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|active=<nowiki>3</nowiki> | |active=<nowiki>3</nowiki> | ||
|recovery=<nowiki>13</nowiki> | |recovery=<nowiki>13</nowiki> | ||
|hit=<nowiki> | |hit=<nowiki>7</nowiki> | ||
|block=<nowiki>3</nowiki> | |block=<nowiki>3</nowiki> | ||
|damage=<nowiki>60</nowiki> | |damage=<nowiki>60</nowiki> | ||
Line 88: | Line 88: | ||
|stun=<nowiki>120</nowiki> | |stun=<nowiki>120</nowiki> | ||
|attack=<nowiki>H</nowiki> | |attack=<nowiki>H</nowiki> | ||
|cancel=<nowiki>vs2 vt1 vt2</nowiki> | |cancel=<nowiki>su vs2 vt1 vt2</nowiki> | ||
|ccst=<nowiki>Stagger</nowiki> | |ccst=<nowiki>Stagger</nowiki> | ||
|ccadv=<nowiki>9</nowiki> | |ccadv=<nowiki>9</nowiki> | ||
Line 120: | Line 120: | ||
|cancel=<nowiki>sp su vs1 vs2 vt1 vt2</nowiki> | |cancel=<nowiki>sp su vs1 vs2 vt1 vt2</nowiki> | ||
|description= | |description= | ||
:Furthest range of Dan's light attacks | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/Stand%20LK}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/Stand%20LK}} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-SFV | {{AttackData-SFV | ||
|startup=<nowiki> | |startup=<nowiki>12</nowiki> | ||
|active=<nowiki>3</nowiki> | |active=<nowiki>3</nowiki> | ||
|recovery=<nowiki>22(32)</nowiki> | |recovery=<nowiki>22(32)</nowiki> | ||
|hit=<nowiki>2</nowiki> | |hit=<nowiki>2</nowiki> | ||
|block=<nowiki>- | |block=<nowiki>-2</nowiki> | ||
|damage=<nowiki>90</nowiki> | |damage=<nowiki>90</nowiki> | ||
|stun=<nowiki>120</nowiki> | |stun=<nowiki>120</nowiki> | ||
Line 172: | Line 173: | ||
|hcWinNotes=<nowiki>*VS2 only, *VT2 activation</nowiki> | |hcWinNotes=<nowiki>*VS2 only, *VT2 activation</nowiki> | ||
|description= | |description= | ||
:Really bad when whiffed with + | :Moves Dan forward a little bit on frame 1 (can be used to kara cancel) | ||
:Hurtboxes extend on frames 11 | :Really bad when whiffed with +9 extra recovery frames (31) | ||
:Hurtboxes extend on frames 10-11 before active frames | |||
:V-Skill 2 cancel executes after the active frame (which means meaty V-Skill 2 cancels are more advantageous) | :V-Skill 2 cancel executes after the active frame (which means meaty V-Skill 2 cancels are more advantageous) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/Stand%20HK}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/Stand%20HK}} | ||
Line 235: | Line 237: | ||
|data= | |data= | ||
{{AttackData-SFV | {{AttackData-SFV | ||
|startup=<nowiki> | |startup=<nowiki>7</nowiki> | ||
|active=<nowiki>5</nowiki> | |active=<nowiki>5</nowiki> | ||
|recovery=<nowiki>21</nowiki> | |recovery=<nowiki>21</nowiki> | ||
Line 296: | Line 298: | ||
|description= | |description= | ||
:Hurtboxes extend quite a lot just before active frames | :Hurtboxes extend quite a lot just before active frames | ||
: | :Bit more range than crouch MP | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/Crouch%20MK}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/Crouch%20MK}} | ||
}} | }} | ||
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:Good frametrap / oki tool with 4 active frames that also Crush Counter crumples on counter-hit (see KDA values for the crumple) | :Good frametrap / oki tool with 4 active frames that also Crush Counter crumples on counter-hit (see KDA values for the crumple) | ||
:Opponent stays grounded for 10 frames after a Crush Counter (stand HP links) | :Opponent stays grounded for 10 frames after a Crush Counter (stand HP links) | ||
:Small pushback on hit and block (just outside throw range) | |||
:Extends the hurtbox quite a bit towards the air on frame 10 just before active frames start | :Extends the hurtbox quite a bit towards the air on frame 10 just before active frames start | ||
:Might be able to anti-air some vertical approaches (would not recommend) | :Might be able to anti-air some vertical approaches (would not recommend) | ||
Line 744: | Line 747: | ||
|active=<nowiki>21</nowiki> | |active=<nowiki>21</nowiki> | ||
|recovery=<nowiki>27</nowiki> | |recovery=<nowiki>27</nowiki> | ||
|hit=<nowiki>KD | |hit=<nowiki>KD</nowiki> | ||
|block=<nowiki>1</nowiki> | |block=<nowiki>1</nowiki> | ||
|damage=<nowiki>30*30 (60)</nowiki> | |damage=<nowiki>30*30 (60)</nowiki> | ||
|stun=<nowiki>0*150 (150)</nowiki> | |stun=<nowiki>0*150 (150)</nowiki> | ||
|attack=<nowiki>H</nowiki> | |||
|cancel=<nowiki>vs1 su</nowiki> | |cancel=<nowiki>vs1 su</nowiki> | ||
|kd=<nowiki>129</nowiki> | |||
|kdr=<nowiki>70</nowiki> | |||
|kdrb=<nowiki>75</nowiki> | |||
|hcWinSpCa=<nowiki>*18/**22</nowiki> | |hcWinSpCa=<nowiki>*18/**22</nowiki> | ||
|hcWinNotes=<nowiki>*VS1 only, **Super</nowiki> | |hcWinNotes=<nowiki>*VS1 only, **Super</nowiki> | ||
Line 1,199: | Line 1,206: | ||
:Fully invincible on frames 1-10 | :Fully invincible on frames 1-10 | ||
:Hard Knockdown (+14 KDA) | :Hard Knockdown (+14 KDA) | ||
:Deals 20 extra damage (360) during V-Trigger 2 | |||
:2F start-up when canceled into from Koryuken (DP) | :2F start-up when canceled into from Koryuken (DP) | ||
:Has decent horizontal range | :Has decent horizontal range | ||
Line 1,250: | Line 1,258: | ||
{{AttackData-SFV | {{AttackData-SFV | ||
|startup=<nowiki>27(25)</nowiki> | |startup=<nowiki>27(25)</nowiki> | ||
|active=<nowiki> | |active=<nowiki>7</nowiki> | ||
|recovery=<nowiki> | |recovery=<nowiki>16</nowiki> | ||
|hit=<nowiki>2</nowiki> | |hit=<nowiki>2</nowiki> | ||
|block=<nowiki>-2</nowiki> | |block=<nowiki>-2</nowiki> | ||
Line 1,264: | Line 1,272: | ||
:Builds an extra 30/15 V-Gauge on Hit/Block for Dan | :Builds an extra 30/15 V-Gauge on Hit/Block for Dan | ||
:2F faster start-up (25F) if canceled into from EX Danretsuken (QCB+PP) | :2F faster start-up (25F) if canceled into from EX Danretsuken (QCB+PP) | ||
:A lot of active frames means this move has decent oki potential | |||
:Dan is in a crouching and counter-hit state for the entire duration | :Dan is in a crouching and counter-hit state for the entire duration | ||
:Hurtbox on Dan's arm appears on frames 25-26 just before active frames begin | :Hurtbox on Dan's arm appears on frames 25-26 just before active frames begin | ||
Line 1,305: | Line 1,314: | ||
|description= | |description= | ||
:Cancealble into from jump MP / Dankukyaku (Tatsu) / Koryuken (DP) including the V-Trigger 2 versions of Koryuken | :Cancealble into from jump MP / Dankukyaku (Tatsu) / Koryuken (DP) including the V-Trigger 2 versions of Koryuken | ||
:Can hit cross-up (behind Dan) | |||
:1F less landing recovery (7F) if canceled into | :1F less landing recovery (7F) if canceled into | ||
:Hitstun / Blockstun varies depending on which hit you cancel into from Dankukyaku (Tatsu) | :Hitstun / Blockstun varies depending on which hit you cancel into from Dankukyaku (Tatsu) | ||
:Dan jumps extra high and floats down slower if this taunt is input during the first 3 frames of a jump | :Dan jumps extra high and floats down slower if this taunt is input during the first 3 frames of a jump | ||
:Has reduced knockback and 3F longer air time on opponent when canceled into from jump MP (helps with some juggles) | |||
:Builds 20 V-Gauge (1/15th bar) for both Dan and the opponent when active frames start (frame 11) | :Builds 20 V-Gauge (1/15th bar) for both Dan and the opponent when active frames start (frame 11) | ||
:Builds an extra 30/15 V-Gauge on Hit/Block for Dan | :Builds an extra 30/15 V-Gauge on Hit/Block for Dan | ||
Line 1,360: | Line 1,371: | ||
|data= | |data= | ||
{{AttackData-SFV | {{AttackData-SFV | ||
|startup=<nowiki> | |startup=<nowiki>8</nowiki> | ||
|active=<nowiki> | |active=<nowiki>100</nowiki> | ||
|recovery=<nowiki> | |recovery=<nowiki>21</nowiki> | ||
|hit=<nowiki>KD</nowiki> | |hit=<nowiki>KD</nowiki> | ||
|block=<nowiki> | |block=<nowiki>7</nowiki> | ||
|damage=<nowiki>100</nowiki> | |damage=<nowiki>100</nowiki> | ||
|stun=<nowiki>150</nowiki> | |stun=<nowiki>150</nowiki> | ||
|attack=<nowiki>H</nowiki> | |attack=<nowiki>H</nowiki> | ||
|kd=<nowiki> | |kd=<nowiki>123</nowiki> | ||
|kdr=<nowiki> | |kdr=<nowiki>64</nowiki> | ||
|kdrb=<nowiki> | |kdrb=<nowiki>69</nowiki> | ||
|description= | |description= | ||
:1 bar V-Trigger | :1 bar V-Trigger | ||
:Throws a | :Throws a 1-hit projectile (with 3-hit projectile durability) that travels full-screen | ||
:Can be held in to release a more powerful version that causes a wall bounce on hit and breaks guard (see the hold version of this move | :Can be held in to release a more powerful 10-hit projectile version that causes a wall bounce on hit and breaks guard (see the hold version of this move | ||
:Juggle Limit / Increase / Start: | :Juggle Limit / Increase / Start: 99 / 0 / 1 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/Haoh%20Gadoken}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/Haoh%20Gadoken}} | ||
}} | }} |
Revision as of 00:29, 4 June 2022
Introduction
About Dan
Saikyo Style! Dan has finally entered the ring in Street Fighter V with all new gameplay mechanics. Dan is quite the exotic shoto. Despite not being intentionally lacking anymore, he still maintains the facade of a joke character. This is most notable with his great V-Skills. They allow him to expand his combo and pressure possibilities in different ways, including his damage potential, while also allowing him to build his v-meter securely. There is one unique downside to them - they also build the opponent's V-Meter. His V-Triggers are also quite interesting - his VT1 is the only 1-bar vt in the game, he sends a slowish projectile that launches the opponent and works in juggle himself. It makes for a decent comob extender, but also a great pressure tool, due to how easily available it is. If you charge it, you can send it later and give it bonus effects, such as high damage, a wall bounce on hit, and a guard break on block. His VT2 is a 2 bar VT that's comparable to ones of other shotos - his projectiles knockdown and can juggle, and his DP's have improved invincibility (are they invincible frame 1 or not?), making his combo potential overall stronger.
Strengths | Weaknesses |
---|---|
|
|
Final Patch
Dan | |
---|---|
Vitals | |
Life Points | 1025 |
Stun Points | 950 |
V-Gauge Points | |
V-Trigger 1 | 1 Bar |
V-Trigger 2 | 2 Bars |
Ground Movement | |
Forward Walk Speed | 0.047 |
Backward Walk Speed | 0.032 |
Forward Dash Speed | 16 |
Backward Dash Speed | 21 |
Forward Dash Distance | 1.414 |
Backward Dash Distance | 1.205 |
Backdash CH Frames | 3-10 |
Jumping | |
Back Jump Speed | 46 (4+38+4) |
Neutral Jump Speed | 46 (4+38+4) |
Forward Jump Speed | 45 (3+38+4) |
Forward Jump Distance | 2.128 |
Backward Jump Distance | 1.824 |
Throws | |
Throw Hurtbox | 0.25 |
Throw Range | 0.8 |
![]() |
Frame Data & Descriptions are provided by FATOnline.
|
SFV Frame Data Glossary | |
---|---|
Active |
How many frames a move remains active (can hurt opponents) for. |
Attack |
Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked). |
Cancel options |
Available cancel options.
|
Confirm windows |
Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.
|
Crush Counter |
Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit. |
Damage |
Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames. |
Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.
|
Knockdown |
Knockdown advantage against Normal, Quick Rise and Back Rise wake up options. |
Recovery |
How many frames it takes for a move to finish after it's been active. |
Startup |
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1. |
Stun |
Amount of stun added to the opponent's stun bar on hit. |
Normals
5LP
5MP
5HP
5LK
5MK
5HK
2LP
2MP
2HP
2LK
2MK
2HK
8LP
8MP
8HP
8LK
8MK
8HK
Command Normals
4HK
6HP
Throws
LPLK
4LPLK
Special Moves
236LP
236LP (hold)
236MP
236MP (hold)
236HP
236HP (hold)
236P
236PP
623LP
623MP
623HP
623PP
214LK
214MK
214HK
214KK
214LP
214MP
214HP
214PP
Critical Art
236236P
236236PPPKKK
Taunts
5PPPKKK
V-System
V-Skill 1
MPMK (VS1) fwd
4MPMK (VS1) back
MPMK (VS1) air
V-Skill 2
MPMK (VS2)
V-Trigger 1
HPHK (VT1)
HPHK (VT1) Hold
V-Trigger 2
HPHK (VT2)
236P
236P
623P
623P
V-Shift
5MKHP
V-Shift Break
5MKHP
V-Reversal
6PPP