Well gents, we just got screwed by Combofiend

My hope/plan is to get a life lead and stand on the other side of the screen build meter like AE yun did with palm. Force the opponent to come at you.

I dont know why you’d pick Dan against Vega , my gf is a Vega main and we go a few rounds every day and that guy is a pain in the ass the matchup is dogshit!

was it confirmed that danku got block stun nerf?

My thoughts exactly.

Just personal preference. The match up doesn’t bother me.

Also, Danku hasnt gotten a block stun nerf. Since it hits sooner due to the hitbox change, its most likely going to be less positive on average.

If they have any sense they’ll have only adjusted the hitbox in the later active frames.

Also, final change list out and Dan got no further changes. Weak.

Seeing some of the changes on the other characters… man Dan got jipped

I really wished Capcom would’ve done something to the Super taunt… like ensure that all hits are confirmed after the first…

Yeah they could of gave him a sweep that can combo…like the other shotos.

HOLD ON WHAT THE?!

Look at the launch trailer! About the 22 second mark. Dan just linked cr.mp into back.hk! When in the world could he do that? He’s only +5 on cr.mp in AE. Is this a secret buff?

Someone get the iphone app

If Dan’s cr.mp can link into back.hk… then does that mean cr.mp could possibly combo into non-EX Dankus outside of counterhit? Either that or back.hk only has 5 frames of startup which would be pretty interesting.

Buzzkill thought: What if the dummy was set to “No Block” just to make the combos look flashier.

cr.mp doesn’t link to b.hk in v1.00 that’s on XBL.

Never mind guys, just remembered that these combos aren’t performed in training mode. Fei wasn’t holding back during any of it so he could have made b.hk and st.hk look like a combo. Also, got confirmation from a person with the iOS app, no changes to Dan’s frame data on cr.mp or b.hk.

https://www.youtube.com/watch?v=MPe-OHywMn0&feature=youtu.be

Wow that U2 buff is great. Shame that “far” hk only has 2 active frames like all his normals. Would actually be a really cool meaty if it had 4 or something like it looks like it should. And the hp KRK not working like that is because of the wonked up reel animations and the bad cancel range from cl. hp, so nothing is really gonna fix that. What matters if it links off cl. mp > b. hk > on most characters.

So far I’m not really understanding the benefit of doing cl.mp b.hk rather than b.hk cl.mp (other than it’s probably easier on some chars… another char spec issue thing to remember!). It’s a 1 frame link as well.

I think the benefit is a higher stun and damage combo for one meter. cl.mp > b.hk > cr.mp > ex danku/hp krk if it works is pretty beefy. That’s a 2 combo stun on most of the cast and if hp krk hits after the cr.mp then 319 damage for no meter is solid damage and slightly less for 1 bar.

I like the idea of having extra meter to spend on ex krk FADC or more ex dankus. Plus, cl.mp is a quicker punish I guess. It’s a lot more damage than b.hk > cl.mp > hk danku as a meterless punish too.

For 2 bars and hitting the b.hk after the hp gado FADC you get around 30 more damage than if you spent 2 bars to FADC after the hp krk in the cl.mp combo so it would only be for optimization specifically if you have 2 or more bars. Even then, the damage for an Ultra 2 combo outside of the corner is better using cl.mp > b.hk than b.hk > cl.mp.

Faster startup on the cl. mp (for linking off a jumpin) and guaranteed to be in range for b. hk (to the extent you wont get far hk since it’s a command input). Outside of the corner many characters would be out of range for cl. mp to be linked after b. hk. And it’s a 1f link either way.

I’m pretty sure cl.mp is 5 frames despite what EH frame data says. You can link it after cr.mp which is +5. Try it on Cammy.