Capcom vs SNK 2/Dan: Difference between revisions

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'''Worst - S/N/P:''' All three of these Grooves are very hard to work with. S-Dan is a horrid character without meter, but with meter he at least gets to end combos in supers sometimes and replace his fireballs with the super version. Without any notable other strengths, and the necessity to charge meter, S-Dan has to give up a lot of screen space to build meter that he needs for damage. N-Dan gets run and hop, and roll too, but only having level 1 supers and having no mechanic like Rage or CC or level 2 combos to make any punish actually scary makes him very weak. N-Dan is inferior to K-Dan if you want the mobility and A-Dan if you want the rolls. P-Dan is basically worthless. Dan's meterless punish game is nonexistent, and his level 3's are good but not above average like other characters in P-Groove. Without any other mechanic to make P-Dan attractive, he has nothing of note really.
'''Worst - S/N/P:''' All three of these Grooves are very hard to work with. S-Dan is a horrid character without meter, but with meter he at least gets to end combos in supers sometimes and replace his fireballs with the super version. Without any notable other strengths, and the necessity to charge meter, S-Dan has to give up a lot of screen space to build meter that he needs for damage. N-Dan gets run and hop, and roll too, but only having level 1 supers and having no mechanic like Rage or CC or level 2 combos to make any punish actually scary makes him very weak. N-Dan is inferior to K-Dan if you want the mobility and A-Dan if you want the rolls. P-Dan is basically worthless. Dan's meterless punish game is nonexistent, and his level 3's are good but not above average like other characters in P-Groove. Without any other mechanic to make P-Dan attractive, he has nothing of note really.


{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
Line 70: Line 69:
* '''Joke Character:''' In the end, excluding j.214K, everything Dan has is done better by other characters. If you want to play a character like Dan, you have so many options with the other shotos like Ryu, Ken, Akuma, Ryo, or Sagat. He is outclassed in almost every category
* '''Joke Character:''' In the end, excluding j.214K, everything Dan has is done better by other characters. If you want to play a character like Dan, you have so many options with the other shotos like Ryu, Ken, Akuma, Ryo, or Sagat. He is outclassed in almost every category
}}
}}
[[File:Dan_CvS2_colors.png]]


= Moves List =
'''!!!THIS PAGE IS STILL A WIP. IF YOU NEED FRAME DATA NOW, REFER TO THE CVS2 BIBLE OR LOOK THROUGH EDIT HISTORY TO FIND THE LAST EDIT CONTAINING FRAME DATA IF THERE WAS ONE!!!'''
 
== Normal Moves ==
=== Far Normals ===
=== <span class="invisible-header">5LP</span> ===
{{MoveData
| name    = Far Jab
| input    = 5LP / Far LP
| subtitle = Far Light Punch
| image    =
| caption  =
| linkname = 5LP
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}
 
=== <span class="invisible-header">5MP</span> ===
{{MoveData
| name    = Far Strong
| input    = 5MP / Far MP
| subtitle = Far Medium Punch
| image    =
| caption  =
| linkname = 5MP
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}
 
=== <span class="invisible-header">5HP</span> ===
{{MoveData
| name    = Far Fierce
| input    = 5HP / Far HP
| subtitle = Far Heavy Punch
| image    =
| caption  =
| linkname = 5HP
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}
 
=== <span class="invisible-header">5LK</span> ===
{{MoveData
| name    = Far Short
| input    = 5LK / Far LK
| subtitle = Far Light Kick
| image    =
| caption  =
| linkname = 5LK
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}
 
=== <span class="invisible-header">5MK</span> ===
{{MoveData
| name    = Far Forward
| input    = 5MK / Far MK
| subtitle = Far Medium Kick
| image    =
| caption  =
| linkname = 5MK
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


= Quick Glance Frame Data =
=== <span class="invisible-header">5HK</span> ===
{{MoveData
| name    = Far Roundhouse
| input    = 5HK / Far HK
| subtitle = Far Heavy Kick
| image    =
| caption  =
| linkname = 5HK
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


<table style="width:600px;border:1px solid silver" cellborder="1">
=== Close Standing Normals ===
<tr>
=== <span class="invisible-header">clLP</span> ===
  <th>Button</th>
{{MoveData
  <th>Position</th>
| name    = Close Jab
  <th>Buffers:</th>
| input    = cl.LP
  <th>Itself</th>
| subtitle = Close Light Punch
  <th>Specials</th>
| image    =
  <th>Supers</th>
| caption  =
  <th>Hit</th>
| linkname = cl.LP
  <th>Block</th>
| data  =
  <th>Startup</th>
{{AttackData-CvS2
  <th>Active</th>
   | version    = Close {{Icon-Capcom|LP}}
  <th>Recovery</th>
   | subtitle    =
  <th>Damage</th>
   | damage      = -
</tr>
   | stun        = -
<tr>
   | cancel      = -
  <td style="border:1px solid navy" rowspan=2>Jab</td>
   | guard      = -
  <td>Standing</td>
   | parry      = -
  <td></td>
   | startup    = -
  <td>O</td>
   | active      = -
  <td>O</td>
   | recovery    = -
  <td>O</td>
   | total      = -
  <td>+4</td>
   | advHit      = -
  <td>+4</td>
   | advBlock    = -
  <td>3</td>
   | invul      = -
  <td>4</td>
   | description = Placeholder
  <td>7</td>
}}
  <td>300</td>
}}
</tr>
<tr>
  <td>Crouching</td>
  <td></td>
  <td>O</td>
  <td>O</td>
  <td>O</td>
  <td>+5</td>
  <td>+5</td>
  <td>3</td>
  <td>4</td>
  <td>6</td>
  <td>300</td>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=3>Strong</td>
  <td>Close</td>
  <td></td>
  <td>X</td>
  <td>O</td>
  <td>O</td>
  <td>-1</td>
  <td>-1</td>
  <td>4</td>
  <td>4</td>
  <td>21</td>
  <td>800</td>
</tr>
<tr>
  <td>Far</td>
  <td></td>
  <td>X</td>
  <td>O</td>
  <td>O</td>
  <td>-1</td>
  <td>-1</td>
  <td>4</td>
  <td>4</td>
  <td>21</td>
  <td>800</td>
</tr>
<tr>
  <td>Crouching</td>
   <td></td>
  <td>X</td>
  <td>O</td>
  <td>O</td>
  <td>+2</td>
  <td>+2</td>
  <td>4</td>
  <td>6</td>
  <td>15</td>
  <td>1100</td>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=4>Fierce</td>
  <td>Close</td>
  <td></td>
  <td>X</td>
  <td>O</td>
  <td>O</td>
  <td>-1</td>
   <td>-1</td>
   <td>4</td>
  <td>5</td>
  <td>20</td>
  <td>1200</td>
</tr>
<tr>
  <td>Far</td>
  <td></td>
  <td>X, X</td>
  <td>X, X</td>
  <td>O,X</td>
  <td>-1</td>
   <td>-1</td>
   <td>6</td>
  <td>4</td>
  <td>21</td>
  <td>1300,1200</td>
</tr>
<tr>
  <td>Crouching</td>
  <td></td>
  <td>X, X</td>
  <td>O, X</td>
  <td>O, O</td>
  <td>-6</td>
   <td>-6</td>
   <td>5</td>
  <td>2</td>
  <td>28</td>
  <td>1100, 700</td>
</tr>
<tr>
  <td> </td>
  <td></td>
  <td>-</td>
   <td>-</td>
   <td>-</td>
   <td>-</td>
   <td>-</td>
   <td>-</td>
   <td>-</td>
  <td>-</td>
  <td>-</td>
</tr>
<tr>
   <td style="border:1px solid red" rowspan=3>Short</td>
  <td>Close</td>
  <td></td>
  <td>X</td>
  <td>O</td>
  <td>O</td>
  <td>+1</td>
  <td>+1</td>
  <td>4</td>
  <td>6</td>
  <td>8</td>
  <td>400</td>
</tr>
<tr>
  <td>Far</td>
  <td></td>
  <td>X</td>
  <td>)</td>
  <td>O</td>
  <td>+1</td>
  <td>+1</td>
  <td>4</td>
  <td>6</td>
  <td>8</td>
  <td>400</td>
</tr>
<tr>
  <td>Crouching</td>
  <td></td>
  <td>X</td>
  <td>O</td>
  <td>O</td>
  <td>+2</td>
  <td>+2</td>
  <td>4</td>
  <td>4</td>
  <td>9</td>
  <td>400</td>
</tr>
<tr>
  <td style="border:1px solid red" rowspan=2>Forward</td>
  <td>Standing</td>
  <td></td>
  <td>X+X</td>
  <td>O+X</td>
  <td>O+X</td>
  <td>-4</td>
  <td>-4</td>
  <td>4</td>
  <td>2,2</td>
  <td>22</td>
  <td>500+400</td>
</tr>
<tr>
  <td>Crouching</td>
  <td></td>
  <td>X</td>
  <td>O</td>
  <td>O</td>
  <td>+1</td>
  <td>+1</td>
  <td>5</td>
  <td>6</td>
  <td>13</td>
  <td>800</td>
</tr>
<tr>
   <td style="border:1px solid red" rowspan=3>Roundhouse</td>
  <td>Close</td>
  <td></td>
  <td>X</td>
  <td> X</td>
  <td> X</td>
  <td>+2</td>
  <td>+2</td>
  <td>12</td>
  <td>3</td>
  <td>18</td>
  <td>1300</td>
</tr>
<tr>
  <td>Far</td>
  <td></td>
  <td>X</td>
  <td>X</td>
  <td>X</td>
  <td>+2</td>
  <td>+2</td>
  <td>12</td>
  <td>3</td>
  <td>19</td>
  <td>1300</td>
</tr>
<tr>
  <td>Crouching</td>
  <td></td>
  <td>X</td>
  <td>x</td>
  <td>O</td>
  <td>down</td>
  <td>-14</td>
  <td>5</td>
  <td>6</td>
  <td>32</td>
  <td>1400</td>
</tr>
</table>


== Normal Moves ==
=== <span class="invisible-header">clMP</span> ===
{{MoveData
| name    = Close Strong
| input    = cl.MP
| subtitle =
| image    =
| caption  =
| linkname = cl.MP
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}
 
=== <span class="invisible-header">clHP</span> ===
{{MoveData
| name    = Close Fierce
| input    = cl.HP
| subtitle = Close Heavy Punch
| image    =
| caption  =
| linkname = cl.HP
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


'''Throws'''<br>
=== <span class="invisible-header">clLK</span> ===
f + Fierce P (while close): 1890 dmg<br>
{{MoveData
f + Roundhouse K (while close): 2100 dmg
| name    = Close Short
| input    = cl.LK
| subtitle = Close Light Kick
| image    =
| caption  =
| linkname = cl.LK
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


== Special Moves ==
=== <span class="invisible-header">clMK</span> ===
'''Gadoken'''<br>
{{MoveData
[[File:Qcf.png]] + [[File:P.png]]<br>
| name    = Close Forward
- HP Version covers about half screen.<br>
| input    = cl.MK
LP: 1 hit - 840 dmg<br>
| subtitle = Close Medium Kick
MP: 1 hit - 945 dmg<br>
| image    =
HP: 1 hit - 1050 dmg
| caption  =
| linkname = cl.MK
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


'''Kouryuken'''<br>
=== <span class="invisible-header">clHK</span> ===
[[File:Dp.png]] + [[File:P.png]]<br>
{{MoveData
- Will occasionally flash, becoming invincible.<br>
| name    = Close Roundhouse
LP: 1 hit - 1680 dmg<br>
| input    = cl.HK
MP: 1 hit - 1785 dmg<br>
| subtitle = Close Heavy Kick
HP: 1 hit - 1890 dmg
| image    =
| caption  =
| linkname = cl.MK
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


'''Dankukyaku'''
=== Crouching Normals ===
[[File:Qcb.png]] + [[File:K.png]]<br>
=== <span class="invisible-header">2LP</span> ===
- LK Version can be used from the air to beat various ground normals.<br>
{{MoveData
LK: 1 hit - 1050 dmg<br>
| name    = Crouch Jab
MK: 2 hits - 845 dmg / 735 dmg = 1575 dmg<br>
| input    = 2LP / cr.LP
HK: 3 hits - 845 dmg / 735 dmg / 630 dmg = 2205 dmg
| subtitle = Crouching Light Punch
| image    =
| caption  =
| linkname = 2LP
| data  =
  {{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


== Super Moves ==
=== <span class="invisible-header">2MP</span> ===
{{MoveData
| name    = Crouch Strong
| input    = 2MP / cr.MP
| subtitle = Crouching Medium Punch
| image    =
| caption  =
| linkname = 2MP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


'''Shinku Gadouken'''
=== <span class="invisible-header">2HP</span> ===
[[File:Qcf.png]] + [[File:Qcf.png]] + [[File:P.png]]<br>
{{MoveData
- Can be linked into from most standing normals.<br>
| name    = Crouch Fierce
Lv. 1: 3 hits - 2310 dmg<br>
| input    = 2HP / cr.HP
Lv. 2: 4 hits - 3360 dmg<br>
| subtitle = Crouching Heavy Punch
Lv. 3: 5 hits - 4935 dmg
| image    =
| caption  =
| linkname = 2HP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


'''Kouryurekka'''
=== <span class="invisible-header">2LK</span> ===
[[File:Qcf.png]] + [[File:Qcf.png]] + [[File:K.png]]<br>
{{MoveData
- Cr. MK into Lv. 3 for 6720 dmg.<br>
| name    = Crouch Short
Lv. 1: 4 hits - 2730 dmg<br>
| input    = 2LK / cr.LK
Lv. 2: 5 hits - 3990 dmg<br>
| subtitle = Crouching Light Kick
Lv. 3: 6 hits - 5880 dmg
| image    =
| caption  =
| linkname = 2LK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


'''Hissho Buriken'''
=== <span class="invisible-header">2MK</span> ===
[[File:Qcb.png]] + [[File:Qcb.png]] + [[File:K.png]]<br>
{{MoveData
- Slowly drags the opponent in if it hits.<br>
| name    = Crouch Forward
Lv. 1: 5 hits - 2940 dmg<br>
| input    = 2MK / cr.MK
Lv. 2:  7 hits - 4305 dmg<br>
| subtitle = Crouching Medium Kick
Lv. 3: 11 hits - 6195 dmg
| image    =
| caption  =
| linkname = 2MK
| data =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


'''Chohatsu Densetsu'''
=== <span class="invisible-header">2HK</span> ===
[[File:Qcf.png]] + [[File:Qcf.png]] Start
{{MoveData
| name    = Crouch Roundhouse
| input    = 2HK / cr.HK
| subtitle = Crouching Heavy Kick
| image    =
| caption  =
| linkname = 2HK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|HK}}
  | subtitle    =
  | damage      =
  | stun        =
  | cancel      =
  | guard      =
  | parry      =
  | startup    =
  | active      =
  | recovery    =
  | total      =
  | advHit      =
  | advBlock    =
  | invul      =
  | description =
  }}
}}


== Taunts ==
=== Jumping Normals ===
=== <span class="invisible-header">j.LP</span> ===
{{MoveData
| name    = Jump Jab
| input    = j.LP
| subtitle = Jumping Light Punch
| image    =
| caption  =
| linkname = j.LP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


'''Kuuchuu Chouhatsu'''
=== <span class="invisible-header">j.MP</span> ===
*(In Air) Start
{{MoveData
| name    = Jump Strong
| input    = j.MP
| subtitle = Jumping Medium Punch
| image    =
| caption  =
| linkname = j.MP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


'''Shagami Chouhatsu'''
=== <span class="invisible-header">j.HP</span> ===
*(Crouching) Start
{{MoveData
| name    = Jump Fierce
| input    = j.HP
| subtitle = Jumping Heavy Punch
| image    =
| caption  =
| linkname = j.HP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


'''Zenten Chouhatsu'''
=== <span class="invisible-header">j.LK</span> ===
*{{qcf}} + Start
{{MoveData
| name    = Jump Short
| input    = j.LK
| subtitle = Jumping Light Kick
| image    =
| caption  =
| linkname = j.LK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


'''Kouten Chouhatsu'''
=== <span class="invisible-header">j.MK</span> ===
*{{qcb}} + Start
{{MoveData
| name    = Jump Forward
| input    = j.MK
| subtitle = Jumping Medium Kick
| image    =
| caption  =
| linkname = j.MK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


= The Basics =
=== <span class="invisible-header">j.HK</span> ===
{{MoveData
| name    = Jump Roundhouse
| input    = j.HK
| subtitle = Jumping Heavy Kick
| image    =
| caption  =
| linkname = j.HK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


= Combos =
== Command Normals ==
=== <span class="invisible-header">X</span> ===
{{MoveData
| name    = Generic Command
| input    = Generic Input
| subtitle = Generic Name
| image    =
| caption  =
| linkname = X
| data  =
{{AttackData-CvS2
  | version    = -
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


= Advanced Strategy =
== Throws ==
=== <span class="invisible-header">X</span> ===
{{MoveData
| name    = Generic Throw Name
| input    = Near Opponent, 4/6HP
| subtitle = Punch Throw
| image    =
| caption  =
| linkname = Punch Throw Name
| data  =
{{AttackData-CvS2
  | version    = Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


= Match-ups =
=== <span class="invisible-header">X</span> ===
{{MoveData
| name    = Generic Throw Name
| input    = Near Opponent, 4/6HK
| subtitle = Kick Throw
| image    =
| caption  =
| linkname = Kick Throw Name
| data  =
{{AttackData-CvS2
  | version    = Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}
}}


== Colors ==
[[File:Dan_CvS2_colors.png]]





Revision as of 22:57, 6 July 2022

Introduction

CVS2 Dan CAPCOM Art.jpg
Health (at Ratio 2)
14800 High
Stun
70 Average
Dash Length
15 Frames Short
Dash Type
Hop Corpse Hop=Yes, Proj. Hop=No
Run Speed
8 Below Average
Roll Distance
140 pixels Far
Roll Duration
27f Long
Wakeup Speed compared to Ryu
0f Average

Story

Dan Hibiki is the stupid and egotistical owner of the only dojo in the world that teaches Saikyo Style, Dan's self made martial art. Dan dedicated his life to creating and practicing martial arts after his father, Go Hibiki, was killed by Sagat. Go was known as one of Sagat's rivals, and in their last fight, gouged out Sagat's eye. In retaliation, Sagat beat him to death. Dan hunts after Sagat to this day, even after Sagat has changed and begun to atone for his crimes. However, Dan's ego and headstrong nature gets in his way a lot. He believes Saikyo is the greatest fighting style, and he is the greatest fighter in history. While he shows potential sometimes, he is overall very novice and unskilled. His belief that he is the best however holds him back from improving at all, and he constantly charges into fights that he can't win.

Famously, Dan's design is a jab at SNK devs. Once Street Fighter II: World Warrior was released, a lot of the team moved over to work for SNK. There, they created the Art of Fighting series, and the protagonist Ryo Sakazaki. Ryo shared more than a few similarities with Street Fighter's protagonist Ryu, from moves to personality to design. While Ryo has since evolved to be much more unique, Dan was created to be a mockery of Ryo in the beginning, and you can see many similarities in their moveset.

Gameplay

Dan is the original joke character. Most of his moves are bad on purpose, and he has very little that isn't entirely outclassed by other characters. He plays similar to the shotos like Ryu and Ken, with all-rounder normals, a fireball, and a DP. However, many of his tools are much worse overall. His fireball is tiny and doesn't go anywhere, his DP has no range and is slower than average, plus it only has invincibility randomly, and his 214K Dan Kicks barely work as combo enders at all. His supers aren't bad, but are overall underwhelming with a lot of flaws. He lacks any dangerous mixups, and his damage is much lower than average when he can even land a combo.

This isn't to say Dan doesn't have any unique strengths. The fact he is a joke character and is so underplayed is a strength in itself, as your opponent likely doesn't know the matchup. In reality, Dan's biggest strength is his j.214K Air Dan Kicks. These are great tools for mobility and getting advantage on block, and allow Dan to move around in the air more freely than almost anyone else. He also is still a shoto, and while his normals are the worst of them, he still has at least a mediocre tool for every situation

Groove Selection

Best - K/A: K-Dan is the best way to play Dan, which isn't saying much. Rage gives him a much needed damage buff, while run and hop give him better mobility and more legitimate mixups. JD doesn't work too well in his favor, but it is appreciated as a defensive tool in general. Dan's higher than average health means that he can more often have Rage as well, and his level 3 supers are actually pretty useful, making his offense a bit scarier. A-Dan gets access to all of the powerful A-Groove mechanics, and some unique and strong Custom Combos. CC in general is a powerful mechanic that Dan can abuse, though not that well. Rolls give him a much needed escape option, but without run or roll, his offense is basically nonexistent.

Useful - C: C-Dan gets all the same tools as A-Dan, plus airblocking, minus Custom Combos. Without CC his damage is a lot worse, but a solid hit into a level 2 combo actually does very respectable damage. Airblock lets him more safely take to the air, where he can abuse his Air Dan Kicks a lot more. You still have to deal with Dan's own weaknesses however.

Worst - S/N/P: All three of these Grooves are very hard to work with. S-Dan is a horrid character without meter, but with meter he at least gets to end combos in supers sometimes and replace his fireballs with the super version. Without any notable other strengths, and the necessity to charge meter, S-Dan has to give up a lot of screen space to build meter that he needs for damage. N-Dan gets run and hop, and roll too, but only having level 1 supers and having no mechanic like Rage or CC or level 2 combos to make any punish actually scary makes him very weak. N-Dan is inferior to K-Dan if you want the mobility and A-Dan if you want the rolls. P-Dan is basically worthless. Dan's meterless punish game is nonexistent, and his level 3's are good but not above average like other characters in P-Groove. Without any other mechanic to make P-Dan attractive, he has nothing of note really.


Dan is a joke character, and one of the worst characters in the game. He has very little in the way of offense or defense, and has to rely on basic neutral and his above average air mobility to even barely squeeze out wins. Dan is best in K-Groove.
Pros Cons
  • Health: Dan's health is actually surprisingly high, letting him tank through a lot of hits
  • Shoto: Regardless of them being much worse than average, he still has shoto normals to control space with
  • j.214K: Air Dan Kicks are very useful mobility and mixup tools that have a tendency to beat out non-invincible anti-airs and let him fly around the air unpredictably
  • Low Damage: Without meter, Dan's punish game is basically nonexistent, with no real links or good cancels. While a Raged level 3 or Custom Combo still hurts, Dan relies on these one shot high damage situations with meter, and without it he isn't scary in the least.
  • Weak Neutral: Slow mobility and lack of many ways to get in or any good roll cancels means Dan gets zoned out hard, and while j.214K helps, it isn't as good as a standard divekick in this sort of situation
  • Bad Defense: His Koryuken DP is only invincible at random, and is very low range. Dan relies on mashing normals or rolling to get out of pressure, and neither of these he is particularly great at
  • Joke Character: In the end, excluding j.214K, everything Dan has is done better by other characters. If you want to play a character like Dan, you have so many options with the other shotos like Ryu, Ken, Akuma, Ryo, or Sagat. He is outclassed in almost every category



!!!THIS PAGE IS STILL A WIP. IF YOU NEED FRAME DATA NOW, REFER TO THE CVS2 BIBLE OR LOOK THROUGH EDIT HISTORY TO FIND THE LAST EDIT CONTAINING FRAME DATA IF THERE WAS ONE!!!

Normal Moves

Far Normals

5LP

Far Jab
Far Light Punch
5LP / Far LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lp.png - - - - - - - - - - - -

Placeholder

5MP

Far Strong
Far Medium Punch
5MP / Far MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mp.png - - - - - - - - - - - -

Placeholder

5HP

Far Fierce
Far Heavy Punch
5HP / Far HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hp.png - - - - - - - - - - - -

Placeholder

5LK

Far Short
Far Light Kick
5LK / Far LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lk.png - - - - - - - - - - - -

Placeholder

5MK

Far Forward
Far Medium Kick
5MK / Far MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mk.png - - - - - - - - - - - -

Placeholder

5HK

Far Roundhouse
Far Heavy Kick
5HK / Far HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hk.png - - - - - - - - - - - -

Placeholder

Close Standing Normals

clLP

Close Jab
Close Light Punch
cl.LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lp.png - - - - - - - - - - - -

Placeholder

clMP

Close Strong
cl.MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mp.png - - - - - - - - - - - -

Placeholder

clHP

Close Fierce
Close Heavy Punch
cl.HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hp.png - - - - - - - - - - - -

Placeholder

clLK

Close Short
Close Light Kick
cl.LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lk.png - - - - - - - - - - - -

Placeholder

clMK

Close Forward
Close Medium Kick
cl.MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mk.png - - - - - - - - - - - -

Placeholder

clHK

Close Roundhouse
Close Heavy Kick
cl.HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hk.png - - - - - - - - - - - -

Placeholder

Crouching Normals

2LP

Crouch Jab
Crouching Light Punch
2LP / cr.LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lp.png - - - - - - - - - - - -

Placeholder

2MP

Crouch Strong
Crouching Medium Punch
2MP / cr.MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mp.png - - - - - - - - - - - -

Placeholder

2HP

Crouch Fierce
Crouching Heavy Punch
2HP / cr.HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hp.png - - - - - - - - - - - -

Placeholder

2LK

Crouch Short
Crouching Light Kick
2LK / cr.LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lk.png - - - - - - - - - - - -

Placeholder

2MK

Crouch Forward
Crouching Medium Kick
2MK / cr.MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mk.png - - - - - - - - - - - -

Placeholder

2HK

Crouch Roundhouse
Crouching Heavy Kick
2HK / cr.HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hk.png - - - - - - - - - - - -

Jumping Normals

j.LP

Jump Jab
Jumping Light Punch
j.LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lp.png - - - - - - - - - - - -

Placeholder

j.MP

Jump Strong
Jumping Medium Punch
j.MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mp.png - - - - - - - - - - - -

Placeholder

j.HP

Jump Fierce
Jumping Heavy Punch
j.HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hp.png - - - - - - - - - - - -

Placeholder

j.LK

Jump Short
Jumping Light Kick
j.LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lk.png - - - - - - - - - - - -

Placeholder

j.MK

Jump Forward
Jumping Medium Kick
j.MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mk.png - - - - - - - - - - - -

Placeholder

j.HK

Jump Roundhouse
Jumping Heavy Kick
j.HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hk.png - - - - - - - - - - - -

Placeholder

Command Normals

X

Generic Command
Generic Name
Generic Input
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - - -

Placeholder

Throws

X

Generic Throw Name
Punch Throw
Near Opponent, 4/6HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hp.png - - - - - - - - - - - -

Placeholder

X

Generic Throw Name
Kick Throw
Near Opponent, 4/6HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hk.png - - - - - - - - - - - -

Placeholder

Colors

Dan CvS2 colors.png


CvS2 Wiki Navigation

General
Controls
Notation
HUD
Glossary
System
Roll Cancel
Combo
CvS2 Versions
Netplay/ Training
FAQ
Grooves
Groove Overview
Groove Subsystems
C-Groove
A-Groove
P-Groove
S-Groove
N-Groove
K-Groove
Capcom Characters
Akuma (Gouki)
Balrog (Boxer)
Blanka
Cammy
Chun-Li
Dan
Dhalsim
Eagle
E.Honda
Guile
Ken
Kyosuke
Maki
M. Bison (Dictator)
Morrigan
Rolento
Ryu
Sagat
Sakura
Vega (Claw)
Yun
Zangief
SNK Characters
Athena
Benimaru
Chang
Geese
Haohmaru
Hibiki
Iori
Joe
Kim
King
Kyo
Mai
Nakoruru
Raiden
Rock
Rugal
Ryo
Terry
Todo
Vice
Yamazaki
Yuri
Boss Characters
Shin Akuma
Ultimate Rugal
Evil Ryu
Orochi Iori