Marvel vs Capcom 2/Dan: Difference between revisions

From SuperCombo Wiki
(tried to fix some mistakes, as well as add damage for some moves)
(TODO- taunts and other)
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{{MoveData
{{MoveData
|image= MVC2 Dan Gadoken 01.png
|image= MVC2 Dan Gadoken 01.png
|caption=
|image2= MVC2 Dan Gadoken 02.png
|caption2= Not much range for a fireball
|name= Gadoken
|name= Gadoken
|linkname= Gadoken
|linkname= Gadoken
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  |Adv. Guard= -
  |Adv. Guard= -
  |Adv. Pushblock= -
  |Adv. Pushblock= -
  |description= This is less a projectile and more of a long-range normal, but it can beat other projectiles if timed |description2= well.
  |description= This is less a projectile and more of a long-range normal, but it can beat other projectiles if timed  
|description2= well.
  }}
  }}
  }}<br>
  }}<br>
Line 559: Line 561:
  {{MoveData
  {{MoveData
|image= MVC2 Dan Koryuken 01.png
|image= MVC2 Dan Koryuken 01.png
|caption= Korrrryuken!
|image2= MVC2 Dan Koryuken 02.png
|image3= MVC2 Dan Koryuken 03.png
|caption3= Note the hitbox- Dan isn't invincible during this
|name= Koryuken
|name= Koryuken
|linkname= Koryuken
|linkname= Koryuken
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  |Adv. Guard= -
  |Adv. Guard= -
  |Adv. Pushblock= -
  |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
  |description= Normally, this move isn't invincible. It's better used at the end of a combo as a result.
|description2= 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>
  }}<br>
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|image2= MVC2 Dan Dankuukyaku 02.png
|image2= MVC2 Dan Dankuukyaku 02.png
|image3= MVC2 Dan Dankuukyaku 03.png
|image3= MVC2 Dan Dankuukyaku 03.png
|caption=Light Kick
|image4= MVC2 Dan Dankuukyaku 04.png
|caption3= Alternates between these two for Heavy version
|caption4=  
|name= Dankuukyaku
|name= Dankuukyaku
|linkname= Dankuukyaku
|linkname= Dankuukyaku
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  |Adv. Pushblock= -
  |Adv. Pushblock= -
  |description= Now we're talking. The LP version bounces him up into the air a little bit, functioning something like
  |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.
  |description2= a small double jump, and the HK version carries him forward. Both are good combo enders.
  }}
  }}
  }}<br>
  }}<br>
   
   
  {{MoveData
  {{MoveData
|image= Portrait MVC2 Dan.png
|image= MVC2 Dan Premium Sign 01.png
|caption=
|image2= MVC2 Dan Premium Sign 02.png
|image3= MVC2 Dan Premium Sign 03.png
|caption= "Hunde!"
|caption2= "Raijin shoe yao!"
|name= Premium Sign
|name= Premium Sign
|linkname= Premium Sign
|linkname= Premium Sign
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  |Adv. Pushblock= -
  |Adv. Pushblock= -
  |description=  Can be cancelled to super during its startup, so has potential for some mindgames.
  |description=  Can be cancelled to super during its startup, so has potential for some mindgames.
|description2= The LK version comes out quick enough to make it a situational projectile option.
  }}
  }}
  }}<br>
  }}<br>
Line 634: Line 643:
{{MoveData
{{MoveData
|image= MVC2 Dan Gadoken 01.png
|image= MVC2 Dan Gadoken 01.png
|image2=MVC2 Dan Gadoken 02.png
|caption= Assist A
|caption= Assist A
|name= Gadoken
|name= Gadoken
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  |Adv. Guard=  
  |Adv. Guard=  
  |Adv. Pushblock=  
  |Adv. Pushblock=  
  |description= Decent projectile
  |description= Pretty quick, but lacks range.
  }}
  }}
  }}<br>
  }}<br>
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  {{MoveData
  {{MoveData
|image= MVC2 Dan Premium Sign 01.png
|image= MVC2 Dan Premium Sign 01.png
|image2= MVC2 Dan Premium Sign 02.png
|caption= Assist Y
|caption= Assist Y
|name= Premium Sign
|name= Premium Sign
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  |Recovery=  
  |Recovery=  
  |Guard=  
  |Guard=  
  |Special Property=  
  |Special Property= Level 1
  |Cancel=  
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=  
Line 725: Line 736:


{{MoveData
{{MoveData
|image=  
|image= MVC2 Dan Koryu Rekka 01.png
|caption= Dan's version of the Shoryu Reppa
|image2= MVC2 Dan Koryu Rekka 02.png
|image3= MVC2 Dan Koryu Rekka 03.png
|caption= Sort of like an off-brand version of Ryu's Shin Shoryuken
|name= Koryu Rekka
|name= Koryu Rekka
|linkname=  
|linkname=  
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  |Recovery=  
  |Recovery=  
  |Guard=  
  |Guard=  
  |Special Property=  
  |Special Property= Level 1
  |Cancel=  
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=  
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=== Taunt ===
=== Taunt ===


   
  '''TODO'''
   
   
=== Other ===
=== Other ===


 
'''TODO'''




{{Navbox-MVC2}}
{{Navbox-MVC2}}
[[Category:Marvel Vs. Capcom 2]]
[[Category:Marvel Vs. Capcom 2]]

Revision as of 18:45, 19 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: Images for specials and supers

Character Summary

Special Moves

Gadoken
  • Qcf.png + Lp.png or Hp.png
Koryuken
  • Dp.png + Lp.png / Hp.png
Dankuukyaku
  • Qcb.png + Lk.png / Hk.png (Air OK)
Premium Sign
  • Qcf.png + Lk.png / Hk.png
Super Moves

Shinkuu Gadoken
  • Qcf.png + Lp.png + Hp.png
Koryu Rekka
  • Qcf.png + Lk.png + Hk.png
Hissho Buraiken
  • Qcf.png + Lk.png + Hk.png
Assist Types

Type α - Projectile Type
  • Cross-Over Assist: Lp.png Gadoken
  • Cross-Over Counter: Lp.png Gadoken
  • Cross-Over Combination: Shinkuu Gadoken
Type β - Anti-Air Type
  • Cross-Over Assist: Hp.png Koryuken
  • Cross-Over Counter: Hp.png Koryuken
  • Cross-Over Combination: Koryu Rekka
Type γ - Ground Type
  • Cross-Over Assist: Lk.png Premium Sign
  • Cross-Over Counter: Lk.png 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, deceptive cancel windows, and his terrifying level 3 super.

Strengths Weaknesses
  • 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!
  • 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
MVC2 dan art.png

Colors

First row: LP, HP, A1. Second row: LK, HK, A2.

Mvc2-dan.png

Moves List

Normal Moves

Standing Normals

Light Punch
Damage Startup Active Recovery Guard
4 4 5 4 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -



Medium Punch
5LP+5LP/Lp.png+Lp.png
Damage Startup Active Recovery Guard
7 5 7 13 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Chain, Special, Super - - -


Heavy Punch
5HP // F.png + Hp.png
Dan-mvc2-hp1.png
Dan-mvc2-hp2.png
Dan-mvc2-hp3.png
One of his better normals- big range, good damage
Damage Startup Active Recovery Guard
13 13 13 8 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Chain, Special, Super - - -


Light Kick
5LK // Lk.png
Dan-mvc2-lk.png
Damage Startup Active Recovery Guard
4 5 5 9 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Chain, Special, Super - - -


Medium Kick
5MK // Mk.png
Damage Startup Active Recovery Guard
4, 3 7 11 13 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Chain, Special, Super - - -


Heavy Kick
5HP // F.png + Hp.png
Dan-mvc2-hk.png
Damage Startup Active Recovery Guard
13 16 5 12 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Chain, Special, Super, Cancel on Whiff - - -




Crouching Normals

Crouching Light Punch
D.png+Lp.png
Dan-mvc2-clp.png
Caption
Damage Startup Active Recovery Guard
4 4 6 6 L
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -


Crouching Medium Punch
D.png+Mp.png
Dan-mvc2-cmp.png
Caption
Damage Startup Active Recovery Guard
7 5 5 17 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Heavy Punch
D.png+Hk.png
Dan-mvc2-chp1.png
Punch your opponent into the air
Dan-mvc2-chp2.png
Damage Startup Active Recovery Guard
13 5 13 13 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super, Cancel on Whiff - - -

Sends them up at about a 75 degree angle- good corner carry.


Crouching Light Kick
D.png+Lk.png
Dan-mvc2-clk.png
Damage Startup Active Recovery Guard
4 6 7 9 L
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -


Crouching Medium Kick
D.png+Mk.png
Dan-mvc2-cmk.png
Damage Startup Active Recovery Guard
7 6 7 9 L
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -


Crouching Heavy Kick
D.png+Hk.png
Dan-mvc2-chk.png
Damage Startup Active Recovery Guard
13 7 7 27 L
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -



Jumping Normals

Jumping Light Punch
Jump+Lp.png
Dan-mvc2-jlp.png
One punch.
Damage Startup Active Recovery Guard
4 6 10 10 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -

Quick air normal



Jumping Medium Punch
Jump+Mp.png
Dan-mvc2-jmp.png
Another punch.
Damage Startup Active Recovery Guard
7 6 9 3 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -


Jumping Heavy Punch
Jump+Hp.png
Dan-mvc2-jhp.png
Sends them down if they're in the air.
Damage Startup Active Recovery Guard
13 15 7 5 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -


Jumping Light Kick
Jump+Lk.png
Dan-mvc2-jlk.png
Kick
Damage Startup Active Recovery Guard
4 10 8 10 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -

Quick air normal



Jumping Medium Kick
Jump+Mk.png
Dan-mvc2-jmk.png
Kick
Damage Startup Active Recovery Guard
7 9 11 5 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -


Jumping Heavy Kick
Jump+Hk.png
Dan-mvc2-jhk.png
Sends them down if they're in the air.
Damage Startup Active Recovery Guard
13 9 9 10 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -


Command Normals

Universal Mechanics

Launcher
3HK // Df.png+Hp.png
Dan-mvc2-chp2.png
Dan's universal launcher- like 2HP but more damaging for some reason
Damage Startup Active Recovery Guard
14 5 13 13 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Does slightly more damage than 2HP, so a little better.



Special Moves

Gadoken
236 + P // QCF+P // Qcf.png+P.png
MVC2 Dan Gadoken 01.png
MVC2 Dan Gadoken 02.png
Not much range for a fireball
Damage Startup Active Recovery Guard
12 - - - HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Special, Super - - -

This is less a projectile and more of a long-range normal, but it can beat other projectiles if timed



Koryuken
623 + P // F,D,DF+P // Dp.png+P.png
MVC2 Dan Koryuken 01.png
MVC2 Dan Koryuken 02.png
MVC2 Dan Koryuken 03.png
Note the hitbox- Dan isn't invincible during this
Damage Startup Active Recovery Guard
14 (Light) / 16 (Heavy) - - - HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Super - - -

Normally, this move isn't invincible. It's better used at the end of a combo as a result.


Dankuukyaku
214 + K // QCB+K // Qcb.png+K.png
Damage Startup Active Recovery Guard
14 (Light) / 16 (3 hits total, Heavy) - - - HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Air OK Super - - -

Now we're talking. The LP version bounces him up into the air a little bit, functioning something like


Premium Sign
236 + K // QCF+K // Qcf.png+K.png
MVC2 Dan Premium Sign 01.png
"Hunde!"
MVC2 Dan Premium Sign 02.png
"Raijin shoe yao!"
Damage Startup Active Recovery Guard
2 (holding out sign), 8/9 (projectile, depending on kick) - - - HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Air OK Super, Cancel on Whiff - - -

Can be cancelled to super during its startup, so has potential for some mindgames.




Assists

Gadoken
A1 // A2
MVC2 Dan Gadoken 01.png
Assist A
MVC2 Dan Gadoken 02.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Pretty quick, but lacks range.


Koryuken
A1 // A2
MVC2 Dan Koryuken 01.png
Assist B
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Yes, this version is invincible every fourth time you use it, too.


Premium Sign
A1 // A2
MVC2 Dan Premium Sign 01.png
Assist Y
MVC2 Dan Premium Sign 02.png
Damage Startup Active Recovery Guard
9 - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

It's got more range than a Gadoken, but it's pretty situational.



Supers

Shinkuu Gadoken
236 + PP // Qcf.png+Lp.png+Hp.png
Damage Startup Active Recovery Guard
45 (max) - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Level 1 - - - -

It juggles on hit- useful for extending combos in the corner since you can launch afterward


Koryu Rekka
236 + PP // Qcf.png+Lp.png+Hp.png
MVC2 Dan Koryu Rekka 01.png
Sort of like an off-brand version of Ryu's Shin Shoryuken
MVC2 Dan Koryu Rekka 02.png
Damage Startup Active Recovery Guard
10 (first hit), 30 (second hit, OTG hit) - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Level 1 - - - -

If you cancel into this from a sweep, you will land the second hit OTG.



Otoko Michi (Path of the Man)
5HP, 5LK, 4, 5LP, 5LP // Hp.png , Lk.png , B.png , Lp.png , Lp.png
Damage Startup Active Recovery Guard
100 - - - Unblockable
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Grab, Level 3 - - - -

Reduces Dan to 1 health point- but they take 100 damage in return! Very slow.





Taunt

TODO

Other

TODO



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