Well gents, we just got screwed by Combofiend

Those are great ideas, but the Shoto cr. MK is a bit too strong. It stuffs moves, it causes many moves to whiff (Dan’s Danku, many characters’ jump normals, etc.). I think Dan should at the very least have standing MK or HK (one of them) be at a distance where at the very least the moves can trade, instead of either of them beating them out.

Also for the overhead, while some characters don’t have overheads, some have slides, some have command throws, etc.

In fact at least 1 character (for the most part), has a command throw, an overhead, and/or a slide (Some characters have more than one of them).

From what I gather, so far Dan is the ONLY one who has no overhead, command throw, or slide, so he has nothing special other than the low Danku, which is a great move for pressure, but it can be stuffed/whiffed/countered, etc.

I think Dan could at LEAST have an overhead normal (HP). It would definitely help against Turtling Techers.

Hahaha, I know nothing is set in stone right now, but this is actually amazing. Anyway, I agree with everything you’ve said. Even if only the really stupid stuff is fixed, I’ll be happy.

Well, this saves me from writing Combofiend a letter in blood.

  1. Give Dans super a use in some form. It’s hit confirmable from a single normal. Maybe 2 frame startup like Chun and Ken’s supers to punish certain things/or a vaccuum effect. Just some ideas
  2. Giving Aerial MK and HK Dankus some use. In the 5 years this game has been out, Aerial HK Danku has won me a single round ever. Make them all like LK Air Danku, but each one is a different angle. Aerial EX Danku is fine as is.
  3. Cr. Taunt being fadcable on hit/block.
  4. More blockstun on j. mk

I purposely use up a meter just to prevent myself from doing a super accidently.

I sometimes do, But personally I don’t want to give up a whole meter just because I don’t want something to auto correct. Sagat’s Angry Scar changed to kick because people complained about autocorrecting to it, and they got it. Ryu will also give him cr. MK > Fireball so it doesn’t auto-correct to cr. MK > Shoryuken. I think at the very least we could have a move changed so we don’t have to fear accidentally putting it out.

i think improved hitboxes for cr lk and cr mk would be great and maybe even a faster sweep and special cancelable far mp

Everything I want has been addressed by Ixion, so I’m good.

I just stopped mashing. #yoshotsfired

Anyways, the reason I was championing EX Danku Hard Knockdown before is because I see the development team being super lazy. If I could have one change, that would be it. If I can get the laundry list Ixion posted, I would be very happy.

Full bar
close standing mp, crouch mp, dp… super comes out and the super misses as well.

If you do DP properly, super will never come out.

Super requires a minimum of 23236 to activate.

DP requires 323.

MP
3MP
2
3HP

If you start the cr.MP at 3, you will never get super EVER. It’s impossible, regardless of your controller. You would literally have to input another QCF after you input DP.

Yeah in an ideal world nothing comes out, but nothing is ideal and shit happens. Shit, I’ve seen it happen to Ixion even. Why risk?

This is Street Fighter, the game of arbitrary execution limits you need to learn to overcome.

It is not difficult to completely remove random supers from the “Oh shit this can happen” repertoire if you just start your cr.MPs at 3.

Have you tried starting cr.MPs at 3? If you did, asking for alterations on the Super input would never crop up.

That is gold! Why have I never thought of that…

Because Capcom would never go for it.

I had mentioned that on capcom unity I think, make it kind of like Adon’s jag kicks (I used to main Adon).
I wish they would do something about Gadouken, they can keep it crappy but give him Guile recovery or maybe LP fireball be a fake fireball because lp fireball doesn’t even go as far as st mk

Ill leave it to you Ixion senpai.

But I dont agree with making Cl.HP a overhead. Opponents should feel save blocking low. Also I Love Hitting cl.HP into HP.KRK!

Hey guys, long time no post.

I was at Capcom Cup this past weekend. For some reason, I got the idea that Dan wouldn’t have changed too much from when that event happened a few months back (those that know, you know) so I deemed it a waste of time to stand in line with 10+ people to play Ultra when I could be in the room sidebetting with people.

After the finals of AE, I walked outside and noticed an employee holding a print out of all the changes in the current iteration of Ultra. I quickly asked to see it and noticed two things for Dan.

-s.HK has been changed to b+HK command normal, and cl.HK has been changed to s.HK.
-U1 breaks armor on the first hit

I got extremely excited and queued up to play a game, but was promptly informed that they were shutting down and packing up for the night. I never got to see how much this could affect Dan’s game.

EDIT: Off topic, but I need to ask someone whom knows about certain match-ups. If you’re interested in theory-ing out some details for Dan vs. ??? then please PM me.

well shit they actually took ixion’s advice on that high kick… even after ix changed his mind!

fuck it i personally LOVE the change.

now if we could only get them to actually change something that fucking balances the character instead of adding spice, id be glad.

Well, we don’t know what those certain match-ups are if you aren’t telling us. :stuck_out_tongue:
Tell us. We don’t bite. :smiley:

Anyways, back to the changes.
Seems like they are listening. It’s still a early build, so we can’t expect a lot. But YAY! cl.hk is now st.hk! Could actually be useful in combos because I’ve had problems doing the Gadoken > cl.hk link on some characters where st.hk comes out instead. And if it works well as an anti-air, yay for us all!
U1 break on hit is nice, since now we can react to Focus with Ultra. Not a big change, but a nice touch. :slight_smile:

I’ll post about it in the match-up thread, actually. I actually already did several hours ago. Derp.