im not liking dan as much as before. he doesnt seem to have very many sweet combos and blowing your super meter to land an ultra kinda sucks.
maybe a good meter management strategy is to hit c.mk in ex kicks whenever there is an opening for that and not something more beefy like s.hp xx hk kicks. maybe only use c.mk xx hp gadoken and save the meter for the super? what if you never get ultra?
possibly the best solution is to save up a full super bar and if you dont have ultra yet, blast your c.mk xx ex kicks one at a time and keep building up that last quarter of super bar to use when you get the ultra (i have never been a fan of sitting on a full bar). or maybe you could just blast the super meter on his other super.
dan is a wonky character in the sense that you have to have a good plan for your super bar and that he needs a FULL super bar to land his ultra (outside of huge openings and focus attacks).
Hey guys, next episode of Denjin Podcast is coming up, and I’m gonna be on it. We’re gonna talk SF4 characters, matchups, general stuff, whatever, and I’d love to get some Dan talk going. Post up here if you have any questions or anything you want us to talk about!
sexy dan crossups:
-after you hit a lk danku you can dash once and j.mk will crossup (depending on how early/late the danku landed), if you then do s.hp, lk danku (after j.mk crossup) and do another dash and j.mk it WONT crossup which is weird and kinda tricky.
-after you hit a hk danku you can just walk forward a little and then j.mk crossup. i havent done any super extensive testing but im assuming hk danku is not safe on block which is why i opt for lk in most situations.
I tried reversal taunt super into ultra, it didn’t work for me. How long do you have to wait before canceling the super into the ultra?
Also, mashing on standing jab beats horizontal ball most of the time, and if you have reasonable reactions you can usually standing jab it when it’s done from most of the screen away. If you mash on standing jab at the start of the round, it’ll beat horizontal ball every time.
What do you guys do after a blocked lk dan kick, in generally, but more specifically against zangief. Mainly online(although sometimes off), I feel like zangief has a 50/50 on ME when he blocks lk dan kicks(SPD or lariat). Do I have enough block stun to just do the cr.lp -> cr.lp -> c.lp -> f.lp -> f.lk string?
Against everyone else I generally throw(although if they start throw breaking every time I’ll throw lows in as well).
whenever youre playing against zangief with any character you never ever wanna be close to him because thats where he deals all his damage. even if you hit him with 2 or 3 lk dankus, 1 spd will even up all that dmg. what im trying to say is, dont do danku against zangief unless its in a combo.
outside of that i suppose you could backdash but lariat might still catch you.
The problem is, there’s not a lot Dan can do to zangief from a distance, so you kind of have to get in close, even f.mk and gadoken seems to get beaten by kara->SPD.
Just focus attack them all day long(although make sure to hop around and get all your life back every few balls so you’re not at risk), they’re almost guaranteed to come to you eventually. If you really wanna approach them you gotta do it patiently and watch out for anti airs.
Dan can link his ultra after a j.hp. You don’t need the super taunt to do it. I see that as a waste. I use his other super a lot, as it is pretty easy to set up. Its not worth it to me to use his whole super meter to set up his ultra.
After dan knee, you have two options only: backdash or throw. Backdash will avoid everything except green hand. Throw will beat everything except spd. Anything else you try will get lariat’d or spd’d.
If you do air dan knee and it gets blocked, you cannot avoid spd at all.
aside from simple punishment and after a FA, I don’t see where the super can be used often… are you still using it for anti-air? what other setups for the super? (i’d love to use it more… does a hefty amount of dmg)
I use it as a well timed anti air(it catches them on the ground before they can recover from there move,you have to perform it EXACTLY as they are about to connect there hit with you, and it will grab them, but they have to be hitting you in the torso somewhere, it can’t be too high of a hit or it won’t work,if you do it too early it will bounce them away), or I combo it after j.hp, cr. mp, or cr. lp.