Option 1) With the power of Saikyo~! (your mileage may vary)
Option 2) With a 2x4 to the head, but don’t hit his hair, that gel is made of kevlar and diamond dust. End result, broken 2x4, and a Flash Kick to the Saikyo-sack.
Option 3) Find the Guile players house, and beat THEM with a 2x4.
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Knee of Justice: learn the spacing through experience. I dunno how to explain it.
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Yep! At proper spacing, anyway. I mean, you gotta hit him.
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If you can do 'em consistently (I can, toot toot) they generally are.
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j. HK has really good range. j.mk is his crossup. j. lk is good for fake crossup. n.j. MP juggles after koryuken FADC.
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Early beats pretty much everything air to air…but can get AA’d easily.
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lol. get good with ryu.
Even if it is just a joke you shouldn’t be saying that here D:
I like to bait out a flash kick by starting a FA JUST out of its range on Guile’s wake-up, DON’T try it if he has meter. Also, once he’s tagged you with a flash kick when you do this, wait a bit and try again but dash back and it will all but guarantee you a chance to punish his whiffed Flash Kick.
Punish the double hit c.hk with KRK or EX.Danku.
KRK his Sonic boom trap on your wake-up, you should go through it and just clip him in the head from a surprising distance out, LEARN the distance.
If he likes to do a string of c.lk then the hop forward knee then a string of c.lk throw him or KRK him out of the knee.
LEARN the recovery on his Sonic Boom, it is very fast and a lot of tricks that work on Shotos won’t with Guile, he’ll be able to block before you get in.
Once he starts baiting your air lk.Danku in order to throw you, DON’T keep doing it. Althoug with proper spacing you can do an EXTREMELY early mk or hk.Danku and surprise him before he can do the air throw.
Timed right close in cross ups can be pretty safe as the Flash Kick has to start very early not to whiff and give you time to punish.
Watch him to see how much time he might have had to charge, and ALWAYS keep an eye on his meter, it very much changes his options to counter your shedanigans.
SaikyoBeast,
Holy shit. I was listening to This Year when I opened this thread. One of my top ten songs, liek 4 realz.
And Ultra :tup:
No good Guile will use c.HK like at all, the only way Guile can get away with it is if there’s that much lag to stop you from reacting in time. But that’s why I love Guile scrubs more than shoto scrubs, they really are that much easier to punish and walk straight over
Hey guys, I’m currently crawling my way through G2 on PSN with Dan in hopes of taking him to G1. I thought I’d say hi and drop a few personal saikyo match up tips.
Ken:
On whiff or blocked ultra, jump straight up and as you both are rising, air taunt him in his SRK happy face. The air taunt should take you as high as ken, which is hilarious. Punish once grounded, your ultra should safely connect while he is in recovery.
Ryu:
On wide open or preemptive ultra, jump behind and air taunt before you land. Unleash your ultra when you land if its loaded, you’ll have PLENTY of time.
Viper:
If you get lucky and do low kick knee of justice on Viper’s wake-up ultra, immediately do crouching taunt on the other side. Her ultra only hits in front of her which makes for an awesome Dan silhouette behind the smoke shouting “What’s the problem?” Jump and air taunt as she rises for double saikyo points.
Akuma:
If Akuma has ultra, run to the corner and spam jab, jab, short, fierce (while dodging his angry fireballs of course). This is more of a taunt to Akuma players than any stock taunt Dan has. If he’s trying to force you to jump over his fireballs and into his ultra, simply do Dan kicks to glide over his ultra. Lastly, over any open ultra, counter with your own ultra, or jump and air taunt for maximum saikyo.
Sagat:
If full screen away and he throws a high tiger, do crouching taunt. Savor every last pixel as the orange glow sails over Dan’s head…
These are the kind of advanced taunt-based tactical developments we’ve been missing around here.
I’m going to implement this shit post haste.
POST HASTE!
Great post creffca. Can’t wait to try that Ken one. I normally just do a butt slap in that situation but air taunt sounds even better!
Hehe, some of that is pretty obvious but the Ken one in particular is nice :tup:
I actually tested some of these amazing developments.
Watch out on the Ken one. If you do the full Jumping Taunt after coming out of blockstun going straight up, you’ll switch sides with Ken on landing along with an uncomfortable window to link into the Ultra. Keep the jump short.
Hmm. Better to taunt early or after the apex? I would assume the first…
Taunt late, so you don’t fly so high.
Glad I could give something back after basing most (all?) of my style off of what I’ve seen on this board. I agree, the Ken taunt is very risky. Its so much fun to taunt as you both go up so you can match his height, but you forfeit your counter ultra doing so. Later is safer. That viper taunt is my favorite though. Nothing like taunting while someone’s ultra is going off!!
On a somewhat serious note, I believe taunts have a place as an offensive tool (not meaning to offend the player, but I mean as an act of aggression). There is a major difference between spamming taunts from full screen and dropping well placed taunts to drive the point that you are mentally dominating your opponent. As some have pointed out, Dan is all about meta-game. Taunting the other player when they’ve made a grave mistake chips away at their mental hold in the match. If you spam taunt relentlessly you give up your mental control of the match as the other player will most likely write you off as a buffoon or as just messing around (which is fun in itself too sometimes!). Some players say when they’re taunted it just makes them try harder. This is actually counter-productive as “trying harder” means less focus and they usually end up making more small mistakes for you to capitalize on. Use Dan’s underdog status and taunting ability as a weapon to get inside the other player’s head. Once you’ve beaten someone mentally, you’ve pretty much already won.
Of course, this only applies to your run-of-the-mill online player! I’m sure high level players will shrug and more than likely not even give you an opening to pull any saikyo.
After a back throw you can taunt and cancel into another throw or Kouryuken as they get up so it has “some” practical applications as well
Now if only taunts did something so they’d be more useful than just looking awesome
What should I do when someone’s in the corner? I saw this in a video: cr. mp xx lk danku rinse and repeat. It worked on a Bison today (near double perfect) but is there anything else I should do? I feel so naked when I do this
Mix it up after the Dan Knee with throws, back dashes, Kouryukens (FADC’d preferably), EX Dankuu combo maybe even Focus Attacks (suggest Lv1 then back dash) and vertical jumps as well as the Knee “combo”.
The corner is exactly where you want them, some characters have a nightmare getting out (Dhalsim for one) so you’ll want to keep them there as long as possible.
There’s also j.MK cross-up into combo or fake cross-up j.LK (might cross-up on certain characters depending on distance).
Thanks Also, can I do anything after an FADC Kouryuken?
Yes. If you watch Sanford in action, he always does a Neutral Jumping MP. You can also HK Danku (The last two hits juggle), but it’s a tight link.
If you want a ridiculously tight link, you can also jump into an instant EX Danku…
The n.j.MP is the best bet, I would say, as it does a fair amount of damage compared to the other options, and you don’t have to buffer mid-dash, making it safer if your opponent blocks the KRK.
Yeah go for the n.j.MP, HK Dankuu link is just weird, think it’s spacing dependant and stuff. When you land it you’re at a good range to fly in with an EX Dankuu when you both land, it’s so fast the only thing that’ll (probably) beat it is a dragon punch (and lariat probably >.>) but they’d have to predict your attack, which is unlikely.
What’s the rough frame advantage on that? Do you have one on landing?