Instant air LK danku sounds like a neat trick for my mixups. Do you actually TK it or do you input it ASAP after jumping?
Nah man gotta disagree… I get whiffed ultras on good, legit, tourney players, in person and online.
Of course, same players also hit me w/ non combo’d ultras…its all bout the mindgames n conditioning, dood.
Not on that guys side tho, all of his points are grade A BS/Useless :tup:
I’ve started using air lk danku in mixups a lot lately, don’t know why I never really did before. In pressure on a knockdown I just jump and then mix up between lk danku with either early or late timing, air lk (which looks identical but obviously has very different properties and sets up a throw/counterhit mixup), whiff into throw, and whiff into low. It works really well on lots of characters because air lk danku beats so many reversals. And if you hit in the corner you can juggle.
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I presume you’re talking about a neutral jump? I prefer j.mk or j.hp as my neutral jump normal. J.lk is a great jump in normal especially in the corner tho. Beat a 15K Yun because of that tactic
This is a good tactic on chars such as Zangief and Guile, as their reversals are hard/annoying to beat otherwise. but the problem is they have normal AAs that you can beat but need different timing with the Air LK Dankuu, and that different timing will lose to flash kick/lariat.
Well there’s no doubt that neutral jump mk and neutral jump hp have better hitboxes and are more useful for most things, but neutral jump lk is great in the neutral jump air lk danku/jump lk mixup because they look almost identical but have very different properties and allow very different mixups. Lk danku beats reversals, alters your jump arc, leaves Dan hanging there for a while, and leaves the opponent in blockstun for a while, while jump lk lands very quickly after touching, beats things like Gief cr mp that can otherwise beat air lk danku with the same timing, and sets up throw/counterhit mixups after you land. Basically it’s like a ghetto Viper corner burn kick mixup in that the lk danku beats more things than burn kick does but doesn’t cross up against most characters and doesn’t lead to 40% damage ultra juggles.
As for instant air lk danku, I find it really hard to do it as a tiger knee motion so I just do up-toward then qcb+k as fast as I can.
I’m experimenting with approaching with instant air lk danku a lot more. For example, there’s a range against Guile where if you jump, he gets a free antiair cr hp on both your jump normals and your late air lk danku and where his normals and booms basically rock you on the ground. But if you jump and do a quick air lk danku, you’ll beat his antiairs and sail over all but the latest booms.
I find the problem with Air LK.Danku is that it leaves you at -frames.
I suppose my English failed. I meant it’s silly to think that you can make every player throw out Ultras, which was what I thought he meant. You can’t really condition a player to do that unless you’re completely obliterating him.
That’s not much of a worry imo. For example on Zangief, there’s a timing that beats lariat, beats or trades with any normals in your favor, and is only punishable on block by 1-frame 720, not by spd/360k.
Not much of a worry if you’re SuperSpecialAwesomeUltraDavid, but it is a little for the rest of us regular Joes
Actually what I think Krack meant was that if Air Dankuu whiffs you’re left at a disadvantage, number of times I’ve misjudged an Air Dankuu only to eat a c.HK or worse on landing is pretty depressing
I’m not doing anything particularly fancy here! I’m sure you’d pick up that timing no problem man.
But yeah I totally hear you on whiffing air lk danku, I wanted to see fewer recovery frames in 2012. There are ranges and matchups where instant air lk danku is usable to hop over fireballs, but the whiff recovery makes it much less practical than I want it to be.
By the way yesterday I played some random dude online in a Dan mirror who had an interesting use for air lk danku. I jumped from far away at a range where I assumed he couldn’t do anything about it, like 2/3-3/4 screen, but he reacted with instant air lk danku and it actually hit me. I lost an entire round on purpose trying to see where I could jump from, whether any of my jump attacks would beat lk danku at that range, and how well he could react with this, and he hit me every time at everything from 1/2 screen to 3/4 screen through all of my jump attacks except for my own lk danku. Definitely gonna xcopy this heh.
Also I’ve played and won against enough Codys online that I was starting to believe Dan won that matchup, but last night I played against Sanchez’s Cody and it was completely different. So few people know how to use that character. Some characters look kinda similar when played by lower or higher level players, but Cody is a totally different beast at high level, dude’s buttons are soooo good. I went 0-3-1 against his Cody. Yep, the last game ended in a 3rd round double KO! Lol.
thing bout Cody is hes just a different Ryu. In the sense that his zoning, footsies, and poking tools are his primary game (ryu moreso) but hes got great frame traps and pressure tools as well (Cody moreso)
I pretty much just hate hate hate Bingo/EX Bingo tho
I don’t care about bingo, I think it sucks. Dan can do cr mk right under it and punish it on block with jab xx ex danku from far or dragon punch if closer. The reason Cody is good is that his buttons are amazing. Everything leads into big damage/stun combos or frame advantage on block, his normals (toward+mp, toward+hk, cr mk) are excellent for allowing him to get in while attacking and to pursue against backdashes once he’s in, and he has great mid range specials in rock and ruffian (btw slide, the lk version, can be made effectively safe with proper spacing/timing).
That’s what I mean about the difference between Cody play at different skill levels. At lower levels players tend to play a bingo-heavy style, trying to bait into zonk or do random zonk or whatever. Again, I think that’s pretty weak. At higher levels he becomes much more about great control at mid range and excellent pressure up close through the use of awesome normals, rocks, and ruffian kicks. His liability is his lack of good defensive specials, which Dan can definitely abuse. I dunno, gonna have to play the match more I guess.
How does normal bingo do against block strings with gaps that end in dan kicks? I think Cody wins the Adon match (for example) because Adon basically can’t pressure without the risk of being bingo’D every time he tries any jaguar kick, so he has to win the match with st.HK, basically. I imagine Dan’s normals aren’t quite that good? Maybe dan kick hits low or something and beats bingo straight up though?
Yeah, theres a Cody I played against in person whos really good, and his whole game plan was zoning and it just worked really well. Its hard to get in on him and hard to beat his normals as well. Then when you do get it, well thats a great range for Cody as well
What is the range for cr.mk under EX Bingo? I get hit every time.
At lower levels, and even mid levels, Cody is practically free
What’s Dan supposed to do against someone quite jump happy with the twins? s.MP seems … okay, at the right angle, and to a similar extent, s.LP. If I do land s.LP, what’s a good setup or reset to maximize the advantage of an AA s.LP (especially when you’re risking a full on combo in exchange for a potential 25 damage and putting him back in jumping range :()
I suppose I should be buffering HP KRK, but I’ll be damned if I could get that out on reaction online, consistently. Plus, he doesn’t even have to dive kick, he can cross up, empty jump, dive kick three ways, or even do neutral jump shenanigans with all of the previous options rolled in one big guessing game.
Dont use Dan’s normals as anti airs, they all suck for the most part. You can try doing cr.mk to lower his hit box making the jump in whiff, or neutral jump mk (watch out it can be easy to punish if you get predictable)
Really, you have to use hp Koryu and thats about it. Knee can beat them too but it has to be done really really early. Just keep rpacticing your uppercuts, and always fadc them if you have the meter.
You can try focus-> to backdash. focusing then letting go is even riskier but has a high reward.
s.MP is okay against dive kicks where the dive kicks are meant to be hitting you (i.e. not on your head) otherwise you need to use Kouryuken. If they’re that happy with jumping at you then you should be ready for them with a Kouryuken. Otherwise you just have to block it and either defend against the rest of the attack or try mashing out a Kouryuken or look for an opening to back dash away from them. Best to not press buttons and hope they don’t grab you with an EX Grab, regular grab isn’t that much damage compared to what they could be doing if they catch you pressing a button when you’re not meant to.
I’ve been getting some games in against Climaxter from the Gouken sub forum, and he is the first good Gouken player I’ve faced.
You can pretty much forget about Danku’s to close distance as far s.MK and far s.HP will wreck your shit, and your KoJ pressure can be shut down by his c.LK which will cause you to sail over him.
Gouken, and Makoto, have been free to me for so long playing Climaxter showed me how readily I fall into autopilot with these match ups. I need more matches to flesh out my game plan, but I did take a few things from those we did play.
There is a sweet spot for jumping in that is relatively safe from his diagonal hados, and will allow you to just catch him with the tip of a late HK. Follow it up with a standing HK to counter poke. I landed this several times when I typically would have used an air KoJ. I made the switch as I would get swatted out of the air when using the Knee.
Not sure of the entire range, but it definitely begins inside of sweep and out to just outside of it, where you simply cannot Danku without getting countered. You’ll have to get to the point where they don’t expect it, make them think that they’ve conditioned you to fear it before you start using it.
As always, c.MK and s.MK are your friend, but I had much success with s.HK. Learn the distance of Gouken’s s.HK, it moves him forward a bit, and his sweep. They are used often by good players that throw footsies into the usual zoning game.
Watch out for the Demon Flip, a player with tight spacing will shut down your KRK pretty efficiently, then once you start blocking you’ll get empty parry into back throw into Ultra. Shit is nasty.
Front throw into Demon Flip means don’t KRK, you’ll get stuffed.
Guys, why do Dan vs Vega stinks so much? T_T
I don’t think Dan vs. Vega is an incredibly bad matchup. I’ve played a lot of games against Jozhear, and he wins most of them, but he’s also a much better player than me. What exactly is giving you problems in the matchup?
The things that should be giving you problems are his pokes. If he’s causing trouble via walldives or other such shenanigans, those are things you should be able to beat, whether with the right air to air normals, a well-timed Koryuken, Focus Attacks, or simply blocking the right way in the case of the Sky High Claw.
I do Vega can basically c.MP you to death bar a lucky KRK guess and he can do random shit and capitalize on it if it hits, if it doesn’t there’s no major loss.
EX Sky High Claw is hard to block on reaction to with lag involved. Flying Barcelona Attack you really need to take out before he jumps off the wall, which again is very hard to react to and if you don’t you’re basically guessing on a 50/50 with a cross-up/regular attack or Izuna Drop. Actually something I’ve been interested in is whether a well timed c.MK would lower Dan enough to avoid both the attack and the Izuna Drop but highly doubt it.
It’s practically impossible to get in on Vega and when you do get in his back flips make it harder to stay in. Beating Vega means learning the player basically, otherwise you’re mostly fucked.