Street Fighter Alpha/Dan: Difference between revisions

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[[File:sfadan.png]]
= Introduction =
= Introduction =
Dan's introduction to Street Fighter starts here. Still a joke character like in every other Street Fighter game, but Dan wasn't actually nerfed too hard unlike in Alpha 2 where he is unbelievably awful.
+ Meterless damage is extremely high on a good opening with his Dan Kicks combo.
+ Still has a lot of the best Shoto normals. Granted they all have stun nerfs but they keep the awesome priority
- Roll punish is one of, if not the worst in the game
- Struggles to get in and cash out his Meterless damage.
- Koryuken is easily the Worst DP in the game. But it at least has a guaranteed small amount of iframes unlike A2 where it's literally RNG.
- Because he's a joke character, nerfed stun values on his moves so he has the hardest time stunning anyone in the game with the only exception being his DP super. Good luck stunning
==How to Unlock==
(Arcade)
Press and hold start(At the Press start screen where it displays the number of credits), move to the random box and enter either of the following
-Color 1: enter LP, LK, MK, HK, HP, MP
-Color 2: enter HP, HK, MK, LK, LP, MP


= Moves List =
= Moves List =
Any Normal not on the page is copied from Akuma, Just assume they have the same properties/Startup/hitboxes for the most part just with most moves doing 1 or 2 stun instead of regular values.
It's also worth noting that Dan cannot rapid-fire his cr.lk Or his St.lp But he can still rapid cr.lp.


== Normal Moves ==
== Normal Moves ==
{{MoveData
|image=A1 Dan CR.LK.png
|imageSize=250px
|caption=
|name=cr.[[File:Lk.png]]
|data=
{{AttackData-Alpha2
|Damage= 7
|Stun= 1
|Startup= 2
|Frame Adv= +2
|Block=[[File:Low.png]]
|Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]]
|description=: Think of it as basically what it looks like. A ghetto version of your cr.MK. Its range is slightly shorter than the crouch MK, but its speed is slightly faster.
}}
}}
{{MoveData
|image=A1 Dan J.LK.png
|imageSize=250px
|caption=
|name=dj.[[File:Lk.png]]
|data=
{{AttackData-Alpha2
|Damage= 10
|Stun= 1
|Startup= 4
|Frame Adv=
|Block=[[File:High.png]]
|Properties=
|description=Comes out very quickly, stays out very long, and has good priority. Chances are you will be using this a lot. Its speed is great enough that you can use it as a ghetto hop kick of sorts. Sensing a low attack or even a mid-range attack (Again, its priority is quite good) and then immediately jumping + LK. Of course the problem is landing after you do that.
}}
}}
{{MoveData
|image=A1 Dan S.MP.png
|imageSize=250px
|caption=
|name=st.[[File:Mp.png]]
|data=
{{AttackData-Alpha2
|Damage= 12-14
|Stun= 2
|Startup= 5
|Frame Adv= +1
|Block=[[File:Mid.png]]
|Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]]
|description= A quick punch to the gut. It stuffs mid-attacks pretty reliably. But of course the range is almost nonexistent.
}}
}}
{{MoveData
|image=A1 Dan S.MK.png
|imageSize=250px
|image2=A1 Dan S.MK 2.png
|imageSize2=250px
|caption=
|name=st.[[File:Mk.png]]
|data=
{{AttackData-Alpha2
|Damage= 11
|Stun= 2
|Startup= 6
|Frame Adv= -6
|Block=[[File:Mid.png]]
|Properties=
|description= : A mid-ranged poke, note that its priority and speed in this game are not great competitively. So it's better to stick with it in general to discourage jumping as a random poke to harass the opponent. Just letting them know it's there.
}}
}}
{{MoveData
|image=A1 Dan J.mk.png
|imageSize=250px
|caption=
|name=dj.[[File:Mk.png]]
|data=
{{AttackData-Alpha2
|Damage=
|Stun= 2
|Startup= 5
|Frame Adv=
|Block=[[File:High.png]]
|Properties=
|description= Surprisingly Dan might have the best hitbox for a cross-up in the game which is really good because he needs it desperately for combos into Dan Kicks.
}}
}}
{{MoveData
|image=A1 Dan S.HK.png
|imageSize=250px
|image2=A1 Dan S.HK 2.png
|imageSize2=250px
|caption=
|name=st.[[File:Hk.png]]
|data=
{{AttackData-Alpha2
|Damage=11-18,5-8
|Stun= 4,4
|Startup= 11
|Frame Adv= +6
|Block=[[File:Mid.png]]
|Properties=
|description=Hits for a long time. A good meaty attack. Decent priority when the move actually starts to hit. Unfortunately, it is slow.
}}
}}
Crouch HK (Sweep): A sweep that hits VERY far away. This will push them to the corner very fast, while making it quite obvious if they are going to roll. Of course the bad things, Dan does not punish rolls very hard in general. So in most circumstances, you are forced to..... Just sweep again.
Crouch HP: Like the crouching HP of all shotos in Alpha 1. It has a terrible amount of priority in this game, cancels into HK Dan Kicks for awesome damage
==Throws==
Seoi Nage <br>
b/f+[MP/HP]<br><be>
A regular Shoto throw.
==Alpha Counter==
Crouch Strong Kick <br>
block b,db,d+K<br><be>
It's not the greatest, but it's functional. Since your DP is really ineffective you might have to use this to get out of trouble.


== Special Moves ==
== Special Moves ==
{{MoveData
|image=A1 Dan LP Gadouken.png
|imageSize=250px
|image2=A1 Dan MP gadouken.png
|imageSize2=250px
|image3=A1 Dan HP gadouken.png
|imageSize3=250px
|caption=
|name=Gadouken
|data=
{{AttackData-Alpha2
|version=[[File:qcf.png]]+ [[File:Lp.png]]
|Damage= 14-24
|Stun= 1
|Startup= 8
|Frame Adv= -10
|Block=[[File:Mid.png]]
|Properties=[[File:Proj.png]]
|description= Can be punished on hit for doing it too close by supers etc just like Alpha 2 which sucks but this generally only happens in the corner since it has good pushback.
}}
{{AttackData-Alpha2
|header= no
|version=[[File:qcf.png]] + [[File:Mp.png]]
|Damage= 14-24
|Stun= 1
|Startup= 8
|Frame Adv= -11
|Block=[[File:Mid.png]]
|Properties=[[File:Proj.png]]
|description=
}}
{{AttackData-Alpha2
|header= no
|version=[[File:qcf.png]] + [[File:Hp.png]]
|Damage= 14-24
|Stun= 1
|Startup= 8
|Frame Adv= -12
|Block=[[File:Mid.png]]
|Properties=[[File:Proj.png]]
|description=
}}
}}
{{MoveData
|image=Dankyaku(They all use this hitbox but MK and HK versions hit lower to the ground).png
|imageSize=250px
|caption=All 3 versions use the exact same hitbox for all hits its just that they Hit lower to the ground for mk/hk
|name=Dankukyaku
|data=
{{AttackData-Alpha2
|version=[[File:qcb.png]]+ [[File:Lk.png]]
|Damage= 12-15
|Stun= 2
|Startup= 20
|Frame Adv= -9 -2(chun)
|Block=[[File:Mid.png]]
|Properties=
|description= Strangely light Dankicks has varying data on block but only against Chun-Li probably because it hits deeper due to her hurt box. Also this move wont hit crouchers at all. You can use this one to try and hop over projectiles like Adon's Jaguar Kick, and you get a knockdown when it works.
}}
{{AttackData-Alpha2
|header= no
|version=[[File:qcb.png]] + [[File:mk.png]]
|Damage= 12-17,8-13
|Stun= 2,2
|Startup= 12
|Frame Adv= -20
|Block=[[File:Mid.png]]
|Properties=
|description= Second hit is duckable ala many multi-hit moves which means despite being the fastest dankyaku its also the most unsafe.
}}
{{AttackData-Alpha2
|header= no
|version=[[File:qcb.png]] + [[File:Hk.png]]
|Damage= 12-17,8-13,8-13
|Stun= 2,2,2
|Startup= 17
|Frame Adv= -3
|Block=[[File:Mid.png]]
|Properties=
|description= A very good move in general and the reason to actually pick Dan. This is a super high damage Triple hit Dan kick And all the hits are very low to the ground making it actually jail on block and pretty safe a lot of the time.
}}
}}
{{MoveData
|caption=
|name= Koryuken
|data=
{{AttackData-Alpha2
|version=[[File:dp.png]] + [[File:Lp.png]]
|Damage= 22-25
|Stun= 6
|Startup= 2
|Frame Adv= -9 to -17 depending on how close it is blocked
|Block=[[File:mid.png]]
|Properties= [[File:Startupinv.png]]<br>[[File:Upperbodyinv.png]][[File:Lowerbodyinv.png]]
|description=  Works identically to Ryus Shoryu Except that only the very first hit has iframes because haha joke character. Note that no versions combo properly from various combos so it's only good as an AA really.
}}
{{AttackData-Alpha2
|header= no
|version=[[File:dp.png]] + [[File:Mp.png]]
|Damage= 24-28
|Stun= 6
|Startup= 2
|Frame Adv= -18 to -25 depending on how close it is blocked
|Block=[[File:mid.png]]
|Properties= [[File:Startupinv.png]]<br>[[File:Upperbodyinv.png]][[File:Lowerbodyinv.png]]
|description=
}}
{{AttackData-Alpha2
|header= no
|version=[[File:dp.png]] + [[File:hp.png]]
|Damage= 24-28
|Stun= 6
|Startup= 2
|Frame Adv=-26 to -35 depending on how close it is blocked
|Block=[[File:mid.png]]
|Properties= [[File:Startupinv.png]]<br>[[File:Upperbodyinv.png]][[File:Lowerbodyinv.png]]
|description= 
}}
}}


== Super Moves ==
== Super Moves ==
'''Shinku Gadouken'''
*Double Quarter Circle Forward, Punch
Fireball super, it's got good damage and beats fireballs like Ryu's Shinkuu Hadouken, but obviously it's not as good.
'''Hissho Buriken'''
*Double Quarter Circle Back, Kick
Dan's strongest super. Although it's super powerful, it can fall out if you're not close enough. Does half stun if all hits of LVL3 connect.
'''Koryu Rekka'''
*Double Quarter Circle Forward, Kick
Dan's DP Super. It is basically a worse Ken Shoryureppa.
== Combos ==
Jump LK, Koryuken
Jump HP/HK, 2+HK
Dan is most likely gonna have a hard time landing a deep jump in straight out. And he does chain well, so you will probably have to stick with basics on many occasions.
Standing Kick, 2+HK
Probably your most realistic damaging roll punish, sadly.
Lvl.1 Hissoh Buraiken, Lvl.2 Koryu Rekka
Not terribly realistic. But if you hit a level 1, and a bit more damage will kill, AND you have the meter. It's there.
Something~ 2+HP, QCB+HK
Dan's great equalizer. Jump in attack, 2+HP, or a cross up, to 2+LP, 2+HP, this combo hurts a lot. The only other "normal" combo that does more is Ken comboing something to hard punch DP. This combo is a good bet to realistically do 40%-50% depending on what you start with every time. You can also tack on a DP super in the corner. However it is roll-able. And unlike other shotos Dan's DP super does NOT catch rolls. It also does not have the extreme random factor that Ken's DP combos have. But it is still very powerful.


= The Basics =
= The Basics =
Although not as weak relative to the rest of the cast as in Alpha 2 or Alpha 3, Dan's original form does have some drawbacks.


= Advanced Strategy =
- Very limited chain combo-wise.
- Comparatively weak DP. (Granted realistically when done deep it will beat everything. But compared to other anti-airs in the game, it can not be done lackadaisically)
- Combos do not bait rolls well, nor does he punish rolls well. A bad combination.
 
However, Dan possesses arguably the second most powerful "regular" combo in the game. Knowing this, Dan can try and get by with the thought of even though knowingly being a low-tier character Dan potentially punishes much harder than almost every other character in the game. Dan can try and play slow and steady trying to work his way in, playing safe, and looking for opportunities to combo into hurricane kick. The problem with this is that Dan has a hard time forcing himself on the opponent. What's worse, many times by the time you finally have worked your way the opponent has built a bar to alpha counter you back across the screen. Whatever the case, there's a good chance if you want to win with Dan, you're going to need to look for ways of landing this combo. Some normal ways would be. Dans cross up has a lot of hang time like Charlie's in this game, so after an easy ambiguous cross-up you can 2HP into HK Dan Kicks. You can also choose to alpha counter very early as dans alpha counter is very quick to negate pushback, and then use that to get in faster than normal to punish with a 2+lp, 2+hp, hurricane kick. You can also punish rolls with a stand lk, then go into it. Unfortunately for Dan, many of his combos do not set up for roll punishing easily. What's worse, this must be done very close to the opponent, and it's very easy to miss. So in more cases than not you are forced to punish with something small.
 
With Dan you may be forced to use a good amount of 50/50 in general. Although Dan Kicks is safe mid-screen. But if you start using it in the corner you won't be able to jump a throw. So basically you must make the opponent wary of random dp/super to beat the throw. And allow you to get away with some freebies. You may also find yourself falling into this sort of thought after jump lks, which you will probably be using a lot to try and get in randomly. After the lk your usually safe, to a fast attack, but not the throw. Again this where the thought of you punish them much harder then they punish you might come into play. Leaning more to the side of DP. Even if the dp is punished. Chances are again, their sweep after being pushed back from the dp will not hurt as bad as once you finally hit them with a duck hp to hurricane kick.
 
 
= Stun Differences =
 
St.lp 3>1
 
 
Dj.Lp 3>1
 
 
Nj.Lp 3>1
 
 
Cr.MP 6>2
 
 
Nj.Mp 6>2
 
 
Dj.Mp 6>2
 
 
St.Hp 8>4
 
 
Cr.Hp 8>4
 
 
Nj.Hp 8>4
 
 
Dj.Hp 6>4
 
 
St.Lk 3>1
 
 
Nj.Lk 3>1
 
 
Dj Lk 3>1
 
 
Cr.Mk 1>2!!
 
 
Nj.Mk 6>2
 
 
Dj.Mk 6>2
 
 
Cr.Hk 8>4
 
 
Nj.Hk  8>4
 
 
Dj.HK 6>4


= Match-ups =
= Match-ups =
They're all disadvantageous to some degree because he is a shoto with a gimped fireball, bad roll punish potential and bad DP (but awesome Hurricane Kick). To be continued...
{{Navbox-SFA1}}
[[Category:Street Fighter Alpha Series]]
[[Category:Street Fighter Alpha]]
[[Category:Dan]]

Latest revision as of 03:07, 27 December 2024

Sfadan.png


Introduction

Dan's introduction to Street Fighter starts here. Still a joke character like in every other Street Fighter game, but Dan wasn't actually nerfed too hard unlike in Alpha 2 where he is unbelievably awful.

+ Meterless damage is extremely high on a good opening with his Dan Kicks combo.


+ Still has a lot of the best Shoto normals. Granted they all have stun nerfs but they keep the awesome priority


- Roll punish is one of, if not the worst in the game


- Struggles to get in and cash out his Meterless damage.


- Koryuken is easily the Worst DP in the game. But it at least has a guaranteed small amount of iframes unlike A2 where it's literally RNG.


- Because he's a joke character, nerfed stun values on his moves so he has the hardest time stunning anyone in the game with the only exception being his DP super. Good luck stunning

How to Unlock

(Arcade) Press and hold start(At the Press start screen where it displays the number of credits), move to the random box and enter either of the following

-Color 1: enter LP, LK, MK, HK, HP, MP

-Color 2: enter HP, HK, MK, LK, LP, MP

Moves List

Any Normal not on the page is copied from Akuma, Just assume they have the same properties/Startup/hitboxes for the most part just with most moves doing 1 or 2 stun instead of regular values.


It's also worth noting that Dan cannot rapid-fire his cr.lk Or his St.lp But he can still rapid cr.lp.

Normal Moves

cr.Lk.png
A1 Dan CR.LK.png
Damage Stun Startup Active Frame Adv Meter Block Properties
7 1 2 - +2 - Low.png Specialcancel.png
Supercancel.png
Think of it as basically what it looks like. A ghetto version of your cr.MK. Its range is slightly shorter than the crouch MK, but its speed is slightly faster.
dj.Lk.png
A1 Dan J.LK.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10 1 4 - - - High.png -

Comes out very quickly, stays out very long, and has good priority. Chances are you will be using this a lot. Its speed is great enough that you can use it as a ghetto hop kick of sorts. Sensing a low attack or even a mid-range attack (Again, its priority is quite good) and then immediately jumping + LK. Of course the problem is landing after you do that.

st.Mp.png
A1 Dan S.MP.png
Damage Stun Startup Active Frame Adv Meter Block Properties
12-14 2 5 - +1 - Mid.png Specialcancel.png
Supercancel.png

A quick punch to the gut. It stuffs mid-attacks pretty reliably. But of course the range is almost nonexistent.

st.Mk.png
A1 Dan S.MK.png
A1 Dan S.MK 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
11 2 6 - -6 - Mid.png -
A mid-ranged poke, note that its priority and speed in this game are not great competitively. So it's better to stick with it in general to discourage jumping as a random poke to harass the opponent. Just letting them know it's there.
dj.Mk.png
A1 Dan J.mk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
- 2 5 - - - High.png -

Surprisingly Dan might have the best hitbox for a cross-up in the game which is really good because he needs it desperately for combos into Dan Kicks.

st.Hk.png
A1 Dan S.HK.png
A1 Dan S.HK 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
11-18,5-8 4,4 11 - +6 - Mid.png -

Hits for a long time. A good meaty attack. Decent priority when the move actually starts to hit. Unfortunately, it is slow.


Crouch HK (Sweep): A sweep that hits VERY far away. This will push them to the corner very fast, while making it quite obvious if they are going to roll. Of course the bad things, Dan does not punish rolls very hard in general. So in most circumstances, you are forced to..... Just sweep again.


Crouch HP: Like the crouching HP of all shotos in Alpha 1. It has a terrible amount of priority in this game, cancels into HK Dan Kicks for awesome damage

Throws

Seoi Nage
b/f+[MP/HP]
<be> A regular Shoto throw.

Alpha Counter

Crouch Strong Kick
block b,db,d+K
<be> It's not the greatest, but it's functional. Since your DP is really ineffective you might have to use this to get out of trouble.

Special Moves

Gadouken
A1 Dan LP Gadouken.png
A1 Dan MP gadouken.png
A1 Dan HP gadouken.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Qcf.png+ Lp.png 14-24 1 8 - -10 - Mid.png Proj.png

Can be punished on hit for doing it too close by supers etc just like Alpha 2 which sucks but this generally only happens in the corner since it has good pushback.

Qcf.png + Mp.png 14-24 1 8 - -11 - Mid.png Proj.png
Qcf.png + Hp.png 14-24 1 8 - -12 - Mid.png Proj.png
Dankukyaku
Dankyaku(They all use this hitbox but MK and HK versions hit lower to the ground).png
All 3 versions use the exact same hitbox for all hits its just that they Hit lower to the ground for mk/hk
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Qcb.png+ Lk.png 12-15 2 20 - -9 -2(chun) - Mid.png -

Strangely light Dankicks has varying data on block but only against Chun-Li probably because it hits deeper due to her hurt box. Also this move wont hit crouchers at all. You can use this one to try and hop over projectiles like Adon's Jaguar Kick, and you get a knockdown when it works.

Qcb.png + Mk.png 12-17,8-13 2,2 12 - -20 - Mid.png -

Second hit is duckable ala many multi-hit moves which means despite being the fastest dankyaku its also the most unsafe.

Qcb.png + Hk.png 12-17,8-13,8-13 2,2,2 17 - -3 - Mid.png -

A very good move in general and the reason to actually pick Dan. This is a super high damage Triple hit Dan kick And all the hits are very low to the ground making it actually jail on block and pretty safe a lot of the time.

Koryuken
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Dp.png + Lp.png 22-25 6 2 - -9 to -17 depending on how close it is blocked - Mid.png Startupinv.png
Upperbodyinv.pngLowerbodyinv.png

Works identically to Ryus Shoryu Except that only the very first hit has iframes because haha joke character. Note that no versions combo properly from various combos so it's only good as an AA really.

Dp.png + Mp.png 24-28 6 2 - -18 to -25 depending on how close it is blocked - Mid.png Startupinv.png
Upperbodyinv.pngLowerbodyinv.png
Dp.png + Hp.png 24-28 6 2 - -26 to -35 depending on how close it is blocked - Mid.png Startupinv.png
Upperbodyinv.pngLowerbodyinv.png

Super Moves

Shinku Gadouken

  • Double Quarter Circle Forward, Punch

Fireball super, it's got good damage and beats fireballs like Ryu's Shinkuu Hadouken, but obviously it's not as good. Hissho Buriken

  • Double Quarter Circle Back, Kick

Dan's strongest super. Although it's super powerful, it can fall out if you're not close enough. Does half stun if all hits of LVL3 connect. Koryu Rekka

  • Double Quarter Circle Forward, Kick

Dan's DP Super. It is basically a worse Ken Shoryureppa.

Combos

Jump LK, Koryuken

Jump HP/HK, 2+HK Dan is most likely gonna have a hard time landing a deep jump in straight out. And he does chain well, so you will probably have to stick with basics on many occasions.


Standing Kick, 2+HK Probably your most realistic damaging roll punish, sadly.

Lvl.1 Hissoh Buraiken, Lvl.2 Koryu Rekka Not terribly realistic. But if you hit a level 1, and a bit more damage will kill, AND you have the meter. It's there.


Something~ 2+HP, QCB+HK Dan's great equalizer. Jump in attack, 2+HP, or a cross up, to 2+LP, 2+HP, this combo hurts a lot. The only other "normal" combo that does more is Ken comboing something to hard punch DP. This combo is a good bet to realistically do 40%-50% depending on what you start with every time. You can also tack on a DP super in the corner. However it is roll-able. And unlike other shotos Dan's DP super does NOT catch rolls. It also does not have the extreme random factor that Ken's DP combos have. But it is still very powerful.

The Basics

Although not as weak relative to the rest of the cast as in Alpha 2 or Alpha 3, Dan's original form does have some drawbacks.

- Very limited chain combo-wise. - Comparatively weak DP. (Granted realistically when done deep it will beat everything. But compared to other anti-airs in the game, it can not be done lackadaisically) - Combos do not bait rolls well, nor does he punish rolls well. A bad combination.

However, Dan possesses arguably the second most powerful "regular" combo in the game. Knowing this, Dan can try and get by with the thought of even though knowingly being a low-tier character Dan potentially punishes much harder than almost every other character in the game. Dan can try and play slow and steady trying to work his way in, playing safe, and looking for opportunities to combo into hurricane kick. The problem with this is that Dan has a hard time forcing himself on the opponent. What's worse, many times by the time you finally have worked your way the opponent has built a bar to alpha counter you back across the screen. Whatever the case, there's a good chance if you want to win with Dan, you're going to need to look for ways of landing this combo. Some normal ways would be. Dans cross up has a lot of hang time like Charlie's in this game, so after an easy ambiguous cross-up you can 2HP into HK Dan Kicks. You can also choose to alpha counter very early as dans alpha counter is very quick to negate pushback, and then use that to get in faster than normal to punish with a 2+lp, 2+hp, hurricane kick. You can also punish rolls with a stand lk, then go into it. Unfortunately for Dan, many of his combos do not set up for roll punishing easily. What's worse, this must be done very close to the opponent, and it's very easy to miss. So in more cases than not you are forced to punish with something small.

With Dan you may be forced to use a good amount of 50/50 in general. Although Dan Kicks is safe mid-screen. But if you start using it in the corner you won't be able to jump a throw. So basically you must make the opponent wary of random dp/super to beat the throw. And allow you to get away with some freebies. You may also find yourself falling into this sort of thought after jump lks, which you will probably be using a lot to try and get in randomly. After the lk your usually safe, to a fast attack, but not the throw. Again this where the thought of you punish them much harder then they punish you might come into play. Leaning more to the side of DP. Even if the dp is punished. Chances are again, their sweep after being pushed back from the dp will not hurt as bad as once you finally hit them with a duck hp to hurricane kick.


Stun Differences

St.lp 3>1


Dj.Lp 3>1


Nj.Lp 3>1


Cr.MP 6>2


Nj.Mp 6>2


Dj.Mp 6>2


St.Hp 8>4


Cr.Hp 8>4


Nj.Hp 8>4


Dj.Hp 6>4


St.Lk 3>1


Nj.Lk 3>1


Dj Lk 3>1


Cr.Mk 1>2!!


Nj.Mk 6>2


Dj.Mk 6>2


Cr.Hk 8>4


Nj.Hk 8>4


Dj.HK 6>4

Match-ups

They're all disadvantageous to some degree because he is a shoto with a gimped fireball, bad roll punish potential and bad DP (but awesome Hurricane Kick). To be continued...

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Adon
Akuma
Birdie
Charlie
Chun-Li
Dan
Guy
Ken
M. Bison
Rose
Ryu
Sagat
Sodom