Dan that would be nice. Tweet it to Combofiend!
@ Ixion
That taunt change would be so cool. Personally, to fix combo inconsistencies and give him a better AA, I think his far mp should be special cancelable and his hp KRK should have more horizonal range… and a better vertical hitbox. I hate getting trades with that thing. When I fight cammy sometimes her ex cs will just straight up stuff hp KRK, so I have to use ex to AA. Its really dumb.
I’ve been talking to this guy Gunpwnder on eventhubs and we got to thinking about some really interesting ideas… as for the the AA problem Dan has got, apart from my crouching taunt suggestion, here’s an even better suggestion: Make far.HK a command normal, done by pressing B+HK. This way, cl.HK will be possible to do in any situation, and far.HK will probably still feel natural to use as it’s basically used as a “backing up dodging” counter poke. Being able to do cl.HK anywhere you want should make it easier for Dan to AA in more situations. far.MP is decent, but it has a very low hitbox which is why I’m having troubles with using it. Can’t say I haven’t tried that much though…
Cancelling far.MP sounds interesting, but Krackatoa felt it was too OP. I’m not sure myself; would it be too godlike really? I don’t really see how. I would welcome that change… AA:ing with far.MP xx Gadouken like Dhalsim or Guile would be cool.
I’m not sure if the uppercut trades have that much to do with Dan’s KRK specifically, I think a lot of characters have trouble uppercutting cleanly against certain moves… for instance Ryu’s j.HK, is like, almost impossible to beat clean, at least if you’re going for the deep hit. Although one buff we discussed was making all KRKs launch a little bit further… this is because Dan dashes so far, and from time to time gets positioned on the other side of the character and makes the inputs for further combos fuck up. This happens to Sagat as well for instance, but he can combo quite late with his knee… Dan has to input the next move (H Danku / nj.HP / nj.MP) instantly, which means he doesn’t have time to stand there and wait for the direction to get correct again. Making the KRK launch just a little bit farther, as well as slightly buff the horizontal hitboxes on nj.HP and nj.MP should stop this problem.
We talked about a few other things as well but since eventhubs seems to delete your conversations over time I can’t check what they were. Q_Q
I suppose you could do something similar with crouch hp - it already looks similar to the shoto crouch hp, just needs much faster startup and presumably a modified hitbox. In the same vein as Ixion’s suggestion, you could keep the current version and add another with a faster animation and make it a command normal. I feel like Dan deserves at least one command normal before this game gets its final update And has there been any discussion of adding an overhead already? I always thought it was a bit unfair that only a handful of characters don’t have overheads…
Oh yeah Feimitsu came up with the great idea of removing the cancellability of cl.HP and instead make it an overhead, possibly able to link to something, on counter hit or something. I kinda like the idea since I rarely use cl.HP in combos and it always make stuff whiff randomly because of its weird hit stun thing anyway.
While I doubt Dan will get any significant changes to make him good, these are some changes I’d like to see:
-standing LK cancel like in the vid
-greater recovery on fireballs especially light fireball
-Dan kicks completely invincible to low attacks
-greatly improved hitbox on crouching MP,standing MK and vastly increased start up on crouching fierce
-increased walk speed
-crouching mp can be linked from lights
-projectile invincible on ex Dan kick
It’s a pipe dream but I’d love to see this.
Another AA-normal option that would be cool would to give far.HP much faster startup, kinda like Guile’s, haha. It’s actually an AA-normal already it’s just that it’s so fecking slow.
Slightly better walkspeed would be nice, I’d definitely welcome that.
Funny video, that U1 juggle hahaha…
I made a complete list of changes I want for Dan in USF4, here they are…
*1. Reduced hurtbox on Gadouken
*2. far.HK changed to a command normal, done by pressing B+HK. This way, Dan has constant access to a decent AA normal which is cl.HK. Right now, Dan has to pretty much rely on Kouryuuken solely for AA purposes, which is limited because of its short horizontal range and tends to whiff on empty jumps and open up stupid punish possibilities for the opponent. He needs an AA normal.
*3. Good AA hitbox added on crouching taunt.
*4. Crouching taunt being dash-cancellable, jump-cancellable, special-cancellable, super-cancellable, and ultra-cancellable.
*5. Buffed vertical hitbox on all Dankus to stop them from randomly whiffing on some crouching characters. L Danku should be able to hit crouching Blanka, and should never whiff on crouching Ryu, Ken et.c., and Chun-Li the way they do once in a while right now.
*6. cl.MK 3 frame startup (this move basically has no use right now)
*7. A radical change to the Gadoukens in general. All versions get slightly faster startup, and L and M Gadouken get more active frames and “stays out” for a bit longer. This way L Gadouken will kind of be like when Sakura fully charges her Hadouken, and M Gadouken will be like when she slightly charges her Hadouken. H Gadouken remains the way it is.
*8. REMOVAL of cl.LP.
*9. All Kouryuukens launches slightly farther horizontally, making the issue of Dan changing sides disappear. All Dan’s follow ups after Kouryuuken (nj.HP, nj.MP, and H Danku) need to be activated instantly after the FADC, which means Dan doesn’t have time to wait for the sidechange adjustment to connect his combo. A slight launch adjustment to hinder the sidechange should solve this.
*10. Slight reduction on the recovery of airborne L Danku
*11. Legendary Taunt removes damage scaling by one or two steps, making it sensible to use in combos. The way it is now, you can spend fewer than four EX bars on another combo and make more damage, making it worthless spending all bars on the Legendary Taunt. If the Legendary Taunt affected the damage scaling positively somehow, it could actually be useful.
*12. Legendary Taunt fast-forwardable by means of some method, possibly by spinning the stick like when charging the quickness of Goukens U2. The faster the spin, the faster the Legendary Taunt goes.
*13. Legendary Taunt jump-cancellable, dash-cancellable, special-cancellable, and ultra-cancellable. in ALL frames, even when in midair. Directional inputs for specials or ultras get reversed if he jumps over the opponent.
EDIT:
*14 Air taunt same recovery as empty jumps.
Btw that reduced pushback on cl.LK change looks nice to make that combo work but actually I’d like it to stay the way it is… With cl.LK having so much pushback it’s a brilliant normal to throw out in blockstrings to bait DPs and stuff and make them whiff. For instance, on Seth you can crossup with j.MK and then just do cl.LK in a blockstring and then backdash, and Seth’s DPs will whiff. I tell you all Seth players get like “HuuhHhhHHH wtf??!” everytime haha cuz they’re so used to their DPs not being backdashable.
But if there’s another way to make that combo work on the whole cast I would gladly welcome that.
Here’s what some of those suggestions might look like…
http://www.youtube.com/watch?v=MHO-Dt4FCgw
I wanted to make Legendary Taunt work like Makoto’s super, but I couldn’t work out how to trigger the red effect
Those changes gave me a hardon, especially the HK one. It’s so good.
Dude you gotta show this to COMBOFIEND, link to it and post it on Eventhubs and also link it to his Twitter.
Seriously. You CAN make a difference. Dan’s voice is not being heard. His chances are farcical, he is a joke, an afterthought.
Get it to him. Get it, to , him. Send him a link on Capcom Unity. Let’s ALL tweet this to him AND to UltraDavid, who actually plays Dan.
Contact Eventhubs, they always put up all sorts of change videos. Get it up there.
Let’s do this, tweeting it now.
WOW, I feel so honoured someone made a video of my change suggestions! And they turned out so COOL -and- useful and sensible. I really like this. I will try to get this out to Combofiend and everyone. Let’s go, we must get these changes.
<3
EDIT: I had one last change I wanted for Dan, I put it up as number 14 up there.
Alright, you’ll be happier then since UltraDavid just retweeted it to 13000 people and the lp and hk suggestions were met positively.
Now the key is to make a REAL video with the IMPORTANT changes such as air danku and whatnot and get that FINAL video out so we can spam everyone with it.
Seriously guys!
GO GO GO
Hey that Martin Ly posts here doesn’t he? I remember he’s that charismatic asian guy from San Fran who used to post videos of himself. We’re getting a decent chorus together!
I dunno how you guys don’t have ex danku giving more frame advantage on hit on your lists! I would definitely trade every buff mentioned here for that single buff.
Dan has
–good frame traps
–damaging hit confirms
–a solid dragon punch
Dan does not have
–good midrange buttons
–a way to get in to use his good frame traps and damaging hit confirms
So the two most important things to me, that ex danku gives him more time to move on hit and that air lk danku’s recovery is decreased, are designed to give him a way in while a) requiring that he bet meter or b) requiring that he be at a precise spot on screen and only in certain matchups and be duckable with low profile moves.
Ex danku change:
–on hit it pops the opponent up higher, giving Dan enough time to dash forward once before the opponent can recover from a quick rise, but on block it’s exactly the same
–reason: Dan currently can’t get even one free dash after using this move, most characters can quick rise and jab him out of it. As a result, Dan remains in the same midrange situation where lots of characters beat him. If he could get one dash, he could try a mixup and maybe get some damage. This effectively makes his midrange game better without being too good because ex danku costs a bar to try, requires proper spacing to be made safe on block, and doesn’t go through fireballs or have any invincibility or any craziness like that.
Air danku change:
–gets 13 frames of recovery instead of the 17 it currently has
–reason: There are matchups where ex danku doesn’t make sense, like against characters with good fb games or normals that consistently beat ex danku’s just-ok hitbox. In those matchups, fast air lk danku is really important. Not instant, a little slower than that, but Dan can use it to get over normals or fireballs etc. Unfortunately, he doesn’t get frame advantage and can sometimes get punished for this. That sucks! So this would effectively give him more frames of advantage. That said, it wouldn’t be overpowered or anything because it still whiffs on lots of the cast when they duck and it can be beaten by basically any option on the way over until its active frames start.
So these are two ways to help Dan do what he does best by helping him overcome his weakness in a way that’s good but totally manageable by most of the cast if they plan for it.
The other changes I most want are for mk/hk danku to not whiff over crouching characters, u2 to have less recovery so that Dan can at least dash up a few times after hitting with it (but is still punishable if it’s blocked), and neutral jump hp to be faster with a bigger hitbox so we can do dp fadc neutral jump hp on every character.
I do like making close hk the default hk, although I’m confused why you’d want current far hk to be back+hk when you want close hk as an antiair, which mostly comes up when you’re… moving backward. I also want to still be able to hold backward while doing frame trap and hit confirm st hk. If the current hk was toward+hk, I’d be set.
Removing close lp would be fine, but I don’t think it’s very important. Dan doesn’t need the same jab jab hit confirms half the cast already has. He’s already fine in hit confirms in my opinion. If I was gonna buff anything in hit confirms, it’d be making close lk come out from a bit farther away so we could do cr lk cr lk st lk and have the st lk be the close version.
The taunt stuff I don’t care about. I don’t think I’d ever use any of that stuff, even the reset. If it happens, fine, if not, also fine.
I also don’t really care about fb. It’d be nice if its hurtbox wasn’t gigantic, but other than that I don’t want buffs to it really. I don’t think this game needs any more characters with a fireball-dp gameplan, it already has a ton. I’d much rather accentuate the unique side of Dan’s gameplay, his dankus and pressure. Less recovery on ex fb could be cool if it means more links into u1, but that’s only because it’d make his pressure better.
I would have slapped your name on it Ixion but I didn’t want to be too presumptuous!
ex Danku buffs were requested when the votes were opened in Capcom Unity but there was some disagreement, some felt it was overpowered and unrealistic to ask because of how fast it came out and how safe it was on block. I agree with you fully on this. So do all of us, in fact. It would be nice to have better Ex danku.
Yeah we’d all like that… mash crouch tech a bit
I’m not looking for a hard knockdown after ex danku. The speed can be nerfed too for all I care. I just want a way to create offense! As for the cr lk cr lk st lk, I’m not actually proposing that, just saying I’d ask for that before jab buffs. Neither one is important to me.
I’m trying to reply to this thread but clicking Post Comment just clears the box - anyone else having problems?
EDIT: Trying editing after posting above…
I agree about EX Danku too - when I started making these videos I combed through UltraDavid’s post on Capcom-Unity to see what I could simulate and that was one of the things I tried. Didn’t work out though
Close standing lk: close lk comes out from a bit further away: This would be fairly easy to implement, but in the second vid I tried cl.lk having less pushback which gives a similar effect in that you can do cr.lk cr.lk c.lk or cr.lk cl.lk cl.lk.
Neutral jump hp: 9 frame startup, bigger vertical hitbox: Eternal, another YouTuber, has demoed this in his own change suggestion video I think.
Ground mk danku: hitbox problem fixed by extending slightly lower and toward opponent: The second vid covers the lk danku hitbox problem, so I didn’t bother showing any changes for the other versions.
Ground hk danku: does 30+50+50 damage: This would be an easy change but visually it would look identical!
Ground ex danku: on hit has vacuum effect and allows Dan more advantage: I did spend some time on this trying to remove the pose animation at the end, but with no success. I wasn’t entirely sure what you meant by ‘vacuum effect’ either…
Air danku: has 13 frame ground recovery: I think I could probably manage this, but again there’s not much to it visually.
Ultra 1: breaks focus throughout active frames: Included in vid 3.
Ultra 2: 116 frame recovery, -45f on block: I don’t think this could be easily modded without the animation looking very dodgy.