Well gents, we just got screwed by Combofiend

Hello there Texas. Thank you very much for taking the time to reading my post. I admitted that I don’t overdo these things, and just did this because Dan would hopefully be equal to everyone according to Combofiend.I agree with alot of your constructive criticism, especially MP Koryuken and HK Dankukyaku (Maybe it’s a bit much to ask for) but I kind of have to disagree on a few things.

I agree that Legendary Taunt costing 2 meters is probably a bit too much. So I’ll say keep the meter cost the way it is. But I think that you should get bonus damage on Ultras just for the fact that Legendary Taunt is FOUR METERS, which means you are sacrificing FADC combos and DP FADC safety to build it up and use it. Dan needs meter like no other especially in high play. Maybe 25% is probably a bit too much. Would you feel better that Legendary Taunt increases a landed Ultra 1/Ultra 2 damage by, say, 10% but still cost 4 meters? It’s a bit low but I think it’s still a decent amount of damage. It makes it a bit more legitimate to use.

I am serious about giving Dan more frame advantage. Dan only has 2 active frames on ALL of his normals, but his Frame Advantages are what I think should also be addressed. By the way I only want slight 1 frame extra advantages on HIT only. I forgot to mention that they still stay the same on block. So far the only normals he has that are decent to very good in combos are cl. HK, cl. MP, cl. LK, cr. MK, and cr. MP. Notice most of Dan’s only decent or good normals for combos are all close normals and have to be done super close to the opponent. I think one extra frame damage on a few of them won’t hurt.

I also want MK hitbox extended to the foot like it’s suppose to because this can make it combo from Far LP at its max range easier.
Besides that thanks for really breaking it down. If you want to you can post more of what you think of the rest of the changes. Some discussion on it can really be fun.

Hello Krakatoa. I’m curious if Ultra 2 damage was noticeably higher or lower? From the testing video low danku > Ultra 2 did 315 damage, but the damage that it does now is 337. The damage of low danku > Ultra 2 combo in the testing video is 22 damage LOWER than what it currently is. Or is it a different story from HP Koryu FADC. Also, capcom buffed Dan’s HP Koryuken range. Does this mean that cl. HK> cr. MP> HP Koryuken can be done on all characters, or at least the majority of the ones that causes Dan to whiff off of HP Koryuken after cr. MP?

Also, I think it’s a good idea that LK Danku isn’t so different. Now that I think about it, if it hit on crouchers earlier it could ruin his extremely wonderful frame advantage he gets off crouchers.

Yes, the lk danku hitbox extension will fuck up the crouching frame advantage, but pros know this and stand up to block anyway

I agree, but I think it’s a GOOD thing that pros stand up to block. This will cause crouching attacks to trick them and land decent combos. I prefer fighting “pros” who will try to block high so that I can mix up low danku and cr. LK or cr. MK. With casual players, however, I have to mix-up low danku and throw, assuming that they won’t spam crouch tech.

I personally think that the hitbox should actually be extended HORIZONTALLY forward and back than vertically down. But personally it’s not the hitbox of danku that’s bad. It’s the character specific hitboxes of some characters. Other characters’ attacks, including low danku from Dan, whiffs with certain characters such as blanka, chun li, yun, or oni to name a few. Elena especially is a nightmare because her crouching and crouching normals whiff SO many attacks from everyone. I think they should fix some character’s hitbox to help not just Dan but for all characters in general.

Landing huge advantage from super-meaty LK.Danku is gimmicky in a ton of matchups. It lands so late, that characters like Cody can crouch, then Zonk on reaction. Currently, you should never be landing meaty LK.Danku if the Cody has Zonk charged. The hitbox change might alleviate this. Players with good reactions can stand block after seeing Danku startup. Other characters can simply low profile on reaction for a full punish (Not everyone though).

Elena’s boxes aren’t done. We’ll see if those change in future builds. A lot of the instances in regards to whiffing is not due to the horizontal distance of the hitbox on Danku, but the vertical, so your preference doesn’t make any sense.

What Dan desperately needs is a god damn overhead

Once in a while, say off the corner, Ryu’s crouching hurtbox, for example, is such that when you do cl. MP > low danku off the corner, it completely whiffs off of him but Dan is still in front of him instead of appearing from the back of him.

Maybe it could be vertical as well, but its probably a mix of both the character’s hurtbox and Dan’s hitbox (since it’s a slight rectangular shape hitbox) that could be whiffing on some characters.

The hitbox on LK.Danku is amazingly tiny, and very high. As such, it can’t actually connect on the lower portions of a character’s hitbox. Either way they extend it will work, depending on the situation, but stretching it vertically covers far more options and negates a player’s ability to low profile with many attacks.

I messed around with blacktooth’s mod, its great landing lk danku’s on blanka, you can counter hit cl mp into b+hk hp krk.

Isn’t cl.mp > b+hk a 1f link? No need for counter-hit to combo.

I know I said this a bit before, but I’m curious if cl. HK > cr. MP > HP Koryuken can be done on most if not all characters now. They buffed HP Koryuken range, so does that mean if at least the majority of characters that cause Dan to whiff HP Koryuken after connecting cr. MP can be hit with this combo? Or is it still not as significant (though I’m hoping at least it can hit Akuma, Ryu, Ken, etc.

I dunno, you might be right, I’ll have to check it later,

http://www.capcom-unity.com/combofiend/blog/2014/01/30/ultra-street-fighter-4-change-list

Light/Medium/Heavy Gadoken: Hurtbox reduced to his wrist area

https://soundcloud.com/emiclassicsus/beethoven-ode-to-joy-from-1

It does connect
http://www.youtube.com/watch?v=7NVz2NTbdpw&feature=youtu.be

Here are my successful attempts
0:13 (Standing Akuma) - clmp, b+hk, crmp, ex dan kick
1:31 (Crouching Akuma) - clmp, b+hk, crmp, hdp
1:56 (Crouching Akuma) - clmp, b+hk, hdp, fadc, ultra 2

Thats a big Buff !

Overall i am happy with Dan if this is all we get in Ultra.

Edit:

most DP’s got a nerf “(-5F on block)” after FADC execpt Dan. Was it already -5F ? or did that one slip by ?

Hnnngh.

Dat Gadouken!!!

Now air lk. danku or forward dash and we’re set homies! Dat EVO!

If I’m reading the frame data correctly I think Dan was already -3 or -4 after doing this, so maybe they didn’t bother?

Now if we get some buffs with his getting in game and a few normals.

I’m glad that he got the Gadouken buff. But I’m a bit worried that it says it was only reduced “to his wrist area”. Hopefully it was a mistranslation because his hurtbox was right at his arm. Hopefully they meant the entire hand hurtbox was taken off.

If they could do that and just reduce the recovery frame on air danku and maybe I would be happy with what he has.

Also, I’m very glad they buffed HP Koryuken range, so I shouldn’t complain. But while I think the HP Koryuken buff is great, can they at LEAST look into MP Koryuken and give it something useful like juggle priority?

Dan: His close HK being changed to Back + HK has given him new combo possibilities, from a bit further out where it couldn’t be used previously. Apparently, Combofiend was able to pull off Back + HK, st.MP, Back + HK. Haunts said one of the combos that was pulled off was a jaw dropper. It also works as an anti air. The hit box increase on his Light Dan Kicks was to help it connect on smaller characters. His Ultra 2 was said to be greatly improved.

From Catalyst on Eventhubs.

This is pretty big. If we can do cl. HK>cl. mp> cl. HK, and even end it with HP Koryuken with the horizontal buff to it, it will be absolutely amazing. Granted it’s a 2 and 1 frame link respectively it pays off with hit confirm and big damage.

Although I don’t know how his Ultra 2 is greatly improved. At most he is looking at around 20 extra damage but that’s about it.