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Dan's father, Go Hibiki, was murdered in a Street Fighting match by Sagat after Go has blinded Sagat in one eye. Swearing revenge, Dan sought after Sagat to avenge his father and end Sagat's life. When finally given the opportunity to fight Sagat, Sagat saw his own chase for revenge in Dan and, realizing its futility, allowed Dan to defeat him to assuage Dan's anger. Dan, since then, has determined he was the strongest warrior ever and opened up his own school to teach his "Saikyou" style. Though his school has yet to garner any voluntary students (Blanka and Sakura act as ones just to humor him), Dan is determined to perform well in the next Street Fighting tournament to spread his teachings wider. | Dan's father, Go Hibiki, was murdered in a Street Fighting match by Sagat after Go has blinded Sagat in one eye. Swearing revenge, Dan sought after Sagat to avenge his father and end Sagat's life. When finally given the opportunity to fight Sagat, Sagat saw his own chase for revenge in Dan and, realizing its futility, allowed Dan to defeat him to assuage Dan's anger. Dan, since then, has determined he was the strongest warrior ever and opened up his own school to teach his "Saikyou" style. Though his school has yet to garner any voluntary students (Blanka and Sakura act as ones just to humor him), Dan is determined to perform well in the next Street Fighting tournament to spread his teachings wider. | ||
| | | | ||
Dan's greatest power may be the illusion that Dan is supposed to be bad. | Dan's greatest power may be the illusion that Dan is supposed to be bad. Dan however has decent rushdown with Dan Kick pressure and fireballs. His dashes are a little slow but cover a decent distance. His main specials like Dan Kick or Gadouken are usually safe on block. His uppercut is very functional. His {{ex}} moves are also very useful from {{ex}} Dan Kick to {{ex}} Koryuken. However his normals are lacking and struggles at the medium to long range especially. To play Dan stay close to your opponent and pressure them with safe specials and normals. Rushdown with okay damage and pestering your opponent with safe pressure.}} | ||
=== Players to Watch === | |||
Ixion90, OnigiriSirasan, Kubobuuuuu, | |||
Line 11: | Line 14: | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Jumping Taunt | (in air) hp + hk | }} | {{SSFIVMoveListRow | Jumping Taunt | (in air) {{hp}} + {{hk}} | }} | ||
{{SSFIVMoveListRow | Ducking Taunt | d + hp + hk | }} | {{SSFIVMoveListRow | Ducking Taunt | {{d}} + {{hp}} + {{hk}} | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Line 18: | Line 21: | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Gado Thrust | f or n + lp + lk | throw }} | {{SSFIVMoveListRow | Gado Thrust | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{SSFIVMoveListRow | Saikyo Haraigoshi | b + lp + lk | throw }} | {{SSFIVMoveListRow | Saikyo Haraigoshi | {{b}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Line 25: | Line 28: | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Gadoken | qcf + p | ex }} | {{SSFIVMoveListRow | Gadoken | {{qcf}} + {{p}} | {{ex}} }} | ||
{{SSFIVMoveListRow | Koryuken | dp + p | ex }} | {{SSFIVMoveListRow | Koryuken | {{dp}} + {{p}} | {{ex}} }} | ||
{{SSFIVMoveListRow | Dankukyaku | qcb + k | ex armorbreak }} | {{SSFIVMoveListRow | Dankukyaku | {{qcb}} + {{k}} | {{ex}} {{armorbreak}} }} | ||
{{SSFIVMoveListRow | Airborne Dankukyaku | (in air) qcb + k | ex }} | {{SSFIVMoveListRow | Airborne Dankukyaku | (in air) {{qcb}} + {{k}} | {{ex}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Super Combo ==== | ==== Super Combo ==== | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Hissho Buraiken | qcf qcf + p | }} | {{SSFIVMoveListRow | Hissho Buraiken | {{qcf}} qcf + {{p}} | }} | ||
{{SSFIVMoveListRow | Legendary Taunt | qcf qcf + hp + hk | }} | {{SSFIVMoveListRow | Legendary Taunt | {{qcf}} qcf + {{hp}} + {{hk}} | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Ultra Combos ==== | ==== Ultra Combos ==== | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Shisso Buraiken | qcf qcf + 3p | }} | {{SSFIVMoveListRow | Shisso Buraiken | {{qcf}} qcf + {{3p}} | }} | ||
{{SSFIVMoveListRow | Haoh Gadoken | qcf qcf + 3k | }} | {{SSFIVMoveListRow | Haoh Gadoken | {{qcf}} qcf + {{3k}} | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
== AE ver. 2012 Changes == | |||
''Airborne Dankukyaku'' | |||
Made EX Airborne Dankukyaku fully hit after EX Focus canceling a Koryuken. | |||
Changed heavy version’s damage from 50 + 40 + 30 (120 total) to 50 * 3 (150 total). | |||
Changed EX version’s height restrictions, allowing it to be activated 1F earlier. | |||
Changed EX version’s stun from 100 * 3 (300 total) to 100 + 75 + 75 (250 total). | |||
''Dankukyaku'' | |||
Changed heavy version’s damage from 50 + 40 + 30 (120 total) to 50 + 40 + 40 (130 total). | |||
''Hissho Buraiken'' | |||
Adjusted to fully hit when used up close against any character. | |||
''Ducking Taunt, Jumping Taunt'' | |||
Made Super Meter bonus +70 on a hit and +30 on a block. | |||
''Close Standing Medium Punch'' | |||
Changed startup from 6F to 5F. Takes the total frame count to 23F. | |||
''Close Standing Heavy Kick'' | |||
Shortened hitback distance on standing or crouching hit. | |||
''Crouching Heavy Kick'' | |||
Changed startup from 12F to 10F. Takes the total frame count to 33F. | |||
Line 53: | Line 96: | ||
* Ultra 2 invincibility was decreased to 8 frames after Ultra freeze. | * Ultra 2 invincibility was decreased to 8 frames after Ultra freeze. | ||
==The Basics== | <br> | ||
==The Basics== | |||
==Combos== | ==Combos== | ||
==Strategy== | ==Strategy== | ||
{{SSFIVMoveListHeader}} | |||
{{SSFIVMoveListRow | Gadoken | {{qcf}} + {{p}} | Pathetic excuse for a fireball. It travels barely past his fist, while the HP and {{ex}} versions barely travel 1/3 of the screen or something like that. However it will still {{cancel}} out projectiles when hit, so you can hold your own in fireball wars but do not expect to win them. The frame advantage on his fireball is decent however leaving him at neutral rather than hugely negative.}} | |||
{{SSFIVMoveListRow | Koryuken | {{dp}} + {{p}} | Actually a decent anti air move, and standard dragon punch/uppercut. Damage overall a bit lacking. {{ex}} blows through stuff and travels far horizontally and vertically.}} | |||
{{SSFIVMoveListRow | Dankukyaku | {{qcb}} + {{k}} | The staple of Dan's moveset. This is relatively safe on block, with LK being 0 and Medium/Heavy at -2. {{ex}} is at -3 even so a very good move overall. Kind of slow startup but that flaw is negligible when cancelled from normals. LK Dan Kick leads to Dan's close range pressure and shenanigans. {{ex}} is a {{hardknockdown}} and has good range. He is also airborne and {{armorbreak}} }} | |||
{{SSFIVMoveListRow | Airborne Dankukyaku | (in air) {{qcb}} + {{k}} | Lesser version of his grounded Dan Kick. It doesn't break armor. But it does help change Dan's jump trajectory. Can help Dan add a litte double jump if you mistime a jump and crossover the opponent to mess up their anti air timing. Can also be used in combos near the end for some damage.}} | |||
{{MoveListFooter}} | |||
==Matchups== | ==Matchups== | ||
Line 111: | Line 162: | ||
| align="center" |40 | | align="center" |40 | ||
| align="center" |sp/su | | align="center" |sp/su | ||
| align="center" | | | align="center" |5 | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |17 | | align="center" |17 | ||
Line 152: | Line 203: | ||
| align="center" |50*50 | | align="center" |50*50 | ||
| align="center" |40*20 | | align="center" |40*20 | ||
| align="center" |sp/su | | align="center" |sp/su*- | ||
| align="center" |6 | | align="center" |6 | ||
| align="center" |2*2 | | align="center" |2*2 | ||
Line 298: | Line 349: | ||
| align="center" |-7 | | align="center" |-7 | ||
| align="center" |-2 | | align="center" |-2 | ||
| align="center" | | | align="center" |Forces stand | ||
| | | | | | ||
|- | |- | ||
Line 335: | Line 386: | ||
| align="center" |60 | | align="center" |60 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |10 | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |22 | | align="center" |22 | ||
| align="center" |-6 | | align="center" |-6 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown | ||
| | | | | | ||
|- | |- | ||
Line 368: | Line 419: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Pursuit property, [] refers to active frames 3~6 | ||
| | | | | | ||
|- | |- | ||
Line 382: | Line 433: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |[Air hit] Limited juggle, pursuit property | ||
| | | | | | ||
|- | |- | ||
Line 515: | Line 566: | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" |0 | | align="center" |0/70[30] | ||
| align="center" |- | | align="center" |- | ||
| align="center" |14 | | align="center" |14 | ||
| align="center" |30 | | align="center" |30 | ||
| align="center" |22 | | align="center" |After landing 22 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |[] refers to on block | ||
| | | | | | ||
|- | |- | ||
Line 529: | Line 580: | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" |0 | | align="center" |0/70[30] | ||
| align="center" |- | | align="center" |- | ||
| align="center" |14 | | align="center" |14 | ||
Line 536: | Line 587: | ||
| align="center" |-36 | | align="center" |-36 | ||
| align="center" |-33 | | align="center" |-33 | ||
| align="center" | | | align="center" |[] refers to on block | ||
| | | | | | ||
|- | |- | ||
Line 545: | Line 596: | ||
| align="center" |20 | | align="center" |20 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |10+11 | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |35 | | align="center" |35 | ||
Line 553: | Line 604: | ||
| | | | | | ||
|- | |- | ||
| |Focus | | |Focus Attack LVL 2 | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |80 | | align="center" |80 | ||
Line 559: | Line 610: | ||
| align="center" |40 | | align="center" |40 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |18+11 | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |35 | | align="center" |35 | ||
Line 567: | Line 618: | ||
| | | | | | ||
|- | |- | ||
| |Focus | | |Focus Attack LVL 3 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |140 | | align="center" |140 | ||
Line 592: | Line 643: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown | ||
| | | | | | ||
|- | |- | ||
| |Back | | |Back Throw | ||
| align="center" |0.96 | | align="center" |0.96 | ||
| align="center" |130 | | align="center" |130 | ||
Line 606: | Line 657: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown | ||
| | | | | | ||
|- | |- | ||
Line 617: | Line 668: | ||
| align="center" |14 | | align="center" |14 | ||
| align="center" |8 | | align="center" |8 | ||
| align="center" |40 | | align="center" |Total 40 | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" |+4 | | align="center" |+4 | ||
| align="center" | | | align="center" |15~16f cancellable | ||
| | | | | | ||
|- | |- | ||
Line 631: | Line 682: | ||
| align="center" |14 | | align="center" |14 | ||
| align="center" |10 | | align="center" |10 | ||
| align="center" |41 | | align="center" |Total 41 | ||
| align="center" |-1 | | align="center" |-1 | ||
| align="center" |+3 | | align="center" |+3 | ||
| align="center" | | | align="center" |15~16f cancellable | ||
| | | | | | ||
|- | |- | ||
Line 645: | Line 696: | ||
| align="center" |14 | | align="center" |14 | ||
| align="center" |15 | | align="center" |15 | ||
| align="center" |42 | | align="center" |Total 42 | ||
| align="center" |-2 | | align="center" |-2 | ||
| align="center" |+2 | | align="center" |+2 | ||
| align="center" | | | align="center" |15~16f cancellable | ||
| | | | | | ||
|- | |- | ||
Line 659: | Line 710: | ||
| align="center" |14 | | align="center" |14 | ||
| align="center" |20 | | align="center" |20 | ||
| align="center" |40 | | align="center" |Total 40 | ||
| align="center" |+3 | | align="center" |+3 | ||
| align="center" |+6 | | align="center" |+6 | ||
| align="center" | | | align="center" |Pursuit property, 15~16f cancellable | ||
| | | | | | ||
|- | |- | ||
Line 676: | Line 727: | ||
| align="center" |-18 | | align="center" |-18 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~2f Invincible, 3~16f lower body strike and projectile invincible, 3~4f unthrowable, 5f~ airborne, [] refers to active frames 2~13 | ||
| | | | | | ||
|- | |- | ||
Line 690: | Line 741: | ||
| align="center" |-36 | | align="center" |-36 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~4f Invincible, 5~16f lower body strike and projectile invincible, 5f~ unthrowable, 5f~ airborne, [] refers to active frames 2~13 | ||
| | | | | | ||
|- | |- | ||
Line 704: | Line 755: | ||
| align="center" |-39 | | align="center" |-39 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~4f Invincible, 5~16f lower body strike and projectile invincible, 5f~ unthrowable, 5f~ airborne, [] refers to active frames 2~13 | ||
| | | | | | ||
|- | |- | ||
Line 718: | Line 769: | ||
| align="center" |-40 | | align="center" |-40 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~16f Invincible, 6f~ airborne, 2nd hit pursuit property | ||
| | | | | | ||
|- | |- | ||
Line 729: | Line 780: | ||
| align="center" |17 | | align="center" |17 | ||
| align="center" |10 | | align="center" |10 | ||
| align="center" |11 | | align="center" |After landing 11 | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |10f~ airborne, armor break | ||
| | | | | | ||
|- | |- | ||
Line 746: | Line 797: | ||
| align="center" |-2 | | align="center" |-2 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |8f~ airborne, armor break, 2nd pursuit property | ||
| | | | | | ||
|- | |- | ||
| |Dankukyaku [[File:Roundhouse.gif]] | | |Dankukyaku [[File:Roundhouse.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |50*40* | | align="center" |50*40*40 | ||
| align="center" |100*50*50 | | align="center" |100*50*50 | ||
| align="center" |40/30*20*10 | | align="center" |40/30*20*10 | ||
Line 760: | Line 811: | ||
| align="center" |-2 | | align="center" |-2 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |8f~ airborne, armor break, 2nd-3rd hit pursuit property | ||
| | | | | | ||
|- | |- | ||
Line 774: | Line 825: | ||
| align="center" |-3 | | align="center" |-3 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |4f~ airborne, armor break, on hit goes into 2nd and 3rd hit | ||
| | | | | | ||
|- | |- | ||
Line 780: | Line 831: | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |40x2 | | align="center" |40x2 | ||
| align="center" | | | align="center" |75*75 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
Line 788: | Line 839: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Pursuit property | ||
| | | | | | ||
|- | |- | ||
Line 799: | Line 850: | ||
| align="center" |8 | | align="center" |8 | ||
| align="center" |14 | | align="center" |14 | ||
| align="center" |17 | | align="center" |After landing 17 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
Line 813: | Line 864: | ||
| align="center" |5 | | align="center" |5 | ||
| align="center" |1(9)2 | | align="center" |1(9)2 | ||
| align="center" |17 | | align="center" |After landing 17 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |2nd hit Pursuit Property | ||
| | | | | | ||
|- | |- | ||
| |Dankukyaku [[File:Roundhouse.gif]] (air) | | |Dankukyaku [[File:Roundhouse.gif]] (air) | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |50* | | align="center" |50*50*50 | ||
| align="center" |100x3 | | align="center" |100x3 | ||
| align="center" |10/30x3 | | align="center" |10/30x3 | ||
Line 827: | Line 878: | ||
| align="center" |5 | | align="center" |5 | ||
| align="center" |1(9)1(10)2 | | align="center" |1(9)1(10)2 | ||
| align="center" |17 | | align="center" |After landing 17 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |2nd-3rd hit Pursuit Property | ||
| | | | | | ||
|- | |- | ||
Line 836: | Line 887: | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |50x3 | | align="center" |50x3 | ||
| align="center" | | | align="center" |100*75x2 | ||
| align="center" |-250/0 | | align="center" |-250/0 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |5 | | align="center" |5 | ||
| align="center" |1(6)1(7)1 | | align="center" |1(6)1(7)1 | ||
| align="center" |7 | | align="center" |After landing 7 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |2nd-3rd hit Pursuit Property | ||
| | | | | | ||
|- | |- | ||
| |Hisshou Buraiken | | |Hisshou Buraiken | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |15x18* | | align="center" |15x18*80 | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" |-1000/0 | | align="center" |-1000/0 | ||
Line 858: | Line 909: | ||
| align="center" |-42 | | align="center" |-42 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~12f Invincible, Untechable limited juggle knockdown, pursuit property, (information about active frames) | ||
| | | | | | ||
|- | |- | ||
Line 866: | Line 917: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |-1000/0 | | align="center" |-1000/0 | ||
| align="center" | | | align="center" |See notes | ||
| align="center" |1+0 | | align="center" |1+0 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |397 | | align="center" |Total 397 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |232~294f airborne, Can cancel into ultra until 231f | ||
| | | | | | ||
|- | |- | ||
Line 886: | Line 937: | ||
| align="center" |-55 | | align="center" |-55 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~9f Invincible, Hard knockdown, On hit goes into animation | ||
| | | | | | ||
|- | |- | ||
Line 897: | Line 948: | ||
| align="center" |0+15 | | align="center" |0+15 | ||
| align="center" |22 | | align="center" |22 | ||
| align="center" |156 | | align="center" |Total 156 | ||
| align="center" |-85 | | align="center" |-85 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~8f Invincible, Untechable limited juggle knockdown | ||
| | | | | | ||
|- | |- | ||
Line 932: | Line 983: | ||
=====Notes | =====Notes===== | ||
[[Category:Super Street Fighter IV AE]] | |||
[[Category:Dan]] |
Latest revision as of 07:14, 4 January 2021


Dan
Dan's father, Go Hibiki, was murdered in a Street Fighting match by Sagat after Go has blinded Sagat in one eye. Swearing revenge, Dan sought after Sagat to avenge his father and end Sagat's life. When finally given the opportunity to fight Sagat, Sagat saw his own chase for revenge in Dan and, realizing its futility, allowed Dan to defeat him to assuage Dan's anger. Dan, since then, has determined he was the strongest warrior ever and opened up his own school to teach his "Saikyou" style. Though his school has yet to garner any voluntary students (Blanka and Sakura act as ones just to humor him), Dan is determined to perform well in the next Street Fighting tournament to spread his teachings wider.
In a nutshell
Dan's greatest power may be the illusion that Dan is supposed to be bad. Dan however has decent rushdown with Dan Kick pressure and fireballs. His dashes are a little slow but cover a decent distance. His main specials like Dan Kick or Gadouken are usually safe on block. His uppercut is very functional. His moves are also very useful from
Dan Kick to
Koryuken. However his normals are lacking and struggles at the medium to long range especially. To play Dan stay close to your opponent and pressure them with safe specials and normals. Rushdown with okay damage and pestering your opponent with safe pressure.
Players to Watch
Ixion90, OnigiriSirasan, Kubobuuuuu,
Moves
Unique Attacks





Throws









Special Moves













Super Combo





Ultra Combos




AE ver. 2012 Changes
Airborne Dankukyaku
Made EX Airborne Dankukyaku fully hit after EX Focus canceling a Koryuken. Changed heavy version’s damage from 50 + 40 + 30 (120 total) to 50 * 3 (150 total). Changed EX version’s height restrictions, allowing it to be activated 1F earlier. Changed EX version’s stun from 100 * 3 (300 total) to 100 + 75 + 75 (250 total).
Dankukyaku
Changed heavy version’s damage from 50 + 40 + 30 (120 total) to 50 + 40 + 40 (130 total).
Hissho Buraiken
Adjusted to fully hit when used up close against any character.
Ducking Taunt, Jumping Taunt
Made Super Meter bonus +70 on a hit and +30 on a block.
Close Standing Medium Punch
Changed startup from 6F to 5F. Takes the total frame count to 23F.
Close Standing Heavy Kick
Shortened hitback distance on standing or crouching hit.
Crouching Heavy Kick
Changed startup from 12F to 10F. Takes the total frame count to 33F.
AE Changes
- Crouching Medium Punch's startup is now 5 frames.
- Close Standing Light Kick, Close Standing Medium Punch, Close Standing Hard Kick, Far Standing Light Punch, Crouching Light Punch, and Crouching Medium Kick's recovery time was reduced. New combo possibilities.
- Neutral Jumping Hard Punch will slam opponents down to the ground when hit.
- Medium and Hard Dan Kicks damage distribution got adjusted. Hard Dan Kick's total damage decreased.
- Dragon Punch will give air reset on trade.
- Ultra 2 invincibility was decreased to 8 frames after Ultra freeze.
The Basics
Combos
Strategy















Matchups
Frame Data