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{{ | {{MVC2 Character Intro|char= dan|full=Dan|short=DAN|content= | ||
= Introduction = | == Introduction == | ||
MvC2 is an interesting game for Dan, as he isn't the worst character in the game. That being said, he's still not great. He does have some pretty good combos and hit-confirms, but they're very situational. If you want to play Dan to any serious effect, you need to learn to use his Dankūkyaku. | Dan Hibiki, the sensei of the legendary (his words, not mine) Saikyou-ryuu dojo, is ready to jump right into the mix in Marvel vs. Capcom 2! Like his other appearances, Dan is a deliberately underpowered character who uses a fighting style of his own creation. If you pick him up after playing Ryu or Ken, he might throw you off, because he just doesn't work the same way they do. He was trained for a short time by the same guy who trained those two, so he has modified versions of their moves in his kit. For example, he's got a fireball called the Gadoken, but it lacks range, making it behave more like a command normal than a projectile. He has a Shoryuken he calls the Koryuken, but it doesn't always have invincibility, making it better suited to use in combos rather than as a pure anti-air. MvC2 is an interesting game for Dan, as he isn't the worst character in the game. Depending on who you ask, he might not even be a bottom tier. That being said, he's still not great. He does have some pretty good combos and hit-confirms, but they're very situational. If you want to play Dan to any serious effect, you need to learn to use his Dankūkyaku, since it's just as useful here as it is in his other appearances. | ||
'''TODO''': Everything- frame data, images, the works | |||
== Character Summary == | |||
{{3 Column Flex | |||
|content1= | |||
{{Content Box|header=Special Moves|content= | |||
;'''Gadoken''' | |||
*{{qcf}} + {{lp}} or {{hp}} | |||
;'''Koryuken''' | |||
*{{dp}} + {{lp}} / {{hp}} | |||
;'''Dankuukyaku''' | |||
*{{qcb}} + {{lk}} / {{hk}} (Air OK) | |||
;'''Premium Sign''' | |||
*{{qcf}} + {{lk}} / {{hk}} | |||
}} | |||
|content2= | |||
{{Content Box|header=Super Moves|content= | |||
;Shinkuu Gadoken | |||
{| | *{{qcf}} + {{lp}} + {{hp}} | ||
;Koryu Rekka | |||
*{{qcf}} + {{lk}} + {{hk}} | |||
;Hissho Buraiken | |||
*{{qcf}} + {{lk}} + {{hk}} | |||
{{ | |||
{{ | |||
}} | }} | ||
{{ | |content3= | ||
{{Content Box|header=Assist Types|content= | |||
;Type α - Projectile Type | |||
*Cross-Over Assist: {{lp}} Gadoken | |||
*Cross-Over Counter: {{lp}} Gadoken | |||
*Cross-Over Combination: Hyper Sentinel Force | |||
;Type β - Anti-Air Type | |||
*Cross-Over Assist: {{hp}} Koryuken | |||
*Cross-Over Counter: {{hp}} Koryuken | |||
*Cross-Over Combination: Koryu Rekka | |||
;Type γ - Ground Type | |||
*Cross-Over Assist: {{lk}} Premium Sign | |||
*Cross-Over Counter: {{lk}} Premium Sign | |||
*Cross-Over Combination: Hissho Buraiken | |||
}} | }} | ||
}} | }} | ||
}} | }} | ||
== | {{2 Column Flex|flex1=6|flex2=4 | ||
|content1= | |||
{{Content Box|content='''Dan''' is a comedic character who uses his self-taught fighting style to beat the brakes off the competition, Saikyou style. Though his moves are lacking compared to his inspirations in Ryu and Ken, he makes up for it somewhat by his overall decent damage and his terrifying level 3 super. | |||
{{ProConTable | |||
|pros= | |||
* Quick and powerful, despite being a low tier- he lacks range, but he hits quite hard when he gets in | |||
* Otoko Michi is an insane level 3 super- a suicide attack that renders his health critical in exchange for a whopping 100 points of damage to your opponent is one hell of a trump card for a joke character | |||
* Some of his moves can be cancelled even on whiff, including Premium Sign and his Legendary Taunt. These moves are pretty good for conditioning your opponent to act in a particular way as a result. | |||
* Legendary Taunt can be used to throw the opponent off- Dan can let one of his teammates jump in with a DHC at any point while he's performing it | |||
* Though they pale in comparison to other shotos' specials, his Gadoken and Koryuken are still quite serviceable. Gadoken can be used to defend against an opponent's fireball and does respectable damage on hit, and Koryuken can easily link from one of his normals for some more damage. | |||
* Dankuukyaku is slower than Tatsu, but is still a great move to have. Both versions can be used for combos, or for some limited air mobility | |||
* If taunting mattered in this game's meta, he'd be the fifth of the Four Gods- he's got a super taunt, for God's sake! | |||
|cons= | |||
* Air mobility is sort of there, but it's not great- about all he's got is his Dankuukyaku, which can only help him so much against some of the nonsense that happens at a high level in this game. | |||
* He takes slightly more damage than most of the cast- about 13% more, putting him in the same defense tier as Psylocke | |||
* His special moves are OK, but they're either underpowered or they aren't used the same way that other shoto special moves are used. Gadoken lacks range, Koryuken is only invincible every four uses, and the Dankuukyaku is slightly slower than the other shotos' Tatsus. | |||
* Like the other shotos, he struggles against hard zoning. He's gonna suffer if he has to fight Sentinel, for example | |||
* His assists aren't great. A and B do good damage and Y can be used as a niche combo extender, but Dan is better off having someone support him than the other way around | |||
* His supers leave him pretty open if you miss them, meaning he needs to be sure before he throws that Otoko Michi or Hissho Buraiken | |||
* Otoko Michi is even slower than Akuma's Raging Demon is in this game, even if the reward is awesome | |||
}} | }} | ||
}} | }} | ||
|content2= | |||
{{Content Box|content= | |||
<center><youtube>YwozsSNCZqY</youtube></center> | |||
}} | }} | ||
}} | }} | ||
}} | }} | ||
== | == Colors == | ||
First row: LP, HP, A1. Second row: LK, HK, A2. | |||
[[Image:Mvc2-dan.png]] | |||
| | == Moves List == | ||
=== Normal Moves === | |||
| | |||
==== Standing Normals ==== | |||
}} | |||
{{MoveData | |||
|image= Dan-mvc2-lp.png | |||
|caption= Quick punch | |||
|name= Light Punch | |||
|linkname= 5LP | |||
|input= The command for the move, in Numpad Notation if applicable / then Oldschool notation | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= Placeholder | |||
|Startup= 4 | |||
|Active= 5 | |||
|Recovery= 4 | |||
|Guard= HL | |||
|Special Property= Placeholder | |||
|Cancel= Chain, Special, Super | |||
|Adv. Hit= Placeholder | |||
|Adv. Guard= Placeholder | |||
|Adv. Pushblock= Placeholder | |||
|description= Placeholder text | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= Dan-mvc2-mp.png | |||
|caption2= Placeholder | |||
|name= Medium Punch | |||
|linkname= 5MP | |||
|input= 5LP+5LP/{{lp}}+{{lp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= Placeholder | |||
|Startup= 5 | |||
|Active= 7 | |||
|Recovery= 13 | |||
|Guard= HL | |||
|Special Property= None | |||
|Cancel= Placeholder | |||
|Adv. Hit= Placeholder | |||
|Adv. Guard= Placeholder | |||
|Adv. Pushblock= Placeholder | |||
|description= Placeholder | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= Dan-mvc2-hp1.png | |||
|image2= Dan-mvc2-hp2.png | |||
|image3= Dan-mvc2-hp3.png | |||
|caption3= One of his better normals | |||
|name= Heavy Punch | |||
|linkname= 5HP | |||
|input= 5HP // {{f}} + {{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= Placeholder | |||
|Startup= 13 | |||
|Active= 13 | |||
|Recovery= 8 | |||
|Guard= HL | |||
|Special Property= None | |||
|Cancel= Chain, Special, Super | |||
|Adv. Hit= Placeholder | |||
|Adv. Guard= Placeholder | |||
|Adv. Pushblock= Placeholder | |||
|description= Placeholder | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= Dan-mvc2-lk.png | |||
|name= Light Kick | |||
|linkname= 5LK | |||
|input= 5LK // {{f}} + {{lk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= Placeholder | |||
|Startup= 5 | |||
|Active= 5 | |||
|Recovery= 9 | |||
|Guard= HL | |||
|Special Property= None | |||
|Cancel= Placeholder | |||
|Adv. Hit= Placeholder | |||
|Adv. Guard= Placeholder | |||
|Adv. Pushblock= Placeholder | |||
|description= Placeholder | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= Dan-mvc2-mk1.png | |||
|image2= Dan-mvc2-mk2.png | |||
|image3= Dan-mvc2-mk3.png | |||
|name= Medium Kick | |||
|linkname= 5MK | |||
|input= 5HP // {{f}} + {{}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= Placeholder | |||
|Startup= 7 | |||
|Active= 11 | |||
|Recovery= 13 | |||
|Guard= HL | |||
|Special Property= None | |||
|Cancel= Placeholder | |||
|Adv. Hit= Placeholder | |||
|Adv. Guard= Placeholder | |||
|Adv. Pushblock= Placeholder | |||
|description= Placeholder | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= Dan-mvc2-hk.png | |||
|caption2= You can cancel it before it hits- sneaky | |||
|name= Heavy Kick | |||
|linkname= 5HP | |||
|input= 5HP // {{f}} + {{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= Placeholder | |||
|Startup= 16 | |||
|Active= 5 | |||
|Recovery= 12 | |||
|Guard= HL | |||
|Special Property= None | |||
|Cancel= Placeholder | |||
|Adv. Hit= Placeholder | |||
|Adv. Guard= Placeholder | |||
|Adv. Pushblock= Placeholder | |||
|description= Placeholder | |||
}} | |||
}}<br> | |||
==== Crouching Normals ==== | |||
{{MoveData | |||
|image= Dan-mvc2-clp.png | |||
|caption= Caption | |||
|name= Crouching Light Punch | |||
|linkname= 2LP | |||
|input={{d}}+{{lp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= Placeholder | |||
|Startup= 4 | |||
|Active= 6 | |||
|Recovery= 6 | |||
|Guard= HL | |||
|Special Property= Placeholder | |||
|Cancel= Placeholder | |||
|Adv. Hit= Placeholder | |||
|Adv. Guard= Placeholder | |||
|Adv. Pushblock= Placeholder | |||
|description= Placeholder | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= Dan-mvc2-cmp.png | |||
|caption= Caption | |||
|name= Crouching Medium Punch | |||
|linkname= 2MP | |||
|input={{d}}+{{mp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= Placeholder | |||
|Startup= 5 | |||
|Active= 5 | |||
|Recovery= 17 | |||
|Guard= HL | |||
|Special Property= Placeholder | |||
|Cancel= Placeholder | |||
|Adv. Hit= Placeholder | |||
|Adv. Guard= Placeholder | |||
|Adv. Pushblock= Placeholder | |||
|description= Placeholder | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= Dan-mvc2-chp1.png | |||
|image2= Dan-mvc2-chp2.png | |||
|caption= Punch your opponent into the air | |||
|name= Crouching Heavy Punch | |||
|linkname= 2HP | |||
|input={{d}}+{{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= Placeholder | |||
|Startup= 5 | |||
|Active= 13 | |||
|Recovery= 13 | |||
|Guard= HL | |||
|Special Property= Placeholder | |||
|Cancel= Placeholder | |||
|Adv. Hit= Placeholder | |||
|Adv. Guard= Placeholder | |||
|Adv. Pushblock= Placeholder | |||
|description= Sends them up at about a 75 degree angle- in other words, not quite straight up. Hold up and forward when you hit if you want to do an air combo. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= Dan-mvc2-clk.png | |||
|name= Crouching Light Kick | |||
|linkname= 2LK | |||
|input={{d}}+{{lk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= Placeholder | |||
|Startup= 6 | |||
|Active= 7 | |||
|Recovery= 9 | |||
|Guard= L | |||
|Special Property= Placeholder | |||
|Cancel= Placeholder | |||
|Adv. Hit= Placeholder | |||
|Adv. Guard= Placeholder | |||
|Adv. Pushblock= Placeholder | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= Dan-mvc2-cmk.png | |||
|name= Crouching Medium Kick | |||
|linkname= 2MK | |||
|input={{d}}+{{mk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= Placeholder | |||
|Startup= 6 | |||
|Active= 7 | |||
|Recovery= 9 | |||
|Guard= L | |||
|Special Property= Placeholder | |||
|Cancel= Placeholder | |||
|Adv. Hit= Placeholder | |||
|Adv. Guard= Placeholder | |||
|Adv. Pushblock= Placeholder | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= Dan-mvc2-chk.png | |||
|name= Crouching Heavy Kick | |||
|linkname= 2MK | |||
|input={{d}}+{{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= Placeholder | |||
|Startup= 7 | |||
|Active= 7 | |||
|Recovery= 27 | |||
|Guard= L | |||
|Special Property= Placeholder | |||
|Cancel= Placeholder | |||
|Adv. Hit= Placeholder | |||
|Adv. Guard= Placeholder | |||
|Adv. Pushblock= Placeholder | |||
|description= | |||
}} | |||
}}<br> | |||
==== Jumping Normals ==== | |||
{{MoveData | |||
|image= Dan-mvc2-jlp.png | |||
|caption= One punch. | |||
|name= Jumping Light Punch | |||
|linkname= j.LP | |||
|input= Jump+{{lp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= Placeholder | |||
|Startup= 6 | |||
|Active= 10 | |||
|Recovery= 10 | |||
|Guard= H | |||
|Special Property= Placeholder | |||
|Cancel= Placeholder | |||
|Adv. Hit= Placeholder | |||
|Adv. Guard= Placeholder | |||
|Adv. Pushblock= Placeholder | |||
|description= Quick air normal | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= Dan-mvc2-jmp.png | |||
|caption= Another punch. | |||
|name= Jumping Medium Punch | |||
|linkname= j.mp | |||
|input= Jump+{{mp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= Placeholder | |||
|Startup= 6 | |||
|Active= 9 | |||
|Recovery= 3 | |||
|Guard= Ph | |||
|Special Property= Placeholder | |||
|Cancel= Placeholder | |||
|Adv. Hit= Placeholder | |||
|Adv. Guard= Placeholder | |||
|Adv. Pushblock= Placeholder | |||
|description= Placeholder text | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= Dan-mvc2-jhp.png | |||
|caption= Sends them down if they're in the air. | |||
|name= Jumping Heavy Punch | |||
|linkname= j.HP | |||
|input= Jump+{{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= Placeholder | |||
|Startup= 15 | |||
|Active= 7 | |||
|Recovery= 5 | |||
|Guard= H | |||
|Special Property= Placeholder | |||
|Cancel= Placeholder | |||
|Adv. Hit= Placeholder | |||
|Adv. Guard= Placeholder | |||
|Adv. Pushblock= Placeholder | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= Dan-mvc2-jlk.png | |||
|caption= Kick | |||
|name= Jumping Light Kick | |||
|linkname= j.LP | |||
|input= Jump+{{lk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= Placeholder | |||
|Startup= 10 | |||
|Active= 8 | |||
|Recovery= 10 | |||
|Guard= H | |||
|Special Property= Placeholder | |||
|Cancel= Placeholder | |||
|Adv. Hit= Placeholder | |||
|Adv. Guard= Placeholder | |||
|Adv. Pushblock= Placeholder | |||
|description= Quick air normal | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= Dan-mvc2-jmk.png | |||
|caption= Kick | |||
|name= Jumping Medium Kick | |||
|linkname= j.mp | |||
|input= Jump+{{mk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= Placeholder | |||
|Startup= 9 | |||
|Active= 11 | |||
|Recovery= 5 | |||
|Guard= H | |||
|Special Property= Placeholder | |||
|Cancel= Placeholder | |||
|Adv. Hit= Placeholder | |||
|Adv. Guard= Placeholder | |||
|Adv. Pushblock= Placeholder | |||
|description= Placeholder text | |||
}} | |||
}}<br> | |||
= | {{MoveData | ||
|image= Dan-mvc2-jhk.png | |||
|caption= Sends them down if they're in the air. | |||
|name= Jumping Heavy Kick | |||
|linkname= j.HK | |||
|input= Jump+{{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= Placeholder | |||
|Startup= 9 | |||
|Active= 9 | |||
|Recovery= 10 | |||
|Guard= H | |||
|Special Property= Placeholder | |||
|Cancel= Placeholder | |||
|Adv. Hit= Placeholder | |||
|Adv. Guard= Placeholder | |||
|Adv. Pushblock= Placeholder | |||
|description= | |||
}} | |||
}}<br> | |||
==== Command Normals ==== | |||
=== Universal Mechanics === | |||
- | {{MoveData | ||
|image= Dan-mvc2-chp2.png | |||
|caption= Dan's universal launcher | |||
|name= Launcher | |||
|linkname= Launcher | |||
|input= 3HK // {{df}}+{{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= Placeholder | |||
|Startup= Placeholder | |||
|Active= Placeholder | |||
|Recovery= Placeholder | |||
|Guard= HL | |||
|Special Property= Placeholder | |||
|Cancel= Placeholder | |||
|Adv. Hit= Placeholder | |||
|Adv. Guard= Placeholder | |||
|Adv. Pushblock= Placeholder | |||
|description= Placeholder text | |||
}} | |||
}}<br> | |||
- | === Special Moves === | ||
{{MoveData | |||
|image= Portrait MVC2 Dan.png | |||
|caption= | |||
|name= Gadoken | |||
|linkname= Gadoken | |||
|input= 236 + P // QCF+P // {{qcf}}+{{p}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= HL | |||
|Special Property= | |||
|Cancel= Special, Super | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= Placeholder text | |||
}} | |||
}}<br> | |||
- | |||
{{MoveData | |||
|image= Portrait MVC2 Dan.png | |||
|caption= | |||
|name= Koryuken | |||
|linkname= Koryuken | |||
|input= 623 + P // F,D,DF+P // {{dp}}+{{p}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= HL | |||
|Special Property= Air OK | |||
|Cancel= Special, Super | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= Every fourth time you use this move, Dan will be fully invincible for its duration. You'll see him flash white when this happens | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= Portrait MVC2 Dan.png | |||
|caption= | |||
|name= Dankuukyaku | |||
|linkname= Dankuukyaku | |||
|input= 214 + K // QCB+K // {{qcb}}+{{k}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= HL | |||
|Special Property= Air OK | |||
|Cancel= Special, Super | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= Now we're talking. The LP version bounces him up into the air a little bit, functioning something like | |||
a small double jump, and the HK version carries him forward. Both are good combo enders. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= Portrait MVC2 Dan.png | |||
|caption= | |||
|name= Premium Sign | |||
|linkname= Premium Sign | |||
|input= 236 + K // QCF+K // {{qcf}}+{{k}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= HL | |||
|Special Property= Air OK | |||
|Cancel= Special, Super | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= Dan signs his autograph on a card and tosses it. You can cancel it into another move at any time before he throws it. | |||
}} | |||
}}<br> | |||
- | |||
=== Assists === | |||
{{MoveData | |||
|image= Portrait MVC2 Dan.png | |||
|caption= Assist A | |||
|name= Gou Hadouken | |||
|linkname= Placeholder | |||
|input= A1 // A2 | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= Placeholder | |||
|Startup= Placeholder | |||
|Active= Placeholder | |||
|Recovery= Placeholder | |||
|Guard= Placeholder | |||
|Special Property= Placeholder | |||
|Cancel= Placeholder | |||
|Adv. Hit= Placeholder | |||
|Adv. Guard= Placeholder | |||
|Adv. Pushblock= Placeholder | |||
|description= Decent projectile | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= Portrait MVC2 Dan.png | |||
|caption= Assist B | |||
|name= Koryuken | |||
|linkname= Placeholder | |||
|input= A1 // A2 | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= Placeholder | |||
|Startup= Placeholder | |||
|Active= Placeholder | |||
|Recovery= Placeholder | |||
|Guard= Placeholder | |||
|Special Property= Placeholder | |||
|Cancel= Placeholder | |||
|Adv. Hit= Placeholder | |||
|Adv. Guard= Placeholder | |||
|Adv. Pushblock= Placeholder | |||
|description= Nice anti-air | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= Portrait MVC2 Dan.png | |||
|caption= Assist Y | |||
|name= Tatsumaki Zankuu Kyaku | |||
|linkname= Placeholder | |||
|input= A1 // A2 | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= Placeholder | |||
|Startup= Placeholder | |||
|Active= Placeholder | |||
|Recovery= Placeholder | |||
|Guard= Placeholder | |||
|Special Property= Placeholder | |||
|Cancel= Placeholder | |||
|Adv. Hit= Placeholder | |||
|Adv. Guard= Placeholder | |||
|Adv. Pushblock= Placeholder | |||
|description= Useful for combos | |||
}} | |||
}}<br> | |||
=== Supers === | |||
{{MoveData | |||
|image= | |||
|caption= Sure, it looks wimpy, but that just adds insult to injury when it hits | |||
|name= Shinkuu Gadoken | |||
|linkname= Placeholder | |||
|input= 236 + PP // {{qcf}}+{{lp}}+{{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 10 (first hit), 30 (second hit, OTG hit) | |||
|Startup= Placeholder | |||
|Active= Placeholder | |||
|Recovery= Placeholder | |||
|Guard= Placeholder | |||
|Special Property= Placeholder | |||
|Cancel= Placeholder | |||
|Adv. Hit= Placeholder | |||
|Adv. Guard= Placeholder | |||
|Adv. Pushblock= Placeholder | |||
|description= The timing for doing a Delayed Hyper Combo is pretty tight with this move. You want to cancel into the next super as early as possible if you're trying to use this move that way. | |||
}} | |||
}}<br> | |||
- | {{MoveData | ||
|image= | |||
|caption= Dan's version of the Shoryu Reppa | |||
|name= Koryu Rekka | |||
|linkname= Placeholder | |||
|input= 236 + PP // {{qcf}}+{{lp}}+{{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 10 (first hit), 30 (second hit, OTG hit) | |||
|Startup= Placeholder | |||
|Active= Placeholder | |||
|Recovery= Placeholder | |||
|Guard= Placeholder | |||
|Special Property= Placeholder | |||
|Cancel= Placeholder | |||
|Adv. Hit= Placeholder | |||
|Adv. Guard= Placeholder | |||
|Adv. Pushblock= Placeholder | |||
|description= If you cancel into this from a sweep, you will land the second hit OTG. Dan's best level 1 super because of this | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= OYAJIIII | |||
|name= Otoko Michi (Path of the Man) | |||
|linkname= Placeholder | |||
|input= 5HP, 5LK, 4, 5LP, 5LP // {{hp}} , {{lk}} , {{b}} , {{lp}} , {{lp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 100 | |||
|Startup= Placeholder | |||
|Active= Placeholder | |||
|Recovery= Placeholder | |||
|Guard= Unblockable | |||
|Special Property= Grab, Level 3 | |||
|Cancel= Placeholder | |||
|Adv. Hit= Placeholder | |||
|Adv. Guard= Placeholder | |||
|Adv. Pushblock= Placeholder | |||
|description= Slow to come out, but does very nice damage if you hit. | |||
}} | |||
}} <br> | |||
=== Taunt === | |||
= | |||
=== Other === | |||
{{Navbox-MVC2}} | {{Navbox-MVC2}} | ||
[[Category:Marvel Vs. Capcom 2]] | [[Category:Marvel Vs. Capcom 2]] | ||
Revision as of 18:14, 18 September 2021
Introduction
Dan Hibiki, the sensei of the legendary (his words, not mine) Saikyou-ryuu dojo, is ready to jump right into the mix in Marvel vs. Capcom 2! Like his other appearances, Dan is a deliberately underpowered character who uses a fighting style of his own creation. If you pick him up after playing Ryu or Ken, he might throw you off, because he just doesn't work the same way they do. He was trained for a short time by the same guy who trained those two, so he has modified versions of their moves in his kit. For example, he's got a fireball called the Gadoken, but it lacks range, making it behave more like a command normal than a projectile. He has a Shoryuken he calls the Koryuken, but it doesn't always have invincibility, making it better suited to use in combos rather than as a pure anti-air. MvC2 is an interesting game for Dan, as he isn't the worst character in the game. Depending on who you ask, he might not even be a bottom tier. That being said, he's still not great. He does have some pretty good combos and hit-confirms, but they're very situational. If you want to play Dan to any serious effect, you need to learn to use his Dankūkyaku, since it's just as useful here as it is in his other appearances.
TODO: Everything- frame data, images, the works
Character Summary
- Gadoken
+
or
- Koryuken
+
/
- Dankuukyaku
+
/
(Air OK)
- Premium Sign
+
/
- Shinkuu Gadoken
+
+
- Koryu Rekka
+
+
- Hissho Buraiken
+
+
- Type α - Projectile Type
- Cross-Over Assist:
Gadoken
- Cross-Over Counter:
Gadoken
- Cross-Over Combination: Hyper Sentinel Force
- Type β - Anti-Air Type
- Cross-Over Assist:
Koryuken
- Cross-Over Counter:
Koryuken
- Cross-Over Combination: Koryu Rekka
- Type γ - Ground Type
- Cross-Over Assist:
Premium Sign
- Cross-Over Counter:
Premium Sign
- Cross-Over Combination: Hissho Buraiken
Dan is a comedic character who uses his self-taught fighting style to beat the brakes off the competition, Saikyou style. Though his moves are lacking compared to his inspirations in Ryu and Ken, he makes up for it somewhat by his overall decent damage and his terrifying level 3 super.
Strengths | Weaknesses |
---|---|
|
|
}}
Colors
First row: LP, HP, A1. Second row: LK, HK, A2.
Moves List
Normal Moves
Standing Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | 4 | 5 | 4 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Placeholder | Chain, Special, Super | Placeholder | Placeholder | - | |
Placeholder text |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | 5 | 7 | 13 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Placeholder | Placeholder | Placeholder | - | |
Placeholder |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | 13 | 13 | 8 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Chain, Special, Super | Placeholder | Placeholder | - | |
Placeholder |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | 5 | 5 | 9 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Placeholder | Placeholder | Placeholder | - | |
Placeholder |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | 7 | 11 | 13 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Placeholder | Placeholder | Placeholder | - | |
Placeholder |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | 16 | 5 | 12 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Placeholder | Placeholder | Placeholder | - | |
Placeholder |
Crouching Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | 4 | 6 | 6 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Placeholder | Placeholder | Placeholder | Placeholder | - | |
Placeholder |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | 5 | 5 | 17 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Placeholder | Placeholder | Placeholder | Placeholder | - | |
Placeholder |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | 5 | 13 | 13 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Placeholder | Placeholder | Placeholder | Placeholder | - | |
Sends them up at about a 75 degree angle- in other words, not quite straight up. Hold up and forward when you hit if you want to do an air combo. |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
Placeholder | 6 | 7 | 9 | L |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
Placeholder | Placeholder | Placeholder | Placeholder | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
Placeholder | 6 | 7 | 9 | L |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
Placeholder | Placeholder | Placeholder | Placeholder | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
Placeholder | 7 | 7 | 27 | L |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
Placeholder | Placeholder | Placeholder | Placeholder | - |
Jumping Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | 6 | 10 | 10 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Placeholder | Placeholder | Placeholder | Placeholder | - | |
Quick air normal |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | 6 | 9 | 3 | Ph | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Placeholder | Placeholder | Placeholder | Placeholder | - | |
Placeholder text |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
Placeholder | 15 | 7 | 5 | H |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
Placeholder | Placeholder | Placeholder | Placeholder | - |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | 10 | 8 | 10 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Placeholder | Placeholder | Placeholder | Placeholder | - | |
Quick air normal |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | 9 | 11 | 5 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Placeholder | Placeholder | Placeholder | Placeholder | - | |
Placeholder text |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
Placeholder | 9 | 9 | 10 | H |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
Placeholder | Placeholder | Placeholder | Placeholder | - |
Command Normals
Universal Mechanics
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Placeholder | Placeholder | Placeholder | Placeholder | - | |
Placeholder text |
Special Moves
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Special, Super | - | - | - | |
Placeholder text |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Air OK | Special, Super | - | - | - | |
Every fourth time you use this move, Dan will be fully invincible for its duration. You'll see him flash white when this happens |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Air OK | Special, Super | - | - | - | |
Now we're talking. The LP version bounces him up into the air a little bit, functioning something like a small double jump, and the HK version carries him forward. Both are good combo enders. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Air OK | Special, Super | - | - | - | |
Dan signs his autograph on a card and tosses it. You can cancel it into another move at any time before he throws it. |
Assists
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Placeholder | Placeholder | Placeholder | Placeholder | - | |
Decent projectile |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Placeholder | Placeholder | Placeholder | Placeholder | - | |
Nice anti-air |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Placeholder | Placeholder | Placeholder | Placeholder | - | |
Useful for combos |
Supers
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
10 (first hit), 30 (second hit, OTG hit) | Placeholder | Placeholder | Placeholder | Placeholder | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Placeholder | Placeholder | Placeholder | Placeholder | - | |
The timing for doing a Delayed Hyper Combo is pretty tight with this move. You want to cancel into the next super as early as possible if you're trying to use this move that way. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
10 (first hit), 30 (second hit, OTG hit) | Placeholder | Placeholder | Placeholder | Placeholder | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Placeholder | Placeholder | Placeholder | Placeholder | - | |
If you cancel into this from a sweep, you will land the second hit OTG. Dan's best level 1 super because of this |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
100 | Placeholder | Placeholder | Placeholder | Unblockable | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Grab, Level 3 | Placeholder | Placeholder | Placeholder | - | |
Slow to come out, but does very nice damage if you hit. |