Haoh Gadouken Better Then Shisso Buraiken?

" Once you get into playing Dan competently"

I fail to see why i would pick a Saikyo Master in order to play with the most skill and best chances of winning… the whole “Dan” deal in my mind is to abuse people and make them feel like they should go play tekken… why waste meter on a FADC when you can save it for a super taunt. i do it some times when it fits the humor of playing Dan. again dan is a character with bad normals bad super moves and EPIC taunts… he is there for people to have fun. nothing better than useing light knees to hop over people or get off a super taunt when they pull a stupid and wiff an ultra

To recap… if FADC is the only thing that your useing to “play Dan competently” then i think you are missing out on some of the most fun you can have playing a character. Also wasteing meter to win insted of killing someone with a gadoken xx supertaunt is about the worst thing you can do with dan.

@ Scwarlock
Perhaps some people play Dan cause he’s a joke character. Personally, i love his look and style. Also the fact that he’s Pink certainly helps.

I don’t play to win, i play to get better, when i get better, i’ll win. I see no reason Dan COULDN’T win a tournament, it may simply be harder to do so. The way i see it, if you can win one round with him, then you can win the match. I’ve won rounds against players whom i believe are far BETTER players then me, but lost the match. That’s due to MY inability, not Dan’s.

I’ll be continuing to focus on Dan, and i’d like him to replace Guile as my Main because he’s a cool character, and he’s different. You can utilize the fact that he’s different to your advantage. Many players aren’t accustomed to how he moves and executes moves. EVERYONE knows Ryu, Ken, Guile. Whatever you do with them is expected. Dan is unexpected, they don’t know his priorities, his LK Dankyu, etc. They assume you’re rubbish as well :slight_smile: because “good” players don’t pick “bad” characters.

Besides, Dan is no longer considered the worst character, therefore no longer a “joke” character in my book. It’s time people took Saikyo power SERIOUSLY!

if i can serve as a character reference scwarlock is the best dan player i know

I know what Dan does. :stuck_out_tongue:

Without FADC, your mixups after Danku are either low-damage or unsafe versus a lot of the cast.

If you want to play silly, that’s totally fine. If you want to play practical, that’s fine too. If you want to switch in and out, super. I was just pointing out that refusing to FADC your reversals severely neuters your damage options and mindgames. From the tone of your original post, it sounded like you were saying the ability to FADC Koryuken into something worthwhile made Dan less like Dan, which is a silly outlook, in my opinion.

Have you ever blocked a DP FADC from a Ryu and hit him back with KRK FADC Haoh Gadouken after they dashed in? That’s supreme lulz right there.

In the words of Sakura, “Gotcha first~.” :rofl:

The thumbs up at the end of the Ultra 1 is all that’s needed to make that move superior to Ultra 2. Now if he threw thumbs up at the camera while he was rolling back I would have to start working on using haou gadouken as well. In fact they should do that right now. All of Dan’s hikite animation should have a thumbs up flashing.

QFST.

Quoted. For. Saikyo. Truth.

U1: better punish. mid range fireball punish.
U2: linkability. easier to land.

i stick to U1 because it fits my play style better. i use wakeup pressure to bait whiffed reversals and punish with u1 if i have. i’d rather be using super bar for ex than dp>fadc>ultra. corner setup for lk.knee>u2 is pretty good though.

pick the ultra more suited to your play style imo.

Good players will give you a lot less chances to land ultra 1. The bad thing bout using ultra 1 as a “punish ultra” and fireball punish is that most good players will watch their spacing when you have that ultra. Also, if you use the ultra to punish things, you will be losing out on chances for stun and meter.

How do you link ultra2? must be a really tight link.

Technically, cl.MP > Knee > Haoh Gadoken in the corner is a link. You’ve got, what, 1-3 frames to land it on most characters?

Oh, i guess so then. I thought it was a juggle.

Juggles are just a certain type of link really, and most of the time they need to be crouching when hit by Knee to land Haoh after in the corner since you need to hit them with the last active frame or so of the animation :confused:

so juggles are also links? did not know that.
also did not know they had to be crouching, but i kinda figured it cuz i would hit them with the knee from far and thats the only way it would connect.

Well if you think about it there are only two types of combos (three if you count single moves with more than one hit but we’ll ignore those for now :P):

  1. cancels
  2. links

If it’s not a cancel then it must be a link, since the Knee’s animation is not cancelled in any way, shape or form then it must be a link :slight_smile:

right, natural multihittting moves ussually arnt that good not canceled anyway haha.

thanks for clearing that up :tup:

IMO, U2 is simply horrible. The damage is stopped at 4 combo hit after a KRK and it cost 2 bar of special minimum. I prefer using these as ex flying kick and use U1. You only need to link it to a umping HK and bingo.

You will learn to like U2 more than U1 as reliable damage is much better than a no hit confirm jump heavy kick.

I am more a mindgame player. If you do a stupid move, there is no turning back with me. A SRK, a headbutt, anything… it’s like a grab when it’s landing. U2 can only be landed with a KRK most of the time and the damage is inversely proportional to the distance.

Just ex flying kick and trick your opponent with grab after he block. In the end he will counter you and there goes your U1. It’s not about combos, it’s about knowing what your opponent is going to do.

You can’t effectively play street fighter without mind games.

That said with U2 you aren’t actively trying to use it, its icing on the cake if your KRK hits.
Also that scenario with ex dankyu does happen a lot but most people will be doing the grab option select and you’re back to where you started. Also if you you’re caught grabbing and they throw a random DP out you’ll be the one on the “counter” situation. Atleast with U2 you can throw out a KRK after block FADC to make it safe and see if you need to throw out your ultra or not.

Decent opponents will rarely get hit by straight jump-ins, and even when they do, you can’t hit-confirm from the j.HK alone. This means you’re leaving yourself wide open if you guessed wrong. Openings to safely punish with a combo like that with certainty are virtually non-existent in higher levels of play.

Using j.HK > Ultra I doesn’t generate much stun, either. If you don’t have full revenge meter, you would be much better off spending some EX meter on a combo that does some 650+ stun to set the opponent up for a dizzy.

Ultra II, provided he has two EX stocks, compliments Dan’s wakeup game, his corner game, his mixups after Danku, Koryuken frame-traps, Koryuken option-selects… Generally every situation where he can land a Koryuken. Since Koryuken FADC is safe on block, you’re far more likely to find safe windows to use Haoh Gadouken than Shissou Buraiken, which is why it’s generally considered better.