b.HK is really good. It covers an area where Dan had absolutely no option before.
It usually trades more than it wins. I don’t mind it too much, it is sort of a helpful tool. But they need to let him keep close s.HK the way it is currently as well I think.
I hate this change. I haven’t tried it out but it sounds very awkward. I don’t see why the input is BACK… +HK. Why not f+HK? That would make much more sense. The reason I even brought up st.HK on eventhubs was so that he could use it as an AA more easily, and my suggestion was to make far.HK a command normal, done by inputting b+HK, so you could get cl.HK anywhere you wanted… for instance walking up and press HK when the opponent empty jumps from farther away, instead of reacting with DP and whiff with it. Now you will have to walk forward and then press BACK and HK. Wtf? I don’t know if they misunderstood my suggestion or anything, but I find this change sounds really really fucked up. Don’t like it at all.
Switch to Hitbox. 8D
I completely forgot that every other form of input would have issues with this.
Email that they misunderstood your change Ixion. Although I’d imagine it’s something we could get used to maybe.
I talked to Dawgtanian on Facebook and he said he would pass my suggestions on and that he saw no reason why they wouldn’t work. I said that they could either make the command normal f+HK instead of b+HK, or make far.HK the command normal instead, made by pressing b+HK. I hope they change it back. He said he didn’t know if the change was based on my earlier suggestions or not.
By the way has anyone read about the general DP FADC:s now being -5 on block? According to the test logs, Dan is apparently the only one with a good DP who gets to keep the current frame data… if that really will be the case in Ultra that’s kind of a major buff. 0_o
If I recall correctly, Dan’s DP is already about -3 on block. It’s not terrible, but still not particularly good. Tho if would be quite awesome if they made Dan a master of safe pressure and wake-up(at the cost of meter) to compliment his huge weaknesses.
I don’t know why they can’t just let cl. HK be the overall normal and far HK be the command grab (Preferrably Back-HK). If you cross up and your holding back only to somehow land the other way you already lose the chance to use it.
Personally I’m glad that Dan along with Dudley, Yang, and Guile didn’t get the DP nerf. I guess it was for the characters who had better advantages overall and the DP FADC was a bit too much for them. Though I don’t think Seth deserved it, he’s getting a huge hit with nerfs, plus Viper should have gotten the DP nerf.
In addition they should decrease the hurtbox on cl. HK. the hurtbox extends far from the hitbox and can easily get stuffed by a handful of characters’ jump attacks.
The Gadouken buff was good but why can’t they just take off the entire arm hurtbox and just make the Gadouken Hurtbox just like EVERY other characters’ fireball hurtbox.
its not like its a good fireball
Back throw ->whiff knee -> cr fierce is a perfect timed meaty setup on Zangief, haven’t tested on anyone else. Less useful in ultra im sure, but good nonetheless.
ex SPD cant throw you?
oh no, of course it can, same with ultra. It’s at least a way to attempt to keep pressure on gief after a knockdown.
ok got it!
Is this thing on?
Found out in an online game that c.HP x HK Danku whiffs on Poison, the first hit misses and she recovers before the next two come. Took it to training and replicated it each time. cl.MP into Dankus works fine.
Anyone else have some quirks from the new characters (or new quirks for old matchups) yet?
Our Lord and Savior, XHM returns!
Only notable things i found so far are in the other thread.
One of the kids who shops at my store drew me a picture of Dan on some cardstock this last weekend. So how can I not return?
I’ll use the other thread for future discoveries though, I’ve been out of the loop for a while.
Where is this “other thread”?
The “Combofiend just screwed us” thread that’s not stickied, but is the most recently active non-stickied thread as of this post.
Wasn’t Dan’s Ultra 1 supposed to get one hit of armor? I noticed last night that it’s exactly as it was in v2012
I had an instance where a point blank level 3 focus whiffed on a dizzy Hugo. I also noticed the Poison c.HP xHK whiffing but I didn’t check it out in training and assumed I wasn’t close enough as this can happen to other characters as well in certain situations.