The hurtbox on gadoken is considerably better, not only does it not extend beyond his hand but it seems to even be placed back behind his hand now. Yay!
Having close hk at back+hk felt so good, like it should have always been that way. Nobody jumped at me in the game I played so I dunno how solid an antiair from far away it is, but Iooking at the hitbox (link: http://www.eventhubs.com/images/2011/sep/30/dans-hit-box-information-super-street-fighter-4-arcade-edition-image-1/) it looks like the hurtbox is too far up to be useful like that. But frame trapping with it was rad, and with hp dp hitting from farther away at the ground and the minimal pushback on back+hk, I felt felt like I could frame trap two or three times with it before being out of range for a combo after.
I forgot to see if ground lk danku still whiffs on crouching Blanka sometimes, doh Also forgot to see how far the hitbox on st lp has been extended. I also didn’t try the meter building taunts because who cares.
Dp fadc u2 did more hits and seemed like it did a bit more damage than it does now.
Anyway he’s definitely a better character. It’s not realistic to expect that they’d buff him a ton, so I’m really happy with what he’s gotten so far.
Except when we remember that everyone else got buffed, many of them significantly.
Dan doesn’t need more shenanigans, he needs minor tweaks to his fundamentals. We want to be able to play competitively ( if at a disadvantage) and not doomed from the start.
yeah the new b+HK will be a pain to use in frametraps, don’t really know what they were thinking. Also we cannot buffer it anymore into super for maximum punishes. They should have made farHK a command normal instead.
Yeah I meant reliably. Good luck not flying in the air with that motion Used to pull off clHK into super with Fei, but damn that was hard in the heat of the battle.
I played a number of rounds against Guy in the modded PC version. It’s less about the Hurtbox and more of the fact that it goes so high for an 8 frame normal, that you tag people before they enter active frames for their jumpins. I was shutting down Guy’s midscreen/close-range Bushin Flips all day (With clean AAs or trades in Dan’s favour). It just reaches so ridiculously high. I think it’s going to be matchup-specific in it’s usefulness, but where it’s good, it’s going to be good.
Dan: Dan’s combos, fireballs, and dankus (the Dan knees/kicks) are all better. He can link back+hk to close mp to back+hk, wtf! He’s too far at that point to link into fierce dragon punch or cr mp xx ex danku, at least on the characters I tried it against, but the point is that having that normal on back+hk instead of far hk is sweet. He can also frame trap with it 2-3 times before being pushed out too far to combo out of it if it hits. Doesn’t seem like much of an antiair, but it’s super useful on the ground.
We had Dan throw fireballs from one side of the screen and Ryu throw fireballs from the other, and to me the shortened hurtbox on Dan’s arm was pretty noticeable. When Dan tries to play a fireball game in AE2012 he often gets hit on start up due to his hurtbox extending past his hand, so he has to either throw a fireball really early or not throw one at all. In USF4 he gets to throw a fireball noticeably later before getting hit, meaning his midrange and counterfireball options are both improved.
In AE2012, a bunch of short-crouching characters, like Blanka and Chun, can duck the ground lk danku. I tested lk danku against crouching Blanka at every range to see if it still whiffs over him, and it never did! Ryu can still do cr mk to get under it, though, but that’s to be expected.
Dan definitely seems improved, both in existing strengths like frame traps, damage/stun output, and danku pressure, as well as in current weaknesses like using fireballs in footsies and counterzoning. He won’t be top tier or anything, but I’m happy.
All good except c.mk launcher which is a bit out of left field! Even a frame or two off his forward dash recovery would be great. And there’s absolutely no reason why he shouldn’t have a cancellable far lk that I can see - some of the heavy hitters in the game already have this and no one ever talks about it being OP, not to mention the fact they’ve given it to Gouken in the current build.
I would love to use the suggestions I made in my novel of a post, but seeing as he won’t get alot of the things people ask, the ones I MOST REALLY want to see:
Gadouken hurtbox should be EXACTLY like everyone else. I mean the buff to the hurtbox is… okay, but It’s not more of a “Cool buff” as much as it is an “It’s a start” kind of approach. Just remove the ENTIRE arm hurtbox and make it like every other character’s fireball hurtbox animation. He’s already got the worst range with just an average startup/recovery (Which haven’t been touched up on), so it will balance out its weakness.
air low danku recovery reduced to be -6 to -8 on whiff. 17 frames recovery is WAY too long and just asking for a punish.
cl. HK be made the OVERALL normal. Make far HK be input back+HK.
Give MP Koryuken juggle property, OR add 1 or 2 more frames of invincibility (Startup frame is the same), OR make it trade like back in Super to make it not completely useless and give it a unique distinct flavor. Any one of those will allow Dan players to actually utilize MP, since LP and HP versions are the ONLY ones used.
Reduce Forward Dash and Back Dash frames by 2 and 1 respectively.
Change Super input to either 2x qcf K or 2x qcb P.
Make the damage of U2 on air targets 345 instead of 331. I understand that letting the 375 damage stay overall is a bit too strong from Koryuken FADC, but 331 is just too low.
Make walkspeed similar to Ryu or at least somewhere around where Ken will have (assuming they improve his walkspeed).
Give at least 2 more Active frames to cl. HK, cr. MK, and cl. MK.
Gadouken Startup and Recovery reduced by 1 frame each.
Remove cl. LP. They still haven’t fixed it, it might as well go away.
Remove hurtbox from Ultra 1 animation in his head region.
Give back Ultra 2 invincibility.
This is our final chance to ask for the changes. We need to get them riled up and show them that Dan players can mean business too!
That list, right there is the perfect Dan list. It would make him not be complete shit. It would make him a lot more fun to play. And he would still be bottom tier. There is no reason whatsoever not to do EVERY SINGLE ONE OF THOSE THINGS