Dan Strategies and Match-ups

The link is that bad? It doesn’t seem that way. I’ve had way more problems getting out the HK Danku juggle.

EDIT: Also, how the heck do I get out of G3? I’ve been stuck here for eons unable to find any matches whatsoever.

EDIT MK.II: A couple of things I forgot - Ultra off of reversal AA focus is probably the coolest shenanigan I’ve come across. Hard to set up for but so awesome when it lands. Also, what can I do after an AA KRK? The same options I have off of a FADC’d KRK? I’ve just been doing EX Gadoken for the amusement factor.

Here’s the vid I promised a while back of Dan’s jHK crossing up and linking to Ultra.

[media=youtube]EW0rrmaBKv8[/media]

Risky but it’s there. Enjoy!

No idea, it’s pretty impossible to tell :stuck_out_tongue: You’re still rising when you hit them but they still have to do that little mid-air flip before descending.

You just have to be quick with jumping and doing EX Dankuu like in Ken’s Hard #5 trial but from what I’ve seen you only seem to land one hit so really not worth it.

That’s why I got myself to G2 a while back, so won’t be stuck with no one to play but I don’t play Championship Mode anymore anyways :stuck_out_tongue:

Reversal AA focus? If it is a reversal it’ll break focus so I don’t know what you’re talking about x_x;; EX Kouryuken would do more damage than EX Gadouken but still not an aweful lot of added damage for the meter, I’d rather just use HP version as AA and not bother with the juggle. If you catch them almost directly above you you may be able to land a Dankuu, best to go with MK version in case you don’t so they can’t quick getup and hit you whilst you’re still recovering.

I imagine it’s character specific too. You wouldn’t link into Ultra unless you just jumped over a fireball and therefore knew the j.HK would land :stuck_out_tongue:

I guess a counter hit then? What I’m referring to is when you smack somebody in the air with a focus attack and they’re sent twirling away instead of just falling back.

There are five things you can try after a lp koryu AA.

[list]
[]EX Koryu for 60 damage, fairly reliable
[
]EX Gadouken for 60? damage, equally reliable
[]Air EX Danku, I’ve never tried it
[
]Immediately HK Danku. Your lp koryu has to hit really meaty for this to work, though
[]Neutral j.mp. I don’t know if this connects with spacing though.
[
]Has anyone ever tried to do air hk danku? I wanna try that now.
[/list]

You are right, it is character specific, albeit the only character I know off the top of my head I couldn’t get the link on was Seth. I used Dhalsim for the vid… because it’s pretty easy on him, to be honest.

That’s just hitting them in the air with a Focus Attack. FA1 think they just plop to the ground, FA2 they spin a little and have juggle properties so it’s possible to connect a Kouryuken if you’re quick enough, FA3 makes them spin for miles and gives them “free juggle” properties allowing for Ultra to land otherwise it’s easy to hit them with a Kouryuken.

n.j.MP always connects, you just have to be quick on the timing but the spacing is fine.

Can’t remember who said it but it’s around these forums somewhere, when it comes to Dankuu juggles the first hit can’t juggle but the second and third can. So the problem with trying to use air Dankuu other than EX is the first hit can’t connect and obviously the follow-ups would be too slow to land :frowning:

I’m hoping EX Kouryuken will allow both hits to juggle in SSF4 shakes fist

Yeah, anti-air level 3 focus -> ultra is really easy and really really good.

FA1 puts them into a limited juggle state. Pretty sure something like EX Koryu would work for one hit. FA2 is anything juggles. Usually a hp koryuken is your best bet because they don’t stay in the air for long. FA3 I haven’t tested with Dan but I would guess hp koryuken would be best without ultra.

Let’s talk about mindgames/setups for the Knee of Justice. In case anyone doesn’t know, if you try to do the knee too close it will whiff on some crouching characters. cr.lk xx knee, cr.lp xx knee, s.lp xx knee, and cr.mp xx knee all have this problem up close. The thing is, you want to be close enough to land the knee but not quite so close that you don’t get any frame advantage on block. I’ve figured out that the best solution is to start off my strings with cr.mk xx knee. It never whiffs and it hits low too. Close s.mp has great blockstun for the knee, but I believe it too can make the knee whiff at point-blank range and obviously you have to be close to do it. Cr.mk is great because it always gives you the spacing you want for non-whiffing and frame advantage on the followup.

So here’s an example of a danku string for me.

Crossup j.mk -> cr.mk xx lk danku -> s.mp xx lk danku -> cr.lk xx lk danku (now I’m at point blank range again) -> cr.mk xx lk danku…

So basically you want to use the slowest normal you can get away with so that you can get the maximum amount of pushback. However, it’s possible to be jabbed out of the cr.mk if you’re only +1 or +2 on block (which is how you’ll be up close), so that’s when you need to use cr.lk, koryuken FADC, or throw.

Up close I’m going to start doing neutral jump lk danku in my strings because it beats throw tech. Neutral j.hp is also a great way to apply pressure and get a mixup out of the string. This sets up empty jump throw/cr.lk/late danku later. If you’re feeling ballsy, obviously you can go for a crossup or jump-in during the string.

Being DP’d out of a string is not as big a deal as you might think. Most DPs will trade with your Knee in your favor because you’ll get tagged with the anti-air hit. And if you quick stand you can dash back in to be in s.mk range again. However, getting DP’d out of your normal leading up to the knee is a big deal. To beat this, you need to throw in delayed cr.lk’s, koryuken fadc, backdashes (Dan’s backdash is sexy good), and really just guessing. Doing cr.lk or cr.mk after a very plus on block knee is important too because if there’s no reversal window for them to DP they eat the normal for free because they’re obviously not blocking. This encourages them to block.

Sometimes you want to end a string with a gadouken so that you can stop from becoming predictable. Normals cancelled into gadoukens are good frame traps even if they push the opponent back. Follow it up with an EX/ hk danku if you want to get back in. Gadouken FADCs can pay off immensely in blockstrings, but they are kinda a guess.

cr.mp xx lk danku crosses up Dictator and Akuma at point blank range. I believe meaty knee crosses up balrog on wakeup.

In case anyone doesn’t know, lk knee is basically the best and safest meaty in the goddamn game. It won’t whiff, it will be plus on block massively, and it will beat almost all DPs in the game or make them whiff so you can punish.

Here’s a little tidbit for the record.

If you find yourself landing the Koryuken FADC n.j.MP with your opponent in the corner, a s.FP or cr.MK will end up being real meaty if you throw it out as you land. Good for keeping pressure if you’re expecting them to not mash out DP.

c.MK xx Knee sounds like a good option in that case then :tup:

Forgive me if this already in the thread, but im having issues with my Saikyo, =P. Lately, especially when i go up against characters like Sagat when i get a knockdown i always feel extremely intimidated and usually mess up what im going to do next or always guess wrong in fear of whatever im going to do is gonna get beat horribly. Is it Sagat’s large health pool? That hes towering over me with his horrible depth perception but still manages to combo and trade into ultra? I don’t know, but it just seems like my options are much more limited as to what i can do when facing Sagat in comparison to other characters.

Any tips in general are also appreciated. I’m really planning to place in the next tournament i attend, which won’t be until late January or February. A pipe dream at best i know, but I’m gonna try damnit.

Sagat is very ugly, so that’s probably what you’re feeling. It’s not intimidation, it’s disgust. Really, who wants to be looking at a big one-eyed scarred circus freak with a far too unhealthy obsession with tigers?

When you get a knockdown on Sagat, and he doesn’t have an Ultra, don’t be afraid to bring the Knee. The Tiger Uppercut will either beat it or trade with it, but if you can condition him to do wakeup Tiger Uppercuts, that gives you free blocks and punishes down the road. Alternately, Sagat has no real defense against crossups, so practice the timing to cross him up after you knock him down. That way you can keep him on the defensive, which is where you want him to be.

Against Sagat, you want to try to provoke him into making mistakes and then punish those mistakes heavily. You want to get into his face and then stay there (be quick to tech his throws, lest he toss you out once more). You want to wind up making him look like a random XBL reversal masher while you calmly and deliberately take him down. I’m sure that’s easier said than done against the really good Sagats, but lets face it, most Sagats aren’t really good. You can’t let them get into your head before the game, or else they’ve already won.

Next tournament, tell yourself that you’re better than they are because you’re Dan and Dan’s awesome. Don’t necessarily tell them that, but tell yourself. :wink:

A backdash can’t escape a Tiger Uppercut, can it?

Cross-ups are great unless he gets a McReversal and flips him around >.> Vertical jumps might actually make Tiger Uppercuts go under them.

When you want him to waste meter fake aggression, whiff lots of moves when he’s on the ground but be out of throw range and get ready to block a TU FADC, and then tech the throw :stuck_out_tongue:

For those of you who can read other players well, here’s a pretty effective strategy against Zangief (because he’s one of Dan’s worst match ups). I use it all the time online.

Problem: Can’t get in close (where you want to be) and apply pressure without getting SPD/grabbed
Observation: Gief players usually have trouble doing a 360 motion fast enough
Solution: Do a jump-in lk and throw immediately. Repeat this until they can figure out a way to block your tactic (sadly some never do).

After they go down, if they:

  1. buffer SPD while on ground, jump-in lk and KRK immediately or their SPD will get you
  2. neutral jump and headbutt (to prevent jump-in), dash/hk danku/ex danku while they’re in mid-air to catch them as they come down with throw/combo
  3. start doing SPDs fast enough to grab you before you can throw them, start doing jump-in lk and KRK immediately, it will always beat out a SPD/grab
  4. start teching your throws after jump-in lk, do a KRK on the next jump-in to punish them

After you go down, if they:

  1. jump back and forth between you (to buffer SPD), dash away when you get up (KRK can be blocked if they empty jump so don’t do wake-up KRK too often)
  2. do anything other than 1, block low but be ready to throw as you can probably expect a lariat or throw coming, cr.hk should take care of lariats and being ready to tech a throw should be good to get some space between you. I have yet to see a Gief pull off a SPD motion on the ground without jumping.

Basically Dan’s Gief strategy should always be to do jump-in lk followed by a throw. If they smarten up then start doing jump-in lk followed by KRK. Never do air lk danku as it will give him enough block-stun to buffer the SPD motion.

Does j.LK stuff Lariats? I just use Air Knees on him all day, sometimes they never get that it keeps beating Lariat :lol:

j. lk does stuff it, but for lariat wouldn’t recommend.

There MIGHT be a reason to use j. lk now, but I think it’s too risky unless you have a predictable opponent. Was thinking how jump lk stuffs TU, and you can backdash to bait another reversal and punish. With Giefs, in my experience, tend to mash out lariat or SPD if you mess up a jump in string. Tested this several times in training mode mashing/turbo lariat. When you land a j. lk around Zangief’s upper hit box area, if he reversals lariat, your ultra/super/koryuken will win. I am unsure about EX banishing flat and super/ultra though… assuming it would still work but it’s an interesting bait to me, to say the least. Reason you would do this is to get raw damage, no scaling, but again it isn’t hit confirmable. However I think if they have knowledge of this, it might allow more mind games. Last thing, this doesn’t seem to be consistent with a cross up lk, as far as I know.

Gah, this thing is so disorganized!

Good job on the info guys, I just don’t implement the stuff. Should we really work on a new one though, to maybe get things organized for Super (I have a feeling that half of the stuff will remain mostly the same anyways).

Instead of making a new thread, I’ll just leave this here.

It’s fairly basic stuff, with a bit of matchup specific strategies. Nothing too special. In the end, I really didn’t think it was thread worthy.

Anyone feel free to add any matchup info in regards to wakeup pressure.

I figure we can hold off on any info compilation until Super comes out.

Couldn’t Gen EX Oga to get away? Also, I thought that versus Ryu a ‘hop over Danku’ stuffed a lp shoryu and the hp shoryu whiffed, allowing you to punish with ultra.

He does say without meter :slight_smile:

Rose and Abel can catch LK Dankuu on wakeup with Soul Throw and Falling Sky respectively, not ideal wakeup moves to use but if they catch on you’ll have to backoff and mix things up a bit more.