Saikyo-ryuu for Dummies: Dan Video Thread!

Super troll with Legendary Taunt finishes :tup:

I suppose I’ll start a collection or something.

Ive played Dan for a long time, since Alpha series. Its great to see him actually have some meaty combos now. A few things that i have noticed in the SF4 series though that may be a help. 1. Despite the lack of power compared to some of the other characters he is actually a little faster that even ken. Allowing him a little more versatility in his combos.
2. His Dankukyaku is a great combo move to end with. It can also be used to stay in the air to hover over a good deal of the ultras.
Especially when you use the EX version. Also using the EX Dankukyaku in the air not only has a fast recovery but also brings him down much faster allowing you
to punish other characters while they are in frame recovery from what ever ultra that they are doing. One thing to watch out for though. There have been times
when going head to head against Dhalsim where the player has used the Yoga Destruction. I have used HK Dankukyaku to get over it thanks to Dhalsim’s long recovery. So i end up punishing him in the same direction that his ultra is moving causing myself to get damages from pushing to fast. It has actually caused me a match or two. Sad face. hope this helps.

Well, remember to keep things in proper perspective. Dan may seem faster than Ken, I suppose, but his normals, walk-speed and dashes are all slower or have more recovery. Overall speed isn’t something you should be looking in to, especially when it comes to combos. Ken can do all kinds of shenanigans from all of his light normals, which are important for crouch-techs, on top of having better and faster pokes during footsies. EX Danku in a poking war gives Dan a sudden edge in situations like that, but that costs meter.

Also, aerial Danku to hop over something like Yoga Catastrophe should normally end in a free punish for Dhalsim unless he’s done Catastrophe very late (Dhalsim recovers very quick from Ultra I). You normally do Danku over Yoga Catastrophe after it’s set to punish your jump-in, so this usually isn’t the case. The landing recovery on all the aerial Dankus but the EX version are horrendous, so you’ll end up eating cr.HP at best, a combo into Super at worst. The only cases where it works in your favour is if you can tag him with LK.Danku on the way down.

Very true! And in no way do i consider his speed a major deciding factor especially when its against Ken. as you said there are many things that ken can do that run circles around dan with feet flying lol. I am saying that it is something that if used in the correct way can be a huge advantage. Other than that the moves that i listed above also are not things that people should only stick to. Those are things that work for me and even then its on a match by match basis. But you are correct in your posting. Thats simply some of the things that i use in certain situations. And they have worked for me.

I’ve got XHM’s match against a Gouken who thinks he can taunt Dan, needless to say it doesn’t end well for Gouken :stuck_out_tongue: I’ve also got Krack’s latest against a Balrog, is this before or after AE hit PC?

Yikes, looks like I should thank Mr. David for telling Keits about my “A Lesson In Saikyo: Arcade Edition” tutorial. Seems like a few morons have already started hating on it but that’s to be expected really, UD’s small praise means a lot more to me than a few idiots talking shit :). I like how Keits said I released it today when it was a month ago :rofl:

It’s fresher that way. Grats on the frontpage! :smiley:

So you’ll still be playing on 360 as well as PC?

Making Dan tutorials for over a year and finally get noticed :rofl:

I’ll probably be favouring the PC for now, simply because it’s waaay easier to start up a game and record video for me.

I sadly flubbed the end of the match against Gouken. :frowning: But at least in my failure glorious victory emerged!

I’ll see about playing some more to get more replays. I haven’t had the time to play a lot recently, but at least I’m B rank now. And at least I didn’t immediately plunge back under 5000 points!

Yeah that was pretty hilarious, what an idiot! All he needed to do was throw you to get the Ultra, doing a raw Ultra or Super gives us more than enough time to mash out the Ultra to counter, he’ll think twice before taunting a Dan again.

Are you still saving your choice replays that don’t get saved automatically? I don’t really get the point of “my channel+” so I can search for someone’s channel instead of being invited to it? Why? Surely I’d only know about it if they made it for me anyways, it’s not like the channel stays up forever.

I’ve saved… one or two replays of my own. I haven’t had a lot of choice games that made me think “OMG must save”. Part of my problem is that in most games I’m focused on trying new things like working the links in, and missing glorious taunting opportunities as a result. :frowning: That Gouken match was nice, in a way, even though it was far from high level scientific play. It let me goof around a little bit! And I think people like me goofing around.

Here’s a few PSN replays from Mr_Kamase. A pretty good Japanese Dan player

[media=youtube]hJ5yoLwEue0[/media]
[media=youtube]xzDosKGQrdA[/media]
[media=youtube]W4FZH_czAfE[/media]

He’s got good use of ground links though he should mix it up a bit more rather than trying to cross-up pretty much all the time on blocked. Would be nice if he could make use of s.HK and s.MP for hit confirms and frame traps. Also seems like he didn’t get the memo about HK Dankuu doing less damage or maybe he just wants to push them across the screen more.

c.LK xx s.LK > c.MP xx Gadouken seems somewhat situational. The Gadouken doesn’t seem to combo unless they’re crouching when tested it on Ryu.

Your very right on the Dankuu but its also a good way to keep you safe in a few situations. I dont use it as much but i do keep that in mind.

Situations I was talking about was for punishment when you “know” you’ll land the combo.

XHM’s latest complete with an idiot Gouken who thinks he can taunt Dan and doesn’t know not to try to Ultra Dan out of Legendary Taunt when he has Ultra ready, and his failed Legendary Taunt finish versus an Akuma :stuck_out_tongue:
[media=youtube]LTPGiPs5dqs[/media]

And Krack’s last one where he pretty much dominates a Balrog (bar one round).
[media=youtube]J3jMTjpX8vA[/media]

I usually just do hp xx hk danku for punishments, personally. It does less damage, but it’s great because it pushes the opponent a significant way toward the corner and leaves Dan in an excellent position to continue his pressure with wakeup games, much better than after a dragon punch. If I have two meters I’ll do hp xx fb fadc hp xx hk danku.

This is a video of me facing a Yun player. This guy always wants to run it back with me on ranked, but he only bested me once out of…a lot of ranked matches.
Plese subscribe to Gamingslugs, my friend deserves the fame for the channel.
[media=youtube]EnNrpN7iXrU[/media]

Fair enough, though quick recovery puts them in pretty much the same position (no chance of a safe cross-up against some characters). I was wondering if using MP KRK left Dan with more favourable wake-up options over HP, it doesn’t really, it is useless :frowning:

A forgot to link Stripfighteriv’s latest replay.
[media=youtube]vZnoOEd5098[/media]

Also, cr.HP/cl.HP xx HP.Koryuken has the Koryuken whiff on characters with stupid reeling animations like Ibuki, Sakura and Oni. Might actually be smarter to do cl.MP > cr.MP xx HP.Koryuken when you want damage or already have them in the corner.