More damage and stun is fine, but for a character who.does 300 dmg and 500 stun on basic bnbs and 400 dmg/700 stun on fadc combos, and whose main frame traps are also his main hit confirms are also his best combo starters, I don’t think damage or stun are the problems.
Dan’s problem area is the midrange footsie area. I’m fine with that, a character with good frame traps, good damage/stun, good pursuit, good dp, and good backdash doesn’t also need good footsies or zoning tools. So in response to other people’s Dan buff ideas, I don’t really want better st mk, cr mk, etc.
I want 2 main things: more consistent dankus and more advantage for ex danku on hit and for air lk danku on block.
Dan’s mk/hk dankus are really weird. They’re supposed to be -2, but I’ve been punished in some cases by 4 frame moves. Sometimes they stop hitting crouching characters, sometimes they whiff over crouching characters’ heads. I think this is probably due to stupidity in their hitboxes. If their hitboxes extended a bit closer to the ground and a bit farther horizontally, I think these problems would go away. I’m only asking for a few pixels either way to fix those issues, not a big change or anything.
Currently, after Dan hits the opponent with ex danku he can’t really maintain pressure. If the opponent quick rises after getting hit, he can hit Dan out of Dan’s attempt to dash up for more pressure. All I want is a few extra frames on hit in which to dash up. Again, not a big change, no change on block required. I’m not even looking for a hard knockdown. I just want the opponent to stay on the ground a little longer after I spend meter on ex danku.
In one of the versions, iirc Vanilla to Super, Dan’s air lk danku was given more recovery. There’s no reason for this. This is mainly used to try to get in from certain ranges on about a third of the cast, but it can be unsafe on block on grapplers. Again, not looking for much of a change, just enough so that Dan is safe doing this on grapplers, who are some of his worst matchups.
It would be nice if u2 didn’t blow Dan to the other side of the stage and if u1 wasn’t focusable, but those aren’t as important as the buffs above.
I’m not trying to buff Dan too hard. I don’t think he needs it. He’s not top tier or anything, but he doesn’t need to be. I don’t really care about tiers being redone, just slightly compressed. At this point in SF4 imo very little tweaking needs to be done.
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