out of the three characters I mainly use (Sakura, Dan, Seth) my highest win rate against him is with Dan :tup:

Heh, against Akuma’s Ultra, I love to beat it with Dan Knee. I always say “DENIED” in my deepest voice afterwards.

Shit, I’m not REALLY sorry, but mashing has a huge bad rep. Although what else can you do online?

Yeah, I usually jump Ryu’s Ultra to get Dan’s BnB combo but only from a bit away from him. At point blank I’ll either block or go for the throw, occasionally a Krk but really I don’t use that tool often enough. Honestly it never occurred to me to jump from that close, just assumed it would tag Dan’s big fat gout swollen toes.

Vega is one of my worst match-ups… Vega, Chun Li, Blanka. UGH.