Dan The Man AE 2012 Changes

We need a thread discussing how to effectively incorporate Taunts and practical use of taunts. Cr.Taunt has a good Priority + Hitbox and is good for Trading.
Jump taunt and air Taunt have different trajectories so that should be considered as well.

That combo is hitbox specific. The combo only works when LK.Danku connects in the later active frames (Roughly frames 7-10). This means it won’t work on everyone, and is character and even normal specific depending on the character and distance.

There is no effective way to incorporate taunts, outside of irritating your opponent. Sorry. The startup and recovery of these moves make them pretty useless and very unsafe, even on hit.

Yeah that’s pretty old, that’s like SF4 old, pre-Super :stuck_out_tongue:

Got some games in last night for the first time in a while, including against some strong opposition in Sabin (who perfected me in one round :frowning: ) and Mr SNK. While I sat in Training Mode fooling around with some things, I didn’t get a chance to bring out too many new tricks in the game yet, though I fooled around with the new lower Air EX Danku to some success to blow up throw attempts, and I landed a CH cl.HK > cl.HK combo on a poor Bison player who unsurprisingly wound up dizzy soon after.

I forgot to message you last night, Sugami, but there’s one new replay up from 2012 to grab if you want. While I’m not really doing new stuff in it, there is a silly taunt moment, and silly taunt moments are always fun! Especially since people seem to want to see them, given the above question and all.

I know it’s not really practical in-game, but I really like the look of landing the CH cl.MP > Sweep combo. The training dummy just reels for so long that they look surprised when the sweep actually hits them. I honestly think the sweep is going to become a better footsies tool now, even though it’s still ten frames. It just feels a lot faster, and better players than me have been able to make other characters’ sweeps of similar speed effective. Look no further than Rufus.

i dont know how you guys play dan I cant do it without getting mad

They added extra juggle points to his jumping ex danku kicks!!
[media=youtube]MYcQ0SJGqJs[/media]

I don’t know how you guys get mad playing against Dan, he’s awful and I regularly test some scrub/guy/decent player on their mind games.

Oh I get mad plenty but it’s not specific to using Dan :stuck_out_tongue:

Yeah, we know Snootch :wink: Dunno why Haoh misses in the last combo, should always get 2 hits out of it after Air Ex Dankuu. Air EX Dankuu after Knee is surprisingly easier than it looks (still kinda tricky but the trick is in getting it low enough rather than frame precision).

My favourite waste of meter silly corner combo is j.HK > s.HK > s.MP xx Knee > EX KRK FADC > Air EX Dankuu > Haoh Gadouken :stuck_out_tongue:

Omg, I never even thought of this! So much better than EX KRK for several reasons…
[LIST]
[]275 damage instead of 203
[
]Better situation afterwards
[]Catching opponent off guard; they’re like “Wtf???”
[
]Super flashy
[/LIST]
I don’t agree with it being that easy though… TK:ing it isn’t that reliable, at least not for me, due to the height limit that’s actually still there… it’s not exactly like doing an EX Cannon Strike. I just do the QCB right after the jump, which you have to time really well… Linking U2 after L. Dankuukyaku is much easier i.m.o., but I’m absolutely going to try to apply this link to my game. Awesome stuff.

Note how I used the qualifier “easier” rather than just “easy” and still mentioned it being “tricky” :stuck_out_tongue: Air Dankuu is pretty weird to TK but you don’t need to TK it, it comes out very fast and the hitbox hits lower than it seems.

Seems like Krack, Snootch and Doop all had the same idea about it, I just thought about doing it after EX KRK FADC :stuck_out_tongue:

Forgive me; my google-fu is weak. What is TK?

I’m pretty bad at TK’ing in Street Fighter but I’ll try to explain it to you, people in this thread can feel free to point out any errors I have made in this explaination.
TK stands for Tiger Knee, a technique used to activate an air move as close to the ground as possible.
For example to perform an air ex Danku normally you would have to jump, perform the ex Danku motion (2,1,4) and then press two kick buttons, this is really difficult to pull of quickly.
However you can get around this by ‘Tiger Kneeing’ the input so that instead of jumping and then performing the Danku motion, you instead perform the motion (2,1,4,7 or 9) on the ground and then press the two attack buttons as soon as you see Dan leave the ground to initiate the attack, allowing you to perform air attacks much closer to the ground than you would normally be able to.

Ah, thank you for clearing that up for me, Chef. I had a lot of trouble when I was first learning Dan doing the trial that requires you to hit with an air EX Danku. I hadn’t thought of that shortcut (I used to use it for Twelve’s air super in 3s [yes I played Twelve in Third Strike {yes, I love low-tier characters}]).

If you have a Hitbox, you don’t need to TK, you just do 9214. Hee hee hee. Sometimes I end up doing it too fast and end up inputting it before the height restriction turns off.

Krack hax :stuck_out_tongue: BTW I caught your reply against that Sagat. Why don’t you hit confirm with s.HK (or s.MP due to Sagat’s height) after jump ins? Bit easier and more damaging than c.LK xx s.LK > KRK, good to throw in every now and then to mix things up methinks, better options on block.

I’m afraid of GDLK mash DP. It’s a problem I have when playing randoms online. I try to keep holes closed and don’t press for throws unless it’s necessary… which can be hard to determine. I’m not sure if it’s really the right way to play, but it’s just how I’ve done things.

I’m sure they can still mash out between xj.MK and c.LK, it’s just harder :wink: Randoms tend to mash out after the 2nd or 3rd attack rather than the jumping one. Thing I fear most is being thrown between the jumping attack and the normal, that sucks something fierce >.<

Yeah sorry, maybe I made judgments a bit too quickly.

Anyway… I noticed L. Dankuukyaku > airborne EX Dankuukyaku isn’t at all reliable. The procedure I described which I thought was tricky was “cl.MP xx L. Dankuukyaku > airborne EX Dankuukyaku”… this was on standing Ryu, who ends up in quite a likable “jugglable” position after being hit by the Danku since it hits at the very end of the move. This means it will be much harder, or even impossible, on characters whose hitboxes aren’t as likable after being hit by the light Dankuukyaku. I also noticed that the setup doesn’t seem to work on some characters even if the light Dankuukyaku hits as deep as you wish… for instance, I did cl.MP xx L. Dankuukyaku on a crouching Dudley and kept trying to hit with the EX Dankuukyaku afterwards, but it never worked! Even though the light Dankuukyaku hit late it seemed impossible to manage. I tried it on some other character too but I don’t remember which one, just remember that it didn’t work on him/her either.

I agree with this… I don’t think I would ever follow up a cross up j.MK with cl.HK or any other rather close normal (cl.MP included) on Sagat if I’m not 99 % sure that he’ll eat the cross up or if the cross up hits so late as it gets safe to do them, if that’s even possible, I’m not sure… but I guess that’s mainly just when you don’t know the player and the risk of him “mashing” DPs seems quite high. I also use the cr.LK > cl.LK setup in these situations to make it more safe… although, if the cr.LK gets blocked, I usually stop and wait for an eventual DP… if there is none, I try to grab or fish for a counterhit with e.g. c.MK xx L. Dankuukyaku / xx L/M/H Gadouken xx FADC… I try to include walking back just a bit as well, but not so much as you get hit by an eventual crouch tech cr.LK. I think this works pretty well, but I’m sure there are other good setups. If all three attacks hit (j.MK, cr.LK and cl.LK) then I usually link into cr.MP xx L. Dankuukyaku and go for the mixups… I tend to use cr.LK > cl.LK > H. Kouryuuken in other situations, for instance after an air-to-air reset or after an empty jump grab bait.

PS: I’m currently taking an English course in school and I may need to improve myself to pass the exam, so if there is a “language nerd” here somewhere who enjoys correcting people he’s very welcome to… correct me. xP

Yeah, that’s me. Language nerd. Mostly looks good, just a lot of run-on sentences that can be hard to follow. Don’t overestimate the fact that written english is very different (rules-wise) from conversational english :wink:

:rofl: maybe incorrect use of “…”, generally not something you’d use a lot unless writing a dramatic novel :rofl:
What bugs me the most is when people mix up “there, their and they’re”, also “your and you’re” and also “lose and loose” (seriously the last one I see way too much).