Agreed. Dan’s EX moves aren’t necessary, and hitting his ultra in some combos ends up doing like 50%. I’ve been doing j.roundhouse, c. fierce xx Gadouken into taunt super and then ultra. I find that for me personally that that combo is generally long enough before the super to figure out if you want to go through with the ultra.
If you do that combo straight up jumpin roundhouse crouching fierce xx super taunt xx ultra it does more damage without the gadouken. The point of the standing medium link medium though is that oy can actually see and have more time to make the decision to combo into sper taunt and what not. Youre not married to the combo.
I definitely think Dan’s ex moves are important. What does he have up close to make the opponent afraid of him? If your opponent blocks your crossup or your close standing strong, what do you have that doesn’t take meter that makes him want to sit still? He can hammer out crouching jab/short during your block string, knowing that you can’t cancel into any special move from chained crouching jabs, knowing that he can hit you out of anything else (including almost all of your normals and all your dan kicks, which have 0 priority), and knowing that if you do short dan kick, it’ll either fly over him or he’ll beat its startup. You need to have meter for random dp xx fadc, because even if it’s blocked, it’ll show your opponent that he has to be wary when you’re up close. You need meter for crossup forward kick, standing strong, jab/short xx ex dan kick on characters you can’t just do crossup forward, standing strong, link to dp against. Random ex dan kicks can be good, and they come out much faster than the other versions. And while you can beat lots of jumping attacks with antiair regular dp, there are some that you’ll trade with if you don’t use the ex version.
That’s not to say I haven’t comboed into his taunt super into ultra, or even into regular super. If I don’t see openings for ex moves, there’s no reason to waste them. It’s just that in general I’d rather go for guaranteed damage or likely damage instead of saving meter for a maybe.
Ok. So, maybe his EXs are that important, but I never said they were. I like using the first hit-confirm combo I posted (which takes 2 ex bars). That is where most of my super meter goes.
Anyways, I don’t know if you guys already knew about far MP being super cancel-able, but I was really surprised when I did it (on accident the first time). Yes, the combo is useless to someone who uses ex’s, but if not, then it is probably the best way to combo into the ultra. The combo does work btw. I discovered it myself, and made sure that it all counted as a combo before I posted it.
One correction for you though. You do not need to do EX Gadoken to combo a lvl 2 focus attack in the corner. You can perform a crumple focus from a normal Gadoken. Try: j.HK, close HP, HP Gadoken, lvl 2 focus attack.
Also, the ex-gadoken xx ultra combo is too situational to even try. It is usually a waste of super meter.
Yeah since then i’ve seen that you dont need an ex gadouken to combo to lvl 2 focus.
Concerning EX
The only situation I think you should ever use an ex gadouken are these two:
1.On an opponents wakeup throw out an ex gadouken and focus attack cancel it. If the ex gadouken hits, combo with a lvl 2 focus attack. Or, if they block the ex gadouken, charge up to lvl 3 focus attack and go for teh unblockable. The problem with this is I dont think its very effective vs wakeup reversal dragon punches and the like, im not sure if the ex gadouken beats those or trades or loses.
2.In the corner, after you make an opponent eat or block a lk danku, dash backwards and throw out an ex gadouken. If they eat the ex gadouken, ultra will link.
I was about to post the same question… and then had a sudden hope that your link was actually the answer! :sad:
Had the same issue on Live last night… except it gets worse if the akuma decides to turtle even more. Dan’s doesnt’ seem fast enough to get in to do his work… advice?
I played a couple online. FADC helps, and thankfully most seem to think that DPing on reaction and wakeup cures all ills, allowing for easty close s.HP XX HK Danku. But I fear the one that knows what he’s doing.
Holding up beats both Super and Ultra 90% of the time.
On paper, against a competent Akuma. This match-up seems impossible. If Akuma spams jump fireballs and regular fireballs the only way for Dan to get in is to FADC through the fireballs. But then since Akuma has such good recovery, Dans not in any advantage, hes just closer. And Akuma can jump back and spam more airfireballs and you have the same situation all over again.
If you get Akuma in the corner, you have to be close to do any damage so he can just teleport away and start teh whole thing over again. PLus he has demon flip stuff that he doesnt really need to use, and he can land his ex air fireball combos if he catches Dan trying to FADC through those.
Sounds like a nightmare.
Well Ive found that if I just barely jump over an air fireball right when I land I do a danku kyaku and that either puts me in close range or right behind him if hes jumping again. It is frustrating though especially when both of you are very low on life, most Akuma players just spam the hell out of fireballs for chip damage.
I’ve found against fireball characters it is pretty useful to jump over a fireball when moderately close, and do a LK Danku Kyaku in the air while they are recovering from the projectile.
The problem with the danku/air dankus in the air as a means of moving forward is that a competent akuma will have a meaty combo waiting for you as you recover. It sounds like just use FA absorbs properly… and kinda jump to move in gradually is the only way to go…
This might work against a really scrubby akuma… but try jump taunting to sail as far over as possible, and hope that they don’t have much ready for you.
Runaway Akuma takes a lot patience and anticipation. Dash under his air fireballs to close space. Punish every mistake; the damage handicap is very evident in this fight because every mistakes costs Akuma dearly. You could eat several air fireballs, then get close to him once and connect with s.MP xx HK Dankyu and the match is even again.
BTW about his QCB+HK, its faster in this game than any previous one Dan has been in right? Cuz I only recall being able to do Cr. HP–>QCB+HK in Zero 2, in any other game his QCB+HK can’t be comboed into.