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normals: | normals: | ||
he has shotoesque normals, so pokes should be familiar | he has shotoesque normals, so pokes should be familiar: | ||
s.LK close, c.LP/MP/LK/MK -> they all combo into Gadouken | s.LK close, c.LP/MP/LK/MK -> they all combo into Gadouken | ||
s.MK far (works as anti-air too) | s.MK far (works as anti-air too) | ||
don’t use s.HK ever! if you find any use for it… let me know. it resembles Guy’s s.HK, but it sucks even more | don’t use s.HK ever! if you find any use for it… let me know. it resembles Guy’s s.HK, but it sucks even more | ||
s.HP is not very reliable, use it from a safe distance (or after a j.HK because it’ll combo) | s.HP is not very reliable, use it from a safe distance (or after a j.HK because it’ll combo) | ||
s.MP is your friend up close (can combo into Gadouken) | s.MP is your friend up close (can combo into Gadouken) | ||
anti air: | anti air: | ||
c.HP = shotoesque godliness | c.HP = shotoesque godliness | ||
s.MK is good too, more against big characters | s.MK is good too, more against big characters | ||
air-to-air: | air-to-air: | ||
j.LK is pretty good, but don’t use it for upwards attacks or against incoming angled air attacks (like Chun’s j.LK) | j.LK is pretty good, but don’t use it for upwards attacks or against incoming angled air attacks (like Chun’s j.LK) | ||
j.MP is a standard shoto normal and has very good priority | j.MP is a standard shoto normal and has very good priority | ||
j.MK is very good, i’d use this mostly | j.MK is very good, i’d use this mostly | ||
air-to-ground: | air-to-ground: | ||
j.LK recovers fast and you can do some sweeps, ground mixups | j.LK recovers fast and you can do some sweeps, ground mixups. Can be used as a fast overhead upclose by jumping back and instantly hitting LK | ||
j.MP / j.MK can combo into various things: | j.MP / j.MK can combo into various things: | ||
j.MP / j.MK + s.MP + Gadouken | j.MP / j.MK + s.MP + Gadouken | ||
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j.MP + c.HP + Gadouken | j.MP + c.HP + Gadouken | ||
j.HK can combo into: sweep, c.MK + Gadouken, c.HP + Gadouken | j.HK can combo into: sweep, c.MK + Gadouken, c.HP + Gadouken | ||
don’t ever use j.HP, ever… worst normal in the game! | don’t ever use j.HP, ever… worst normal in the game! | ||
Dan has a very good throw game: block & throw / tick & throw | |||
Dan has a very good throw game: block & throw / tick & throw (need to be expanded) | |||
specials: | specials: | ||
Gadouken: a half-arsed hadouken, still very useful up close… can be combo’d from a lot of ground normals. | Gadouken: a half-arsed hadouken, still very useful up close… can be combo’d from a lot of ground normals. | ||
it’s NOT RECOMMENDED comboing into gadouken against characters with meter… no matter if it hits or if it gets blocked you’re gonna eat a CC since the recovery time sucks | it’s NOT RECOMMENDED comboing into gadouken against characters with meter… no matter if it hits or if it gets blocked you’re gonna eat a CC since the recovery time sucks | ||
dragon punch: don’t rely too much on it… kinda sucks because it doesn’t travel forward. use mostly the LP version or the “invincible” white flash versions that occur randomly | |||
dragon punch: don’t rely too much on it… kinda sucks because it doesn’t travel forward. use mostly the LP version or the “invincible” white flash versions that occur randomly. | |||
also dp can be combo’d from a number of normals (s.lk/mk/lp/mp, c.lp/mp/lk/mk). since the move is a standing dp you might wiff it, so combo into it from almost point blank to lessen the risk | also dp can be combo’d from a number of normals (s.lk/mk/lp/mp, c.lp/mp/lk/mk). since the move is a standing dp you might wiff it, so combo into it from almost point blank to lessen the risk | ||
Dankuukyaku (hurricane kick thing): has silly priority, don’t use it from a big distance… use LK/MK versions for mixups, to get close or for chip damage | Dankuukyaku (hurricane kick thing): has silly priority, don’t use it from a big distance… use LK/MK versions for mixups, to get close or for chip damage | ||
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j.MK + c.HP + HK hurricane thingie (very hard to do) | j.MK + c.HP + HK hurricane thingie (very hard to do) | ||
j.MK + c.LK/LP + shinryuken super | j.MK + c.LK/LP + shinryuken super | ||
supers: | supers: | ||
super Gadouken: can be hit confirmed from tons of ground normals, even from sweep!! level 3 travels like 3/4 of the screen | super Gadouken: can be hit confirmed from tons of ground normals, even from sweep!! level 3 travels like 3/4 of the screen. | ||
shinryuken-like: pretty good anti-air, can be hit confirmed from c. LK | |||
shinryuken-like: pretty good anti-air, can be hit confirmed from c. LK. | |||
i’d recommend to do so for lvl 2 & 3 (when the super travels toward the opponent), not worth for lvl1 damage wise | i’d recommend to do so for lvl 2 & 3 (when the super travels toward the opponent), not worth for lvl1 damage wise | ||
HISSHO MURAI KEN (CERTAIN VICTORY RELYING ON NOBODY BUT MYSELF FIST <- WTF?): it’s good only point blank and 100% unreliable anywhere else since a lot of the hits from the super sequence will wiff & ends into a DP… your opponent will recover to punish you while you just wasted meter… use it for stylepoints | HISSHO MURAI KEN (CERTAIN VICTORY RELYING ON NOBODY BUT MYSELF FIST <- WTF?): it’s good only point blank and 100% unreliable anywhere else since a lot of the hits from the super sequence will wiff & ends into a DP… your opponent will recover to punish you while you just wasted meter… use it for stylepoints | ||
super taunt: forget about it… unless you dizzy your opponent and want to create some LULZ | super taunt: forget about it… unless you dizzy your opponent and want to create some LULZ | ||
alpha counters: | alpha counters: | ||
punch AC sucks because of low range and can wiff a lot. use it only for jumpins attempts | punch AC sucks because of low range and can wiff a lot. use it only for jumpins attempts | ||
kick AC is a decent sweep. use it for ground attacks | kick AC is a decent sweep. use it for ground attacks | ||
damage is garbage for both | damage is garbage for both | ||
custom combos: | custom combos: | ||
this is where it gets tricky… his custom combo has unreliable damage (at least for my execution). i don’t know exactly what to recommend. (maybe someone can help me out here) | this is where it gets tricky… his custom combo has unreliable damage (at least for my execution). i don’t know exactly what to recommend. (maybe someone can help me out here) |
Revision as of 12:46, 2 January 2022
Dan | |
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Health: | 144 |
Defensive Rating: | 0 |
Stun: | 40 |
Walk Speed Forward: | 300 |
Walk Speed Backward: | 200 |
Jump Backward: | 51f (3+48+0) |
Neutral Jump: | 50f (3+47+0) |
Jump Forward: | 49f (3+46+0) |
Wake-Up: | 44f |
Quick Rise: | 20f |
Throw Range: | 20 |
Moves List
Normal Moves
STANDING
CROUCHING
JUMPING
Jumping (Neutral jump)
Throws
Alpha Counters
+
- His crouching hk. Use this one
Special Moves
Super Moves
+ Select- Chohatsu Densetsu. The legendary super taunt. Spend a whole meter to do absolutely nothing but piss off your opponent!
The Basics
normals:
he has shotoesque normals, so pokes should be familiar:
s.LK close, c.LP/MP/LK/MK -> they all combo into Gadouken
s.MK far (works as anti-air too)
don’t use s.HK ever! if you find any use for it… let me know. it resembles Guy’s s.HK, but it sucks even more
s.HP is not very reliable, use it from a safe distance (or after a j.HK because it’ll combo) s.MP is your friend up close (can combo into Gadouken)
anti air:
c.HP = shotoesque godliness
s.MK is good too, more against big characters air-to-air:
j.LK is pretty good, but don’t use it for upwards attacks or against incoming angled air attacks (like Chun’s j.LK)
j.MP is a standard shoto normal and has very good priority
j.MK is very good, i’d use this mostly air-to-ground:
j.LK recovers fast and you can do some sweeps, ground mixups. Can be used as a fast overhead upclose by jumping back and instantly hitting LK
j.MP / j.MK can combo into various things: j.MP / j.MK + s.MP + Gadouken j.MP / j.MK + c.MK + Gadouken j.MP + c.HP + Gadouken j.HK can combo into: sweep, c.MK + Gadouken, c.HP + Gadouken
don’t ever use j.HP, ever… worst normal in the game!
Dan has a very good throw game: block & throw / tick & throw (need to be expanded)
specials:
Gadouken: a half-arsed hadouken, still very useful up close… can be combo’d from a lot of ground normals.
it’s NOT RECOMMENDED comboing into gadouken against characters with meter… no matter if it hits or if it gets blocked you’re gonna eat a CC since the recovery time sucks
dragon punch: don’t rely too much on it… kinda sucks because it doesn’t travel forward. use mostly the LP version or the “invincible” white flash versions that occur randomly.
also dp can be combo’d from a number of normals (s.lk/mk/lp/mp, c.lp/mp/lk/mk). since the move is a standing dp you might wiff it, so combo into it from almost point blank to lessen the risk
Dankuukyaku (hurricane kick thing): has silly priority, don’t use it from a big distance… use LK/MK versions for mixups, to get close or for chip damage
crossup: j.MK for crossup is too good, can combo like this j.MK + 2x or 3x c. LP (or c.LK c.LP c.LK) + Gadouken (or hit confirm into Super Gadouken) j.MK + c.HP + HK hurricane thingie (very hard to do) j.MK + c.LK/LP + shinryuken super
supers:
super Gadouken: can be hit confirmed from tons of ground normals, even from sweep!! level 3 travels like 3/4 of the screen.
shinryuken-like: pretty good anti-air, can be hit confirmed from c. LK.
i’d recommend to do so for lvl 2 & 3 (when the super travels toward the opponent), not worth for lvl1 damage wise
HISSHO MURAI KEN (CERTAIN VICTORY RELYING ON NOBODY BUT MYSELF FIST <- WTF?): it’s good only point blank and 100% unreliable anywhere else since a lot of the hits from the super sequence will wiff & ends into a DP… your opponent will recover to punish you while you just wasted meter… use it for stylepoints
super taunt: forget about it… unless you dizzy your opponent and want to create some LULZ
alpha counters:
punch AC sucks because of low range and can wiff a lot. use it only for jumpins attempts kick AC is a decent sweep. use it for ground attacks damage is garbage for both
custom combos:
this is where it gets tricky… his custom combo has unreliable damage (at least for my execution). i don’t know exactly what to recommend. (maybe someone can help me out here)
lvl1: c.HK + LP dp x n (damage kinda sucks ~20%, but it’s good to escape from a lot of crap like throw setups in the corner)
lvl2 & 3: c.HK + LP dp x n + end with HP dp (sometimes does 70% damage… sometimes 50% or a little more) c. HK + HK hurricane x 2 + HP dp (or something)
anti-air CC: start those from above with c.HP
Dan sucks hard against Dhalsim. unless you can punish his limbs on reaction like Daigo or something… i wouldn’t play Dan for this matchup. also Dan sucks against good fireball characters. the battle is uphill, but reasonably winnable.
don’t forget to air taunt or taunt roll to safety!! :smiley:
overall Dan is pretty awesome and provides lot of fun for shoto hating players like myself. winning with Dan earns you respect or your opponent’s total frustration :china:
Advanced Strategy
Combos
-Jumping MK, Crouch LP x2, LP Koryuken
-Jumping MK, Crouch LP x2, Gadoken
-Jumping MK, Crouch MK, Gadoken
-Jumping MK, Crouch MP, HK Danku Kyaku
Custom Combos
Dan: Activate, c.hk, qcb+hk x n, qcf+p, qcf+hp
Miscellaneous
Invincible Startup Kouryuken
This occurs with a random chance of 13% or after every 21 moves are done by the player.
Start (Select on consoles)- Taunt
(While Crouching)Start- Shagami Chohatsu
(In Air) Start- Kuchu Chohatsu
Match-ups
Vs. Adon:
Vs. Akuma:
Vs. Birdie:
Vs. Charlie:
Vs. Chun-Li:
Vs. Dan (self):
Vs. Dhalsim:
Vs. Gen:
Vs. Guy:
Vs. Ken:
Vs. M. Bison (dictator):
Vs. Rolento:
Vs. Rose:
Vs. Ryu:
Vs. Sagat:
Vs. Sakura:
Vs. Sodom:
Vs. Zangief: