Don’t forget the s.HK buff, we’re going to do some serious damage off simple jump-in hit-comfirms.
What pushes the opponent closer to the corner: Koryu FADC HK Dankuu or Koryu FADC EX Air Dankuu?
The former but I bet it’ll be a fair bit harder to execute than the latter
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…whaaaat? Lame. Guess theres really no point for EX Air Dankuu then, seeing as I can get Koryu FADC HK Dankuu almost every time…
Although personally I still like using nj.mp or in the corner nj.hp resets.
Air EX Danku is going to cause a goodly more amount of damage than HK.Danku, so it will still have utility. The extra frame off of it’s height restriction means you’ll also be able to hit all standing opponents much more easily when doing it right from the ground and may be able to hit certain crouching opponents like Gief.
I’ll see what’s what when the update drops.
Yeah say for example you do HP KRK FADC > HK Dankuu you’ll get 140+40+40 = 220 whereas HP KRK FADC > Air EX Dankuu you’ll get 140+50+50+50 = 290 damage.
Funny how that video shows Dan getting meter from a taunt but doesn’t show how he’ll eat a full combo for it
Apparently there are some hidden changes being added to the game along with the changes that have been listed so maybe they have made the taunts safe on hit (block too if we’re really lucky), if they don’t do that then this buff is pretty much pointless, unless there’s some other changes that have been made to the taunts that we don’t know about.
I do like the buffs made to cl.HK and cl.MP though.
You can sometimes manage to be safe after an air taunt. Thats bout it tho.
Yeah, jumping air-to-air taunt away from them is probably the safest you’ll get. Even KRK FADC crouch taunt isn’t safe (and would be a net loss of 1 bar).
Hidden changes sounds rather silly.
I believe the proper term is ‘undocumented changes’ that Capcom hadn’t mentioned.
What Crouching Taunt needed to do was cause a juggle state into hard-knockdown against aerial opponents. Then you could Koryuken FADC cr.Taunt with impunity.
Using a crouch taunt early as an anti-air can allow you to recover before the opponent flips out and lands on his feet. It’s risky against opponents with good jumping attacks, but works against an awful lot of things, especially dive kicks.
I was at Southtown Arcade for that AE 2012 event.
From what I could find, there aren’t very much situations where doing a crouch taunt would be anywhere near beneficial. If you get KRK fadc xx ??? then it’s almost always better to do nj.mp/hp for the damage and stun. Trying to do cr.taunt doesn’t always work outside of the corner. Perhaps it has something to do with the size of the character or how deep the KRK was. shrug
cl.hk xx cl.mp xx ?? was a little harder to do. Didn’t always work, so I’m guessing this may be character specific. Didn’t work against Akuma, but worked fine against Claw, Sagat, Dan.
I’ve never used air ex.Danku, so I couldn’t really test much on this.
Cody, Rufus, Sagat, and Akuma match-ups are still awful.
Ah, I watched that. Good shit.
I don’t think there’s a single instance where it would be a good idea. It’s still punishable on hit.
It’s very likely character specific, or only guaranteed after deep jump-ins. There’s a few problem characters that you can’t do two close normals against in most situations.
It’s more of a Hit-Box specific thing, since it’s real easy to do 9214 on them. You can already get a forward jumping EX Danku to come out and hit all of the cast standing for three complete hits. With the single frame buff to the height restrictions, we should be able to get it to come out even lower to the ground. It may allow it some more utility and ease of use.
Saw that coming a mile away. He got token buffs to his close range game. That’s not what he needed. :\
After running into Juicebox’s lobby one day, the Cody matchup is definitely worse than I previously thought.
Losing to Ricky Ortiz again isn’t though. T_T
Well even though you ended up getting defeated, you can still be happy since it was to the guy that ended up taking the entire tournament.
I did get a fair bit of testing in both before (on stream with El Cubano Loco) and after (off stream with illiterate/Crizzle/whomever else) the event.
And no, I’m not happy about losing to the guy that took the event. I’m never happy losing unless I take a match or play evenly with the other player. If anyone were satisfied in this manner, then no one would strive for greater results. No offense to you, Sir, but I’m still salty over getting bodied.
Auuugh! My raging Saikyo Spirit has extended beyond magnitudes.
At the very least, Instant Air EX Danku done at the earliest possible moment leaves you at 0. With the tiny buff to his height restriction, he’ll be in positive frames and possibly in frame trap distance.
Edit: Going to get some concrete numbers right now. Bee arrr bee.
Update: Okay. Yeah. He ends up at +6. Laaawl. Thanks to the new height restriction, he could very well have up to +9 when done properly.
Double Update: Currently the soonest you can get an Air EX. Danku to reach active frames after jumping is 13 frames or so. The move has a height restriction of about 8 frames after you hit jump (This means it includes prejump frames). I may be a frame off, but I’m just taking a glance at some vidcaps right now.
The lower you are to the ground when you activate EX Danku, the more frame advantage you have in your favour, since you take less time to land after the EX Danku comes out. If you land the third hit, you get a good deal of frame advantage. If you only land the second, you’re mostly safe, but not likely neutral. It will vary based on height from the ground.
So yeah. If you can jump forward and do a QCB+KK all within 7 frames, you should be able to make use of this newfangled Dan technology. I’m going to go explore what I can do with it in actual matches, and I’ll let you know how it goes. (It totally combos into Ultra II in the corner on all opponents.)
Triple Update: Also, due to how the game handles wakeup (You count as standing on the first frame), this can be spaced so that they either have to block it on wake up, guess with a reversal, or do a low normal on the first available frame that would put them underneath the initial hitbox. This may lead to a nicer option to gain frame advantage over meaty LK.Danku, which can be reacted to. They’re not going to try first-frame normals against a Dan. Maybe a Guy player, but not a Dan standing right in their face.
While the utility isn’t overwhelming, there’s still utility, and the flash factor sends my Saikyo Heart aflutter.
The patch out already? I didn’t see it o_O
Only in arcades.