If I can change some-thangs

I have been loving Dan ever since I first laid eyes on a 3 kick combo and a paintball atk. I run Dan on SSF4 and on other games (while not as serious). I love the man, but I would also love some tweaks that could make him more of a beast.

Let me be serious for a moment. There are some things that Dan doesn’t have the tools to compete effectively with. I know for a fact that when ppl are saying “joke character” they aren’t saying that he’s funny or fun to play w/ /against. No, they are saying that he’s the worst player and the joke is to play him seriously. No one is laughing Capcom, especially when they enter a world of hurt with a surprising decent disciple of Dan.

In any case, here’s some tweaks, I THINK, would make Dan more accessible and a strong competitor.

*Gadoken (paintball) Tweaks
-mp paintball goes slightly further than the hp version and moves much slower (slightly slower than a mp sonicbooom
-lp gadoken goes the furthest but travels ridiculously slow (Dan can outrun it type of slow). The range could be about half the screen.

~MOTIVE: Dan can’t really compete against hadoken spam. He lacks an evasion approach move and can really only try to compete against them with gadoken or use FADC/jump over them tactics that anyone else can use. I use the paintball as a means of pressure. It’s range isn’t the best making it nigh impossible to hit anyone jumping. However, with a slower version, it would allow Dan to set up AA traps and adds potential for rushdown mixup. With a slow version it would allow for dan to counter hadoken spam. W/o having to approach the person.

-COUNTER: Couldn’t Gadoken have a faster recovery making it more viable for hadoken spam and pressure. I thought of this, but I don’t think faster recovery solves the problem. lp/mp versions really have no purpose in this game except for comedic value and building up super (some would argue that all versions are for the same thing). I don’t think it would be fair to add both faster recovery and more range/slow movement. Plus, Dan should still be punishable after using a gadoken just like any other projectile character.

-COUNTER: How much range? Will this lose the “Danness” of the move? I’m not talking huge range. The slowest version could reach as far as 1 gadoken sized ball further than the current hp version. Of course, I would be fine it all went the same range but speed was adjusted. The main issue is speed of travel so Dan has safer options on projectile spam (or honda headbutts/blanka barrellrolls).

-COUNTER: No, the move needs more speed/ the move is fine. I don’t agree with the paintball being a litespeed missile. That’s completely against current Dan trends, that being short range and steady atk speed. Also, nothing but Ex projectiles/body launch can travel horizontally fast as per current Capcom design. Current speed is fine and Dan always has ex dan kicks.

*New Move: Dan roll
-Again another projectile based pressure/evasion move. in the event that the above suggestion shouldn’t be implemented or should be along with another move, Dan should have his roll. The roll works like Ibuki’s slide but isn’t an atk. Perhaps he could roll into his low taunt for linking purposes, but I don’t think it’s necessary.

-COUNTER: …no Dan doesnt need a roll. I’m inclined to agree. I’m also inclinded to agree that Dictator and Seth don’t need teleports and that Chun li and Guy don’t need air grabs. Again, however, Dan lacks the ability to get inside on hadoken based atks w/o risking counter atks, jumping, or fadcing. Dan is a close range character and him not being able to get inside makes him very vulnerable. He obviously can’t roll through Akuma’s air hadokens and can’t begin to gadoken them. Jumping in on Guile/Deejay after they do a shot is asking for an AA. You can FADC ex shots, so what…better hope you can jump it or don’t mind blocking.

-NOTE: The roll’s range would be at most the range of the first roll of Dan’s super taunt or less.

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These are the ones that I’m constantly thinking about. Some I’ve considered would be for the koryuken to go throw non-ex projectiles. I don’t need it’s a good one. Another someone suggested to me was that lk dan kicks (dankuyaku) should hop over projectiles. I’m on the fence with this one.

As always, comments are welcomed and appreciated.

Well first off, i think it would be awesome if Dan’s gadoukens could be followed up like that, like a sonic boom or chuns kikoken. However I doubt capcom would do this…dan’s gadouken is infamous for its range. I believe they should do what you said, or make the move really strong to compensate for its shitty range.

And Dan has had a roll in previous games…its just not very good, because he ends his roll in a taunt ;:slight_smile: the crouching taunt to be exact.
I wanted to see Dan’s roll just for comedic purposes, but itd be nice if you could end the roll in a taunt, nothing, or cancel the roll into a special move/super/ultra.

Dan’s main fixes he needs is 1000 stun, more health(Dans supposed to be able to take a beating), short hop, and better normals to play footsies.

oh man, if he had a roll that ended in his crouch taunt with that little damage-less tick, I’d completely turn the spam on that up to 11! I really wish he had an overhead, too. It could be a goofy one too, like him tripping over himself and falling in slow motion on top of his opponent.

too bad this is the last sf4 iteration. I don’t know if we’ll ever see this competitive of a dan again.

Yeah he doesn’t have a standing overhead, but you can neutral jump to lt dan kicks for an overhead, all be it, a bit more time consuming.

I was in an elevator today by myself and as I tend to enjoy while alone or driving I yelled Gadoken. And I got to thinking how much I would appreciate a special (or ultra depending on how crazy they make it) if Dan could go into a “GADO GADO GADO GADO GADO” and pop up like 40 gadoken balls and then have the fly forward at once for a Renzoku Gadoken. I wanted to see him carefully place each gadoken ball around himself with both hands and then have them charge foreward with a big smile and a point of his fingers. It would also be nice just to let him charge his gadoken like Sakura gets to, but instead of one big one he pulls out like 3 or 4 normal ones.

I’m all for the rolling under fireballs (Though the version i thought was a face plant but a roll would work too).

Dan has a decent footsie game with his medium kick poke and dankyu armor break but better start up on his heavy normals wouldn’t hurt.

I honestly would like more mix up options preferably with crouch taunt, (Example: back throw medium dankyu crouch taunt) A man can dream : (.

Making his super more reliable would be cool

What they should have given Dan:
Dankuu fix so it fully combos with s.MP and s.HP on all crouching characters,
Hisshou Buraiken fix with a “suck in” effect so it combos properly from a c.MK xx Gadouken super cancel,
Air Dankuu fix so it doesn’t miss crouching characters as easily,
His old roll taunt back.

What they could have given Dan:
c.MP/c.MK xx Dankuu combo not needing to be counter-hit,
Tweaked/improved frame data,
Faster Dankuu,
Better hit-boxes,
Ultra Taunt (always present ontop of the selectable Ultra),
Additional new special and/or command normal,
More health.

What they gave Dan:
Jugglable Ultra and not all hits juggle,
Hit-boxes on his crouch and jump taunts,
100 less stun.

Give with one hand, take away with the other, huh?

Give him a knock-off Demon Flip. Pressing any Kick makes him do a straight-down dive kick. No input should have him somersault, hit the opponent but land on his back, so it’s punishable on block BUT it’s an overhead. Pressing Punch? Maybe a move similar to Sakura’s f, d, df+K move (whatever it’s called)?

Also, a sliding move similar to Blanka’s df+HP.

I figure he should implement some moves from his top two disciples into his style.

Exactly. If he’s the anti-Akuma, this would make a whole lot of sense. Also, it would frustrate the other player who lands lots of hits and you still have half your energy left. They could have explained it as “he’s so used to taking a beating” or whatever.

give him full screen fireballs
make his dash and pokes faster
linkables from lks
let the 3 kicks jugle and faster animation

jk
nah i just like to see more taunt combo stuff n maybe bit more fun with the dashing with him hehe. i sort of love that hes a challenge to play and something people sort of respect ya for using unlike ryu or ken :slight_smile:

Yeah, he’s notorious for taking beats and even in Sakura Ganbaru Ken comments how his… “resilience” is “S class”. It doesn’t make sense that they dropped his stun to 900, which is lower than quite a few female characters. I think having 1050 stun and health would both be fair and acknowledge the fact that he’s “used to taking beats”.

1200 health, 800 stun, increase his stun output by at least 20%, and have him recover from a dizzy more rapidly.

Gadoukens are already the most damaging fireballs in the game, if I remember correctly. I say no to increasing their range. I’m not even going to complain about the big hitboxes. But I’d appreciate their hitboxes “staying there” maybe a couple frames more (while the ball is going “puff”) so my opponents don’t seem to “walk over” them.

“Hit” taunts should charge super.

The roll would be awesome. Even if it always ends on a crouching taunt.

I don’t care much about the stun. When I get stunned it’s usually because I’m going to lose anyway.

Sissou buraiken more difficult to input do so it doesn’t come out by mistake (trials …). I don’t know, make it two half circles instead of two quarter circles or something. I don’t care that it doesn’t have a “sucking effect”, except when it has the effect of making me suck because it goes out when I wanted to do gadouken - gadouken.

Some of the links he seems to use during Sissou buraiken.

I do agree that Dan should have more health and on hit taunts should charge super along with being combo-able. Of course, they do no dmg, but why punish the taunt master. Not his fault that air taunt can cancel Vega’s jumping attacks along with giving Dan a super jump.

Adding frames to the end of the gadoken helps against hadoken spam. If it just sat there for a 1.5 secs, even that can help. As I stated earlier, it adds a level of combo setups and traps for Dan against jumpers and spammers.

Rolls cr taunt seems like it’s just necessary. He does it in his opening and in his super taunt but can’t do it alone… A lot of problems for Dan players (as I can make aware that I am one) is keeping within a danger range. Dan is useless from far away and approaching tactics is reduced to jumping or FADC or the best timed Gadoken in the world. Dan could use just a slight boost in this area. These little improvements alone would make Dan the “…viable character” Capcom says he is while crossing their fingers.

I just noticed it but air lt danku should be an overhead that hits on all crouching characters. Some characters won’t get hit by it unless its my poor aiming (aka right above or slightly to their front).

we must be twins or something I thought the exact same thing