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= | {{SVC Character Subnav|name=Dan Hibiki}} | ||
{| class="wikitable" style="float:right; margin-left: 10px;" | |||
|- | |||
! align="center" colspan="2" | 火引 弾, Hibiki Dan | |||
|- | |||
! align="center" colspan="2" | [[image:Dansvc.gif|"I blow away all foes! That is the way of 'Saikyo!'"|center]] | |||
|- | |||
| '''Category''' || Sub-Boss | |||
|- | |||
| '''Playstyle''' || Joke shoto | |||
|- | |||
| '''Difficulty''' || Mostly Easy | |||
|- | |||
| '''Max Mode Needed?''' || Doesn't Need It | |||
|- | |||
| '''Tier Placement''' || Trash (E) | |||
|- | |||
| '''Standing Hitbox''' || Average | |||
|- | |||
| '''Crouching Hitbox''' || Short | |||
|- | |||
| '''Defense Modifier''' || 223 | |||
|- | |||
| '''Wall Jump''' || No | |||
|- | |||
|} | |||
'''''Dan's | ==Introduction== | ||
[[image:DanHibikifacesvc.png|right]] | |||
The great master of the Saikyo Style himself, Dan Hibiki, whose dojo is totally not failing. Made as a joke character to mock the likes of Ryo Sakazaki and Robert Garcia from AOF, as a way for Capcom to get back at SNK for making Ryo's likeness based on both Ryu and Ken in SF, he plays very closely to Ryo and Robert, and even mimics some of the mannerisms of Ryo's sister, Yuri Sakazaki. In fact, he mimics the trio so much so that he's always quite bad in every game he's in (save maybe Street Fighter Alpha 1). If you've seen Dan in any other fighting games, you most likely already know he's quite bad here as well, though there is a blessing in disguise to be had - he is not ''the'' worst character in the game at least! But overall, if you want a shoto, you have a ton of better options, unless you're playing Dan for the jokes or because you love him. | |||
'' | '''How to select Dan Hibiki (Outside of Super Plus)''' | ||
* On the character select screen, do the inputs below, '''before the timer reaches 10 seconds:''' | |||
:* (While holding start) Down, Left(7x) | |||
::*'''Numpad notation:''' 24444444 | |||
* Console Method: Hold R1/RT above Dhalsim | |||
* | {{ ProConTable | ||
* | | pros= | ||
* He has | * '''Aerial movement and decent pressure with qcb K:''' Dan's qcb K being usable in the air gives him extra mobility when he jumps besides an extra way to defend himself in the air, which helps him mix up his aerial approach. Not only that, but it also has decent utility as a fairly safe block pressure tool, or something he can follow up into off of a poke against an opponent trying to punish him back. | ||
* '''Unblockable move:''' At the cost of no meter, Dan can land an unblockable hit for okay damage. It's more amusing than it is practical, but if you land it, that's a little extra salt on the wound for the opponent. Very rarely, it may help Dan secure a kill against lower skill players. | |||
* '''Passable supers:''' Nothing amazing, but for Dan, it's a nice boon. If you have the meter for it and can combo or punish with Dan's supers, they do good enough damage for the meter and lead into a knockdown. | |||
* '''Okay Max Mode corner loop:''' Dan has access to okay damage in the corner thanks to max mode. Though getting the confirm into the loop, let alone getting the opponent in the corner to begin with, is its own issue, Dan is rewarded for the max mode loop. | |||
* '''Command grab Exceed he can confirm into:''' Dan's command grab exceed gives him an easier time opening the opponent up thanks to being a command grab. Not only because he can confirm cl.C into it, but because it's a grab, it allows him to punish GCFS for huge reward. | |||
* '''He's Dan Hibiki:''' SNK went all out on the Dan fanservice, not only in the in-game cutscenes but his sprite animations, special moves, taunts, and more. As the original joke character, what's not to love? Yes, Dan is still awful in this game, especially so since SNK went the extra mile in making him laughably bad. But hey, he's not ''the'' worst character in the game, at least. | |||
| cons= | |||
* '''Vertical DP with little horizontal reach:''' Dan's DP is a terrible anti-air, as it pretty much only reliably hits directly above him. Even then, the DP hitboxes are still small. Couple that with Dan barely moving forward if at all, Dan's DP is awful. | |||
* '''Taunts after his normal throws leaving him unsafe:''' Dan's normal throws force him into a taunting animation, so he's punishable after each throw. It's not a guaranteed punish, as it depends on the character and spacing from the throw, but in general, Dan's throws are a liability due to taunts. | |||
* '''Unblockable is unsafe on hit:''' If the other person knows what they're doing then there's simply no reason to use his unblockable. It's just giving the opponent a free hit, if not a full death combo. Because it's a soft knockdown, not a hard knockdown, this makes the unblockable a liability besides already being slow. | |||
* '''Poor reach on his Exceed:''' An issue with command grabs in general in SVC, Dan needs to get close for exceed to land properly since it needs to connect with the opponent's pushbox, as all command grabs in SVC do. At least he has a confirm off of cl.C with it. | |||
* '''Awful everything:''' Gadouken fireballs are garbage, Dan's confirms are mostly horrible with no light confirms, his punishes aren't amazing, and bad hitboxes across the board. He's outclassed in every regard. | |||
* '''Garbage because he's Dan Hibiki:''' Were you expecting anything else? Dan's a joke character. And in general, this may be one of Dan's worst appearances in any fighting game. That's dedication to fanservice. | |||
* '''Boss character:''' Being a midboss, Dan is nothing special by himself. And it's Dan, he's awful. But this is a downside because, if for whatever reason a tournament decides bosses are banned, then Dan is banned too. So, if you really love Dan and play him in every game, you have to learn someone else just in case, anyways. Arguing for Dan to be the only unbanned boss because he sucks doesn't help either and might bring arguments about the tournament rules and boss legality. | |||
}} | |||
<center>{{FrameDataKey-SVC}}</center> | |||
==Move List== | |||
* | ===Normal Moves=== | ||
====Close Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=4 | |||
|Active=5 | |||
|Recovery=9 | |||
|Total=18 | |||
|Hit Adv=-2 | |||
|Block Adv=-4 | |||
|Invulnerability= | |||
|description=* Cancelable and can combo into itself, but it whiffs against low crouching characters and Choi standing. | |||
}} | |||
}} | |||
= | ===== <span class="invisible-header"></span> ===== | ||
== | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=5 | |||
|Active=6 | |||
|Recovery=8 | |||
|Total=19 | |||
|Hit Adv=-2 | |||
|Block Adv=-4 | |||
|Invulnerability= | |||
|description=* Good move. It's cancelable and doesn't whiff against low crouching characters. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=8 | |||
|Active=6 | |||
|Recovery=13 | |||
|Total=27 | |||
|Hit Adv=+1 | |||
|Block Adv=-1 | |||
|Invulnerability= | |||
|description=* One of his most damaging cancelable moves, and is best for heavy starter combos. It's fast, and doesn't whiff against low crouching characters and standing Choi. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=12 | |||
|Active=4 | |||
|Recovery=17 | |||
|Total=33 | |||
|Hit Adv=-1 | |||
|Block Adv=-3 | |||
|Invulnerability= | |||
|description=* Good kick. It's not cancelable with average damage. Although it looks like a high attack, it can hit Choi standing, but whiffs against low crouching characters. Dan moves a little forward when he uses this move. | |||
}} | |||
}} | |||
====Far Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
' | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=6 | |||
|Active=4 | |||
|Recovery=9 | |||
|Total=19 | |||
|Hit Adv=-1 | |||
|Block Adv=-3 | |||
|Invulnerability= | |||
|description=* Not the best to use. It's not a rapid fire move, although it's cancelable. Whiffs against low crouching characters and Choi standing. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
== | |subtitle= | ||
|caption= | |||
|name=st.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=6 | |||
|Active=7 | |||
|Recovery=10 | |||
|Total=23 | |||
|Hit Adv=-5 | |||
|Block Adv=-7 | |||
|Invulnerability= | |||
|description=* Best poking weapon. He doesn't have an active hitbox on the ground, thus this move whiffs against low crouching characters and Choi standing. Not cancelable. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
* | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=13 | |||
|Active=7 | |||
|Recovery=17 | |||
|Total=37 | |||
|Hit Adv=-4 | |||
|Block Adv=-6 | |||
|Invulnerability= | |||
|description=* Not so good startup. Looks like an overhead attack, but it isn't, nor is it cancelable. Good damage, though. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=13 | |||
|Active=4 | |||
|Recovery=17 | |||
|Total=34 | |||
|Hit Adv=-1 | |||
|Block Adv=-3 | |||
|Invulnerability= | |||
|description=* Same as cl.D, but it whiffs against standing Choi. | |||
}} | |||
}} | |||
====Crouch Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=7 | |||
|Active=5 | |||
|Recovery=8 | |||
|Total=20 | |||
|Hit Adv=-1 | |||
|Block Adv=-3 | |||
|Invulnerability= | |||
|description=* Slow, cannot combo on itself, but it's cancellable. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
* | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Low | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=6 | |||
|Active=7 | |||
|Recovery=7 | |||
|Total=20 | |||
|Hit Adv=-2 | |||
|Block Adv=-4 | |||
|Invulnerability= | |||
|description=* Best crouching move. Fast, good reach and cancelable. You can spam it in some combos. Cannot combo on itself. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=6 | |||
|Active=3, (1), 11 | |||
|Recovery=19 | |||
|Total=40 | |||
|Hit Adv=-14 | |||
|Block Adv=-16 | |||
|Invulnerability= | |||
|description=* Can make for a good anti-air with good damage, and it's cancelable too. One of his most damaging cancelable moves | |||
}} | |||
}} | |||
== | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Low | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=10 | |||
|Active=3 | |||
|Recovery=24 | |||
|Total=37 | |||
|Hit Adv=SKD | |||
|Block Adv=-9 | |||
|Invulnerability= | |||
|description=* It's like the Shoto sweep. It's fast, and the reach is good. | |||
}} | |||
}} | |||
====Jumping Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=nj.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=7 | |||
|Active=8 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral Jumping Attack | |||
* Same properties as his j.A, but not reliable as a combo starter. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
* | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=j.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=7 | |||
|Active=8 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Diagonal Jumping Attack | |||
* Good air-to-air poke. You can potentially use it as a jump-in to start combos. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
* | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=nj.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=8 | |||
|Active=8 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral Jumping Attack | |||
* Looks like a crouching kick attack in the air. Has good reach. Not reliable in combos. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
* | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=j.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=8 | |||
|Active=8 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Diagonal Jumping Attack | |||
* Odd kick that can surprise the opponent if they try to do a DP. Reliable in combos. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=nj.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=10 | |||
|Active=4 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral Jumping Attack | |||
* Same properties as j.C, but is easy to hit low crouching characters. Reliable as a combo starter. | |||
}} | |||
}} | |||
== | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=j.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=10 | |||
|Active=4 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Diagonal Jumping Attack | |||
* Good damage, but can be hard to hit on low crouching characters. Due to this, it can be unreliable as a combo starter. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=nj.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=10 | |||
|Active=4 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral Jumping Attack | |||
* Pretty bad move. Its angle and hitbox make it only good if the opponent is above you, but otherwise makes for a poor air-to-air. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=j.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=10 | |||
|Active=4 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Diagonal Jumping Attack | |||
* Air move with long startup but good damage. Can be reliable in combos if you hit it very deep. | |||
}} | |||
}} | |||
===Command Normals=== | |||
All of Dan's command normals are unique taunts. They all also ignore the 4-frame input leniency rule, so Dan enters the taunt immediately as soon as the command is entered, likely because they're considered special moves in the game's data. Purely for screwing around, they have no use otherwise, but it's Dan, so they're at least amusing. Do note that in this game, Taunts increase the opponent's Super Meter, but not with these four taunts. You still shouldn't use them to begin with, but you can at least use them without the worry of giving your opponent free meter. Though, you could also say that's a low blow against Dan that he's so little of a threat that his taunts don't even phase the opponent. | |||
=== | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
* | {{MoveData | ||
|image= | |||
|subtitle=cr.AC | |||
|caption= | |||
|name=Shagami Chouhatsu | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=X | |||
|Active=X | |||
|Recovery=X | |||
|Total=46 | |||
|Hit Adv=X | |||
|Block Adv=X | |||
|Invulnerability=X | |||
|description=* Easy input. While Dan is doing the taunt, the opponent can easily punish you, but it's the shortest of the taunts beyond his jump taunt. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=j.AC | |||
|caption= | |||
|name=Kuuchuu Chouhatsu | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=X | |||
|Active=X | |||
|Recovery=X | |||
|Total=~17-19 | |||
|Hit Adv=X | |||
|Block Adv=X | |||
|Invulnerability=X | |||
|description=* The safest of the special taunts. Dan just shouts: "YAHOO!" Should go without saying but if you actually want empty jump mixups, don't use this taunt at all. The sound cue tells your opponent you're empty jumping and that you're wide open for punishment, even if you do it closer to the ground. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcf AC | |||
|caption= | |||
|name=Zenten Chouhatsu | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=X | |||
|Active=X | |||
|Recovery=X | |||
|Total=83 | |||
|Hit Adv=X | |||
|Block Adv=X | |||
|Invulnerability=X | |||
|description=* Dan does rolls forward and then he uses his classic taunt stance. While he's rolling, high attacks will whiff. His pushbox is also disabled as he's rolling, but not his hurtboxes. Being over a second long, if it's not obvious by now, you shouldn't even think about using this if you're in any situation where the opponent can punish you. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcb AC | |||
|caption= | |||
|name=Kouten Chouhatsu | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=X | |||
|Active=X | |||
|Recovery=X | |||
|Total=83 | |||
|Hit Adv=X | |||
|Block Adv=X | |||
|Invulnerability=X | |||
|description=* The same as above, but Dan will roll backwards. | |||
}} | |||
}} | |||
===Throws=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name={{Icon-SNK|A}}{{Icon-SNK|B}} Throw | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=24 | |||
|Counter Dmg=24 | |||
|Guard=Throw | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name={{Icon-SNK|C}}{{Icon-SNK|D}} Throw | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=24 | |||
|Counter Dmg=24 | |||
|Guard=Throw | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle={{Icon-SNK|C}}{{Icon-SNK|D}} on Block | |||
|caption= | |||
|name=Guard Cancel Blowback | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=0 | |||
|Counter Dmg=0 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===Special Moves=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcf P | |||
|caption= | |||
|name=Gadouken | |||
|data= | |||
{{AttackData-SVC | |||
|version=qcf A | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=qcf C | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* The classic, but weakened projectile. It's hard to use on combos due to the startup. Use it only to cancel another projectiles(Or even better, don't use it). If whiffs against the low crouching characters, overall bad to use. | |||
}} | |||
}} | |||
= | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=f~hcf P | |||
|caption= | |||
|name=Gadou Shoukou Ken | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Dan crosses his arms before unleashing a giant, but short-ranged projectile. The damage is good, but the startup and recovery stink. It's huge but also only cancels from normal projectiles. You can kinda abuse it versus CPUs. | |||
}} | |||
}} | |||
' | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=dp P | |||
|caption= | |||
|name=Kouryuu Ken | |||
|data= | |||
{{AttackData-SVC | |||
|version=dp A | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=dp C | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* His classic anti-air is here guys! Well... It's not a bad move. Good for combos. Dan can flash sometimes, and when he flashes(You need some luck), he becomes invincible(The same of SFA3). This move is decent, but don't abuse of it. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=(Jump) qcb K | |||
|caption= | |||
|name=Dankuu Kyaku | |||
|data= | |||
{{AttackData-SVC | |||
|version=qcb B | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=qcb D | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* The B version makes Dan perform one kick while the D version makes he perform three kicks. The third kick sets your opponent on a juggle state if it hits the opponent while he/she's jumping. In the B air version, Dan will do a (kind of) Double Jump, or even float, I think. For the D version, it can be hard to hit, but if you want to ''float'' more, use it. B version is a pseudo frame trap into itself. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcb x2 AC | |||
|caption= | |||
|name=Kyuukyoku Tenchi Gadou Zuki | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Dan begins to charge some kind of energy and then he performs an unblockable punch. While he's charging, he's vulnerable only to low attacks(He has upper body Autoguard on this move), and he can autoguard even projectiles/Supers(not the ground ones). It's a great parody of Ryo's Tenchi Haoh Ken(His Exceed), but it will not dizzy the opponent nor do more damage on a counterhit, but it's still unblockable. The best time to use this is when your opponent will do a jump-in. This move whiffs on the low crouching characters and standing Choi. | |||
* Biggest issue that prevents this move from being worth much of anything is the fact that it's punishable on hit. The recovery increases significantly on hit, due to Dan hurting his own hand - yet still cracking a pose. Very in character for him, but makes justifying using it difficult. In the corner, don't even bother. | |||
}} | |||
}} | |||
'' | ===Super Moves=== | ||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcb x2 K | |||
|caption= | |||
|name=Hisshou Burai Ken | |||
|data= | |||
{{AttackData-SVC | |||
|Damage='''B= 36x5''' ; '''D= 35x10''' | |||
|Counter Dmg='''B= 43''' ; '''D= 42''' | |||
|Guard=Mid (5th hit on D is low) | |||
|G. Crush='''B= 2x5''' ; '''D= 2x10''' | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Good Super. Dan performs a series of attacks in one place and ending with a Kouryuu Ken. B version does 5 hits and D version does 10 hits. The most damaging is the D version(The B version does good damage too), but the B version has better startup. On the D version, there's a attack on the middle of the combo that must be blocked '''low'''(I think that it's the fourth attack), and if it connects while the opponent is defending but isn't crouching, Dan will connect all of the other attacks. D version is bad on combos, but the B version is good and the damage is almost the same as the D version. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcf x2 K | |||
|caption= | |||
|name=Kouryuu Rekka | |||
|data= | |||
{{AttackData-SVC | |||
|Damage='''B= 36x4''' ; '''D= 35x7''' | |||
|Counter Dmg='''B= 43''' ; '''D= 42''' | |||
|Guard=Mid | |||
|G. Crush='''B= 2x4''' ; '''D= 2x7''' | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Dan performs a small Kouryuu Ken and then a large one for a total of 4(B version) or 7(D version) hits. The most damaging is the B version. Dan goes a little forward on the D version. The startup of this super is good on the two versions, so all of them are good on combos. | |||
}} | |||
}} | |||
'' | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcf x2 AC | |||
|caption= | |||
|name=Chouhatsu Densetsu | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=0 | |||
|Counter Dmg=0 | |||
|Guard=X | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Taunt Super Move - The Legendary Taunt itself! Looks cool, and sure, it's not completely useless per se, but it's still a waste of meter in the end. If he performs all of the taunts (which takes a very long while), Dan and his opponent will both enter Max Mode, which in turn also means both players now have full meter. This should go without saying but if you actually care about winning, don't ever use this super. It's purely there for trolling and/or having fun with your friends. The opponent would need to deliberately let you perform all the taunts as they can punish Dan with a full combo at any moment. Plus, why would you want to give your opponent meter to work with anyways? | |||
}} | |||
}} | |||
A | ===Exceed=== | ||
{{MoveData | |||
|image= | |||
|subtitle={{Icon-SNK|C}}{{Icon-SNK|B}}{{Motion|4}}{{Icon-SNK|A}}{{Icon-SNK|A}} | |||
|caption= | |||
|name=Otoko Michi | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=136 | |||
|Counter Dmg=136 | |||
|Guard=Throw | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* On of his best and also his most damaging move! It's a shame that this can be used only once. It's unblockable and the damage is huge, just mind its short range. Not too risky to do since dan is invincible while dashing, you can confirm into this from cl.C. Surprisingly unlike in MVC2, you don't lose health by doing it here. | |||
}} | |||
}} | |||
'' | ==Strategy== | ||
===Basic Strategy=== | |||
'''''Dan's gameplan''''' | |||
First, you'll need to be patient if you want to try him. And remember this: Dan needs meter in battle to do damage. Do the taunt super strategy if you're only with 1 level of the bar, spam DPs when you're far away from the opponent, or something of your choose. Oh, and good luck with the flashing DPs too. | |||
' | And although Dan is like a Shoto in gameplay, you can't rely only on Shoto tactics to use him effectively. You need to be careful when advancing with him just to make the opponent make some mistakes and you can punish him with what you have. | ||
===Advanced Strategy=== | |||
Some players say that Dan has a bad gameplay, even those who play with him. Dan has some effective moves, like his B Dankuu Kyaku, and his Kyuukyoku Tenchi Gadou Zuki(KTGZ for short). | |||
'''''Safe KTGZ''''' | |||
Well... The KTGZ is '''EXTREMELY''' unsafe when it hits. Now don't need to worry! You just need to be in Max Mode and cancel while Dan is punching the opponent(You have time to cancel it, so don't worry). It's better to cancel in his projectile, because it's easier to do. It's a nice strategy to use in the battle. | |||
====How Dan can deal with:==== | |||
Dan | |||
''' | '''''His projectiles'''''<br> | ||
Since your own projectiles obviously suck( with one whiffing crouching opponents and the other having bad startup) they're not really used to zone in this game. You can nullify other projectiles with them occasionally, but for low hitting ones from opponents go with a neutral jump. If the opponent plans to dash or jump at you, press B in the air as a way to challenge them. | |||
'''The | '''''The moves that whiff'''''<br> | ||
Your normals that whiff are not a problem, but the Special Moves... They are really a problem... If you're against a player that abuses his crouching state(Or Choi/Zero), don't use the special moves that whiff, try to abuse your jumping moves and don't abuse too much of your low moves. Also try to poke with f.B and cr.B. | |||
====Match-Ups==== | |||
= | ==Combos== | ||
<center>{{Template:ComboNotationKey-SVC}}</center> | |||
===BnB Combos=== | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ BnB Combos | |||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |||
|cl.C, dp P || TBA || TBA || TBA || TBA || Good combo if you want to start. His cl.C is one of his most damaging cancelable moves(And don't whifs on those low crouching characters, that's something that makes this move trustable), so this makes this combo good for punishing. | |||
|- | |||
|cl.C, qcf x2 K || TBA || TBA || TBA || TBA || | |||
|- | |||
|(Corner only) cl.C, qcb D || TBA || TBA || TBA || TBA || That's the best way to combo the Strong Dankuu Kyaku. If you add a jumping attack, the combo will not connect all of the hits. If you use this combo outside of the corner on Choi, the QCB+D whiffs. | |||
|- | |||
|(Corner only) (j.X,) cl.C, qcb B || TBA || TBA || TBA || TBA || A variation of the combo above. And it's the only combo with a [Jump Attack] too. That's because the other combos will fail if you add it, but that's not the case of this one. The damage is nice too, but sadly, it's possible only on the corner. | |||
|- | |||
|(Corner only) CH qcb B, dp P || TBA || TBA || TBA || TBA || Interesting juggle combo. Good to use when you need. It's possible to combo after a Counter-hit QCB+B in midscreen too. Just do a far s.B and go ahead. Oh, I just found that this is another way to land Dan's corner infinite, which is nice! | |||
|- | |||
|(Corner only) CH qcb B, qcf x2 K || TBA || TBA || TBA || TBA || | |||
|- | |||
|cl.A, cr.B, qcb B / dp A || TBA || TBA || TBA || TBA || A nice combo for mixups. As you know, the cl.A whiffs on the low crouching characters(You know what will be there), so if you need, do the cr.B only. If you want an easier combo, do cl.A, cl.B, followup with what you want. | |||
|- | |||
|cl.C, Exceed || TBA || TBA || TBA || TBA || This can be one of his most damaging combos. This "Raging Demon" is better than Akuma/Gouki's, because it's easier to connect(I don't know if Akuma/Gouki can combo with his Raging Demon). The recovery of Dan's Exceed is good too, which is a nice thing. If the opponent blocks the cl.C, the Exceed will whiff, even when he/she's on the grab range. | |||
|- | |||
|(When the opponent is in a jumping state and on the corner) qcb D, dp P || TBA || TBA || TBA || TBA || A tricky and hard combo. You don't need to learn it, but if you want, I'll say how you can do it. When the opponent jumps, you need to time well, because the second hit of the D Dankuu Kyaku cannot hit the opponent to make this work. Remember:You just need to avoid the second hit, but the other 2 kicks need to hit the opponent. | |||
|- | |||
|(When the opponent is in a jumping state and on the corner) qcb D, qcf x2 K || TBA || TBA || TBA || TBA || | |||
|- | |||
|} | |||
===Max Mode Combos=== | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ Max Mode Combos | |||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |||
|Combo into qcb K, [dp P, (C)qcb B (whiff),]xN, qcf x2 K || TBA || TBA || TBA || TBA || Dan's Max Mode loop which actually does really good damage. While technically yes, it could be considered an infinite, it is not a true infinite since eventually Max Mode will end, thus preventing Dan from looping the combo any further. It is practical, but it's very hard to land, really. Your opponent won't be neutral jumping/jumping backwards on the corner. Although it will not kill, this combo, as well as his Exceed combo, are Dan's strongest combos. | |||
|- | |||
|} | |||
{{Navbox-SVC}} | |||
[[Category: SvC Chaos]] | [[Category: SvC Chaos]] | ||
[[Category:Dan]] |
Latest revision as of 02:29, 28 July 2024
火引 弾, Hibiki Dan | |
---|---|
Category | Sub-Boss |
Playstyle | Joke shoto |
Difficulty | Mostly Easy |
Max Mode Needed? | Doesn't Need It |
Tier Placement | Trash (E) |
Standing Hitbox | Average |
Crouching Hitbox | Short |
Defense Modifier | 223 |
Wall Jump | No |
Introduction
The great master of the Saikyo Style himself, Dan Hibiki, whose dojo is totally not failing. Made as a joke character to mock the likes of Ryo Sakazaki and Robert Garcia from AOF, as a way for Capcom to get back at SNK for making Ryo's likeness based on both Ryu and Ken in SF, he plays very closely to Ryo and Robert, and even mimics some of the mannerisms of Ryo's sister, Yuri Sakazaki. In fact, he mimics the trio so much so that he's always quite bad in every game he's in (save maybe Street Fighter Alpha 1). If you've seen Dan in any other fighting games, you most likely already know he's quite bad here as well, though there is a blessing in disguise to be had - he is not the worst character in the game at least! But overall, if you want a shoto, you have a ton of better options, unless you're playing Dan for the jokes or because you love him.
How to select Dan Hibiki (Outside of Super Plus)
- On the character select screen, do the inputs below, before the timer reaches 10 seconds:
- (While holding start) Down, Left(7x)
- Numpad notation: 24444444
- Console Method: Hold R1/RT above Dhalsim
Strengths | Weaknesses |
---|---|
|
|
SVC Chaos: SNK VS Capcom Frame Data Glossary | |
---|---|
Damage |
How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier, or in other words the average defense modifier of 223 against characters like Kyo and Ryu.
|
Counter Damage |
How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. |
Guard |
Where the attack hits, and thus where it must be blocked.
|
Guard Crush |
How much guard meter damage the attack does to the green Guard Gauge. |
Stun |
How many points of stun the attack adds to the opponent's invisible Stun Gauge. |
Meter |
How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it. |
Cancel |
The type of cancel the attack can perform.
|
Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.
|
Active |
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)
|
Recovery |
How many frames it takes for a move to finish after it's been active. |
Total |
The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number. |
Hit/Block Adv |
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.
|
Invulnerability |
Indicates whether there's any frames of invulnerability during the attack. |
Move List
Normal Moves
Close Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 5 | 9 | 18 | -2 | -4 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 6 | 8 | 19 | -2 | -4 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 8 | 6 | 13 | 27 | +1 | -1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 12 | 4 | 17 | 33 | -1 | -3 | - | |
|
Far Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 6 | 4 | 9 | 19 | -1 | -3 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 6 | 7 | 10 | 23 | -5 | -7 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 13 | 7 | 17 | 37 | -4 | -6 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 13 | 4 | 17 | 34 | -1 | -3 | - | |
|
Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 7 | 5 | 8 | 20 | -1 | -3 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Low | - | - | - | - | 6 | 7 | 7 | 20 | -2 | -4 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 6 | 3, (1), 11 | 19 | 40 | -14 | -16 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Low | - | - | - | - | 10 | 3 | 24 | 37 | SKD | -9 | - | |
|
Jumping Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 7 | 8 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 7 | 8 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 8 | 8 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 8 | 8 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 10 | 4 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 10 | 4 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 10 | 4 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 10 | 4 | - | - | - | - | - | |
|
Command Normals
All of Dan's command normals are unique taunts. They all also ignore the 4-frame input leniency rule, so Dan enters the taunt immediately as soon as the command is entered, likely because they're considered special moves in the game's data. Purely for screwing around, they have no use otherwise, but it's Dan, so they're at least amusing. Do note that in this game, Taunts increase the opponent's Super Meter, but not with these four taunts. You still shouldn't use them to begin with, but you can at least use them without the worry of giving your opponent free meter. Though, you could also say that's a low blow against Dan that he's so little of a threat that his taunts don't even phase the opponent.
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | X | X | X | 46 | X | X | X | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | X | X | X | ~17-19 | X | X | X | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | X | X | X | 83 | X | X | X | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | X | X | X | 83 | X | X | X | |
|
Throws
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 0 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Special Moves
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
qcf A | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
qcf C | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
dp A | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
dp C | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
qcb B | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
qcb D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Super Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
B= 36x5 ; D= 35x10 | B= 43 ; D= 42 | Mid (5th hit on D is low) | B= 2x5 ; D= 2x10 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
B= 36x4 ; D= 35x7 | B= 43 ; D= 42 | Mid | B= 2x4 ; D= 2x7 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 0 | X | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
136 | 136 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Strategy
Basic Strategy
Dan's gameplan
First, you'll need to be patient if you want to try him. And remember this: Dan needs meter in battle to do damage. Do the taunt super strategy if you're only with 1 level of the bar, spam DPs when you're far away from the opponent, or something of your choose. Oh, and good luck with the flashing DPs too.
And although Dan is like a Shoto in gameplay, you can't rely only on Shoto tactics to use him effectively. You need to be careful when advancing with him just to make the opponent make some mistakes and you can punish him with what you have.
Advanced Strategy
Some players say that Dan has a bad gameplay, even those who play with him. Dan has some effective moves, like his B Dankuu Kyaku, and his Kyuukyoku Tenchi Gadou Zuki(KTGZ for short).
Safe KTGZ
Well... The KTGZ is EXTREMELY unsafe when it hits. Now don't need to worry! You just need to be in Max Mode and cancel while Dan is punching the opponent(You have time to cancel it, so don't worry). It's better to cancel in his projectile, because it's easier to do. It's a nice strategy to use in the battle.
How Dan can deal with:
His projectiles
Since your own projectiles obviously suck( with one whiffing crouching opponents and the other having bad startup) they're not really used to zone in this game. You can nullify other projectiles with them occasionally, but for low hitting ones from opponents go with a neutral jump. If the opponent plans to dash or jump at you, press B in the air as a way to challenge them.
The moves that whiff
Your normals that whiff are not a problem, but the Special Moves... They are really a problem... If you're against a player that abuses his crouching state(Or Choi/Zero), don't use the special moves that whiff, try to abuse your jumping moves and don't abuse too much of your low moves. Also try to poke with f.B and cr.B.
Match-Ups
Combos
SVC Chaos: SNK VS Capcom Quick Combo Notation Guide | |
---|---|
May change to numpad notation much later down the road. |
BnB Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
cl.C, dp P | TBA | TBA | TBA | TBA | Good combo if you want to start. His cl.C is one of his most damaging cancelable moves(And don't whifs on those low crouching characters, that's something that makes this move trustable), so this makes this combo good for punishing. |
cl.C, qcf x2 K | TBA | TBA | TBA | TBA | |
(Corner only) cl.C, qcb D | TBA | TBA | TBA | TBA | That's the best way to combo the Strong Dankuu Kyaku. If you add a jumping attack, the combo will not connect all of the hits. If you use this combo outside of the corner on Choi, the QCB+D whiffs. |
(Corner only) (j.X,) cl.C, qcb B | TBA | TBA | TBA | TBA | A variation of the combo above. And it's the only combo with a [Jump Attack] too. That's because the other combos will fail if you add it, but that's not the case of this one. The damage is nice too, but sadly, it's possible only on the corner. |
(Corner only) CH qcb B, dp P | TBA | TBA | TBA | TBA | Interesting juggle combo. Good to use when you need. It's possible to combo after a Counter-hit QCB+B in midscreen too. Just do a far s.B and go ahead. Oh, I just found that this is another way to land Dan's corner infinite, which is nice! |
(Corner only) CH qcb B, qcf x2 K | TBA | TBA | TBA | TBA | |
cl.A, cr.B, qcb B / dp A | TBA | TBA | TBA | TBA | A nice combo for mixups. As you know, the cl.A whiffs on the low crouching characters(You know what will be there), so if you need, do the cr.B only. If you want an easier combo, do cl.A, cl.B, followup with what you want. |
cl.C, Exceed | TBA | TBA | TBA | TBA | This can be one of his most damaging combos. This "Raging Demon" is better than Akuma/Gouki's, because it's easier to connect(I don't know if Akuma/Gouki can combo with his Raging Demon). The recovery of Dan's Exceed is good too, which is a nice thing. If the opponent blocks the cl.C, the Exceed will whiff, even when he/she's on the grab range. |
(When the opponent is in a jumping state and on the corner) qcb D, dp P | TBA | TBA | TBA | TBA | A tricky and hard combo. You don't need to learn it, but if you want, I'll say how you can do it. When the opponent jumps, you need to time well, because the second hit of the D Dankuu Kyaku cannot hit the opponent to make this work. Remember:You just need to avoid the second hit, but the other 2 kicks need to hit the opponent. |
(When the opponent is in a jumping state and on the corner) qcb D, qcf x2 K | TBA | TBA | TBA | TBA |
Max Mode Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
Combo into qcb K, [dp P, (C)qcb B (whiff),]xN, qcf x2 K | TBA | TBA | TBA | TBA | Dan's Max Mode loop which actually does really good damage. While technically yes, it could be considered an infinite, it is not a true infinite since eventually Max Mode will end, thus preventing Dan from looping the combo any further. It is practical, but it's very hard to land, really. Your opponent won't be neutral jumping/jumping backwards on the corner. Although it will not kill, this combo, as well as his Exceed combo, are Dan's strongest combos. |