A few days ago I was playing a Ken who would chuck fireballs at me from full screen, I’d hop them and lk.Danku in the air, repeat, repeat, I’d jump in and he’d go for that forward stepping kick of his. After he hit me once, I preceded to “fall” for it whilst buffering Ultra1 in the air, I got him 3 out of 3 times with that shit. Incredible.
heres the ken play I love the most. (I dont know why but 90% of the people I find doing this are ken players). They spend the entire game jumping and mashing DP once they are anywhere near close to you. Theres no rhyme or reason to their jumping so its fucking annoying. Jump back, jump back, jump back, ok your following me, jump back, JUMP FORWARD SHORYUKEN!!!111.
after that you figure the idiot out, and krk his ass out of their air every time he tries to jump forward, but he keeps doing it.
also, with ryu ( I had posted this in a ryu thread where someone was having an orgasm about the “mind fuck” they put on people by having his ultra/super primed)
Neutral jump is the greatest invention known to man. While they are busy supposedly mindfucking you with their uber ultra options, they are mindfucking themselves into not missing an opportunity to cash in.
neutral jump just out of U2/lp srk range. and watch the punishable DP’s or U2’s start coming out. they have such a hard on to connect that ultra or super, that the moment you leave the ground they are acting.
As I mentioned in that thread, of course no pro’s would fall for that shit, but 90% of the people online aint nowhere near pro level including myself. So imo baiting ryu’s who think they are mind fucking you, is a pretty easy online.
Heh, I played a Sagat like that AA f.MK Ken once (f.MK even a good AA at that range?). Tiger spam and wait for you to jump so he could hit you with f.HK. I’d purposely jump out of range of it and do Ultra on landing. I think the usual thing for these nubs to do is to walk forward and do a c.HK, that doesn’t even hit people in the air and is the easiest shit to block not to mention eating with Ultra
Played a Ken who liked to jump behind me and do HP SRK, he wasn’t even using j.MK to cross up, just using j.HP whiff and immediately SRK. Kept doing it, didn’t catch me with it once (and he was lagging like fuck too, probably downloading porn). Funniest thing is when it’s obvious they’re buffering Ultra too, I was playing Hakan so I just did a f.HK and tripped him
[media=youtube]yi_zH5ype1I[/media] first match if you want to laugh at him
TWO WEEKS AGO:
C.Viper - 100%
Akuma - 77.74%
T.Hawk - 71.43%
Dan - 60%
E.Honda, Sagat, Seth - 50%
Gouken - 40%
Gief - 48.46%
Sim - 25%
Chun-li, Balrog, Blanka - all less than 23%, in that order…
Rose, Gen - 0% !!! WTF
Today:
C.Viper - 50%
Akuma - 70.73%
T.Hawk - 50%
Dan - 66.67%
E.Honda - 33.33
Sagat - 45.6
Seth - 55.56
Gouken - 53.33%
Gief - 38.89%
Sim - 33.33%
Chun-li - 43.48
Balrog - 25
Blanka - 34.78
.
Rose - 33.33
Gen - 16.64
The difference? I’ve pretty much stopped jumping… it is costing me matches now and again but it is netted vast improvements in my footsies and match up knowledge.
what is Dan’s best matchup???
Probably Hakan, 5-5 at least but I’m willing to say it’s 5.5-4.5 to 6-4 in Dan’s favour.
how do you deal with vega?
With difficulty Focus his wall dives, if he lands behind you FADC backwards and Throw (easy) or s.MP xx HK Dankuu (need to be quick on the FADC), if he lands in front just release the Focus for a free combo. If he starts doing Izuna Drops then you’re in trouble, ideally you want to intercept him in the air with a nj.HK first but that’s pretty tricky.
Approach him slowly and look out for EX Flying Barcelona Attack(? the one that comes at you horizontally) to block the other direction then punish with EX Dankuu (not sure if c.MK is close enough). I would avoid using HK Dankuu to close space since a random flying kick thing or EX Wall Dive nets him a nice amount of damage.
Speaking of the flying kick thing (DF+HK?) he’s -1 on block so throwing beats anything he tries bar Scarlet Terror methinks, also they usually like throwing after too so it’ll tech that as well. Apparently his overhead (DF+MK) is -4 on block so that’s a free KRK punish or something like c.LP xx EX Dankuu if you don’t want to risk being too slow with the KRK.
You can use EX KRK to get out of his stupid Super, considering you waste 1 bar and he wastes all 4 it’s a good trade and if you’re lucky you might even hit him. If you have Shissou you can probably use that to counter it too.
Don’t be afraid to use random KRKs if he’s overly pokey (as most are), if you can get them to poke a little less then it gives you more time to think and recollect yourself. If you have the time to setup meaty Knees then abuse the crap out of them, his reversal will lose to Knee if it doesn’t have the time to come out first.
I think most Vegas you’ll come across will have a routine too (e.g. j.HP > s.MP x2 rince and repeat), so if you can work that out you’ll be able to wreck havoc on them.
Would you like if i wrote dans match ups?
Guile IMO has to be Dan’s worst match-up . Dan is just overall going to have a really hard time getting in on Guile . If the Guile player is smart and knows how to punish anything with normals and rushing Dan down with Jab Sonic Boom on screen , Dan is in trouble .
Definitely at start of match walking back isn’t a wise option ( Unless he has meter and throws it at start ) , so just walk forward , gain space , but most importantly focus on spacing yourself to where you got the momentum . Dan Kyaku on him or EX Dan Kyaku and just read him . Take note on making the right guess whether he will take the chip or go for Somersault . Sorry that I couldn’t gather much ideas what to do against Guile , maybe quick air Dan Kyaku when close may be good , but maybe not since he can walk back and punish with normals .
i have to agree… maining Dan is hard work, and you have a lot of baiting and taunting and switching up of strategies… but even blanka has to come out of the corner sometime- Guile… not so much. the man can do what Ken can’t- flowchart successfully. “Are they at all in the air? y- flash kick, n- lp sonic boom into awkward looking, but effective combo, goto 10.”
even Dictator players who KNOW how to fight against Dan arent as bad as the generic Guile players.
Guile- cheaper than Boxer’s jabs, more powerful kicks than Chun-Li, able to put sunglasses on or take them off in a single battle… he is the superman of turtles. (Gadouken!)
Yesterday I did cr mk xx mk dan kick up close on a crouching Cammy and the mk dan kick whiffed its first hit and the second crossed her up. Does this work on anyone else? Is it consistent? Does it work with rh dan kick too? Etc.
Hm, never thought to try it with the other Dankus but made a video last year about one example of of Dan Knee crossing up. [media=youtube]y421P9QgbIA"[/media] Vid description also links to my post where I talk about it briefly. It’s not much though and I don’t think any versions have merit. Looking at the video now is weird though; the knee is crossing up for sure but he’s still being knocked to the right as if it wasn’t a crossup? Hmmm. Will have to do some retesting tomorrow and see what’s what.
Cammy definitely has interesting crouching hitboxes and tends to be more (or at least differently) susceptible to weird crossup shenanigans than other chars; I have another video showing off her being unusually susceptible to Fei’s crossup Chicken Wings. [media=youtube]Sb5unlqVU3U"[/media]
Also, sup David? How’re you doing lately?
You sure it crossed up? Something similar happens if you do a xj.MK > s.MP xx HK Dankuu combo on certain crouching characters (Ryu, Ken, Balrog to name a few), end up missing one or two hits of the Dankuu and you end up behind them. I can say it consistently “misses” in that situation though don’t know whether your situation is consistent.
I’ve also done Air HK Dankuu that looked like the last hit “crossed up” against Hakan but can never really be sure unless you’re able to repeat the setup and try blocking it yourself.
Okay, so if you guys are like me you may have issues with Zangief’s annoying cross-up into a lot of pain. So I thought I’d see if I can find a way out of it.
The setup: EX Green Hand > xj.d.LK > xj.d.LK (if don’t quick recover)
Quick recover option: EX KRK in the direction he’s jumping at you from (so normally). If have Ultra FADC (second hit) and dash in the opposite direction of the KRK (it comes out as a back dash), do QCFx2+KKK in the opposite direction of the dash. Timing on the EX KRK can be tricky, reversal timing can whiff entirely so delayed EX KRK might be the trick here.
Normal recover option: HP KRK normally. If have Ultra FADC and dash in opposite direction of KRK, QCFx2+KKK in opposite direction of dash. Timing seems less strict here, never had HP KRK whiff entirely.
I’m not a Zangief player so my setup might not have been perfect, I’ll do more testing with various of the other similar setups.
Edit: Something interesting I found is you can use c.MK’s lower hit box to avoid Zangief’s body splash (j.d.HP) and if timed right you’ll catch him with it and can combo into EX Dankuu or Saikyo Crusher :lol: Sadly doesn’t work on his knee splash (j.d.LK) so bit of a risk. I was also able to time c.HP to avoid the body splash and connect into a combo in one situation too. There’s some rather interesting and amusing stuff in getting the right KRK version and timing along with FADC Ultra follow-up (having to do QCBx2 instead of QCFx2 :P).
As far as Zangief’s setups for these cross-ups I’m only aware of EX Banishing Flat (quick recover and normal) and his German Suplex (and using either j.d.LK or j.d.HP cross-up), there any more I should be looking into?
[media=youtube]QyAeQD_S7Ds[/media]
bizarro world. ultra david using dan & sugami posting about green hand
These Dankyu cross ups do need to be looked into. Last week I did close blocked cr.MK xx lk.Dankyu on Akuma and it crossed him up. Akuma has to be ducking in order for this to work or of course, you wont jump over him. Kinda funny because when it hit, he flow over the back of Dan’s head and put him in the corner from mid screen.
I’ve also done the one UD was talking about on Honda. Possibly there is a specific spacing / timing that this can be done on all characters?
Yes, this is Bizarro to see UD here.
I get this on Dudley often. the lk and the mk Danku cross-up. I don’t think I’ve had the HK cross-up… maybe on Dictator. I was going to check the hit-box data to see if there is a reason that the mk would be more likely to cross up on the second hit and the hk not, the frames are the same so it has to be a difference in the hit box, but the images are down. IF indeed the hk doesn’t cross up.
The dood knows god-tier when he sees it.
Anyways, my stick is in the shop right now. I’ll see if I can have it in working order by next week (Have to do some saudering). I’ve a million zillion things I need to test out. Lists will be compiled. Babies will be eaten.
I don’t know if using KRK for the mixup after german suplex is a good idea. EX greenhand doesn’t give much time for Zangief to crossup, but the crossup after suplex feels a lot more dangerous. Zangief can crossup so it is hard to tell if the d.lk will whiff and he will have enough time to block. I mean with meter sure it can be ok, but it almost feels like blocking and hoping to guess what he does next is safer. It just feels like Zangief has too much time after German Suplex to be trying to reversal out. Luckily I don’t think Zangief can safe jump Dan, unless the frame data is lying about his KRK.
I’m bad at telling if someone jumped too early. The late crossups are pretty easy to see, but I have trouble with the crossups that look like they might hit right as you get up but might actually whiff and they just block on your wake up. I prefer blocking the crossup, but I don’t do well against Zangief so it doesn’t say much.
Other set ups for Zangief cross up is his sweep close enough. And his normal throw(not back throw) which gives Zangief plenty of time to crossup.