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{{ | {{MVC2 Character Intro|char= dan|full=Dan|short=DAN|content= | ||
= Introduction = | == Introduction == | ||
MvC2 is an interesting game for Dan, as he isn't the worst character in the game. | Dan Hibiki, master of the Saikyo Style, is ready to jump right into the mix in Marvel vs. Capcom 2! Like his other appearances, Dan is a deliberately underpowered character who uses a fighting style of his own creation. If you pick him up after playing Ryu or Ken, he might throw you off, because he just doesn't work the same way they do. He was trained for a short time by the same guy who trained those two, so he has modified versions of their moves in his kit. For example, he's got a fireball called the Gadoken, but it lacks range, making it behave more like a command normal than a projectile. He has a Shoryuken he calls the Koryuken, but it doesn't always have invincibility, making it better suited to use in combos rather than as a pure anti-air. MvC2 is an interesting game for Dan, as he isn't the worst character in the game. Depending on who you ask, he might not even be a bottom tier... but also not much higher than low tier at best. He does have some pretty good combos and hit-confirms, but they're often situational. If you want to play Dan to any serious effect, you need to learn to use his Dankūkyaku, since it's just as useful here as it is in his other appearances. | ||
'''TODO''': Images for specials and supers, fix misplaced character image | |||
= | {{2 Column Flex|flex1=6|flex2=4 | ||
|content1= | |||
{{Content Box|content='''Dan''' is a comedic character who uses his self-taught fighting style to beat the brakes off the competition, Saikyo style. Though his moves are generally lacking, he makes up for it somewhat by his overall decent damage, deceptive cancel windows, and his terrifying level 3 super. | |||
{{ProConTable | |||
{ | |pros= | ||
* '''Good Damage:''' Quick and powerful, despite being a low tier. He lacks range, but he hits quite hard when he gets in. | |||
* '''Incredible Hyper:''' Otoko Michi is an insane level 3 Hyper. Having a suicide attack that renders his health critical in exchange for a whopping 100 points of damage to your opponent is one hell of a trump card for a joke character. | |||
* '''Taunt Mastery:'''Legendary Taunt can be used to throw the opponent off. Dan can let one of his teammates jump in with a DHC at any point while he's performing it. | |||
* '''Valuable Specials:''' His specials have some utility. Gadoken can be used to defend against an opponent's fireball and does OK damage on its own and his Koryuken is invincible on every 4th use. | |||
* '''Dankūkyaku:''' Dankūkyaku is slower than Tatsu, but is still a great move to have. Both versions can be used for combos, or for some limited air mobility. | |||
* '''God Tier Taunt:''' If taunting mattered in this game's meta, he'd be the fifth of the Four Gods- he's got a super taunt, for God's sake! | |||
|cons= | |||
! | |||
| | |||
* '''Lacking Aerial Mobility:''' Air mobility is sort of there, but it's not very good. About all he's got is his Dankuukyaku, which still isn't a double jump or an air dash. | |||
* '''Low Defense:''' He takes more damage than most of the cast, about 13% more, same defense as Psylocke. | |||
* '''Underwhelming Specials:''' His special moves are OK sometimes, but they're either underpowered or they aren't used the same way that other shoto special moves are used. Gadoken lacks range, Koryuken isn't typically invincible, and Dankūkyaku is slower than the other shotos' Tatsus. | |||
* '''Struggles Against Zoning:''' Like the other shotos, he struggles against hard zoning. He's gonna suffer if he has to fight Sentinel, for example. | |||
* '''Middling Assists:''' His assists aren't amazing. They're the same as his specials, for better or worse. Anti-Air is probably your best bet. | |||
* '''Vulnerable Supers:''' His supers leave him pretty open if you miss them, meaning he needs to be sure before he throws that Otoko Michi. | |||
* '''Otoko Michi:''' Otoko Michi is even slower than Akuma's Raging Demon is in this game, even if the reward is awesome. | |||
}} | |||
{{ | == Character Summary == | ||
{{ | {{3 Column Flex | ||
|content1= | |||
{{Content Box|header=Special Moves|content= | |||
;'''Gadoken''' | |||
*{{qcf}} + {{lp}} / {{hp}} | |||
;'''Koryuken''' | |||
*{{dp}} + {{lp}} / {{hp}} | |||
;'''Dankuukyaku''' | |||
*{{qcb}} + {{lk}} / {{hk}} (Air OK) | |||
;'''Premium Sign''' | |||
*{{qcf}} + {{lk}} / {{hk}} | |||
;Shami Chouhatsu | |||
*{{d}} + Taunt | |||
;Kuuchuu Chouhatsu | |||
*Taunt (In air) | |||
;Zenten Chouhatsu | |||
*{{qcf}} + Taunt | |||
;Kouten Chouhatsu | |||
*{{qcb}} + Taunt | |||
}} | }} | ||
{{ | |||
|content2= | |||
{{Content Box|header=Super Moves|content= | |||
;Shinkuu Gadoken | |||
*{{qcf}} + {{lp}} + {{hp}} | |||
;Koryu Rekka | |||
*{{qcf}} + {{lk}} + {{hk}} | |||
;Hissho Buraiken | |||
*{{qcb}} + {{lk}} + {{hk}} | |||
;Chouhatsu Densetsu | |||
*{{qcf}} {{qcf}} + Taunt | |||
;Otoko Michi | |||
*{{hp}} {{lk}} {{b}} {{lp}} {{lp}} | |||
}} | }} | ||
{{ | |content3= | ||
{{Content Box|header=Assist Types|content= | |||
;Type α - Projectile Type | |||
*Cross-Over Assist: {{lp}} Gadoken | |||
*Cross-Over Counter: {{lp}} Gadoken | |||
*Cross-Over Combination: Shinkuu Gadoken | |||
;Type β - Anti-Air Type | |||
*Cross-Over Assist: {{hp}} Koryuken | |||
*Cross-Over Counter: {{hp}} Koryuken | |||
*Cross-Over Combination: Koryu Rekka | |||
;Type γ - Ground Type | |||
*Cross-Over Assist: {{lk}} Premium Sign | |||
*Cross-Over Counter: {{lk}} Premium Sign | |||
*Cross-Over Combination: Hissho Buraiken | |||
}} | }} | ||
}} | }} | ||
{ | { | ||
}} | }} | ||
}} | }} | ||
|content2= | |||
{{Content Box|content= | |||
| | <center><youtube>YwozsSNCZqY</youtube></center> | ||
}} | }} | ||
}} | }} | ||
}} | }} | ||
== | == Colors == | ||
First row: LP, HP, A1. Second row: LK, HK, A2. | |||
[[Image:Mvc2-dan.png]] | |||
== Moves List == | |||
| | === Normal Moves === | ||
==== Standing Normals ==== | |||
{{MoveData | |||
|image= MVC2 Dan 5LP 01.png | |||
|caption= Quick punch | |||
|name= Light Punch | |||
|linkname= 5LP | |||
|input= 5LP // {{lp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 4 | |||
|Startup= 4 | |||
|Active= 5 | |||
|Recovery= 4 | |||
|Guard= HL | |||
|Special Property= | |||
|Cancel= Chain, Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Dan 5MP 01.png | |||
|caption2= | |||
|name= Medium Punch | |||
|linkname= 5MP | |||
|input= 5MP // {{mp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 7 | |||
|Startup= 5 | |||
|Active= 7 | |||
|Recovery= 13 | |||
|Guard= HL | |||
|Special Property= None | |||
|Cancel= Chain, Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Dan 5HP 01.png | |||
|image2= MVC2 Dan 5HP 02.png | |||
|caption3= One of his better normals- big range, good damage | |||
|name= Heavy Punch | |||
|linkname= 5HP | |||
|input= 5HP // {{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 13 | |||
|Startup= 13 | |||
|Active= 13 | |||
|Recovery= 8 | |||
|Guard= HL | |||
|Special Property= None | |||
|Cancel= Chain, Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Dan 5LK.png | |||
|name= Light Kick | |||
|linkname= 5LK | |||
|input= 5LK // {{lk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 4 | |||
|Startup= 5 | |||
|Active= 5 | |||
|Recovery= 9 | |||
|Guard= HL | |||
|Special Property= None | |||
|Cancel= Chain, Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Dan 5MK 01.png | |||
|image2= MVC2 Dan 5MK 02.png | |||
|name= Medium Kick | |||
|linkname= 5MK | |||
|input= 5MK // {{mk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 4, 3 | |||
|Startup= 7 | |||
|Active= 11 | |||
|Recovery= 13 | |||
|Guard= HL | |||
|Special Property= None | |||
|Cancel= Chain, Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Dan 5HK 01.png | |||
|caption2= You can cancel it before it hits- sneaky | |||
|name= Heavy Kick | |||
|linkname= 5HK | |||
|input= 5HK // {{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 13 | |||
|Startup= 16 | |||
|Active= 5 | |||
|Recovery= 12 | |||
|Guard= HL | |||
|Special Property= None | |||
|Cancel= Chain, Special, Super, Cancel on Whiff | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
==== Crouching Normals ==== | |||
{{MoveData | |||
|image= MVC2 Dan 2LP 01.png | |||
|caption= Caption | |||
|name= Crouching Light Punch | |||
|linkname= 2LP | |||
|input=2LP // {{d}}+{{lp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 4 | |||
|Startup= 4 | |||
|Active= 6 | |||
|Recovery= 6 | |||
|Guard= L | |||
|Special Property= | |||
|Cancel= Chain, Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Dan 2MP 01.png | |||
|caption= Caption | |||
|name= Crouching Medium Punch | |||
|linkname= 2MP | |||
|input=2MP // {{d}}+{{mp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 7 | |||
|Startup= 5 | |||
|Active= 5 | |||
|Recovery= 17 | |||
|Guard= HL | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Dan 2HP 01.png | |||
|image2= MVC2 Dan 2HP 02.png | |||
|caption= Punch your opponent into the air | |||
|name= Crouching Heavy Punch | |||
|linkname= 2HP | |||
|input=2HP // {{d}}+{{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 13 | |||
|Startup= 5 | |||
|Active= 13 | |||
|Recovery= 13 | |||
|Guard= HL | |||
|Special Property= | |||
|Cancel= Chain, Special, Super, Cancel on Whiff | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Sends them up at about a 75 degree angle- good corner carry. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Dan 2LK 01.png | |||
|name= Crouching Light Kick | |||
|linkname= 2LK | |||
|input=2LK // {{d}}+{{lk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 4 | |||
|Startup= 6 | |||
|Active= 7 | |||
|Recovery= 9 | |||
|Guard= L | |||
|Special Property= | |||
|Cancel= Chain, Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Dan 2MK 01.png | |||
|name= Crouching Medium Kick | |||
|linkname= 2MK | |||
|input=2MK // {{d}}+{{mk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 7 | |||
|Startup= 6 | |||
|Active= 7 | |||
|Recovery= 9 | |||
|Guard= L | |||
|Special Property= | |||
|Cancel= Chain, Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Dan 2HK 01.png | |||
|name= Crouching Heavy Kick | |||
|linkname= 2HK | |||
|input=2HK // {{d}}+{{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 13 | |||
|Startup= 7 | |||
|Active= 7 | |||
|Recovery= 27 | |||
|Guard= L | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
==== Jumping Normals ==== | |||
{{MoveData | |||
|image= MVC2 Dan j.LP 01.png | |||
|caption= One punch. | |||
|name= Jumping Light Punch | |||
|linkname= j.LP | |||
|input=j.LP // Jump+{{lp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 4 | |||
|Startup= 6 | |||
|Active= 10 | |||
|Recovery= 10 | |||
|Guard= H | |||
|Special Property= | |||
|Cancel= Chain, Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Quick air normal | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Dan j.MP 01.png | |||
|caption= Another punch. | |||
|name= Jumping Medium Punch | |||
|linkname= j.mp | |||
|input=j.MP // Jump+{{mp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 7 | |||
|Startup= 6 | |||
|Active= 9 | |||
|Recovery= 3 | |||
|Guard= H | |||
|Special Property= | |||
|Cancel= Chain, Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Dan j.HP 01.png | |||
|caption= Sends them down if they're in the air. | |||
|name= Jumping Heavy Punch | |||
|linkname= j.HP | |||
|input=j.HP // Jump+{{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 13 | |||
|Startup= 15 | |||
|Active= 7 | |||
|Recovery= 5 | |||
|Guard= H | |||
|Special Property= | |||
|Cancel= Chain, Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Dan j.LK 01.png | |||
|caption= Kick | |||
|name= Jumping Light Kick | |||
|linkname= j.LP | |||
|input=j.LK // Jump+{{lk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 4 | |||
|Startup= 10 | |||
|Active= 8 | |||
|Recovery= 10 | |||
|Guard= H | |||
|Special Property= | |||
|Cancel= Chain, Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Quick air normal | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Dan j.MK 01.png | |||
|caption= Kick | |||
|name= Jumping Medium Kick | |||
|linkname= j.mp | |||
|input=j.MK // Jump+{{mk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 7 | |||
|Startup= 9 | |||
|Active= 11 | |||
|Recovery= 5 | |||
|Guard= H | |||
|Special Property= | |||
|Cancel= Chain, Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
== | {{MoveData | ||
|image= MVC2 Dan j.HK 01.png | |||
|caption= Sends them down if they're in the air. | |||
|name= Jumping Heavy Kick | |||
|linkname= j.HK | |||
|input=j.HK // Jump+{{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 13 | |||
|Startup= 9 | |||
|Active= 9 | |||
|Recovery= 10 | |||
|Guard= H | |||
|Special Property= | |||
|Cancel= Chain, Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
==== Command Normals ==== | |||
=== Universal Mechanics === | |||
- | {{MoveData | ||
|image= MVC2 Dan 2HP 01.png | |||
|caption= Dan's universal launcher- like 2HP but more damaging for some reason | |||
|name= Launcher | |||
|linkname= Launcher | |||
|input= 3HK // {{df}}+{{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 14 | |||
|Startup= 5 | |||
|Active= 13 | |||
|Recovery= 13 | |||
|Guard= HL | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Does slightly more damage than 2HP, so a little better. | |||
}} | |||
}}<br> | |||
- | === Special Moves === | ||
{{MoveData | |||
|image= MVC2 Dan Gadoken 01.png | |||
|image2= MVC2 Dan Gadoken 02.png | |||
|caption2= Not much range for a fireball | |||
|name= Gadoken | |||
|linkname= Gadoken | |||
|input= 236 + P // QCF+P // {{qcf}}+{{p}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 12 | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= HL | |||
|Special Property= | |||
|Cancel= Special, Super | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= This is less a projectile and more of a long-range normal, but it can beat other projectiles if timed | |||
|description2= well. | |||
}} | |||
}}<br> | |||
- | |||
{{MoveData | |||
|image= MVC2 Dan Koryuken 01.png | |||
|image2= MVC2 Dan Koryuken 02.png | |||
|image3= MVC2 Dan Koryuken 03.png | |||
|caption3= Note the hitbox- Dan isn't invincible during this | |||
|name= Koryuken | |||
|linkname= Koryuken | |||
|input= 623 + P // F,D,DF+P // {{dp}}+{{p}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 14 (Light) / 16 (Heavy) | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= HL | |||
|Special Property= | |||
|Cancel= Super | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= Normally, this move isn't invincible. | |||
|description2= Every fourth time you use this move, Dan will be fully invincible for its duration. You'll see him flash white when this happens | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Dan Dankuukyaku 01.png | |||
|image2= MVC2 Dan Dankuukyaku 02.png | |||
|image3= MVC2 Dan Dankuukyaku 03.png | |||
|caption4= | |||
|name= Dankuukyaku | |||
|linkname= Dankuukyaku | |||
|input= 214 + K // QCB+K // {{qcb}}+{{k}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 14 (Light) / 16 (3 hits total, Heavy) | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= HL | |||
|Special Property= Air OK | |||
|Cancel= Super | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= Now we're talking. The LP version bounces him up into the air a little bit, functioning something like | |||
|description2= a small double jump, and the HK version carries him forward. Both are good combo enders. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Dan Premium Sign 01.png | |||
|image2= MVC2 Dan Premium Sign 02.png | |||
|caption3= You can cancel it before it comes out | |||
|name= Premium Sign | |||
|linkname= Premium Sign | |||
|input= 236 + K // QCF+K // {{qcf}}+{{k}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 2 (holding out sign), 8/9 (projectile, depending on kick) | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= HL | |||
|Special Property= Air OK | |||
|Cancel= Super, Cancel on Whiff | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= Can be cancelled to super during its startup, so has potential for some mindgames. | |||
|description2= The LK version comes out quick enough to make it a situational projectile option. | |||
}} | |||
}}<br> | |||
- | === Assists === | ||
{{MoveData | |||
|image= MVC2 Dan Gadoken 01.png | |||
|image2=MVC2 Dan Gadoken 02.png | |||
|caption= Assist A | |||
|name= Gadoken | |||
|linkname= | |||
|input= A1 // A2 | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Pretty quick, but lacks range. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Dan Koryuken 01.png | |||
|caption= Assist B | |||
|name= Koryuken | |||
|linkname= | |||
|input= A1 // A2 | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Yes, this version is invincible every fourth time you use it, too. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Dan Premium Sign 01.png | |||
|image2= MVC2 Dan Premium Sign 02.png | |||
|caption= Assist Y | |||
|name= Premium Sign | |||
|linkname= | |||
|input= A1 // A2 | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 9 | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= It's got more range than a Gadoken, but pretty situational nonetheless. | |||
}} | |||
}}<br> | |||
=== Supers === | |||
- | {{MoveData | ||
|image= | |||
|caption= Sure, it looks wimpy, but that just adds insult to injury when it hits | |||
|name= Shinkuu Gadoken | |||
|linkname= | |||
|input= 236 + PP // {{qcf}}+{{lp}}+{{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 45 (max) | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= Level 1 | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= It juggles on hit- useful for extending combos in the corner since you can launch afterward | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Dan Koryu Rekka 01.png | |||
|image2= MVC2 Dan Koryu Rekka 02.png | |||
|caption= Sort of like an off-brand version of Ryu's Shin Shoryuken | |||
|name= Koryu Rekka | |||
|linkname= | |||
|input= 236 + KK // {{qcf}}+{{lk}}+{{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 10 (first hit), 30 (second hit, OTG hit) | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= Level 1 | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= If you cancel into this from a sweep, you will land the second hit OTG. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Dan Otoko Michi 01.png | |||
|image2= MVC2 Dan Otoko Michi 02.png | |||
|caption= Glacially slow | |||
|caption2= Colossally damaging | |||
|name= Otoko Michi | |||
|linkname= | |||
|input= 5HP, 5LK, 4, 5LP, 5LP // {{hp}} , {{lk}} , {{b}} , {{lp}} , {{lp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 100 | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= Unblockable | |||
|Special Property= Grab, Level 3 | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Reduces Dan to 1 health point- but they take 100 damage in return! Very slow. | |||
}} | |||
}} <br> | |||
= | === Taunt === | ||
= | '''TODO''' | ||
=== Other === | |||
'''TODO''' | |||
{{Navbox-MVC2}} | {{Navbox-MVC2}} | ||
[[Category:Marvel Vs. Capcom 2]] | [[Category:Marvel Vs. Capcom 2]] | ||
Latest revision as of 12:52, 24 September 2023
Introduction
Dan Hibiki, master of the Saikyo Style, is ready to jump right into the mix in Marvel vs. Capcom 2! Like his other appearances, Dan is a deliberately underpowered character who uses a fighting style of his own creation. If you pick him up after playing Ryu or Ken, he might throw you off, because he just doesn't work the same way they do. He was trained for a short time by the same guy who trained those two, so he has modified versions of their moves in his kit. For example, he's got a fireball called the Gadoken, but it lacks range, making it behave more like a command normal than a projectile. He has a Shoryuken he calls the Koryuken, but it doesn't always have invincibility, making it better suited to use in combos rather than as a pure anti-air. MvC2 is an interesting game for Dan, as he isn't the worst character in the game. Depending on who you ask, he might not even be a bottom tier... but also not much higher than low tier at best. He does have some pretty good combos and hit-confirms, but they're often situational. If you want to play Dan to any serious effect, you need to learn to use his Dankūkyaku, since it's just as useful here as it is in his other appearances.
TODO: Images for specials and supers, fix misplaced character image
Dan is a comedic character who uses his self-taught fighting style to beat the brakes off the competition, Saikyo style. Though his moves are generally lacking, he makes up for it somewhat by his overall decent damage, deceptive cancel windows, and his terrifying level 3 super.
Strengths | Weaknesses |
---|---|
|
|
Character Summary
- Gadoken
+
/
- Koryuken
+
/
- Dankuukyaku
+
/
(Air OK)
- Premium Sign
+
/
- Shami Chouhatsu
+ Taunt
- Kuuchuu Chouhatsu
- Taunt (In air)
- Zenten Chouhatsu
+ Taunt
- Kouten Chouhatsu
+ Taunt
- Shinkuu Gadoken
+
+
- Koryu Rekka
+
+
- Hissho Buraiken
+
+
- Chouhatsu Densetsu
+ Taunt
- Otoko Michi
- Type α - Projectile Type
- Cross-Over Assist:
Gadoken
- Cross-Over Counter:
Gadoken
- Cross-Over Combination: Shinkuu Gadoken
- Type β - Anti-Air Type
- Cross-Over Assist:
Koryuken
- Cross-Over Counter:
Koryuken
- Cross-Over Combination: Koryu Rekka
- Type γ - Ground Type
- Cross-Over Assist:
Premium Sign
- Cross-Over Counter:
Premium Sign
- Cross-Over Combination: Hissho Buraiken
{
}}
Colors
Moves List
Normal Moves
Standing Normals
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
4 | 4 | 5 | 4 | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
7 | 5 | 7 | 13 | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
None | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 13 | 13 | 8 | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
None | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
4 | 5 | 5 | 9 | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
None | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
4, 3 | 7 | 11 | 13 | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
None | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 16 | 5 | 12 | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
None | Chain, Special, Super, Cancel on Whiff | - | - | - |
Crouching Normals
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
4 | 4 | 6 | 6 | L |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
7 | 5 | 5 | 17 | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
13 | 5 | 13 | 13 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super, Cancel on Whiff | - | - | - | |
Sends them up at about a 75 degree angle- good corner carry. |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
4 | 6 | 7 | 9 | L |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
7 | 6 | 7 | 9 | L |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 7 | 7 | 27 | L |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Jumping Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
4 | 6 | 10 | 10 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
Quick air normal |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
7 | 6 | 9 | 3 | H |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 15 | 7 | 5 | H |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
4 | 10 | 8 | 10 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
Quick air normal |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
7 | 9 | 11 | 5 | H |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 9 | 9 | 10 | H |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Chain, Special, Super | - | - | - |
Command Normals
Universal Mechanics
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
14 | 5 | 13 | 13 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Does slightly more damage than 2HP, so a little better. |
Special Moves
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
12 | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Special, Super | - | - | - | |
This is less a projectile and more of a long-range normal, but it can beat other projectiles if timed |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
14 (Light) / 16 (Heavy) | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Super | - | - | - | |
Normally, this move isn't invincible. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
14 (Light) / 16 (3 hits total, Heavy) | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Air OK | Super | - | - | - | |
Now we're talking. The LP version bounces him up into the air a little bit, functioning something like |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
2 (holding out sign), 8/9 (projectile, depending on kick) | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Air OK | Super, Cancel on Whiff | - | - | - | |
Can be cancelled to super during its startup, so has potential for some mindgames. |
Assists
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Pretty quick, but lacks range. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Yes, this version is invincible every fourth time you use it, too. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
9 | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
It's got more range than a Gadoken, but pretty situational nonetheless. |
Supers
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
45 (max) | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Level 1 | - | - | - | - | |
It juggles on hit- useful for extending combos in the corner since you can launch afterward |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
10 (first hit), 30 (second hit, OTG hit) | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Level 1 | - | - | - | - | |
If you cancel into this from a sweep, you will land the second hit OTG. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
100 | - | - | - | Unblockable | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Grab, Level 3 | - | - | - | - | |
Reduces Dan to 1 health point- but they take 100 damage in return! Very slow. |
Taunt
TODO
Other
TODO