I dont think so. Sakura’s Far. st. HK is a brutal poke and covers that mid range that dan has a problem with, that and cr fierce sweat sweat
This highlight reel, 2:20 for the honda part, that string he uses at the end that causes the dizzy is perfectly spaced to beat out EX headbutt.
My safejump vs ex headbutt is just forward throw, walk forward a step, j. HK. Tends to be the most reliable. You can probably OS dp or something to beat headbutt, but I haven’t tested that extensively.
Hi guys!
well… I use Dan as my secondary character and I need help in the Gief match up…
also I’d like to know (if any of you guys know) if Dan’s backdash counts as airborn, because I heard something about it once, but I dont even know how to find out if this is right or not…
Thanks in advance for any help
Dan vs. Gief? Hopefully my explanations can be of help.
-Use your Gadouken to zone. Just remember to space it well since Gief can grab you on the start up. Use MP/HP versions to keep Gief guessing, and you can use LP to build a bit of meter when you’re away from him.
-Never use MK/HP Dankyuku; it’s -2, so Gief can reversal SPD you.
-Airborne Knee almost always beats Lariat. But it’s recovery is super awful, so if Gief just blocks, you get SPD’d/similar punish.
-Use the Knee (LK Dankyuku) liberally. Don’t spam it too much. If you use it too deep, Gief will recover before you can back up/do something else.
-Don’t be afraid to normal throw Gief.
-Most of your standing normals have some use. s.LP and s.LK can be used to whiff punish limbs Gief throws out; s.MK has the most reach but stronger Gief players can sniff this out and LP SPD you; s.HK has a hurtbox that reclines back, so if Gief tries to sniff out your s.MK, then s.HK will win.
-Ultra choice depends on your personal preference. I like U2 for damage, but some players like U1 for the SPD whiff punishes.
Found a buncha neat stuff in the last couple days, don’t know if its really “new” or not. Going to post entirety of my matchup notes/setups when I get back from DTN.
When it comes to Zangief (and any other character that might empty jump-command grab you) there’s an OS-defense method you can use to block both regular jumpins AND escape the eventual empty jump-command grab… Say Zangief catches you with K SPD or EX SPD… this gives him his setup situation. When Zangief jumps at/over you, first decide which direction to block. When you reach the amount of time at which the eventual Body Splash would hit you, slide the stick/d-pad up to UB/U/UF right after. UB is definitely the easiest but probably the least rewarding, although I never managed to use the others consistently. This way, you will block the Body Splash if he does this, given you blocked the correct direction, and you will jump away from the eventual SPD if he does that.
Anyone get a chance to mess with the PC mod of USF4? I was playing and it really sucks getting used to hitting back and s.HK after a cross up especially. Why don’t they just make it so back + HK is a command normal anti-air like they intended. But keep the existing animation if Dan is right next to an opponent. Too many times I got an accidental far s.HK because that’s what he does now regardless of how close you are. Which is really shitty cause you can’t even combo off it. I liked all the other changes but this one tiny change has proven to make Dan even harder to play for myself. Not by a lot but you get in the rhythm of doing you basic bnb’s for years and then they change one small thing and you can’t break that habit. Fuck that change sucks.
stay out of range and learn to counter poke with st lk and mk. Ryu’s cr mk to fireball is not a block string and if he does it too far away you can do a focus attack in between
(after mk you focus through the fireball)
The timing of hitting a clean anti-air with it is almost identical as the timing of hitting it currently in v.2012 So to me there’s no real advantage. It’s actually a burden.