Dan Strategies and Match-ups

Welcome to February 2009. :lol:

Yeah, you’re going to get stonewalled pretty bad by a lot of characters. Luckily, Chun and Sakura are very susceptible to wakeup shenanigans. If your execution is on point, you can keep on a solid pressure game once you get in and mix it up for big quantities of the Massive Damage.

Bully your way in with Dankus, KRK FADC or what-have-you. Just get in and get that knockdown. Once you’re inside, the playing field is more-or-less leveled. Pressure, then bait EX reversals and punish accordingly.

The Blanka matchup is a bit more frustrating. You just have to know what he’s going to do and punish accordingly. KRK FADC Haoh his ballspam. cr.MK xx Gadouken on wakeup Electricity. Block/Dashback from wakeup Vert balls. Watch out for wakeup Ultras.

Hello, I’m the Chun/Sakura player Scwarlock is referencing. Since I have no idea how to beat any of the stuff I do with Dan, maybe I can at least clarify some of the problems he’s encountering to get an answer with more detail than this.

“Bully your way in with Dankus” is basically his gameplan. He’s got the theory down, but he’s having trouble getting past Chun’s normals (fp, sp, jab, anything really), most of which beat the Danku clean. Ditto with Sakura, except it’s mostly just s.fp, s.rh, and c.mp. He’s looking for a way to nullify this wall that doesn’t involve jumping from midrange, cuz that certainly isn’t effective against Chun. With Sakura, c.mp basically beats everything Dan has inside the range of Sakura’s little karate chop. LK Dankus included.

Also, could you clarify what you mean by ‘wakeup pressure’ with Dan? Like specifically the things you’re looking for, option-selects you use to punish backdash, etc. I don’t think Chun’s as vulnerable to wakeup tricks as you think :stuck_out_tongue: Like I said, I know very little about what Dan’s options are, so if you could be more specific I’ll do my best to help my Dan buddy :slight_smile:

Oh, and a nifty little trick for y’all: If you get a forward throw, dash x3 and LK Danku, you hop over their body in time for them to whiff a wakeup SRK if you get on it right quick :slight_smile: Not exactly groundbreaking, but I laugh every time Scwarlock does it to people.

Wake-up pressure is basically LK Dankuu or combos that lead into it :stuck_out_tongue:

Dan has more poking range than Sakura with Gadouken, longest thing she has is s.HK and that’s not all that fast. Dan’s c.MK probably has more range than Sakura’s c.MP too, if he can get within c.MK range he can try cancelling one into Dankuu (any version really) and that’ll let him get inside and start his mix-ups. Otherwise he’s stuck outside trying to poke with Gadoukens and s.MK, looking for that opportunity to get a jump in, poking with EX Dankuu is good too since it has good range and is really quick.

After a forward throw you have time for 2 dashes which gets you up in their face just as they’re getting up, if they throw a reversal DP you’ll get hit if you’re not blocking or at least using a move with as much or more invincibility :xeye:

Sakura’s c.mp has a 3 frame startup and beats Dan’s c.mk clean most of the time. Is it advisable to stand outside of her c.mp and s.fp range and just throw Gadokens and poke with s.mk? Obviously the goal against Sakura is to stay out of c.fp range, so is that how Dan can be most effective?

I main Chun, Sakura’s just a little side project :stuck_out_tongue: Any Dan vs Chun advice you have in relation to these issues would be helpful!

No it isn’t, c.MP is a 5 frame start-up move, only 3 frame moves Sakura has are all jabs and shorts and close s.HP. c.MP is pretty good at beating out other moves but it’s range is limited, you don’t really throw it out randomly when you’re out of range and both of Dan’s c.MK and Dankuu have farther range. Dan can probably also Air Knee over Sakura’s c.HP and smack her in the face, then he can ride the one knock down with wake-up Knees for a while.

Chun’s a bitch, there’s no two ways about it. Air Knee might be able to beat out her AA other than EX SBK, j.LK is good for beating that. Just have to play patient and wait for a knock down, then bully with wake-up Knees and use cross-up j.LK to bait and beat EX SBK. Best to use c.MK xx Gadouken/EX Dankuu combo since s.MP/s.HP xx Dankuu doesn’t combo on a crouching Chun.

so… you’re saying that beating Dan’s c.mk and Dankus with c.mp isn’t a factor in the matchup because sakura’s c.mp range isn’t very good? in my experience it’s a tool that shuts down Dan’s offense pretty hard, as it beats the startup of the LK Danku from close range & beats the other Dankus clean. It’s also safe enough that I can hit the button with reckless abandon, cuz I haven’t seen anything beat it yet. I suppose what I’m asking is whether Dan has another option at close range to open up Sakura besides c.mk. Is there an ideal spacing where the LK Danku is in active frames & will at worst trade for a knockdown, or is it too weak?

While I’m speaking to someone who evidently pays closer attention to frame data than I do, how’s the frame advantage on a blocked LK danku? Can he use it as a way to get past the wall of normals and then begin a blockstring or some sort of tricks, or am i gonna be able to start jabbing at him?

Dan’s air knee beats all of Chun’s anti-airs (s.fp, s.mk, df.lk) except EX SBK & c.mp due to how low Chun’s hitbox goes (and c/fs.jab LOL). Unfortunately, c.mp puts Dan at a range that is wholly advantageous for Chun. Is a bad matchup just a bad matchup?

It depends on how meaty the danku hits. It’s +0 non-meaty but can be up to +9 if it hits from far away. So if you are crouching and Dan does a s.mp/cr.hp xx lk Danku you really can’t jab him in between the danku and the followup normal if he does something like s.mp, cr.lp, or cr.lk. And jabbing between the normal and the danku is dependent on what normal he cancels into it. On something like s.mp xx lk danku it’s basically impossible. It’s pretty hard to jab something like cr.mp xx lk danku but easy to jab cr.lk/cr.lp xx lk danku.

So he can do something similar to my Sakura bullshit (s.fp xx lk tatsu -> c.fp xx lk tatsu -> c.mp xx lk tatsu, that sort of thing) by hitting s.mp xx lk danku a couple of times? By that I mean ensuring the spacing is proper and kinda riding the frame advantage for a little extra chip & movement toward the corner.

It’s like that but better. He can’t combo off of it on hit (because it knocks down) but lk danku can make a fairly good endless frame trap.

Awesome, that’s great information. thanks buddy

I’ve never had any problems with Sakura’s c.MP the few times I’ve played her. Outside of c.MP range the risk is greater to Sakura than to Dan if you’re just going to throw it out, too early and you might eat an HK Dankuu during recovery, worst Dan gets is a single c.MP. If he’s within it’s range he can poke with c.MK xx Dankuu, just need to slip one in in between Sakura’s attacks, a surprise EX Dankuu goes a long way too. Dan’s c.MP has moderately good priority too and also cancelable into Dankuu. Closer still he could poke with c.LP xx Dankuu, it’s quicker than Sakura’s c.MP and has more priority (being a jab). It’s entirely possible to space LK Dankuu so that it’s active before it’s in range of c.MP, then it should beat it clean.

Lets not forget Dan’s Focus Attack, which is pretty damn good.

LK Shunpuu (block) > c.HP, can stuff the c.HP with 3-frame moves, Sakura has no frame advantage on a blocked LK Shunpuu unless it hits meaty.

I have a buddy of mine who plays Ibuki, I’ve gotten used to Dankuing over his Neckbreakers, but you have to be quicker than them to do it. I’ve also beat out his kunai jumps with jump taunts. Ibuki and Makoto I think fall to Dan once they’re in the corner, I’ve had great luck in backing them into the corner and trapping them. Makoto especially, but Ibuki can get out, but it still seems very hard for her as well.

Just putting my two cents.

How’s Ibuki’s EX DP for a “get the hell off me!” move? Think she can also throw kunai on block to make it safe®.

I think that works well for her, but I think its her only good option really. So far its the only move thats gotten me off of her. Her EX moves are pretty good. I would say if she has it, bait it and get her back in the corner. I’ll play more games with Ibukis, I’m not really that great of a Dan player, but thats what I’ve observed thus far.

I’ve also noticed that MK and c.MK are great tools against her, she doesn’t have a very good footsy game I don’t think. And watch for her Ultra I I think it is, her grab, cause I’ve had her grab me out of the pressure game for big damage.

Makoto basically has nothing :lol:

Ibuki’s EX DP has enough invincibility to beat out our stuff, but the close-range meaty Knee will go over it, opening her to a punish.

Also, as a heads up, when Ibuki tries a crossup Kunai against your wakeup, doing a wakeup Ultra will auto-correct. For the slow Haoh Gadoken, this means Ibuki comes down into the fireball and eats the whole thing. :wink: That might not be possible for other characters with faster Ultras, but it works fine for us!

I retested the j.HK~option select~Ultra with Haoh Gadouken, still works on back teleports (not Akuma) and now also works against Vega’s backflips although he can reversal Scarlett Terror for better results :confused:

Oh, also, I just had Dan’s Crouch Taunt stop Ibuki’s Ultra II.

somone addd me on box and play me games… sugami never plays ;\ he mnoob :wink:

How are we supposed to know your gamertag if you don’t put it in your profile? Is it the same as your username? Does it have underscores or is it all one word?