Super Saikyo Dan Match-up Thread

I’ve noticed the air-2-air knock downs, characters did that before so I wasn’t sure if it was new. Interesting.



CHAR      JULY 14
Abel      6-4
Adon      5-5
Akuma      4-6
Blanka    4-6
Boxer      4-6
Cammy      6-4
Chun      3-7
Claw      6-4
Cody      6-4
Dan        5-5
DeeJay    5-5
Dhalsim    5-5
Dictator  5-5
Dudley    5-5
Evil      5-5
Fei        3-7
Fuerte    6-4
Gen        5-5
Gouken    6-4
Guile      5-5
Guy        5-5
Hakan      6-4
Hawk      3-7
Honda      4-6
Ibuki      4-6
Juri      5-5
Ken        4-6
Makoto    6-4
Oni        6-4
Rose      6-4
Rufus      6-4
Ryu        3-7
Sagat      3-7
Sakura    5-5
Seth      5-5
Viper      5-5
Yang      4-6
Yun        4-6
Zangief    3-7


So that’s how you think the match-ups are?

So many 6s, not sure I can agree with most of them. How come Fei is worse than Yun and Yang? Why is Ryu 3-7 where Evil Ryu is 5-5 (and Akuma 4-6)? Chun 3-7 but Guile only 5-5? Vega and Cody just seem to out-prioritise pretty much everything I do with their bullshit as well :frowning:

Imo Dan’s major weakness is in the midrange game. For the most part, I don’t think he has good answers for characters with strong midrange footsies or strong midrange fireball games, especially when those characters also have good up-close defensive options.

That’s why I’m more worried about Fei than the twins, since nobody controls that mid range game as well as Fei, and at the same time he has some great defensive options. I think the twins beat Dan, but I also think Dan can abuse their wakeup games (esp Yun’s), and since Dan has good defensive options of his own, I think he can kinda sorta deal with the twins’ offense (obviously not beat it, but deal with it as well as anyone). I have a much better record than 3-7 against Feis overall, but imo the really top, patient Feis make him of Dan’s worst matchups.

And while it can be annoying to face a Vega who has good control of his mid range normals or a Guile with good booms and fierces, I think if Dan gets up close against them the matchups swing hugely in his favor. Despite Chun’s nerfs I still think she has great footsies, her funky small crouching hitbox means that Dan doesn’t get the kind of pressure that usually makes him so good up close, and while ex sbk isn’t great, it’s definitely harder for Dan to abuse with than flip kick or flash kick.

As for Evil Ryu vs regular Ryu, I think Ryu controls that annoying range a lot better. Ryu’s cr mk is faster and has a better hitbox and his sweep is faster and has a better hitbox. They have pretty much the same fireball frames and speed as far as I can tell, but Evil’s regular fb is less threatening because it isn’t associated with the still-awesome Ryu cr mk and because the ex version doesn’t knock down. I’m also worried about Ryu’s defense more, since he can still duck lk dankus with cr mk and he has a lot more life than Evil so I have to hit him more times to win.

Characters like Gief and Hawk are really annoying for him. Their buttons destroy Dan’s in the mid range game, they’re dangerous up close on offense, and they’re dangerous for Dan to play his usual up close mixups on.

When the midrange game isn’t that important or when a character with a good midrange game is just crappy up close on defense or offense, I think Dan tends to do pretty well.

Put your own up!

That’s a pretty big “if” concerning Guile (and Vega to a lesser extent), problem is you spend half the match or more getting close to them and when you’re finally there you’re already down half your life or something, that’s why I can’t really see it being even :frowning: I also feel like Vega’s c.MP ruins Dan’s whole game, so fast and out-prioritises everything, then he’s able to throw random shit like that hop kick and get big damage off of it if it hits, without really worrying about it being blocked. I have a friend who plays Vega, just a nightmare getting around his crap and he just really sticks to the basics and doesn’t do anything fancy.

I wasn’t doubting Evil being easier than Ryu just the fact that he was that much easier in comparison, considering he’s basically a slightly worse Akuma (IMO) I’d have pegged him around the same as Akuma.

I kinda value your opinion more than my own since you’re able to analyse stuff better than I can and I’m nowhere near the level where I can come to proper judgements based on my experiences :stuck_out_tongue: The other thing is trying to balance the match-ups compared to other characters, that’s where things get kinda tricky. My guess would be a bit more pessimistic version of yours.


CHAR      Su's JULY 14
Abel      5-5
Adon      5-5
Akuma      4-6
Blanka    4-6
Boxer      4-6
Cammy      5-5
Chun      3-7
Claw      5-5
Cody      5-5
Dan        5-5
DeeJay    4-6
Dhalsim    4-6
Dictator  5-5
Dudley    5-5
Evil      4-6
Fei        3-7
Fuerte    6-4
Gen        5-5
Gouken    5-5
Guile      4-6
Guy        5-5
Hakan      6-4
Hawk      3-7
Honda      4-6
Ibuki      4-6
Juri      5-5
Ken        4-6
Makoto    5-5
Oni        5-5
Rose      5-5
Rufus      5-5
Ryu        3-7
Sagat      3-7
Sakura    5-5
Seth      5-5
Viper      5-5
Yang      4-6
Yun        4-6
Zangief    3-7

Why is Ryu - Dan considered 3-7? Can he zone Dan out better than everyone aside from Sagat?

Think he can probably zone Dan better than Sagat, 3-7 might be a bit harsh but I’m not really going to disagree with UD on that one. Dhalsim probably zones better than Ryu but Ryu has Dan beat in every part of the game, long, mid and close (though not so bad once you’re up close).

Dan doesn’t really have to worry about fireballs at full screen; at fullscreen if Dan and Ryu throw fireballs at the same time, Dan recovers in time to instant air lk danku over Ryu’s fb, so Dan builds like iirc 50-60 meter points while Ryu builds 10. But at mid range I like Ryu’s fireball, cr mk, and st mp over Dan all day. As Dan I really want to make sure that I’m either at the range where I can jump safely over fireballs or within my st lk range where I can start really harassing him; anything in between is no good. And Dan still has to be careful when Ryu is on defense, since cr mk goes under lk dankus and dragon punch fadc ultra is always dangerous.

Sagat is bad for slightly different reasons imo. Dan can’t deal with tiger shots at full screen like he can with hadokens, he has to be much more cautious and can’t really build the same kind of meter. He can instant air lk danku over low shots, but not over high ones. Dan has to be pretty wary about jumping even at 2/3 screen range for fear of kara uppercut or kara knee. Sagat controls the space outside of his normals really really well with tiger shots and tiger knees. Dan can react to either with U1 if he has it, but if he doesn’t, I think his best bets at this range are either to back up to a range where he can approach more easily or hope that he gets lucky (like Sagat does a bad tiger knee and Dan reacts with a punish, Dan jumps at Sagat at just the right time, Dan decided to mk/hk danku just when Sagat decided not to press a button, etc). Up close I like Dan of course. Dan can safe jump Sagat, play very tricky crossup games, get his most damaging links on Sagat’s big body, and just harass him in general without the fear that Sagat will duck under anything. But the huge range on Sagat’s dragon punch means that unlike against Ryu, whose dp Dan can make whiff by just walking back a few steps, Dan oftentimes can’t even backdash to avoid Sagat’s dp.

Dhalsim is good at keeping Dan at a range where Dan is harmless. Unlike some characters, Dan can’t counterpoke limbs from a distance. But Sim’s zoning game doesn’t work quite as well against characters who can change their jump arcs in the air. Dan’s jump lk, jump hk, and air lk danku all have really strong hitboxes at the right locations and all beat different Dhalsim antiair options. While Sim usually gets the right antiairs most of the time, the one time he doesn’t means that he could get put in the grinder. Not that Dan’s only approach is from the air, he can be good about jumping far away at ranges where Sim doesn’t have good options and slowly pushing Sim back like that, or he can stick out an occasional hk danku to gain space, or focus dash with his far speedy dash, or whatever. When Dan gets up close he does really well, although teleport back, short slide under dankus, and back+lk strings mean Sim isn’t defenseless. Basically I think the match is like most Sim matchups: he has a big advantage when he has the opponent at a good range and he has a big disadvantage when the opponent is at a bad range (ie up close). The biggest thing that changes Sim’s matchups is how good a character is at forcing its way into Sim’s bad range, and I feel like Dan is better at that than some characters and better up close than most characters.

Only a handful of 3-7s? I’m far worse at this game than I thought. :frowning: I started getting back into Marvel for some reason (it’s easier to delude yourself that you’ve improved and hours spent studying match ups haven’t gone to waste when the wins are more frequent). I still can’t fight Yun to save my life, and a 3000PP Sagat that double perfected me the other day had me saltier than a bowl of Mr. Eldoon’s noodles. I’ve played this game since Vanilla, should I skip Strawberry since it’s rumored Neapolitan’s on its way anyway?

Nice Phoenix Wright reference :rofl: Don’t worry I think I’m getting progressively worse at the game.

I don’t like Dan in fireball wars for the single fact that it’s too easy to accidentally “punch” them due to his fucked up hit-boxes >:(

Alright, so after another week of playing against good players and meeting up again with my friends, I’m downgrading a lot of my matchups. I had gotten to a point where my tricks were working well, but as usually tends to happen in Street Fighter, after one character gets new technology and playstyles, other characters start adapting. Well, there’s been some definite adaptation. Some things that I’d thought were good have been figured out.

–After ex danku knockdown from footsie range, Dan actually cannot get the kind of pressure I’d thought. If the opponent does a quick getup, Dan can’t dash into pressure, most characters can just normal him out of it free. This means Dan has a much harder time getting knockdowns than I’d expected.
–My opponents are now consistently hitting me out of random hk/mk danku on my way over. Again, this means it’s harder to get up close.
–The jump normal/air lk danku mixup isn’t really working anymore either. My opponents are now either dashing back when I jump to reset me right back into the mid-range situation that I find so hard to deal with as Dan. And more annoyingly, the same mid-range spot that kills Dan on the ground is the same spot a lot of characters want to stand at to use antiairs that beat both jump normals and air lk danku.

This all makes getting in and getting knockdowns considerably harder, and that makes Dan worse. Maybe I’ll come up with ways around this, we’ll see.

CHAR JULY 19 Abel 5-5 Adon 4-6 Akuma 4-6 Blanka 4-6 Boxer 4-6 Cammy 6-4 Chun 3-7 Claw 5-5 Cody 5-5 Dan 5-5 DeeJay 5-5 Dhalsim 5-5 Dictator 4-6 Dudley 5-5 Evil 4-6 Fei 3-7 Fuerte 6-4 Gen 5-5 Gouken 6-4 Guile 4-6 Guy 5-5 Hakan 6-4 Hawk 3-7 Honda 4-6 Ibuki 4-6 Juri 5-5 Ken 4-6 Makoto 6-4 Oni 6-4 Rose 5-5 Rufus 5-5 Ryu 3-7 Sagat 3-7 Sakura 5-5 Seth 5-5 Viper 5-5 Yang 4-6 Yun 4-6 Zangief 3-7

I’ve noticed this for a while now. If you have meter, another EX Danku can be used. It can give you a generous amount of +frames meaty or at max-range. Otherwise, they need to be in the corner for it to generate any kind of offense on hit. It’s expensive, but you’re in if they block it on wakeup.

EDIT: Nevermind. You can’t even get it meaty on knockdown if the opponent quickstands. You can only close in, but you maystill tag them in the later active frames, leaving you postive.

You can actually get punished for it on reaction if you’re not up close. The thing has 17 frames of startup, so after that first kick and just before the 2nd the standard player will have at least registered that it’s there. Invincible specials give a big punish room as well, especially if they’ve buffered preemptively when playing footsies. Online, it works pretty dandy as an approach option. Offline, not so much. I can pretty much just cue up Ultras when other Dan players use it.

All in all, I think Dan just has too many fundamental hiccups in his gameplan. You’re not building any kind of pressure in footsies without two bars or a risky guess. They really should have had his taunts build good meter.

Hello fellow Saikyo apprentice!
Need your help here, I have problem with some matchups:

  • How is the effective way to deal with Twins palm? some of twins players love to run away and build meter with palm, and I have to be extra cautious when approach them.
  • Best way to deal with Dictator keep away game (headstomp and devil reverse)?

thank you!

I like to blast through the palm with Shisso Buraiken. Of course, this isn’t always available. :wink:

Work on figuring out the right timing to jump at the twins when you see a palm getting started. When timed right, you can land a j.HK after the palm’s hitbox is gone but before they recover. It’s easier to do on Yun than Yang, but it does work on both of them. Of course, they can bait you into jumping with a fake palm, so be wary of that.

Bison headstomps are really a non-factor. If you just walk backwards, he’ll whiff it and land right in front of you to punish as you see fit. You can beat headstomps with a midair Knee of Justice too. As for the Devil’s Reverse, take advantage of it to advance with a forward dash, then block it. Back Bison up into the corner, and then you don’t have to worry! Alternately, if he’s actually trying to hit you with it, you should be able to use c.MK to duck underneath it, I think. I haven’t really tried that myself, so it might not work…

thank you!! is Yang’s palm active frame is longer than Yun? It’s harder to punish Yang’s palm though

btw, I’m loving close cr LK st LK cr MP Gadouken, is that true block string?

No :stuck_out_tongue: It’s a true block string until s.LK but there’s a gap between s.LK and c.MP (and again between c.MP and Gadouken no doubt).

The only true block strings in this game are cancelled light attacks or multi-hitting stuff (in general).

Having some huge issues with this myself Ryu is even worse… infact add in anyone with an uppercut which is most players.

The main issues is I cant engage Ryu or Ken. I jump in they time there Shoryuken PERFECTLY. I hop back they zone me with Hadouken.
I jump in they Shoryuken FADC and it’s a technical. I cant not allowed in.

Dan kicks are incredibly USELESS against Ryu & Ken and the thing that irritates the F out of me is that ‘go go’ shytebefore he uses them, Hey Dan’s using his hop kicks MAN THE FIREBALL UP PEOW FIRE.

Anyway Light Shoryuken, Hadouken = gg Dan. Im also a complete NOOB and after Ive eaten a few light Shoryukens juggled onto fireballs I am ready to give up. Former Bison player AND cannot believe dan kicks dont go through projectiles like scissor kicks. I still ex dan kick into projectiles all the time as my brain just does not compute this. If anyone has any tips for me to deal with Ryu I would be appreciative. Sometimes I just throw Gadoukens hoping it will be a 0-0 draw but then come the fireballs.

I wish Dan didnt make that sound before he started his kicks. I wish EX went through projectiles. Im not able to bait Ryu & Ken against good players. They simply stare at me and say no thanks I will just spam light hadouken, you cant get near me and If you start that hop kick shit I’ll counter you with Hadouken I just cant get in. I notice everyone has these problems though everyone who plays Dan but still gah.

Spam is a genuine problem SO I get close he stops spamming light shoryuken Im waiting for it thinking finally it’s Dans turn to hand out a beating… AND HE THROWS ME FFS and I once again have to jump into shoryukens again to get close. OR they step backwards sweep you and cross you up using your only strengths against you cruel, cruel game.

When Ryu jumps in with those crouching light punches I do nothing right? Wait for him to stop and guess either Shoryuken or throw or something. Due to frame data or whatever I would just open myself up to more damage by fighting Ryu’s LP with my own LP is that right? I lose the ascendency and my confidence really quick and then I have what I call my ‘defending dan’ which is an abomination and a disgrace to all Dan players and has been known as Mr Perfect for barely sometimes failing to land a single blow :expressionless:

And which one of Dan’s air moves does the business to Ryu’s air hurricane when Ryu does air hurricane I should do?? Another thing I struggle with!

I have seen people get in with a jump crouching medium kick into I think hard dan kicks but I am also a noob and cant really link that atm, maybe when I get my madcatz fight pad instead of the PS3 controller.

Have issues with the big guys too. T hawk runs in T hawk slams the fuck out of me t hawk back dashes t hawk frame recovers… T hawk runs in. T hawk is blocked T. Hawk command grabs, Dans whole game is being close and throw or dragon but command grabs really… put the spanner in the works here.

Im often able to land ultra one and pinch a round with unfamiliarity but once they get the lowdown on Dan the emperor has no clothes.

  1. Is back dashing after Dan kicks compulsory and what is the kind of point of it, everyone knows ur just going to turn around and come back lol.
  2. light dan kicks hit high (do they combo with light kicks? I dont think they do) Going low with dans reasonable light kick then high with light dan kick works OK but once people see it not comboing it the rabbit is ut of the bag once again and it becomes useless as they will light shoryuken you and give you a fireball for good measure.
  3. That medium spacing f’s me. Blanka. Bison. Balrog are the these type kinds, camp away, run in, back dash go again and then Bisons got he’s good air moves too my poor dan doesn’t know wut to do.
  4. Where do med dan kicks hit and does -2 mean… they can get out short shoryuken and thow. When I go for it and it’s blocked? and what is the point point of ex or hard dan kicks damage seems similar recovery seems more point seems 0/
  5. Does everyone here religiously throw medium kicks and medium punches as it’s our best move frame data wise? far HK is also sweet but not often in range.

Wouldn’t mind some advice. Im a noob. I normally jump in with MEDIUM kick as it’s easier for me to combo with and go straight to a dragon punch or a light punch and a gadouken. I figure Dan is actually playable now so we aint going to be getting any buffs if I cant do it now I never willllllll.

Im a new Dan player having some real issues mostly relating to the shotos, which is mostly everyone :expressionless:

Dankukyakus aren’t really an approach tool. They can sometimes work as such in online play where everyone reacts a bit slower, and there’s some characters who really can’t do much about them (Abel, Fuerte, etc.), but against a projectile character in particular you should find another way. Fortunately, there’s lots of other ways!

Now, you admit you’re a noob, which is fine. Everyone’s new at some point! The thing is, there’s ways to beat this strategy. If you’re jumping over a fireball on reaction to seeing it come out, then the thrower (unless it’s Dhalsim or sometimes Seth) is going to recover in time to block your jumping move or hit you with an anti-air. The jump arc of most characters takes around 40-45 frames of animation from start to finish, whereas most fireballs have around 45 frames of animation themselves. So if you’re reacting to the fireball (10-15 frames after it starts), their fireball will be finished 10-15 frames before your jump ends, which gives them enough time to smack you out of the air. In the case of Guile, who has an amazing 30ish frame recovery from his Sonic Boom, it’s even worse for you.

So against those insurmountable odds, what can you do? The simplest answer is not to jump forward over fireballs on reaction. That probably goes against every instinct you have, but that’s okay. Observe the player. Watch how he throws the fireballs. If he throws one and is not immediately throwing another after you block it, Focus absorb it or neutral jump over it (neutral jumping is great!), then that means he was looking to uppercut you. He most definitely isn’t “spamming”, he’s trying to lure you into a trap, and you’re evading it. This is a good time to taunt! Now, if he throws the fireball and after you block it/neutral jump it/Focus absorb it, immediately throws another, then he wasn’t expecting you to jump forward. He expected you to stay on the ground. Does that mean you should jump at him? Probably not. Observe a bit longer. After you block this second fireball, try walking towards him. If he’s trying to be on point with his anti-airs, a ground approach is the smartest thing you can do. Soon enough you’ll be too close for him to safely throw a fireball, and at that point he’ll either engage you or try to jump back/backdash to escape. If he engages you, great, that’s what you want. If he jumps back, continue the pursuit, dashing up after him, and back him into the corner. A cornered victim for Dan is a victim in a very bad place!

After you’ve observed their fireball-throwing patterns for a while, it’s time to try to make a read. If you feel you must jump at a player, jump at them before they throw a fireball. Predict when a fireball will come and jump then. If you guess right, you can land a heavy kick on them (don’t use the medium kick for non-crossups) and the combo of your choice. If you guess wrong… you’re probably eating an uppercut. :wink: Don’t jump against a Ryu with his Metsu Hadoken charged, ever. That’s a common ‘noob’ mistake. Just stay totally grounded once you see that Ultra ready to go. Most Ryus will be looking for a jump to land their LP Shoryuken > Ultra combo, and if you simply don’t jump, they’ll be off their game. Walk forward and s.MK them, or move up and start charging a Focus Attack. There’s a lot of things you can do, but leaving your feet shouldn’t be one of them. A final suggestion, though this is character-specific. Against Ryu and Ken, you can sometimes beat some of their uppercuts (including the feared LP Shoryuken > Ultra) with a jumping light kick, which has a favourable hitbox and will stuff uppercuts lacking invincibility. Don’t expect it to work well on Cammy or Seth, or against anyone’s EX reversal, but it can cause headaches for many, and if you miscalculate a jump it’s better to try that than eat massive damage.

Now, for your questions…

1: Where’s question 1?

2: You certainly don’t have to backdash after blocked Dankus. It’s one of your safer options. But like the fireballs above, it’s a mindgame. What do you think your opponent is going to do? If you feel they’ll try to throw you or jab you, an uppercut will beat that (but unless FADCed, it’s very unsafe if you guess wrong). If you think they’ll block in fear of an uppercut, throw them. If you’re not sure and want to observe their tendencies, or if you want to bait them into doing something after a later blocked Danku, backdash or neutral jump (neutral jumping will lose to reversals/jabs, but beat throws).

3: The light Danku (Knee of Justice) does not hit high. It can be blocked low. It also does not combo off of light kicks. Most Dankus only combo after either close MP, or close/crouching HP. EX Danku will combo after anything because it’s a lot faster. You have to cancel these Dankus to combo, of course. Since you’re a new player, cancelling means that you input your normal move and then input the special move during the execution of the normal move, which aborts the normal’s animation on contact with the opponent (hit or block) and makes your special move come out.

4: Advance cautiously. Make good use of your Focus, depending on the matchup (it doesn’t work well against Blanka, usually, but slide-happy Blankas can fall victim). Once you get in, do everything in your power to stay in. And good air moves shouldn’t be a concern. You have an uppercut too! If someone jumps at you, smack them out of the air with that. Make sure you use the heavy Koryuken, of course. Dan’s light Koryuken simply doesn’t get the job done.

5: -2 means that the opponent recovers from blocking the move 2 frames of animation before you recover. If the opponent has a move that comes out in 2 frames or less, they can punish you for free. Fortunately, only a handful of characters have 2 frame moves. Zangief/T. Hawk’s command throws are two frames, and their grab Super/Ultras are 1 frame, so these can ruin your day. Don’t do medium/heavy Dankus against them unless it’s a combo and you’re sure they’ll hit. The Raging Demon Super Combo is a 1 frame grab, so be wary about medium/heavy Dankus against a Super-prepped Akuma/Evil Ryu/Oni. Akuma’s Wrath of the Raging Demon Ultra is 4 frames, so don’t be scared of it. Other Ultras to worry about include Balrog’s Dirty Bull (like you’ll ever see that), Guy’s Bushin Musou Renge, Honda’s Orochi Breaker and Ibuki’s Yoroitoshi. All of those Ultras have two frame startup and will punish your Dankus. Most Shoryukens and similar moves come out between 3-5 frames after input, so if you block after your Dankus you can stop those. Light and EX Danku play with the numbers a bit differently, depending on when they hit an opponent. If they hit late into their animation, you’ll get more frames on block than you would normally, which makes the moves not only safe on block, but gives you frame advantage to help you tick throw or set up frame traps. At your stage, it’s probably early to get into frame traps, so just let it be said that they’re good. :wink:

6: I use the medium kick as a poke. I also throw out a lot of crouching medium kick into EX Danku to try to fish out hits, or at least get close on block. I don’t use a lot of far medium punch, and honestly, just about every time you see me do a far heavy kick, it’s a flubbed input. :wink:

-I have learnt an incredible amount from this post. Dankicks definitely not working as an approach tool, too easy to read/see/counter will cease immeditely.
-Im not noob, Im just new to Dan & Shotos played Bison to a 62% win rate for 1000 games. It’s always been casual though. Im good at spacing and reads. I am bad at combos and aggression. I get flustered.

-Seeking clarification there, it’s mostly the hadouken that is the real problem, can be throw so fast and constantly and recovered from well, even when anticipating I still either space it wrong or eat a light DP. Im going to start observing though (I get a touch nervous and anxious doing this though) It’s as plain as day what I try to do…I start every round with a jump in heavy kick, got to stop and see wait to see a trend develop who knows. If I keep neutral jumping maybe the idiot will come to me.

-Guile is king turtle and the higher up the food chain they are rank wise the better they simply zone you with boom and read your jump ins and smash you with flash.

-Ive been watching some replays and light kick air dankukyakus seem to have a fair bit of success with
A. catching by surprise
B. covering large distances and getting in,
Something Im really going to work on. neutral, neutral, edge a little close light kick air danku!

-I need to learn to focus dash… I can absorb the blow but the ‘dash’ doesn’t seem to happen for me, I’ll get it eventually.

-The main jump in is jump crouching medium/ hard Dankukyakus is it, the jump in and speed of hard danku helps get them before they can react?

-Made that mistake more times than I care to mention about Ryu. It is a decent trap though.

-I dont get that but it seems important a simple jump up light dan kick can beat a LIGHT dragon punch. Or a grounded LK when they wake up? Am I jumping forward back or where with this LK, I didnt know that and have got to try it!

-Seth is a nightmare when you lose as often as I do it can be hard to ‘get going’ especially when everything you do fails epically.

-When they come down from light shoryuken at medium spacing. just out of reach of medium punch and well out of reach of throw I should LK Dankukyakus or medium kick Dankukyakus. After a light DP from RYU frame data wise can I fly in with a medium Dankukyakus… I’m pretty sure I cant but then again I feel like I’ve seen people do it.

-Ah ok, wow that sucks. Ive seen good pressure applied from croching LK’s and LK Dankukyakus from Dan’s though, just got to run the risk I guess if they DP you’re on your ass

-FADC is another thing for the training room for me, and I’ll be on honest Im not even close.

-I almost exclusively use heavy Kyo

-Honda has done the business on me before, got to admit I was in disbelief being very wary of that one now.

-Yes I just figured out ex Dankukyakus combo easier and that’s why they are used… woops lol. I use MK to keep them away too I think that’s a poke. I also use HK though because if the spacing is similar 110 damage for Dan is good imho

Thanks for your post, lot of stuff to go learn. Figuring out a trend as opposed to jump constantly trying to get in is the first step.

Lot of noob Ken & Ryus around naturally too… it’s good to have an equal dragon punch 'specially in noob wars. I’ll add that much.

LK.Air Danku is only useful in a few situations, because it’s landing lag is horrendous:

  1. Your opponent is going to anti-air you with a normal or move that would lose to Air LK.Danku. Air LK.Danku will alter your trajectory and delay the moment of impact, allowing you to avoid the opponent’s anti-air hitbox, or connect after the anti-air’s active frames are over.

  2. Baiting out grab attempts at close range. I’ll sometimes do HK.Danku > Neutral Jump Air.LK Danku to catch throw attempts. You have to be able to do it hella-close to the ground, though. It may just be my own secret technique, because I have a Hitbox (Fancy stickless controller).

  3. You’ve jumped, and you’re about to land on a fireball.

Any other situation I would advise not using it at all. If you whiff it near your opponent, they have days to punish you with whatever they want. It doesn’t even do all that much damage either. If you’re jumping in, use j.HK into a combo or pressure string.

In air-to-air situations, Air.HK Danku is actually best. It has a faster startup at 5 frames and deals 120 damage (better than LK.Danku’s 90).