Saikyo-ryuu for Dummies: Dan Video Thread!

Lol thanks guys. No shame in being 2nd to James!

I don’t play much on stream for a couple reasons. First is that I’d rather be commentating most of the time, so I don’t even enter. Second is that I’m worse at fighting games than I used to be, and that bugs me. If I can’t have a reasonable chance to win a tournament, I don’t really want to enter. I especially don’t want to play certain players when I know I’m not at the top of my game. That’s actually why I’m playing Dan and Hakan, I think they’re pretty good but if I were taking the game more seriously I’d probably pick someone better instead. But yeah I’ve been playing more in casuals over the last couple weeks at least, it’s been kinda fun. Went probably 5-6 months without playing a single game online, then picked it back up and a couple days later got on Excellent Adventures heh.

Ant & Dec have a pretty big history over here, started as child actors in a children’s drama then went on to be a pop duo. After that they’ve hosted thousands of TV shows including “I’m a celebrity get me out of here” and “Britain’s got talent” and they’ve even done a movie you might have seen, Alien Autopsy. Anyways point is they’re kinda seen as a single entity rather than two separate people :stuck_out_tongue:

Couple from Krack, AE released on PC now? You can record your own on sweet sweet HD :stuck_out_tongue:
[media=youtube]KgJ7LS68NVw[/media]

Dude seriously, don’t bother with links on punishes. It’s painful to watch when you miss a punish and then get punished for missing it :frowning: Also what’s with s.HK > c.MP xx EX Gadouken? Surely EX Dankuu would give you more bang for your buck.

I won’t get better at them without trying them! Also, I haven’t gotten punishes down to muscle memory yet. I think I tried for a Gadouken FADC there and accidentally hit two punches.

Try links in practice and after jump-ins :stuck_out_tongue: Gadouken FADC seems like a waste of meter, s.HP xx KRK FADC > nj.MP probably does more damage if you must (easier too). With s.HK > KRK I semi-mash, do the motion and mash on the HP button. Been pretty successful, might just be getting the first input correctly but who knows XD

Would like to see you try hit-confirming from jump ins more and try mix-ups from blocked s.HK/s.MP :stuck_out_tongue:

Not if you like to style. FADC Shades

Perhaps, not as stylish as hit confirming into Ultra (either one) though :stuck_out_tongue:

What do you do after FADC? Distance seems a little inconsistent unless in corner, HP KRK usually seems to reach though.

cl.HK > Koryuken or cl.HP xx Koryuken is fantastic if you can land it (It’s a pretty easy plink). Definitely worth the meter.

Edit: Another thing I don’t do yet is hit-confirm from cr.LK! I kick myself in the pants whenever I don’t capitalize on a successful crouch-tech. D:

This is some pretty awesome study material for me. I need to muscle memory that cl.mp for everything I do!

I notice that you jump in with j.mk as well as nj.hp a few times. I generally do j.lk for almost everything after knockdown; should I be doing more j.mk for cross-ups?
far lp > mk links?

far.LP > cr.MK links, but it’s a 1-framer.

j.LK is the better crossup. It’s so ambiguous that it’s really tough to block. However, the blockstun is so miniscule that I’m pretty sure you can get tagged by a mashed DP on block in certain situations. If you want to combo on hit, you can use cl.LK, which has a 3-frame startup. However, since they don’t really know which side you’re going to land on, depending on how cl.LK landed, you can try for a slower normal to get a reset ground combo. Something like cl.MP > cr.MK xx Gadouken/EX Danku is a great, easy, hit-confirmable option that does good damage.

j.MK blockstrings into cl.LK, which hit-confirms into cr.MP xx Gadouken. It’s a bit safer from mashing, despite there being a gap in blockstun after cl.LK. You can FADC the Gadouken to generate pressure (or maybe you blew up a crouch-tech after they left blockstun, at which point, combo them), but I haven’t been using that in matches yet.

Generally speaking, there’s no mash-proof pressure option for Dan. When I don’t think they’re mashing and I think the crossup is going to connect, I may go for a crossup j.MK > cl.MP, then link into cr.MK xx EX Danku. If I see them blocking, I may go right into LK.Danku from cl.MP to fish for frame-traps or get baits going. If you see your opponent blocking LK.Danku’s low, keep doing LK.Danku strings (Though watch out for invincible reversals). Players using charge characters have a seriously tough time using reversals after LK.Danku’s variable blockstun on crouch-block, so you can be less afraid of them if you think they’re unfamiliar with the situation. You may actually catch them jumping or walking forward after mistiming their Reversal.

Once you’re fighting good opponents, opportunities for the close-range game are going to be few and far between, and far less effective. Good pressure opportunities can disappear after EX Danku (which is crucial for footsies) when an opponent quickstands, depending on who you’re fighting. A second, meaty EX Danku after an EX Danku knockdown is sometimes your best option for continuing pressure, but it loses to invincible reversals, of course. Timed right, it leaves you at +5 or so, which is similar to a crouch-blocked or meaty LK.Danku, which normally requires a hard knockdown to set up. You can continue with tick-throws, more Danku pressure, or whatever you want afterwards.

I’ve gone off on a strategy tangent. Where are we again?

Or j.MK > s.HK (hit confirm) > KRK, it works on everyone except Ryu, Ken, Sakura, Cody, El Fuerte and Seth and does great damage and stun, also works as a hit confirm into Haoh Gadouken if you have 2 bars. Have to make sure you land the j.MK reasonably deep though, especially on the taller characters.

s.HK has the same block stun as s.MP, you’ll get the exact same frame traps and mix-ups from it.

(Seriously, watch my video.)

I have some serious trouble linking s.HK xx anything. I’m generally more comfortable linking cl.MP, cr.HP, or cr.HP

Well, cr.HP and cl.HP don’t actually link into anything, so that might be the problem!

cr.HP and cl.HP can both cancel into moves. You do c.HP and input the HK Danku motion while the move hits to abort the c.HP animation and immediately do HK Danku. That’s a cancel. A link is when a move leaves the opponent reeling in hitstun long enough that, after the move is done, you have enough time to do another move afterwards with good timing.

With close HK, it can only cancel into a Super Combo. But it’s +6 frames on hit, which is enough time to link c.MP or a Koryuken after it. Go to training mode and work on the timing!

For future reference:

xx - cancel
> - link

So c.HP xx HK Dankuu is cancelling c.HP into HK Dankuu, s.HK > Kouryuken is linking s.HK to Kouryuken.

H’okay. I can capture my own videos now. Thanks Sugami.

Now if I only had enough monthly bandwidth. :\

Monthly bandwidth? o_O You have an upload/download limit?

$75 a month for 80 Gigs.

Isn’t Canada awesome? :\

Can’t blame Canada for your ISPs :razzy: Not sure our ISPs limit our download/upload anymore, some probably do, think they’re just crap round the clock to make up for it >.> My ISP can’t seem to handle downloading in the morning, it’ll DC briefly once or twice.

Ugh. Doesn’t look like I’ll get anything but super-troll replays on PC. The competition is really lacking compared to XBL. D:

Maybe I’ll make a trolling highlight reel.

Get a lot of points and always search more skilled. ussually solves stuff.