You should update the nj.HP, since it can now be used after a Koryuken > FADC to spike the opponent down to the ground. Heck, just noting that air to air nj.HP will spike the opponent to the ground is good, though I can’t think of many situations where that will be happening outside of a Koryuken > FADC. 
Unfortunately, that knockdown is techable.
Sugami
22
Just got round to reading this, I disagree with the underlined bit. Shissou is a punish Ultra, unless you’re doing big gambles the best chance of landing it is from a Focus Crumple, if you ignore that chance you may very well never get another chance to use it. Yes we can now do s.MP > c.MP xx EX Dankuu FADC > Shissou but that’s some expensive shit right there and again may not get that opportunity. Take the damn opportunity when it comes along!
I’d agree with you if Shissou didn’t do pants damage without full revenge. If it’s full, then by all means, let it rip. However, 20-30 extra damage over a meterless punish may not be worth it. But I’ll hamoob it. I’m trying to keep my opinions on the low.
Sugami
24
Surely it does more extra damage than that even on half meter x_x;;
I dunno, I still think when it comes to an Ultra where opportunities don’t come along often you should take it whatever state the meter is in or how you’ll land the Ultra, plus it’s meter free in that situation.
Think of the psychological damage as well. Harder to shrug off getting hit by an Ultra than a small punish.
i started using nj lk as a fake lk dankick. aside from the grunt, they look practically the same. i manage to trick people into the false sense of security that i whiffed a nj dan knee on their wake up by doing too early and having it completely miss. and against someone who knows how vulnerable a whiffed air dan knee it’s guaranteed for a wake up reversal dp, or something that would have hit a real nj dan knee. but the fake one sets then up for failure. done it to gief and hawk players a lot following up with another nj fp into huge punish. as for the nj lp…useless
Shissou is good after a focus crumple because you can BACKDASH after the focus and then land this. Useful if you are doing lvl 1 focus pokes fishing for CH, dashing forward will leave Dan at disadvantage on block or hit from a lvl 1.
-3, to be exact. That’s a well-timed throw or a mashed Shoryuken.
Sugami
28
Or worse, Ultra from Zangief, T.Hawk, Ibuki, Honda, Guy or Balrog.
Are you safe if they block a lvl 2 and you dash foward?
Dan is very safe after a blocked level 2 FA with a forward dash. He actually winds up at +3 frames after that, so it’s possible to whiff a throw if you throw on the first possible frame after the dash. Be careful with that!
In the OS section, there appears to be a typo there for the Dhalsim OS. You mention how if they wake up U1, the cr.lk xx ex Danku should connect, but you wrote ex KRK instead.
There’s no typo. Your meaty normal will connect just after the Ultra freeze, but before the fireball comes out completely, because Dhalsim has no invulnerability on Yoga Catastrophe. Because gameplay has paused, your EX Danku won’t register, so you can go and mash EX Koryu instead because the actual fireball takes about 8 frames or so to activate once the freeze is over.
- You do a meaty normal while inputting Dankukyaku.
- Dhalsim wakes up with Reversal U1
- Ultra Freeze. Your meaty hasn’t connected yet, so your EX Danku motion drops.
- Your normal finally connects during Catastrophe startup, but you cancel into EX Koryuken instead.
- Dhalsim eats fist.
Oh. My mind was blown while I was reading that so it didn’t register in my head. My mistake.
Hitomi
34
Is it possible to flesh out an AA section? By far, that’s the weakest part of my Dan’s game. I generally use s.HK for close AAs in front of Dan and specifically AA with LP KRK once I have U2. I find myself neutral jumping and FA whoring a bit more often than with any of my subs, something I tend to shy away from if I can help it.
Aside from specifically waiting for an AA KRK or buffering 236 after a buffer poke c.MK xx HP Gadoken, I’m just never at the ready for it.
Sugami
35
Kouryuken is the obvious choice for AA, problem is as you stated is that you need to be ready for it. You need to look for jump-ins so that you can make yourself ready for them, my problem is I can’t multi-task so I can’t play decent footsies or mount any kind of offensive whilst looking for their jump-ins.
Other notable AA moves are nj.MK, nj.MP, nj.HK, j.MK (done early works okay), j.LK and j.LP, most of which require a certain amount of prediction.
The only good anti-air options are Koryuken, and far.MP (Against Divekicks and things). The rest of his normals start up too late to have universal use or have terrible and defunct hitboxes that are liable to be stuffed or trade. cl.HK works well against bad neutral jumps, I suppose. Good players will rarely put themselves in that kind of situation outside of gimmick setups, though.
Air-to-Air options are different. If an opponent is looking to hit you with a jump-in attack, you can beat them with air-to-air attacks on reaction. You jump and hit your aerial normal on the way up. Since they’re looking to tag you on the ground, they’ll be stuffed out of startup, or won’t be able to react in time. It’s great damage and stun, and actually puts your opponent in an aerial reset, which allows you a close-range mixup or meaty Danku. I like Meaty EX Danku for a nice frame-trap on block.
This doesn’t work if the person is expecting the Air-to-Air, and they hit their aerial normal earlier in their jump-arc. However, doing so makes them very vulnerable to Koryuken in case you don’t jump at them.
Hitomi
37
Same, I’ve always been a normals kind of guy if I can help it, unless it’s something ridiculously easy like Fei Long’s FK or Zangief’s Lariat. I’ve been really trying recently to get it down where I can AA with specials during legitimate footsies, not “I’m mid-screen and waiting to AA or react to you” types of footsies.
Damn it, that’s a shame. I can’t think of a character with worse normals for AAing … I was really hoping it was due to my inexperience with Dan. I’ll try to start doing some air-to-air normals on reaction, though I really wish it hadn’t come to that.
Maybe we will see some GDLK Dan At EVO!
If I see a legit Dan player at EVO, I’ll bust a lung laughing. AE Dan really isn’t something to fuck with, but far too many people still think hes the worst in the game.
Anyone seen the v2012 Dan changes? They’re sick! I don’t know why but Capcom has apparently entered some “wanna buff Dan!” phase.
H. Dankuukyaku is up 10 damage, sweep is one frame faster, cl.MP is one frame faster, airborne EX Dankuukyaku can be done a bit lower in the air (thank you, actually like that), pushback on cl.HK has been shortened so you can link from cl.HK to close attacks (cl.MP for instance) on just about any character instead of only on Ibuki and Dee Jay and company (omg, that’s deadly), and some change has made to Hisshou Buraiken so it doesn’t whiff characters as much anymore, that’s good.
BUT THE MAIN THING:
- Air taunt and crouching taunt builds meter! 30 on block and 70 on hit! How about that.

… But wait… you can block cr/j taunt? They should build meter even if they whiff, shouldn’t they? Maybe they got something wrong, it should be 30 on whiff and 70 on hit.
Man, Dan the Man is getting crazy. Maybe a bit too good?
Edit: Oops… seems people already started writing about this in other threads. 