Well gents, we just got screwed by Combofiend

Yeah it was reduced to 5f in 2012, forgot about that. In any case though, it matters because even on characters it works on, you’re never going to land b. hk > cl. mp outside of a full punish situation. You can (hopefully) do a crossup into > cl. mp > b. hk > HP KRK on most characters now.

NEWS:

Knee crossups are still in, albeit in different forms.

cl. st jab xx knee point blank crosses up on rufus

Back throw -> neutral jump, knee (after landing) crosses up on all shotos if theyre crouching also, havent messed with delayed wakeup yet.

They beat delayed wakeup

Over in the other thread not being used anymore, I mentioned that c.HP cancelled into HK Dankus won’t work on Poison, the first hit of the Danku whiffs and she recovers to block the others. I just played a game against Decapre where the same thing happened, but this time I couldn’t replicate it in Training unless I positioned Dan at nearly max c.HP range, so I don’t think that’s something to worry about compared to the Poison instance where it happened every time.

(edit) I think I found why it happened. When Decapre is crumpled by a Focus Attack, the c.HP x HK Danku won’t fully connect. That’s a little weird, but I’ve seen so many Abels whiff their own post-Focus crumples on my Dan that this is probably just karma in balancing.

That said, another weird thing happened in the same game. After cornering Decapre, I jumped over her and she did her EX Psycho Sting, which whiffed on me as I landed safely behind her. I instinctively went for a throw, but the throw went the other way and whiffed. I presume it’s some kind of wonky property of Decapre’s reversal rather than a Dan glitch, but I figured I’d post it here anyway. Maybe someone wants to try to replicate it in training, because whichever character the bug is for it’s something that should be addressed!

keep posting guys ill post character strats soon… nice gale crossups

Didn’t work when I tried it.

b.HK links into clMP and crMP but the pushback that clMP does means it’s a bit tougher to follow up with on some characters. otherwise can can do b.HK > cr.MP > HK Hop kicks or HP Koryuken depending if you’re trying to push someone to the corner more.

Also it’s funny that his regular taunts gain meter and he can just dash/block/jump out of them. I’ve found myself repeatedly using Taunt 9 and running back or focus attacking through fireballs to annoy someone into coming over or if I get a HKD I’ll taunt for the extra meter before applying mixup/baiting the opponent. Same goes for if you stun the opponent you can fit in a quick taunt for a tiny bit more meter and humiliation before continuing the stun combo.

I played some rank matches and cr.hp > hk danku didn’t combo half the time on elena :frowning:

Do all Dan’s taunts have the same amount of recovery frames?

I was hoping running away spamming taunt and kara-taunting fireballs would give him a bunch of meter while being a troll, but using the standard taunt 9 it seems a bit too slow. I’m also stuffing up the kara input bad and then whiff a focus and getting hit by the 2nd fireball.

My original hope was it was going to be like doing Rose’s LP soul reflect but you also gain ultra meter at the same time.

Elena’s just a mess altogether. Far be it from Danku comboing, if she’s crouching it tends to whiff over her head entirely, leaving you open to a punish.

So far my main strategy against Elena is a horrible one, that being stupidly random Koryukens to try to put some fear into her and keep her from just running over me with her footsies and crouching normals. EX Danku works fine, but the other ones are not recommended at all. I need to figure out an air to air normal to use on her as well, since she jumps so high that the angled j.HK will whiff under her. I’m guessing j.HP is the way to go, I just need to train myself to use it.

Knee crossups:
Shoto & Blanka: Backthrow Neutral Jump Knee
Bison: Backthrow, cr short cl st. lp knee -> Hits in front on delayed wakeup
Cody: Backthrow, cr short cl st. lp knee -> Hits in front on delayed wakeup
Rufus: (blocking) cl. st lp -> knee
Gen: (blocking) cr. short, walk forward, cl. lp -> knee
Fei Long: Backthrow -> dash forward -> cr. lk -> knee

blocked cl st lp -> knee looks like it has a chance of crossing up on most of the roster. Anyone whose hitbox is obscenely large or obscenely small it probably wont work on

Anyone using taunts to build meter?

Sometimes when I’m feeling silly. It does build meter sizably faster than repeated Zangief lariats, the crouching taunt at least. I haven’t experimented too much with quick standing taunts, because I’ve always preferred the crouching one. It strikes me as more of a taunt to do a taunt that you can’t abort or cancel out of early.

You give up so much space when you cr taunt. Some characters can punish you full screen. It is fun when some one gets hit by the hitbox when they jump at you.
Best use it could think of is pressing the taunt button just before landing after a jump. And doing st. taunt xx fireball getting max meter.

Crouching taunt after something like HK Danku which sends the back can be good for the extra meter but for the most part if I knock someone down with a throw I’ll do a regular standing taunt for humiliation points, extra meter and the option to block/jump/koryuken/throw on reaction to the opponents wake up.

Generally if I’m doing a somewhat silly Gadoken fireball war with Ryu and he gets too far back I’ll start taunting and focus attacking his attacks for the extra meter until they get pissed or I have an EX to work with for EX Gadoken or EX Koryuken through his attacks.

Regular Taunt builds Meter (Yes. You can ass slap to build meter)

This game is good again. Long Live Combofiend.

Dan has better meter gain than Yun, I think.

Edit: Confirmed. Dan builds meter faster than Yun can doing repeated Palms.

Do all taunts have the same minimum time before being cancellable, or are some faster than others?

I always thought Taunt 9 had a faster cancel time.

There’s a mix of lengths. 45, 55 and 60. I ripped the frame data myself. It’s in this forum somewhere. Gonna go searching.

Edit:

**Earliest Cancel Windows for Taunts **(This might be old and incorrect)

Taunt 01: 55
Taunt 02: 45
Taunt 03: 60
Taunt 04: 45
Taunt 05: 45
Taunt 06: 45
Taunt 07: 45
Taunt 08: 45
Taunt 09: 45
Taunt 10: 45

Dash is enough to cancel a taunt right?