Wait, if I’m reading this correctly it does even MORE damage?
I assumed that 331 starts scaling. For example, HP Koryuken>Ultra 2 would be 140 + 265 (Since 265 is 80% of 331 due to Ultra’s extra damage scale). Because that gives his HP DP>Ultra 2 combo about 18 more damage than it currently is(more if it’s off counter hit DP). He did around 387 before and now he does about ~395 - 400 damage (If the changes stick).
I also think it did 7 more damage on the ground (368 vs 375), unless of course they changed anything.
If they can take that huge chunk of recovery from air low danku on whiff, it will most likely do better for his mid game. I’ve seen Ixion do some insane air lk danku right from its initial trajectory over Ryu’s hadouken. If they can buff it and take out recovery, we at least catch a break on his mid game, though it will still be a disadvantage.
We’ve already discussed about Dan’s command throw. In short, it doesn’t add anything particularly useful, doesn’t help him at all where he needs help, and just makes it more annoying to fight him.
EDIT:
That won’t work at all I believe. After the second b+hk the opponent will be pushed away too far for cr.mp to connect on any character, even in the corner. Even if cr.mp connect, the opponent will definitely be too far away for any special to hit, with the exception being EX Danku.
for stun, I’d rather hope that bHK, clMP, bHK, farLP xx EX danku works EX danku adds a lot of stun in combos, in some situations is cool to use it even if you give up on damage.
Btw guys, I’d like to share two new ideas i’ve been thinking about recently:
change the forward dash animation to Dan’s roll, making it to go under fireballs (low fireballs would still hit him) and keep the current frame data. That would help him catch up from long range against heavy zoners, and would not be OP cause it would still have a quite long recovery. It would also look extremely phlashy in combos!
make the clMK a launcher, keeping the current framedata. Imagine connecting clHK, clMK, instant air EX danku, or clHK, clMK, KRK FADC U2 I wanted to make this blockable high only, but Ixion feels it would be OP
These two changes, coupled with the Gadouken hurtbox fix and the removal of clLP would be all I need for USF4.
Really like the idea for the roll, because the only way dan’s roll is represented is during his super taunt.
As someone who lives for characters with standing launchers, I do like the idea but I don’t feel it fits the character. Tell Ixion to get dawgtanian on the line, he may be the reason we got the command normal hk, lets see if he can do it again!
You guys do realize how insanely powerful launchers and juggle moves are in this game, right? There’s a reason why most of them are super slow, unsafe and hard to use(pretty much the only exception to this rule is Rufus’ target combo, and that is getting nerfed in Ultra). In your example of connection IA EX Danku after it, that’s plenty enough time to connect U2.
If you are seriously asking to give a character a 100% viable meterless option to land a Ultra anywhere on the screen without any serious drawbacks, then I think we have 100% right to just ignore your suggestions. Again, Rufu is the exception of this rule, because he is designed that way.
Besides, what does it add to Dan’s game? It’s the same problem that the Command Grab suggestions have. It only helps Dan where he’s already good, that is his close-range game. Doesn’t help him in the areas where he desperately needs help and just makes him much more annoying to play against.
I don’t agree with the dash change. While it would certainly help him in the far/mid-range game, it’s a bit too much of a buff. Moves with the ability to get under fireballs are primarily reserved to slides and different types of special moves. And these again are also almost exclusively. reserved to zoners(Dhalsim and Rose for example). Other characters with normal move slides, like Blanka, are incredibly unsafe or can’t be used to effectively get under fireballs, like Cody and Dee Jay. The reason for this is that giving pressure characters the ability to get past fireballs is incredibly strong. Dudley’s Duck move almost completely nullifies most characters zoning game, and this move is slower than most forward dashes and doesn’t have a lot of range. Giving Dan a easy to execute move to get past fireballs is a bit too much.
Then give him a command taunt roll that doesn’t have a normal version and costs meter to use.
QCF/QCB HKHP: 1 or 2 Bars, ex roll taunt that goes a set distance and is fireball and maybe if were feeling generous make it invincible to lows also. Just ideas
People want to change Dan too much. The only thing i think we can realistically ask for is less recover on Air Danku and on his forward dash after focus.