Nah, just on Wake up he does a lot of neutral jumps and back jumps, like seriously holding up on the stick or something. Jump-in’s I can usually predict with a well timed KRK or block and punish, that isn’t a problem unless it lags out. If he is on the other side of the screen with meter and just sitting there, 99% of the time he is going to do EX claw strike thing, so Gadouken to build meter is a bad idea. I do crouch taunt and wait for him, if I got ultra I just bait and block into it.
Just catching up outside of dashing is difficult, and with Vega’s reach it can get annoying after 20+ matches. Thanks for the help, will work on Danku to punish flips definitely.
Hehe, it’s pretty awesome when you go to jump in and they use Ultra so you just Knee him in the face on the way down :tup:
I usually go for the safe option though, just in case I fuck up I’ll jump back with j.MK and try to catch him in a combo or if I have Ultra just vertical jump and Ultra as soon as I land :tup:
Must admit I’m guilty of mashing occasionally, must stop doing it at times as it seems to do more harm than good. If I suspect a throw attempt I usually mash 2-3 times just to make sure.
I think every Ultra than can be jumped over can be jumped over at point blank, Seth’s seems to be the exception depending on your character.
Well a neutral jump you should still be able to hit with a Kouryuken, back jump you’d probably hit with an EX Kouryuken but I don’t really see the harm in it, he’s just giving you some more breathing room.
I think you just need to be patient with Vega, which seems to be the case with a lot of Dan’s matchups really but at least there’s no annoying fireball assault course to get over
Aerial lk danku eats Vega’s walldives alive. If he’s crouching and he doesn’t have charge, jump at him. He has no good anti-airs besides backflip-reversal-thing.
Just walk him into the corner, catch any walldive runaway with lk danku, and walk him down with danku pokes, s.mk, cr.mk, and jump-ins.
I’ve had much more success fighting scrubbier Blankas recently since I started consistently jabbing Hori Balls. The matchup hasn’t really changed, with Hori Balls still being ridiculously all-purpose vs. Dan, but the act of piffing them out of their attack seems to have a cerebral effect.
If I manage to jab them out of ball-spam consistently, they flat out stop doing it, which lets me play real footsies with them until they do something stupid like a deep slide or a Backstep Roll.
Honestly, jabbing a rolling Blanka is a very uplifting experience.
To be more precise, with Dan, at point blank and by inputting the jump during the Ultra start-up, you can’t jump over these Ultras :
-Balrog’s Violent Buffalo
-Blanka’s Lightning Cannonball
-Chun Li’s Hosenka (if you’re in the corner, she’ll juggle you, otherwise she’ll drop you)
-Guile’s Flash Explosion (even though it dramatically reduces the damage taken)
-Vega’s Bloody High Claw
-Zangief’s Ultimate Atomic BUUSTAAAAAH
Against Ken’s and Gouken’s, you have to jump forward.
About Boxer’s Ultra, I forgot that he could hold the kicks button to hit over his head. It does catch you. Sorry 'bout that.
Dictator’s Ultra don’t catch you, I’m positive 'bout that mate.
Typically when I block Viper’s Ultra I’ll wait for her to land then do a c.hp xx Danku (I’ll taunt too but you can’t see it for all the smoke and pyrotechnics) BUUUT i was wondering if you can possibly do a j.mk/j.hk xx c.hp xx hk.Danku, just thought of this the other day and haven’t tested it yet.
To punish Viper/Ken/Ryu’s Ultras (and probably others too, if they have exceedingly long recoveries), there’s no reason you couldn’t start with a jumping move. If you’re right next to them, neutral jump HP would probably be the best move to use, since neutral jump HK goes above Dan’s head, and neutral jump MK doesn’t have as much hitstun.
Well shit. Now I’ll have to work out the timing for this so I don’t knock her out of the air or have her block…
I’ve tried jumping in on Ryu but I routinely foul up the combo, not sure if it is something to do with his hitbox after the Ultra or just me flubbing the timing/spacing, so now I just play it safe and jump in and do the bnb. Maybe I need to get in the training room for a bit.
There’s been times when after blocking Viper’s Ultra I walk forward a bit and charge an FA3 but hit her before she actually properly lands so send her spinning instead XD (still easy to catch an Ultra or Kouryuken from that :P)
With Ryu’s there’s enough time to jump over and charge up a FA2 before he’s able to recover.
Greetings, fellow Dan players! Say hello to your newest Saikyo student!
I figure this is the closest thing to a Dan general thread there is, so I thought I’d introduce myself here, along with obligatory pleas for advice!
I guess I’ll start out with some basic questions.
My standard anti-wakeup “Knee of Justice” seems to work really, really well on most of the cast, especially when followed up with the cl.mp pressure string loop I stole from Hibiki-San’s videos. The one thing that worries me, though, is throwing this out against Shoto characters - I know I’m technically supposed to beat/trade with/sail right over most of their DPs, but for some reason I can never seem to do anything but get beat cleanly 100% of the time. Is my timing off or is this whole strategy a bad idea?
Do I get a free Ultra vs Akuma air fireball?
Are FADC combos worth it, or should I save for a super taunt cancel instead?
Is mk my good jump-in attack? What else should I be using?
Okay, seriously. Air LK knee is weird. I never know when to use it during my jump to beat air attacks, most of the time it just ends up getting me swatted straight out of the air. Do I time it late? Early? Also, what characters can beat my air knee cleanly?
**How the fuck do I beat Guile?
**
All that aside, I’d love to get some practice in over XBL with anybody here (versus any character). Feel free to add me!
I think Knee of Justice beating or “jumping” Dragon Punches is dependant on timing and spacing, think the idea is to be close enough to stuff light versions but bounce over heavy versions. Saying that I think certain DPs wil just beat you clean regardless
Believe so.
Yes and no. It’s easy enough to stuff up a Gadouken FADC combo so I generally stick with the simple stuff to punish. FADCing Kouryukens for safety is always a good idea, plus you can (try to) follow up with an addition attack if you land it. EX Dankuu is too sexy not to use, shouldn’t really be saving up for Super but if you happen to have it available then by all means do Legendary Taunt cancel if you get the chance
Personally I use j.HK for straight jump-ins and j.MK and j.LK for cross-ups. Vertical j.MK is good AA and vertical j.HP is pretty good on wake-up (but is slow as hell).
Well timed normal AAs can still smack Air Knee clean, if you’re trying to beat them you’ll want to time it later than usual so it changes your trajectory and hopefully hops over the AA and smack them clean in the face. Generally any typical dragon punch type move can smack it clean out of the air, any good AA can as well but timing must be correct.
I hear good things about (Air) Knee beating Flash Kicks and even Super/Ultra, really depends on the type of Guile but the good defensive ones will be harder to crack than offensive ones.
I’ve been having a lot of trouble with Guile (now that I’m in G2 and they’re, you know, smart), but I find a good strategy is to bait out a lot of flash kicks. Depending on your positioning, you can stuff them with a jumping LK or an aerial Knee of Justice. I get my ass kicked a lot with the aerial Knee, but it’s great if you end up just above or below an aerial opponent midjump. I’ve pissed off many a Guile like this. Versus jumping attacks from other opponents, I find the earlier you stick the knee out, the better. LK on its own is a great air attack too; I have no idea if it crosses up or any of that jazz, but it’s quick and great for stuffing improperly timed Shoryukens, Tiger Uppercuts, and the like. You can often get in a grab right after it, too! (unless they’re thinking of that too, in which case you should backdash and wait for another mistake.)
The knee against Shoryukens can be tricky to time. I have most success using it on a missed Shoryuken, as more often than not I’m shoryukened out of the air and fireballed if I try to jump in with it.
Also, grab. It is your friend, especially against turtling characters like Guile.
As for FADC combos… whoo… I can’t pull those off at all. I just save my bar for EX moves.
Above all, be patient. Let the opponent get irritated and attack first. This is when you can see what they like to do, and punish accordingly. Really generic tip, I know, but I can’t tell you how often I get my ass handed to me because I try to rush them down (BAD idea with Dan). Play keep away until you see some good openings.