Well gents, we just got screwed by Combofiend

If a cl st HK on hit causes standing or reduce the push back (even more), it can def help with the consistency of combos among the cast.

Now if we get some improvements in his mid and ‘getting in’ game we def see him more viable.

Wooow. That’s a neat change.

From Singapore:
https://twitter.com/Sleeperlzx/status/414002481358573568
https://twitter.com/Sleeperlzx/status/414007688909955073
https://twitter.com/Sleeperlzx/status/414011040259522560

He must of been holding back every time?

Presumably. Removing cl.hk entirely would be insanity.

I’m sure it’s still combo-able, they wouldn’t do THAT. That’s great though! They’re actually listening to Ixion, I actually have high hopes for Dan come Ultra now.

I hope not, I like to OS cr lk st hk~st lk on people who like to neutral jump on wake up, also his people with bad back dashes

Could also OS with DP… mebbe.

Honestly, they shouldn’t be jumping if you hit meaty cr.LK properly on wakeup.

So wait, does that mean he always does cl. st hk unless you hold back hk then? That would be potentially amazing. Not sure if it’s hitbox is actually any good as anti-air, since you could never use it as one right as it is now.

They added the changes to shoryuken:

Far Standing LP hitbox slightly expanded upward
**Close Standing HK input command changed to 4+HK**
Crouching Taunt meter build increased from 0 to 40, meter build on hit reduced from 70 to 0
Air Taunt meter build increased from 0 to 10
L Dankukyaku hitbox expanded downward
H Koryuken 1st hit hitbox slightly expanded forward
**Shisso Buraiken (UC1) 1st hit now has armor-break properties**
Haoh Gadoken (UC2) now hits full on air opponents, 331 damage on air hit

decent list. I never got focused out of my ultra so the armor break is meh, but the U2 buff is good. The danku buff might ruin the frame advantage…

Hmm im thinking of the affects in our execution of combos.

I actually thought it was the other way round ie where st hk was now done with the 4

I don’t think this will be a problem, cl. hk gives you enough time to go back to neutral to do whatever you want. What’s up, is that Dan gets another shitty anti-air if the hurtbox on this move stays the same. Hitbox goes through all of the leg, foot is hurtbox only :(. Sure, the startup is 8 frames, which is better than cr. hp (11 frames) but this will mostly trade or get stuffed.

I could’ve sworn the AA hitbox was buffed at some point from that old hitbox data, but it didn’t matter since you could never use it as one.

yea, the hitbox data is from super, maybe it’s better now i have no idea to be honest

https://www.youtube.com/watch?v=ekGCbZ6JjOY

skip to 3:00

Whooooooo… that BOOT

Armour break on U1 is great - it means you can react to focus with it without fear of them holding the focus instead of dashing.

Close HK being a command normal is a bit odd - I’d have done it the other way round. Why would you want to do far HK at point blank range?.. Anyway being able to choose between these is good stuff, presuming some kind of hitbox buff on close HK if it’s intended to be used AA. Even without that this should make certain combos possible (cl.mp > cl.hk) that previously required deep jump-ins or fireball fadc.

Huh. Never really thought about it since it wasn’t really a huge change, but it will be super easy to confirm to big damage combos now. Cl.mp already gives a massive confirmation window and if it’s possible to do link into cl.hk now, his close game just got a nice buff. Since cl.mp is faster than cl.hk too, it isn’t as much of a risk to use it. The hp DP got a decent horizontal hitbox buff too, so that’s really freaking good.

Tho his mid-range game still needs a buff. Maybe Capcom just wants to make Dan really good at the close-range.

Wait a sec. Just noticed.

  • H Koryuken 1st hit hitbox slightly expanded forward

1st hit? It only got one hit, so there’s no second hit. Are they making it hit twice?

Ok I need to read the four pages of this thread first… I haven’t been here for so long… I didn’t even know this thread existed!

Can anyone please tell me if someone have asked about the change in the Super Combo imput so it will activate using a KICK button? that’s like one of the most important things that I’d suggest… I know it’s been mentioned before by Ixion in some other thread but I didn’t find it in the official list of changes for Ultra…

thanks in advance :slight_smile: