He’s got a few tricks. A heavy Headbutt can be punished with EX Danku, though the jab/EX ones recover too quickly for that. While he can use normals to anti-air you, doing a Knee of Justice on your jumpin can throw off his timing and get you a knockdown. You did that in the first round, but got away from it in the later rounds allowing him to take you out of the air.
Fighting Honda is really about EX denial. Honda’s EX Headbutt and EX Sumo Slam will beat up Dan’s shenanigans. So you need to bait them out, and try to keep him off offense to limit his meter. When Honda has no meter, he has no answer to meaty wakeup Knees, as they even beat the invincibility on his normal light Sumo Slam. It’s a similar matchup to Rufus, where Dan can squash Rufus until Rufus gets the ability to threaten a Jesus Kick. Ideally, you want to lay such an early beatdown on Honda that he instinctively uses his EX once he gets it to try to stop the pain, but you’re prepared for that, block, and resume the beating.
This one’s tricky too. The only advice I have is to play stupid. As said above, Blanka usually tries something on his wakeup, be it an upball or electricity, so I toss out stupid blind Koryukens against it. It’s not good play on your part, it’s eminently punishable, but it often works and you need the damage in this matchup however you can get it. Once the Blanka wises up and starts blocking while getting up, you can start mixing in wakeup throws (a properly timed throw beats electricity too). Once he gets his Ultra charged, try to bait it out by doing jabs over him while he’s down but stopping before he gets up, so you can block and punish the Ultra. Also, if you block an upball from him, you can reversal Ultra that yourself. And this should go without saying, but if he ever tosses out a Rainbow Roll at you, Focus absorb it and crumple him after he bounces off you for a big combo.
It’s a bad matchup, and you have some trouble if he really turtles, but stupid play can carry the day in this case. I do things against Blanka that I’d never do against other characters, but you can’t argue with success.
I mentioned this before in another thread, but the videos are finally up now, so I can give links. I did a set with Rhyllis over the weekend to say goodbye to SF4 and he’s uploaded the videos. People might remember that he’s a Gen player who, to some extent at least, embraces the Saikyo spirit! Much taunting ensues in the following links.
Nice Saikyo Crusher in the 3rd game (I think) :tup: DP battles in the last game for the lolz, but where’s the random Ultra from the other side of the screen?
Alright guys, I do not understand fighting charge characters. I was at a super street fighter tournament and for the life of me could not beat this gief player. My main is Cammy btw.
http://www.justin.tv/theboxarena/b/262886098 1:19:02 is when my set starts, after the first match I figure I have nothing to loose, PICK DAN! The Gief I murder with Saikyo. Against Blanka…
Blanka is a nightmare, period. The only thing that can stop his ball spamming is a lucky jab or a psychic Kouryuken, jabbing isn’t much of a deterrent since the damage is piddly and trades are in his favour
You seem to have trouble with Blanka’s cross up and ball/slide mix ups. The only way to deal with the cross up is expect it and block it then once he’s doing the electricity, you can either cr.lk him out of it or cr.mk->gado (have to be a bit further away for this or you will get hit). As for the balls/slide mix up, just block low most of the time (noticed you tended to stand and dash) and walk forward in short spurts to close your range. If you see the ball coming, cr.lp on reaction will stuff it if timed properly. What you don’t want to give blanka is the safety of bouncing back after a blocked ball because he can just repeat it. If you cr.lp him out of it, he’ll be right in front of you and open to punishment.
For a while I was trying to auto-correct DP, but I had no luck with the crossups. That set made me wish I started with Dan, my Cammy could have beaten his Blanka for sure.
I was also trying to DP the blanka ball, sort of had luck with that as well.
Yeah KRK works against blanka balls too but it’s a little risky. Just practice cr.lp in Training mode with Blanka throwing his balls at you and you’ll get it down easily.
The road to be victorious with Dan begins with this match video from last night against a damn good Seth player. I probably should have lost this battle, but luck and patience won out in the end. Hopefully you guys will be with me every step of the way as I work to not make these victories so tight.
Hate to be the one to break it to you but that Seth isn’t very good; extremely predictable, no link combos, always tried comboing into Hyakuretsu despite it being extremely unsafe on block and not hit confirming…
All right, then: damn good compared to my scrubby self.
Ah well, guess I’ll just need to get better than that, then. It would also help if I wasn’t so timid a player: I could have punished so many things with something better than a throw.
Time and practice will make you better. Just stick with it. You were lucky that that Seth was coming towards you so much, because you seemed really tentative with moving forward yourself. When I play a Seth, I try to build up momentum and pursue him to take him out quickly, and I’ll only hang back if that momentum is broken (waiting for a new opening), if he’s landed a series of attacks on me and I need my stun to go down, or if I want to taunt. Dan’s a character who’s at his strongest when he’s coming after his opponent offensively, so that should be something for you to work on moving forward.
A lot of it is also just matchup experience. All the blocked lightning legs from that Seth could have been punished with a c.HP > HK Danku, or even a Haoh Gadoken. Just doing a throw, while better than nothing, isn’t the most efficient way to deal damage to him. Of course, other moves that you block won’t give you a large enough window to use such large counters. As you play, you’ll figure out what moves have large enough openings for you to land big counters, and what moves have quick recovery that require you to be more cautious. If you really want to practice that, go to Training Mode and set up a dummy to attack you with a certain move (with auto-block on), and experiment with blocking it and seeing what counters you can land. You have all day to land big combos after a blocked Shoryuken, but something like a blocked Gouken palm attack or a blocked Abel wheel kick require quicker moves/punishes.
Thanks Mao. I’ve been reading this forum about how great LK Danku is and started using it a bit more to pressure people. It’s helped me a lot of times when I’m attacking people on wakeup, though every now and then I get hit out of it (T.Hawk’s anti-air did the trick for me). The Uppercut>HK Danku is starting to become my natural reaction to whiffs and that’s helped too. Sometimes I get clobbered, but that’s more that the other player is clearly more experienced than I am. I just need to learn to go for it and be bold (not “jump into Shoryus” bold, but “don’t be a turtle hiding in his shell” bold). I’ll look through my replay vids and see if there are any other matches I consider “good” when I’m using Dan.
Blocked Hyakuretsu (lightning legs/firework kicks whatever you want to call it) is a free HK Dankuu combo, most likely enough time to do a c.HP xx HK Dankuu but using s.MP xx HK Dankuu leaves little room for error. His teleports now are extremely unsafe since they’ve added more recovery but his SRK recover deceptively quick (even HP and EX) so careful about those.
Most scrubby Seth seem to like doing j.HK > c.HP all day long, they’ll often try wall jumping and crossing up with it. Unusual that guy was trying c.MK xx Hyakuretsu combos but the wall jumps into j.HK is classic, should be ready to KRK those as soon as you see them bounce off the wall.
I tried hitting the LK Danku > U2 but I missed. Is it possible to do to Sagat?
Anyway, this is a better match than the other one in that I wasn’t relying on throws as heavily and playing keep away. Sagat was my main in vanilla so I knew that I’d be suicidal to let him pin me down with Tiger Shots. Still made a few rookie mistakes (what the hell was I thinking using Dan’s sweep?), but those will hopefully go away with practice.
A rather scrubby Ibuki, but the potential to be a major problem for me is there. I was trying to FADash through the Kunai attacks but didn’t so hot on that. At least I managed to hit her with a focus on the way down.