Well gents, we just got screwed by Combofiend

Here’s the change list lads. Nothing new for Dan.

Dan

  • Crouching taunt now gives +40 meter instead of 0. Now gives 0 instead of 70 on hit.
  • Jumping taunt now gives +10 meter instead of 0.
  • Close standing heavy kick command has been changed to back+heavy kick.
  • Far standing heavy kick will now come out regardless of distance.
  • Far standing heavy punch upwards hitbox increased.
  • Light Dankukyaku hitbox downwards increased.
  • Heavy Koryuken first hit hitbox slightly increased.
  • Light, Medium, Heavy and EX Gadouken hurtbox now decreased to around where Dan’s hand is.
  • First hit of Shisso Buraiken is now armor breaking.
  • Haoh Gadouken will now always get full hits against airborne opponents. Damage against airborne opponents changed to 331.

Edit:

So here a question do you still get +70 meter when you hit air taunt?

Was hoping for more better, excited for gadouken changes

http://i.imgur.com/lnJMj.gif

If you aren’t happy with these changes its time to change character. Dan got way more then he should’ve got.

Nah, I aint buying that. Dans moving to a sub character for me come ultra. Unless any of this shit was grossly OP in tests, and I bet you it wasnt, theres no reason dan couldnt of at least gotten a better forward dash.

You can’t be serious? Some of the stuff he got is okay, but most of the changes are practically bug fixes!

What else did you expect? Nothing changed about Dan’s play style. But he is allot better.

his Close up game got more solid.

  • Light Dankukyaku hitbox downwards increased.

He got more Damage and more combos

  • Close standing heavy kick command has been changed to back+heavy kick.
  • Haoh Gadouken will now always get full hits against airborne opponents. Damage against airborne opponents changed to 331.
  • H Koryuken 1st hit hitbox slightly expanded forward

He can keep up in the neutel game now. This was his biggest weakest. Sure he doesn’t win it but he cant be bullied any more.

  • Light, Medium, Heavy and EX Gadouken hurtbox now decreased to around where Dan’s hand is.

The rest of the buff are all making him a better character.
He still have his -3 after DP fadc rest of the cast is now -5.

If you look at the rest of the cast changes Dan got allot more then most.
Adon only got nerfs . And nothing new to play with.

They could not have AT LEAST switch the cl. HK and far HK button configs? They couldn’t AT LEAST DO THAT?

It’s bad enough he didn’t get recovery off from air danku, or better gadouken hurtbox (Around his hand only? Why?), or better dash/walkspeed, but they couldn’t have at least changed cl. HK to be the overall normal?

It’s not even a change in playstyle, just an easy access to that attack…

I think we can expect more changes for the console versions. Dawgtanian was clear that the clHK think would be reversed, and was also positive that the Feilong’s chainable crLK would be restored. None of these were reflected in this release. I call it a public test for the japanese arcade only :slight_smile:

I dont think so

You said he “got way more than he should have got”, which is patently untrue. He might have gotten “more than most” but given his bottom tier status this should have always been the case regardless of what the other cast members got. Adon did not only get nerfs, but why would you expect a top tier character to be buffed (of course this didn’t stop them buffing other high tier chars which is ridiculous…)? Are you saying you think the changes to Dan and Adon close the gap so that they are now on the same level?

As to what I expected… well I didn’t expect much from Capcom. I was hoping for some improvements to some of his terrible normals, cancellable far light kick, some use for super taunt outside of c.mk xx U1 (which isn’t particularly useful given how bad c.mk is), range buff to U1, air lDK being a lot less punishable, slightly faster forward dash, fixes to some of his many other combo/juggle issues, reduced recovery on exDK, reduced recovery on U2, U2 coming out even when hit - obviously I didn’t expect all of these, but we didn’t get any of them!

  • Crouching taunt now gives +40 meter instead of 0. Now gives 0 instead of 70 on hit.
  • Jumping taunt now gives +10 meter instead of 0.

These changes to taunt meter gain are pretty pointless, but then crouching taunt gaining meter on hit was utterly pointless in AE.

  • Close standing heavy kick command has been changed to back+heavy kick.
  • Far standing heavy kick will now come out regardless of distance.

They’ve got this the wrong way round as far as I’m concerned. Far heavy kick should be the command normal. There also doesn’t seem to be any change to the cl.hk hitbox, which makes me doubt whether it’ll be much use as an AA.

  • Far standing heavy punch upwards hitbox increased.

Not sure what the purpose of this is - presumably to be used as range specific AA? It has such slow startup that I can’t see it being much use anyway.

  • Light Dankukyaku hitbox downwards increased.

If this fixes the issues with it whiffing on some characters then great, but isn’t there also a risk that he’ll lose frame advantage against the characters it already connects on? I suppose we won’t know until after release.

  • Heavy Koryuken first hit hitbox slightly increased.

Clearly this is a good change, although it depends on if they’ve increased the range enough. Hopefully cl.mp c.mp xx hKRK will work on everyone, although I’m not holding my breath.

  • Light, Medium, Heavy and EX Gadouken hurtbox now decreased to around where Dan’s hand is.

Good, although I’m sure someone tried this at the loc tests and reported that, although it’s better, it’s still not on a par with most other fireball hurtboxes.

  • First hit of Shisso Buraiken is now armor breaking.

Good, although without a range buff plenty of chars will still be able to backdash out of the focus and escape.

  • Haoh Gadouken will now always get full hits against airborne opponents. Damage against airborne opponents changed to 331.

Good, although I’ve yet to see what overall difference this makes in typical combos. If it makes doing exADK U2 in the corner worthwhile that would be nice.

I want to think that there could possibly be more changes coming but as Dawgtanian said, “If there’s anything really super crucial, I’m still listening.” I’m not so sure Dawgtanian is convinced that any Dan changes are going to be super crucial. We might get the Heavy Kick command normal situation reversed at best. I really wish we could have at least that or reduced air LK Danku recovery. He feels pretty much the same outside of Gadoken hurtbox and the LK Danku not whiffing on certain crouchers which is appreciated.

https://www.youtube.com/watch?v=X2QLGE7KhKY#t=233

Guys, at the minute 3.51 you can see Ryu unable to punish Dan’s DP fadc forward. Are we really sure Dan’s really at -3 in that situation?

BTW, did ya’ll forget about the Forced Stand suggestion on dan’s cl.hk? Now that it will be a command normal, it would be even better if it could force stand and smooth out most of his character specific combos.

Yes we need that as well

One of the comments in the video mention that combofiend said Dan is affected by the change too

I don’t know. The list has been updated TWICE already. I’m pretty sure Combofiend would have put it up there if it was true. I personally don’t believe in anything some anonymous guy says in regards to the Ultra version changes unless they have some rep or work in the team themselves (Dawg, Combo, Ono, etc.).

In my honest opinion, IF they are going to nerf Dan’s DP (Which I highly doubt), then compensate by giving Dan faster walk speed and faster forward/back dashes. Why nerf a character who already was at the lowest end of frame advantage on DP FADC only to make him worse.

Hey guys, I played the recent build at NCR.

Overall, Dan plays pretty much exactly the same as in v2012, only big difference being the cl.HK being a b+HK cmd normal fucked up a bunch of frame traps and combos.

DP is still -3, so that’s pretty good.

I didn’t feel the KRK buff as much as I should have, so perhaps its negligible as a buff until further playing.

if it’s -3 why it cannot be punished by Ryu’s reversal super?