Super Saikyo Dan Match-up Thread

Wasnt sure of the frame date I guess it’s to be expected,

Demonstrated here. two LK dankicks avoid fireball, one is punished, and one moves him slightly closer, not great

and here is LK dominating

here is what my downfall looks like to a tea, shoryuken’d out of everything I try

You’d be lucky for Air HK Dankuu to land all 3 hits though :razzy: You better be damn sure they’re jumping at you though since it will most likely miss any grounded character making it even more unsafe than Air LK Dankuu.

I think Air EX Dankuu does 150 damage (and is safer) so that’s something else to consider.

Learnt alot still sucky though, I really am hamstrung without being able to focus dash, o well.

Could someone explain to me why the Dan vs Blanka matchup should be only 4 - 6 in Blanka’s favour? For me, Blanka has always been the absolute absolute worst character to fight. It’s like he can fight without even caring and win with it. I know that Blanka got the nerf with H. Horizontal Ball and that you now can punish it (additionally I think Krackatoa mentioned something about the M version being punishable also?)… but… that is just not so very helpful because few Blanka’s that gotten used to this just do the medium or light version at close range… and if they ever would do a heavy version at close range you’ll never expect it because it’s stupid (and doing it at full screen would be even more stupid) and you will barely have time to react on it to punish it since he recovers so f***ing fast anyway (just like he does with e v e r y f***ing special move he’s got.) And, if you do react, what can you punish with? U1 and EX Dankuukyaku? Maybe f.sMK? Sure, the ultra punish is useful, but other that that it just seems trivial.

Don’t get me wrong, I’m not finished yet. I would think that this nerf would be an acceptable path for Blankas way of being if it weren’t for another buff that compensated more than enough for this nerf; the ability to steer the rainbow ball backwards. I’m not sure why this has made such a huge difference, but it feels like that was one of the few moves that you could actually do something about, which was to focus it (if he didn’t do the armour breaking wake up version that is… ghurgh…). Now he can just do whatever the f*** he wants with it and you’ll never be able to punish it because he, again, recovers just about instantly.

Maybe it’s just me… I’ve complained countless times about Blanka and everyone just seems to think that it’s “just to do that, and that, and that” but I just don’t get it… Blanka is such a pain, and I think that he just as well as Chun-Li and T. Hawk just be a 3 - 7.

I find blanka much more tolerable in AE, but the reason i’d say its 4-6 is because hes free on wakeup. His options are Block (mixup), EX up ball (Punishable on block), Ultra (lol), and backdash (pretty sure his backdash isn’t great). Cr. mk destroys pretty much everything else he can do, but is somewhat annoying to land as a meaty because of Blankas severely misleading wakeup animation. The only thing i really fear from blanka anymore is his deadly corner mixups, but I dont think it’s any more effective on Dan than it is the rest of the cast.

As for Chun, yeah that matchup is pretty much nonsense. Can’t jump at all, her normals are arguably some of the best in the game (vs dans some of the worst), her sweep. The only way I beat good chuns is getting it and staying in, and that means I have to guess right 3-4 times after losing 100-300 health getting in in the first place. Guess a EX SBK wrong? welp, might as well quit.

Blanka can also EX Rainbow Roll out…very annoying. But its punishable on block and can be beaten with a HK Dankuu on startup

You can punish EX up ball on block?? I’ve only been able to do that in the corner… maybe I’ve missed out on something. I don’t use U1 though.

Yeah, you have to punish with U1, lol. No reason you shouldnt pick U1 in that matchup 100% of the time

It’s more of a challenge with U2. =)

Its a challenge enough picking Dan. Once you make the character choice why hold yourself back even further?

Fun? I don’t know why but it’s like my heart belongs to U2… so I’ll always pick that no matter what. I like Dan, and always play him because of that. I like U2, and always use it because of that. For me it’s the same mentality for both character pick and ultra pick. I know it’s stupid but that’s how I like it.

Does anyone have any advice for the Guile matchup? I swear it feels like it’s Dan’s worst matchup. Played a couple of games against a friend the other day and was able to do alright against all of his characters but Guile. Sonic booms and C.HP blow up everything for me, and I feel like I lose the footsies games vs him too

I love Haoh too but when it comes to playing against a character where Shissou will get quite a few punish opportunities I’ll probably go with that :slight_smile:

Best advice for Guile is to just be patient and try to read your opponent’s moves and strategies. Guiles can be pretty set in their ways on their approach so if you can spot it you can move to counter it.

Against Guile I try to focus through the Sonic Booms as much as possible to get into him, but you need to be careful since a far HP, backfist or sweep or whatever may punish your forward dash. If you don’t get into enough him by focusing through, at least you’ve pushed him a bit farther to the corner which is to your advantage. Try to be patient and just block some of the Sonic Booms too. Then and then I depend on jumping recklessly over a Sonic Boom (but quite far away from him) and end the jump with an airborne L. Dankuukyaku… it’ll mostly beat his far HP or backfist, and can trade with c.HP if you’re lucky, but the latter is still not good. The airborne L. Dankuukyaku can be used when you feel Guile is readying a Flash Kick; jump recklessly to make it look like an easy anti airing for Guile and interrupt the jump with L. Dankuukyaku quite high in the jump. Often that’ll beat the Flash Kicks clean. Sometimes you can try doing an instant forward jump airborne L. Dankuukyaku when you really feel a Sonic Boom is coming, that’ll take you over and hit Guile in the face if you do it close enough. Don’t do all these jump maneuvers too often though, they are risky and can get predictable (and thus very punishable) after a while. You should not see them as your main weapon even though they can be really useful.

An instant neutral jump airborne L. Dankuukyaku is a very good alternative at Guile’s wake up since it often beats his wake up Flash Kick (although, maybe not all of the versions) and beats his grab and if it gets blocked it is really hard to punish (if you even can punish it, I actually don’t know)…

Try using EX Dankuukyakus now and then when you feel it’s safe to get in even more on him, or try catching him off guard by walking up/forward dashing and doing far LP xx L. Dankuukyaku… that way’ll you’ll have a pretty good pressure going. I think i have more tips but I can’t come up with anything more right now.

Tip#1 U1 will save you from almost everyone’s ultra.
Tip#2 Get your spacing for your L/M/H danku’s i know for a fact that they will punish alot of things starting up if you space it right they try to trow something out and get a kick in the face.

Tip#3 STOP FADCing, i know i know your all like “what?.. noob” but for real why waste 2 bars just to land some mild dmg with U2 or stay safe from a punish because you blew a uppercut. Super and ex moves are your friend not FADC’s. (im not saying never use it just not as often as other shoto’s)

Tip#3 if someone is turtling use ground knee and jump back air knee you also turtle and build sick sick meter with safety

Tip#4 use your air danku’s ALOT! i mean almost every time you jump it should be a diffrent landing path than they expect it will keep alot of people guessing if they should AA you on jump… if you eat alot of AA jump and ex leg’s to stop mid air and watch them wiff a shoryuken and then punish the hell outta them and taunt…

Tip#5 Have fun… your playing dan he is not a serious character he is a fun character if you play him with the mindset of most other characters you will lose… his normals are garbage his startup/recovery is trash and you will get counterhit out of almost everything you try. that said… SPACING! its all about spacing dan is godlike if you master your “footsie’s” (these for dan are alot of knockdown/wakeup danku pressure with throw/normals/dp after they block)

Tip#6 Combo’s are fun and neat but dan is not about the combo’s he is a mindgame kinda character focus on trick’s and bait and your game will grow much faster.

Tip#7-10 Never lose to gief/dhalsim/akuma these are all free wins as long as they arnt playing like scared girls in the corner :slight_smile: if fighting a turtle prepare for a LONG fight and learn what they want to punish and BAIT!

GG’s to ALL dan players even thoes that play him like Ken … I hate the twin’s and i HATE BALROG! lol

ReTip#1 People shouldn’t be doing random Ultra in the first place, if they do you can still block/evade and punish anyways.
ReTip#3 I’m just not even going to bother.
ReTip#3a You did Tip#3 twice :arazz:

Tip 3: Because 2 bars of meter > full punish of opponents choice. :tup:

Dan builds meter really easily. No Street Fighter character has a method to replenish health, though. As such, expending two bars of meter to protect yourself on an uppercut is certainly much better than eating a combo when it’s blocked. Tacking on extra damage from offensive FADCs is good too, because it’s extra damage. With the exception of using EX Dankukyaku to facilitate combos where other moves won’t combo, or comboing into Shisso Buraiken off of EX Gadoken, Dan’s EX moves don’t contribute extra damage generally on their own. If my fingers were more dextrous than they are, you can bet I’d be using a lot more FADC combos than I do now.

But I did my first Koryuken > FADC > nj.HP in a real game! Progress! :wink:

alot of this is true also as im not a great dan player but from someone with no execution im all mind games and yes i can make anyone wiff an ultra :slight_smile: if your wakeup pressure is good they will wiff alot. and thats where tip 3 comes in for me super will save me more often then if i fadc but i dont tend to blow alot of unsafe stuff when im not lifelead. and ex dp = win vs so many trolls on the internet… everyones allways trying to troll dan…

You can’t make any good player whiff Ultra. They won’t do it without a hit-confirm. You need to play better people than the random baddies on the internet who don’t know how to play properly. The rest of your points are either partially wrong or completely wrong.