New poster here. I’m so glad to find a community of my fellow nutty Dan players! LOL
Anyways, I tend to win with Dan against Shoto scrubs…that’s a given.
Also I win anytime an air battle happens and the other guy refuses to accept that Dan stuffs most people in the air with the LK Danku. I beat a dude 4 times in a row who had the highest Chun-Li title and icon that way.
Also I tend to win when someone is overly defensive and I come at them with a flurry of ground LK Dankus, s.LKs and throws along with liberal amounts of taunting to bait them into random SRKs.
Otherwise, I get destroyed. LOL Anyone who is patient and is good at footsies or Blanka seem to give me the most trouble. Even more so than fireball spammers.
I think I need to work in a consistently safe jump-in combo starter because after a couple Dankus to the face, people tend to stop trying to SRK my jump ins after a while. Any suggestions for good ones?
Dan’s EX’s are too good to waste on super for the most part. When I have it I’ll use it sometimes(it’s also hilarious to chip people to death with it).
j.hk and j.mk are good jump ins, if you want safe do m.k/h.k into m.p(then normal m.p hit confirm stuff), or into the cr.lk->cr.lp->c.lp->f.lp->f.lk(or some variation on it). I think those are as safe as you can get.
ya… chip kill with super is laughs… it takes like 10 min to finish the super… and u know they’re staring at their life… hoping hoping… and then they die.
A little silver lining concerning the Blanka matchup…
If you time it just right, Dan’s Ultra does connect after a blocked Blanka Roll. Not a guaranteed hit by any means but it definitely reaches far enough. Beat my first Blanka as Dan yesterday. granted the guy was kinda scrubby.
Against Gouken, you want to FADC through his fireballs so that you dont get pushed back far away. Dankus beat his counter. So that what you want to use when you jump-in.
And I really like that double dash shenanigan you did a couple times with Dan. I still think my riskier ass-smack shenanigan is more stylish though :looney:
Noob Dan user here (main is Guile). I fought a Dhalsim with Dan and he mopped the floor with me in the second round. In fact, it was a perfect. How do you Dan users beat Stretch Armstrong?
I started learning Dan and I fekkin love this guy lol
I played a Dhalsim today with him. L Dan Kick in the air beats all his stretchy aerials. It has such good priority. I had to mix up the timing sometimes, but I beat him enough with it that he was afraid to use them in his keepaway. I mixed in some focus cancels of his stretchy parts for good measure. I won the 4th match by chasing his jumping away with a fierce Dan Kick. Good stuff. ^^
When I got close, he started teleporting away and doing his spin thing or a j. lp which I was able to beat with krk or just blocking the cross up and tossing out jabs or throws.
Does anyone have some general guidance for dealing with Rose? I can’t seem to get around her stupid zoning nonsense, and focus attack is just an open invitation to get punished.
The fireballs are really annoying, and sometimes my neutral jumps are completely off. The trick is more to draw Rose to you, or play extremely aggressively. If you’re about a half screen away, she cannot throw a fireball; it’s too slow, and you can jump attack without fear. I’m not sure how long the recovery is, but it seems long enough to where a Soul Throw is impossible. I used HK danku to advance and basically won the round using danku mixups on wakeup. This Rose was not particularily good at avoiding crossups either, but that might not be the case for everyone. There’s not that much Rose can do when in close other than Soul Spirals. I’m pretty sure most of your normals lose to one of her crouching normals though; it seems much faster than any of Dan’s normals, so I just went over it with LK Dan. I suppose this means that, all in all, Dankus are the key to winning this match-up. Rose has limited options in close, and can’t really build meter like she can with projectile characters, so you have an advantage. I never really tried to FADC the fireball either; this Rose always advanced when she used an LP one whenever I tried.
And the stupid Soul Illusion can be linked to jumping attacks, so don’t get baited. I lost more than enough rounds on her Ultra than anything else.
In using gadou in dan’s footsies, is there an advantage using fp vs mp? At the range where cr.mk will hit, mp gadou still connects in every case I’ve tried. mp recovers a little better than fp, but I’m not completely sure on that.
EDIT - Hmm, on further observation, it seems all his gadous are same speed? Can anyone else confirm?
I would imagine MP is just slightly faster than HP, but I’m not completely sure. Seriously, any time you use Gadoukens you want to use the fastest one possible.