Saikyo-ryuu for Dummies: Dan Video Thread!

Nice indeed, Dan player did good though if he knew he can counter supers with Dan’s Ultra he could’ve won that round.

[media=youtube]h0Od_VUszhc#t=2m15s"[/media]

I don’t speak Korean, but I’m sure he’s cursing himself for messing up the Super Taunt KO at the end of the rounds he won. The execution for every character he uses is really awe-inspiring.

[media=youtube]cZ8xsbFUcM8&fmt=18"[/media]

^The video is not available in mi country, anyway to get around that?

Ah well managed to DL it via KeepVid.com, and it’s GREAT, song is awesome too :tup:

Heh, thanks :pleased: I actually forgot a few other techniques and shenanigans so I might update this later.

Aww hell, it wouldn’t be a skill project without explaining each segment

WALL-OF-TEXT WARNING

#1-Guile: Full EX Bar corner combo with lots of damage. j.hk, s.fp xx lp gadou FADC s.fp xx lp gadou FADC s.fp xx hk danku. Finish with jump taunt just cuz.
This works pretty easily on Guile, but you’ll have problems on other characters connecting the HK Danku

#2-Rose: Crossup j.mk blocked c.lk to throw is a nice throw setup, actually better than c.lp because c.lk recovers a little better on block. After Dan’s backthrow, you can immediately taunt (Taunt 2 here) then cancel to bait opp wakeup options. In this instance, Dan’s backthrow interrupts Rose’s Soul Spiral reversal. Be careful throwing waking up opps doing invincible reversals though.

#3-Abel: After backthrow, Dan has a very easy opportunity for j.mk crossup. j.mk, s.fp xx lp gadou FADC s.mp xx hk danku.
You can also use s.fp xx danku after the FADC, but I find s.mp much easier, plus if spacing is wrong you get far s.mp which still combos (albeit for crap damage). Again, in all cases, hk danku is prone to not combo against some characters (like Fei Long)

#4-Ken: Simple corner combo (j.hk, s.fp xx lk danku) ending in taunt cancel (Taunt 9) for wakeup reversal bait. Dan recovers around -1 or -2 after most taunt cancels, which makes it nice reversal bait in many cases. Taunt cancel wakeup bait is not advised against Supers and SPDs though

#5-Chun: Three EX Bar combo corner. j.hp s.fp xx lp gadou FADC s.fp xx lp gadou xx lvl2 FA f,f c.fp xx hk danku. In doing long combos involving crumple FAs, it is NOT best to end with Ultra because damage scaling makes it almost pointless. c.hp xx hk danku is easy enough and solid damage.

#6-Sagat: c.lp tick to backthrow into taunt cancel (Taunt 7) wakeup bait. Because fp koryu has invincible startup, it interrupts the Tiger Knee reversal. Against invincible reversals, you’re gonna trade most of the time and against ultra/super reversals, you will lose. EX Koryu will win out in all these cases, however.

#7-Akuma: lvl2 FA f,f taunt cancel -> hp koryu FADC hk danku. For quite a long time after FA crumples, the opp is still in vulnerable state, even if they don’t appear to be, as shown by the hp koryu still connecting here

#8-Ken: After frontthrow, a quick double dash allows for wakeup mixups. In all wakeup cases, Dan’s options are throw, koryu, c.lp, or block. Predict and condition your opponents for fun and profit! A crouch taunt afterwards just cuz.

#9-Sagat: Just some pointless jump taunts and crouch taunts while avoiding Tiger Shots.

#10-Balrog: c.mk xx lp gadou FADC s.mp -> hp koryu FADC hk danku. Against crouching opps, doing the s.mp -> koryu hitconfirm is much much more reliable. Ends in Taunt 5

#11-Rose: Ok pressure strings. Blocked koryu FADC gives Dan enough time to put jab pressure on slower opponents. Blocked c.lp c.lk c.mk xx mp gadou isn’t a completely tight blockstring, but Rose doesn’t have particularly good reversals other than ex soul spiral). After her j.fp trades with Dan’s fp koryu, Dan can tack on hk danku for free

#12-Viper: Quick retreating jumping Dan Knee is actually semi-useful against burning kick crossup attempts. Also it’s just funny to do just cuz. The motion is done d-db-b-ub-b+lk a.k.a. qcb+ub~b+lk

#13-Gen: More ok pressure strings. Blocked gadou FADC is really good for pressure. Blocked c.lp c.lp far s.lk s.mk is also not tight; you can reverse after the blocked s.lk. If the s.lk hits though, it’s pretty good, plus it recreates range regardless. Dan’s lp koryu on high airborne opps allows for ex koryu for small damage, good to use if opp is close to stun or KO.

#14-Abel: Jumping Dan Knee crossup. Yes, this is possible, but this is EXTREMELY difficult to space and time correctly, so it’s not worth attempting most of the time. Grounded dan knee seems a bit more likely on crouching Sakura, of all characters.

#15-Gouken: lvl3 FA f,f ex gadou -> s.mp xx lp gadou -> lp koryu -> ex koryu. TWO 1-frame links in this combo; very hard.

#16-Blanka: In this awful matchup, a somewhat nice thing is that, at reasonable distance, Dan can use far s.mp and s.lp to stop Blanka Balls on reaction. But seriously, pick another character vs Blanka.

#17-Vega: j.hk, s.fp xx lp gadou FADC s.mp -> fp koryu. Against Vega, after a fp koryu in a corner, if you dash afterwards, you will do a ground crossup.

#18-Vega: After a lp koryu in the open, if you double dash afterwards, you will get the ground crossup. This only works on Vega. Haven’t found any other characters that Dan can use ground crossup on yet.

#19-Gief: s.fp xx fp koryu FADC air ex danku. To do this somewhat reliable, I use the qcb~ub~b+KK. Only the second two hits of ex danku will connect. Very pretty combo and sends opp flying, but not much damage :-/

#20-Viper: FA crumple into whiffed dan knee crossup into Ultra. Ultra still connects even though opp is lying on the ground heh

#21-Guile: Just an FYI segment. You can koryu Guile between those sweeps.

#22-Guile: You can also fit an Ultra in between too…

#23-Cammy: j.mk s.mp -> far s.mp xx Super Taunt xx Ultra. Looks nice, and is actually pretty useful. But kinda hard to do.

#24-Ryu: If lvl3 FA connects on an airborne opp (like after FAing a lp shoryu), you can juggle them with Ultra

#25-Rose: hk danku into taunt cancel. Rose tries to reversal Shamwow the taunt (ass smack frozen on screen during Ultra animation pauses is monumental), but it’s not fast enough, so she gets punched in the face.

[media=youtube]cZ8xsbFUcM8&fmt=18"[/media]

Which personal taunt is the one where he pats his ass…and is that cancelable?!?

Godly vid E_C, sucks I can’t rep you for it :tup:

After re-watching it; did the Focus Attack Counter Hit Ryu’s Shoryuken and then you were able to juggle into it?

All his taunts except for Taunt 3 (the mini-jump taunt) are cancellable after I think 45 frames (half a second).

The ass-smack is Taunt 9.

My opinion on the best taunts to cancel for bait shenanigans

The lvl3 FA has to hit an airborne opp. Then you can juggle with any attack (providing that it can connect in time), including Ultra. This was first posted in the combo thread :smile:

Awesome ass shit! :tup:

Got a question about the combo you did on Gouken, how do you get the punch to connect after the EX Goduken?

There’s no trick; it’s just very very strict timing. You have one frame to input s.mp after the ex gadou. You also have one frame to input the koryu after the lp gadou.

Man, I hate that kinda timing stuff. So at what part of the EX Goduken animation do you hit the mp button?

Dan vs. Blanka-
[media=youtube]JWwGn_OlWSQ[/media]
[media=youtube]7yu1Dspnk2Q[/media]

Note to self: Check the Dan forum more oftenly.

Interesting! I never did expect Dan’s Ultra to be that good. Now if it only had it a bit more range…

Impressive combos you did there! :tup: Gotta try 'em all out.

Truly mind bogling shit!!!

Dan should shout EC now instead of father. LoL anyways how did u pull off FADC ultra against ryu? Is there an exact timing and if there is one where is the opponenet sprite height and distance should be. I ask this because I amlost sure that after a danku lk u could combo a ultra even tho I think it be easier with an air danku lk.

[media=youtube]bUrghc6lzB4#t=8m40s"[/media]

it’s at 8.40 of the video and the dan player is SICK! check it out some nice showin off there too with the super taunt after KO

EDIT: I realise now it’s poongko but hey

It has to do with the state of the opp as well as their position.

After lk danku or koryu, the opp is in partial juggable state. In this case, the only juggling attacks that Dan has are ex koryu (2nd hit), ex gadou (2nd hit), hk/mk/air-ex danku (last two hits), and super. You can’t combo with Ultra when opp is like this, which is why koryu FADC Ultra doesn’t work with Dan.

On the other hand, after a lvl2 or lvl3 FA connects on an airborne opp, they are put in a fully juggable state. Any move can connect on the opp. After a lvl2 FA, however, the opp is only in the air long enough to quickly connect either a light attack or a fp koryu.

But because lvl3 FA sends opp flying in air for such a long time, Dan can connect hk danku and Ultra.