How to Apply Wakeup and Corner Pressure
The only thing Dan is good at. His corner game lets him dominate certain characters like Vega, Abel, Dhalsim, Fuerte, Gouken, Sakura, Gen and a ton of others if you catch them without meter.
LK Danku is key here. Straight LK Danku will stop a lot of characters in their tracks, and a lot of opponents don’t have the know-how to deal with wakeup Dankus (Blocking > Guess the Following Mixup) so you may find yourself simply stuffing their desperate attempts to get out with a special, a feeble Shoryuken or EX moves. LK Danku on wakeup is a good way to measure your opponent’s reactions, so long as you keep an eye out for wakeup Ultras or dangerous FADC combos. A 17 frame startup means they may be able to counter that on reaction if they’re on point and buffering Ultra.
Neutral Jumping LK Danku can keep close pressure on a few characters that you couldn’t otherwise. Done correctly, it forces characters like Gief to actually block or Focus if they he doesn’t have any EX to spare. Done incorrectly, you’ll whiff with a ton of landing lag, so be careful. Certain characters like Bison get crossed up if they try to block corner grounded LK Danku.
Another thing to be wary of, is doing LK Danku too close to crouching opponents. You may hop right over them, leaving yourself open to a throw or jab combo.
Dan’s wakeup games is the tiny diamond in the rough. He can keep pressure, especially in the corner, versus most of the cast. Being the gimped rushdown character that he is, you want the knockdown. It’s your best asset in a match. Getting in their face is imperitive, as it means you can avoid playing an uphill footsy battle while abusing the delicious frame advantage a meaty LK Danku gets you.
Note that most characters can counter a wakeup Danku with a reversal, but that doesn’t mean you shouldn’t throw one out from time to time. If you think your opponent is too wary to DP or whatever, throw one out. You may tag them trying to throw, jump, or at the very least, nab yourself that frame advantage.
Characters to Throw Meaty LK Dankus with Reckless Abandon Against on Wakeup (And other neat wakeup shenanigans)
Akuma - Spaced correctly, it either eats through his Shoryukens, or he teleports away. Hold off on a Danku to set us up the teleport bait if the Akuma doesn’t like to block.
Gouken - This guy’s free. Timed properly, LK Danku beats all Reversals. Mix wakeup pressure with throws and crossups when he’s too scared to Kongoshin. Bait a desperation EX Tatsumaki or Ultra for a massive punish. Follow up any blocked Dankus with regular mixups, a dashback for safety or even another LK Danku if you suspect Kongoshin mashing.
Cammy - No. Cannon Spike eats LK Danku. Pressure with well-timed cross-ups.
**Fei Long **- WATAAAA- No. Shien Kick eats it. Still need to study the specifics.
Ryu - No-douken. You can, but you’ll get stuffed by an HP Shoryuken and trade with LP Shoryuken.
Chun - Yes. Careful with the spacing, as her hitbox makes her very susceptible to whiffs. When she has no meter, go nuts. It’ll stuff everything (She may have some crouching normal shenanigans, but neither I nor Chuns know this, so Danku away). When she has meter, use the terror of LK Danku to bait EX SBK whilst you backdash and sweep/Ultra.
Blanka - Danku’s a bad idea. It gets beat out by Electricity or Blanka Balls. If you’re predicting Electricity, you can punish with cr.MK xx Gadouken or cr.MK xx Dankus. If he’s throwing out EX Roll, you’ll have to block.
Dhalsim - If you manage to get him on his knockdown, Danku to keep pressure on him. If you get him in the corner, work your magic, but watch out for Super. Spaced properly, you’ll hop right past Ultra and pop him in the face.
**Honda **- If he has no EX. You can stuff Headbutts and Sumo Splash with careful spacing, the problem being Honda with EX Bar is near unpressurable. Bait wakeup EX moves to drain his EX Stocks then try and score a knockdown.
Zangief - Doing a nj.Air LK Danku too high, and you’re vulnerable to Crouch > SPD. Do one too low, and you get a Lariat. There’s a sweetspot where he can only punish with EX Greenhand. Do a meaty grounded Danku is asking for trouble. On the other hand, doing an earlier LK Danku from further away will stuff an EX Greenhand. Also, don’t be afraid to meaty EX Gadouken from max range on Gief’s wakeup. EX Greenhand should clash with the Gadouken twice (Needs moar testing).
Guile - Flash Kick beats out LK Danku. With proper spacing, aerial LK Danku beats out Flash Kick, Super AND Ultra. Tee hee. Lots of Guile players don’t know this. I recommend taunting afterwards for maximum effect. Aerial Danku on wakeup is very dangerous though, so avoid overuse, as Guile can simply crouch to avoid them. Pressuring with cross-ups are a good idea aswell. Keep him guessing and don’t let him get away.
Ken - LK Danku eats FP.Shoryuken free, but not MP or LP.Shoryuken. Good to know if you’re playing “Flowchart Ken #5934” A deep LK Danku will hop right over all DPs, opening him up for an easy EX Danku or s.MK. Careful, though. Hop-over LK Danku’s get beat by cr.LP. Keep pressure and apply the mixups.
Seth - He can teleport and Shoryuken. Good luck trying to keep pressure on him. You can cross him up relatively safely, I think.
M. Bison - If he doesn’t have EX, LK Danku. If he does have EX, get ready for the inevitable EX Psycho Crusher. If you get him in the corner, keep pressuring with deep LK Dankus. Most Bison players will have a tough time finding a way out if they don’t have EX meter to spend. Timed properly, Danku will hop over his Ultra in the corner with no risk of Danku whiffing if he doesn’t.
Sagat - Tiger Uppercut makes this guy a bit too scary to pressure, though Danku will trade and keep you safe from Ultra with all the pushback. Your best bet is to cross him up.
Vega - HAHAHAHAHA. Always Danku once you got him down. He can’t backflip at either speed, because you can punish with throw or cr.MK xx Anything. In the corner, just spam Danku followed by mixups. If he tries to PPP backflip, Ultra him. Spaced properly, Vega can’t hit you with anything in retaliation.
Balrog - Not a guy you want to pressure with Danku due to Headbutt. Your best bet is actually a meaty cr.MK xx EX Danku. It beats Headbutt and all of his other EX moves outside of EX Dash Punch, and is fairly safe (It’s a 1-frame link on Balrog’s part to punish it). If he doesn’t have EX, you can use the tried-and-true cr.MK xx Gadouken, or you can always opt for cr.MK xx HK Danku, which will combo if he tries any reversals and leave you safe on block if he doesn’t reversal the cr.MK with Headbutt.
Abel - LK Danku all the way. He can’t deal. If you can predict his rolls, you can nab him with a throw. Danku strings work great in this matchup. Keep pressure and don’t be afraid to GTFO if Abel’s gaining momentum. Whoever gets the knockdown first wins.
C.Viper - Thunder Knuckle stuffs Dankus.
**Rufus **- If he’s got EX, you can bait EX Messiah and punish with a jumpback HK. Problem is the jump can be punished with EX Snake Strike. If he’s got no meter, Danku spam his wakeup and don’t let him build meter by rushing him down. It sounds like a bad idea, but it beats playing footsies, and properly spaced LK Dankus give you the frame advantage.
El Fuerte - Danku. Danku some more. You can counter his dashing game with Danku. You can avoid any specials with Danku. You can pressure his wakeup with Danku. You can bait Ultra with MK and HK Danku. You can’t be hit with Super during LK Danku. He can escape with EX Guacamole, but it’ll miss all(?) attempted LK Danku pressure. Danku. Mixup with throws, DPs, Focus Attacks.
Sakura - If she has no meter, you can safely pressure with LK Danku if it’s spaced properly. If she does have meter, you run the risk of getting hit with EX Shouoken. Because of her tiny hitbox, hop-over Dankus are a problem if you’re not spacing properly.
Rose - You’re pretty safe on this one. Properly spaced, she can’t hit you with anything. Danku spam and mixup where appropriate.
Dan - Why are you using Danku when you could be taunting? Besides, Dan has a great Koryuken. It’s dangerous pressuring him from the front.
Gen - Properly spaced, he can’t do anything but block or dash back. Mixup with HK Danku if he starts dashing backwards.