Rafeed Kahn (talk | contribs) |
Rafeed Kahn (talk | contribs) |
||
Line 103: | Line 103: | ||
{{SSFIVMoveListRow | Gadoken | qcf + p | ex Pathetic excuse for a fireball. It travels barely past his fist, while the HP and EX versions barely travel 1/3 of the screen or something like that. However it will still cancel out projectiles when hit, so you can hold your own in fireball wars but do not expect to win them. The frame advantage on his fireball is decent however leaving him at neutral rather than hugely negative.}} | {{SSFIVMoveListRow | Gadoken | qcf + p | ex Pathetic excuse for a fireball. It travels barely past his fist, while the HP and EX versions barely travel 1/3 of the screen or something like that. However it will still cancel out projectiles when hit, so you can hold your own in fireball wars but do not expect to win them. The frame advantage on his fireball is decent however leaving him at neutral rather than hugely negative.}} | ||
{{SSFIVMoveListRow | Koryuken | dp + p | ex Actually a decent anti air move, and standard dragon punch/uppercut. Damage overall a bit lacking. ex blows through stuff and travels far horizontally and vertically.}} | {{SSFIVMoveListRow | Koryuken | dp + p | ex Actually a decent anti air move, and standard dragon punch/uppercut. Damage overall a bit lacking. ex blows through stuff and travels far horizontally and vertically.}} | ||
{{SSFIVMoveListRow | Dankukyaku | qcb + k | ex armorbreak The staple of Dan's moveset. This is relatively safe on block, with LK being 0 and Medium/Heavy at -2. ex is at -3 even so a very good move overall. Kind of slow startup but that flaw is negligible when cancelled from normals. LK Dan Kick leads to Dan's close range pressure and shenanigans. | {{SSFIVMoveListRow | Dankukyaku | qcb + k | ex armorbreak The staple of Dan's moveset. This is relatively safe on block, with LK being 0 and Medium/Heavy at -2. ex is at -3 even so a very good move overall. Kind of slow startup but that flaw is negligible when cancelled from normals. LK Dan Kick leads to Dan's close range pressure and shenanigans. ex is a hardknockdown and has good range. He is also airborne and blows up focus attacks/armored moves.}} | ||
{{SSFIVMoveListRow | Airborne Dankukyaku | (in air) qcb + k | ex Lesser version of his grounded Dan Kick. It doesn't break armor. But it does help change Dan's jump trajectory. Can help Dan add a litte double jump if you mistime a jump and crossover the opponent to mess up their anti air timing. Can also be used in combos near the end for some damage.}} | {{SSFIVMoveListRow | Airborne Dankukyaku | (in air) qcb + k | ex Lesser version of his grounded Dan Kick. It doesn't break armor. But it does help change Dan's jump trajectory. Can help Dan add a litte double jump if you mistime a jump and crossover the opponent to mess up their anti air timing. Can also be used in combos near the end for some damage.}} | ||
{{MoveListFooter}} | {{MoveListFooter}} |
Revision as of 14:20, 30 March 2014


Dan
Dan's father, Go Hibiki, was murdered in a Street Fighting match by Sagat after Go has blinded Sagat in one eye. Swearing revenge, Dan sought after Sagat to avenge his father and end Sagat's life. When finally given the opportunity to fight Sagat, Sagat saw his own chase for revenge in Dan and, realizing its futility, allowed Dan to defeat him to assuage Dan's anger. Dan, since then, has determined he was the strongest warrior ever and opened up his own school to teach his "Saikyou" style. Though his school has yet to garner any voluntary students (Blanka and Sakura act as ones just to humor him), Dan is determined to perform well in the next Street Fighting tournament to spread his teachings wider.
In a nutshell
Dan's greatest power may be the illusion that Dan is supposed to be bad. In the history of Street Fighter, Dan has always been an extremely sub-par character, but this is definitely not true at all in Super Street Fighter IV. Do not sleep on Dan: he has an effective rush down that always leads to a guessing game. He actually has a very effective Dragon Punch! Dan is not free by any means. Winning with Dan oftentimes involves surprising your opponent, who believes they should be getting a free victory only to find out that, wait a sec... Dan is a legitimate fighter!!
Moves
Unique Attacks
Throws
Special Moves
Super Combo
Ultra Combos
AE ver. 2012 Changes
Airborne Dankukyaku
Made EX Airborne Dankukyaku fully hit after EX Focus canceling a Koryuken. Changed heavy version’s damage from 50 + 40 + 30 (120 total) to 50 * 3 (150 total). Changed EX version’s height restrictions, allowing it to be activated 1F earlier. Changed EX version’s stun from 100 * 3 (300 total) to 100 + 75 + 75 (250 total).
Dankukyaku
Changed heavy version’s damage from 50 + 40 + 30 (120 total) to 50 + 40 + 40 (130 total).
Hissho Buraiken
Adjusted to fully hit when used up close against any character.
Ducking Taunt, Jumping Taunt
Made Super Meter bonus +70 on a hit and +30 on a block.
Close Standing Medium Punch
Changed startup from 6F to 5F. Takes the total frame count to 23F.
Close Standing Heavy Kick
Shortened hitback distance on standing or crouching hit.
Crouching Heavy Kick
Changed startup from 12F to 10F. Takes the total frame count to 33F.
AE Changes
- Crouching Medium Punch's startup is now 5 frames.
- Close Standing Light Kick, Close Standing Medium Punch, Close Standing Hard Kick, Far Standing Light Punch, Crouching Light Punch, and Crouching Medium Kick's recovery time was reduced. New combo possibilities.
- Neutral Jumping Hard Punch will slam opponents down to the ground when hit.
- Medium and Hard Dan Kicks damage distribution got adjusted. Hard Dan Kick's total damage decreased.
- Dragon Punch will give air reset on trade.
- Ultra 2 invincibility was decreased to 8 frames after Ultra freeze.
The Basics
Combos
Strategy
Matchups
Frame Data