I apologize in advance if this was already asked, but I’m new to playing Dan and went up against a friend the other day who is a projectile-heavy Sagat. Not that most aren’t, but he wouldn’t really ever mix up the pace and throw out a Tiger Knee to try to throw me off of his rhythm. Still, it was a pain either way for me to get in on him and get a little pressure going. Would the best course of action be to bulldog him and throw out something like a s.:mk: to stuff out Tiger Shots?
I love fireball lovers. I’m also a shitty Dan but nothing makes my day more than a Ryu / Ken / Sagat matchup… sweet, sweet fireballs from medium range which get punished by Dan’s Ultra 1.
FA through the balls and advance, get close, see what he does, then start playing around with those LK dankus. Ixion might have better advice since last time I checked he’s the best Dan in the world currently competing. STRIPFIGHTER IV and that other guy… sg3104 or something like that, I haven’t seen/heard of them outside of Youtube
I also have a question? What meaties should I use as Dan?
BTW All the matchups that Ixion put up there are spot on for me, except T. Hawk. I feel comfortable against T. Hawks, maybe cause I play the shitty ones.
But Blanka… impossible. Simply impossible. Burn in hell Blanka.
I like to use clHK as a meaty the most as people tend to jump away from dan rather than backdashing. In that case even if I mess the meaty timing it will hit them on the jump startup
Another meaty I use especially against Balrog Viper Gouken is crMK which makes their invincible reversal to whiff and recovers in time.
I’ve been experimenting with clLK as a meaty lately, lots of blockstun but hard to confirm.
cr.LK and cl.MP are my meaty choices as of late. I find both of them are easier to confirm instead of cl.HK, but that’s just me personally. While it doesn’t exactly cover that jump start up as ATi mentioned but you can do a ghetto option select by buffering ex.Danku.
Any tips against Yuns?<br>
dan vs makoto 7-3??? i agree that the mu is slightly in his favor, maybe 5.5- 5 in dan’s favor for the most but 7-3? HELL NO!
7-3 for Dan, no way… Dan has some advantages due to his strong pressure alongside Makoto’s weak wake up but Makoto’s such a good character otherwise with dive kicks, instant dive kicks, a fu**ing command grab, a brainless U2 that let’s her escape pressure freely with a 95 % successrate, and a cr.MK that blows up Danku pressure quite hard…
So I think it’s 5-5.
Makotos cr.mk kills dankus. That alone makes this not 7-3
So how about reviving the thread then? =)
Blanka
For me, Blanka is a terrible, terrible, TERRIBLE matchup. That’s why I’ve decided to occasionally counterpick this character if the player is too turtly. And if he’s realized the power of Blanka far.HP. It’s an insane normal, no joke. EX Rainbow Ball is a horribly designed move; it’s often a free escape unless the opponent reads and counters with a good option select, but you can’t always do that due to wake up EX Vertical Balls. EX Rainbow Ball can be directed however you want and go for a crossup on the last frame if the player likes it. Before AE Blanka could only direct it forward, which was ok but it was still a braindead move, but now he can just ram everyone however he pleases with that thing and OH-- if he for some reason doesn’t dare hitting with it at all, he can just land beside you instead and recover in 0 frames! ISN’T THAT GREAT!
What you do against Blanka is basically sit, and throw out cr.LPs and cr.MPs, the choice dependent on how sure you are of a ball of a certain strength is coming. This is something you must do since you can’t punish light versions of horizontal balls, and you can’t have him abusing them. A trick I use often on Blanka (which is quite nooby but since all Blankas feel the need to wake up reversal, it’s mostly good) is backgrab > whiff L Danku (preferably with slight walk back before L Danku to make it ambiguous) neutral jump [Blanka does EX Vertical Ball and whiffs] > dash towards > U1 / Punish combo. Although if he does a regular version of the ball you get hit, which isn’t good. If he does electricity instead, you should be able to stuff that with nj.LP or maybe nj.HP if you time it really well. So always do one of these jump normals on the way down; either nj.LP late, or nj.HP early.
Other
Fei is a very horrible matchup as well, if the player knows how to utilize his poking tools and his mid range game. Pokes like far.HP, cr.HP, and cr.MP outzones you. Although what you can do against these is focusing through them and quickly do a fast normal on Fei when you recover from the dash. I’ve tried counterpoking cr.HP with far.HK, but it’s almost impossible; Fei’s hands go below Dan’s foot. It’s all horrible.
As a side note KRK xx FADC > H Danku > j.HK is a really good and easy safejump on Fei since his reversal is 5-frame.
On Balrog cr.MK really is key. You shouldn’t always cancel it though, since cancelling it into Gadouken or any Danku makes all EX Rush Punches but the overhead (if even that) hit you before you get your special out. Therefore I recommend doing a lot of lone (better word?) cr.MKs on him when he has meter. This makes it possible to hit his EX Rush Punch and EX Dash Upper and then recover in time to grab him afterwards. It’s another story with all the other EX Rush Punches though, they can kill this. Although when Balrog has no meter, you definitely should cancel the cr.MK, into L Danku preferably to apply pressure.
With Vega… say you’re at the middle of the screen, and Vega does forward version of EX Flying Barcelona at you. You block this, and then you do one dash towards Vega. After this, you choose between nj.HK, or focusing. I always go for nj.HK at first. When choosing to focus, it’s best to walk a little bit first to make it harder for Vega to time his Izuna Drop. Some Vegas are really good at it though, so the focus attempts can become very unreliable. But these two are a good start. When focusing, react to whether Vega lands in front of you or behind you. If in front -> release focus, in behind -> dash away. This should also be used for Viper Burn Kicks.
Bison is also a character I consider counterpicking, but I’m uncertain now cuz I’ve realized if you’re really good at seeing his far.MKs and HKs coming, you can focus through them and follow up with a fast normal into Danku pressure (if close, do cl.LK > [whatever cancellable normal] xx L Danku / if far, do far.LP xx L Danku … just examples!) … in the same manner as against Fei.
Hope this helped.
Heh, thanks. I would have posted here, but it seemed like it’d just be forgotten. It helps a lot, thanks.
One more thing; I’m pretty sure about this, but that safe jump setup you mentioned for Fei can work on a virtually everyone who doesn’t have a 3 frame reversal right?
Any tips on the hakan matchup, got bodied on.the leveluplive stream. Can’t seem to get in on him at all
Any good tips on the Dee Jay MU?? My problems in this MU are his quick knee jump, the fireballs w/ FarHP FarHK keep away or slide, and the cr.lk>lk dredkick. How do you get in on this turtle?
As far as the Blanka MU: The HP Ball is the only punishable horizontal ball, after block>dash>HP KRK w/FADC follow-up or Just U1 on block.
Usually use cr mk to go under knee or lp krk it, but that.trades more.often than not. You can empty jump the slide as long as you are not jumping deep. This matchup is a pain but not as bad a guile. Try not to be predictable with jump ins and slowly walk him to the corner. He has poor wake up options without meter and they can be baited out.
Yea the knee trades with all three KRKs as anti-airs. I tried out in training mode last nite that if Dee Jay does a jumping knee while you’re standing/walking forward and makes contact, a MP/HP KRK can break the string (j.knee>cr.lp>cr.lp>cr.lp>cr.lk>lkDredKick) most of the time on reaction. Where a jab KRK gets stuffed and not even come out. You could even get a throw when he lands but the timing is very strict. FYI
If DeeJay doesn’t do st.jab after you block the knee, throw him. Just do it. St. jab is 3 frames, so the good ones use this, but cr. jab or cr. lk gets thrown
I need to know the Sakura and Honda matches like the back of my hand in two and a half weeks. I don’t want to get completely bodied in a coming money match I have.
My noob matchup opinions are as follows:
"I got this"
Guy
Rose
Gouken
Abel
"This is doable"
Everyone else
"Well, shit"
Guile
Dee Jay
Bison
Zangief
Fei Long
Sagat
Ryu
"No way"
Blanka
Juri
Akuma
Seth
Dhalsim
So yeah. Extensive protips on Sakura and Honda matches?
@chubbyfingerz
Blanka IMO isn’t a horrible matchup, but if you’re only playing online blankas i feel your pain. Meaty low forward fireball is your best friend. Remember, Blanka’s only 2 escape options on wakeup are EX Upball and yolo ultra, both of which can be punished severely. That, and Blanka players loves to hit buttons on wakeup. Knee pressure is generally bad in this matchup because of mashed electricity and the like.
I’m definitely not a pro at the Sakura/Honda matchup, but I’ve got a few tips:
Be weary of Sakura’s neutral jump roundhouse, Dan has a hard time dealing with it. Sakura is a pain because of all those ambiguous setups, but her only real escape option is EX Shouoken FADC. If your frame traps are on point you shouldn’t have many issues rushing down.
As far as Honda, I’m pretty sure you can low profile Honda’s N. J. HP and hit him during trip guard. Other than that, safejump after every knockdown or bait wakeup headbutt/buttslam with IA Knee You’ll either go over them or you’ll beat them out. They will use EX headbutt on wakeup, and never doubt for a second that they wont. I dont have the video, but there’s a match of Ixion vs some honda player where he has some great lock down in the corner with well spaced gadoukens that beat out headbutt.
Please do give me a heads up if you find the video before I do. I’m considering switching to Guile, Rose, or Ryu for the Honda match if it comes up as it could be easier. I do have a few issues with my execution to perform IA Dankus, so I’ll try to work out the kinks so I’ll be ready to use them.
For Sakura, I’m almost certain that I’ll need to just pick up the character and try out the crazy ambiguous set-ups to learn how to block them properly. Also, isn’t the neutral game slightly in Dan’s favor?