Dan Strategies and Match-ups

So true. I realize I could just dash all the way up to Akuma when hes doing his air fireballs. SOOO effective, so if you see him jump back or straight up just dash dash dash koryu.

Now, a problem Ive been having lately is against turtling Guiles and Blankas. Any ideas?

And, while we’re on the subject, how about Hondas?

I’d have to double-check but I think I remember it works off of s.MP. Not that it matters much, since close s.HP seems to work just as well in punishment scenarios.

Against turtle Guiles, it’s a bit dumb. Anything Dan does seems to get stuffed by the super-basic Boom/Flash/sweep game. Lvl 2 FA doesn’t seem to hit the second sweep in time, and he has no move that can effectively punish this. Jump-ins and Danku gets destroyed by Flash Kick. Dashing gets destroyed by all. And Sonic Booms at mid-range is the standard Flash Kick setup.

The odd thing about this match is that, if you are at mid-range and Guile does his Flash Kick, Dan Knee will trade in most cases. j.lk might work too, since that seems to have some pretty high priority. Personally, I might start throwing out more s.LK and c.MK in poke games, and just walking in and out to bait a Flash Kick whiff on a Guile holding db.

Well I been playing with Dan mostly since my Alpha 3 years but what I found about him in this game might be useful to some people here. So here is an overall tactics against certain char VS:

Ryu: I have find usefull FADC (the problem here is u need to be precise since if u screw up once u wont regain back your life) Almost everytime a ryu does haduken. U sould FADC foward or if u want to mix it up sometimes backwards and then wait 1 of 2 things would happen he would try to srk or trow another haduken if that the case do another fadc. Now u are in range to mess him usaly he will try to poke u around with cr.lk X 2, cr. mk and cr. hk. U know that dumb poke from sf2 anyways after he trows cr.mk u do a qcf. lk this will get u in range to grab him or poke him around. Also I find his qcb+K in the air(depends which varition) is realy helpful for bating srk and for air to air comba( u know like those ryu and ken that love to do cross up). BTW if u have super meter whever he wants to do j.HK, (Insert any Ryu combo here). Use ur super has anti air option.

Akuma: The same could be done aginst Akuma but his air fb are a diferent mater u could try jumping them, dash or fadc. I usaly jump then a fadc. U sould always try to play between close and milddle range especialy whenever akuma has his supr or ultra.

Zangief: Hit and run tactics and a lot of ex. I never try to use super agianst him since poking a Gief is an spd wating to happen. Also whenver gief uses his 360+K to cover some ground and posibly grab you. What u can do is jump foward, starigth or backwards depending where Gief excute the move. BTW if he does an Ex version of this move u should do an EX qcb+K. If u are middle distance( u could do at close distance but is realy risky)

Bison: Just poke him to death and cross him up but be careful of his j.mp u try doing a qcb+K in the air to mess him up. Also his teleport could be a problem sometimes but if teleport close to u the best thing should be trying to grab him.

Anyways SF4 DAn is made to be a character that loves doing mind games especialy in the trow department.

I wish I had your luck. The two times that I did Dan’s Super Taunt today were met with epic failure. One guy playing E.Honda stood still watching for about 2 seconds before headbutting me into oblivion. The other was a Ryu that just Hadoken’d me

Against Gief you just gotta be patient. Even if you only land a single kick and punch here and there its alot better than being rapd by a single throw. Also at times I like to stay near a down’d Gief so they instinctively try and grab you as they get up. At this point I dash back and hit them with a fierce Dan kick. If you are playing footsie with a Gief throw a Gadoken (its useful? nowai!?!?)

Im no master with Dan or even at SFiv, but what I can tell you from experience is that when I am patient and baiting Gief, I win. The moment I get fed up and try and pull off any kind of combo I end up losing

I absolutely hate Dan’s forward throw. Not only does it place your opponen a good distance from you, he does that extra pose at the end making it even more difficult to get near them. His backwards throw is nice though. Lands em right at your feet so you can bait a reversal block it and punish them

So far I’ve had trouble with turtling Guiles and Blankas, runaway Akumas and zoning shotos.

Honestly, I like to think I’m semi decent and I’m amazed on how hard it is to take down a scrubby Akuma player airballing all day. I guess I’ll try that dashing.

Dan vs Sagat/Ryu is a pain if they’re zoning. Any good tips on how to get in their faces?

Edit - Er, will read the posts I’ve missed

I made some really dumb mistakes while playing today: Jumping toward Ken is NOT a good idea lol. Would it be such a sin if they added an air block to this game? Thats why i love guilty gear. Air blocks.

If anything, they should add the 1 hit absorbing ability of FA into the air. And then add Focus Attack In Air Dash Cancels… and then Focus Attack In Air Dash Cancels into Ultras… I think you’d need a jet pack at that point

Back throw sets up a free crossup forward kick right after on some characters, but for others you’ll just jump right over. This can be solved by taking a quick step back after recovering from the throw and then jumping into the crossup.

I almost always take a small step backwards just so it’s more questionable as to if it will actually cross up or not.

Ironically, the character that has given me most trouble online is Vega. I can’t get around his poke game, and lag prevents me from punishing wall dives with j.HP on reaction. I’m thinking of trying j.LK next time.

j.LK and j.LK Danku is gravy against wall jumpers like Chun, Fuerte and Vega. But most of the time if I think they are going to wall jump I will either jump backwards and kick or neutral jump

j.lk danku seems to own a lot of characters, it crushes most of hondas stuff too. I’ve only played a mediocre one, but j.lk danku beat all his charge moves straight up, it was pretty funny. It also stuff zangiefs lariat which is awesome.

Maybe it’s me, but I find j.LP to be a little better air-to-air, while j.LK is trying to stuff early jumps or anti-air

weee

I have come across that Dan’s Ultra doesn’t work against Hyper Armor. I did it on a focus attack and against a Zangief’s EX Running Bearhug attack… they would absorb the first hit, Dan would faceplant and then get smashed.

The taunt seems to give Dan a bit more air time than usual. It’s good to run away I suppose but it always has a decent arc when going forward. Dan’s QCB+K seems to be unstoppable in the air. I beat a lot of shit in the air with it.

really cause hurricane kicks seem to stuff it for me and it sucks as online i havent more then 5 people who didn’t pick ken or akuma

that is out of about 60 matches online for me too. i mean seriously i would be happy even seeing a ryu once in a while. It is always ken or akuma for some reason. and the akumas i play start off agresive until i capitalize on them, with wakeup koryukens so i always win the first round, then they just go with the air fireball teleport route. sometimes i get frustrated and i stop picking Dan or random select and just go straight to zangief or rufus.

I run into this all the time and it’s really frustrating. Air Dankukyaku seems like an OK option to close space when people do this, but it’s just not enough.

Any other suggestions on dealing with runaways?

-h

Be patient. FA to absorb some of the fireballs to build up Ultra meter. Be patient. Dash underneath the air fireballs to close space. Be patient. Capitalize on his mistakes since Akuma takes damage like a bitch. Be patient. Punish close air fireballs with your Ultra or your EX koryu. Be patient.

It’s a very hard fight, but be patient.