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''Dan'' is a straightforward, easy to use ''Shoto'' style character who has a simple yet well rounded kit, with powerful normals and versitle special moves. When compared to more traditional shoto characters such as Ryu, Dan has a few unique traits that help him stand out. For starters, he lacks a traditional fireball, with his 236P ''Gadoken'' instead serving as a stationary wall that can dissuade approach and sheild against other fireballs. His 214K ''Dan Kicks'' help to patch up his lacks of standard fireballs, as are powerful approach and pressure tools when spaced correctly. EX Dan kicks even serves an extremely powerful whiff punish tool and useful combo ender. | ''Dan'' is a straightforward, easy to use ''Shoto'' style character who has a simple yet well rounded kit, with powerful normals and versitle special moves. When compared to more traditional shoto characters such as Ryu, Dan has a few unique traits that help him stand out. For starters, he lacks a traditional fireball, with his 236P ''Gadoken'' instead serving as a stationary wall that can dissuade approach and sheild against other fireballs. His 214K ''Dan Kicks'' help to patch up his lacks of standard fireballs, as are powerful approach and pressure tools when spaced correctly. EX Dan kicks even serves an extremely powerful whiff punish tool and useful combo ender. | ||
What Dan lacks in fireball and ranged game, he makes up for with powerful close range options. His 214P ''Danretsuken'' is a quick flurry of punches, with the heavy version in particular standing out; it provides massive plus frames on block, and a full combo on hit, giving Dan very simple yet effective pressure! This pressure is further complemented by his 236K ''Zanshin Throw'', a command grab that can even give followups with the EX version. | What Dan lacks in fireball and ranged game, he makes up for with powerful close range options. His 214P ''Danretsuken'' is a quick flurry of punches, with the heavy version in particular standing out; it provides massive plus frames on block, and a full combo on hit, giving Dan very simple yet effective pressure! This pressure is further complemented by his 236K ''Zanshin Throw'', a command grab that can even give followups with the EX version. To complement his pressure even further, he has his Feint Cancels, which allow him to cancel any move to neutral with a slight delay. This makes his ability to tick throw and pressure even stronger, and makes him very scary to defend against. | ||
To top it all off, Dan also posesses a fantastic DP in his ''Koryuken''. Every version of this DP has a use, from ending and extending combos, to anti airs, to reversals. If you ever find yourself in a pickle, Koryuken probably has a way to help you get out of there! | To top it all off, Dan also posesses a fantastic DP in his ''Koryuken''. Every version of this DP has a use, from ending and extending combos, to anti airs, to reversals. If you ever find yourself in a pickle, Koryuken probably has a way to help you get out of there! | ||
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* '''Damage:''' Thanks to a combination of high damage normals and meterless combo extenders, is easily capable of reaching over 500 damage off almost any hit, | * '''Damage:''' Thanks to a combination of high damage normals and meterless combo extenders, is easily capable of reaching over 500 damage off almost any hit, | ||
* '''Versatility:''' Sporting a similar kit to the classic shotos, Dan has a tool for most situations, and lacks any particularly glaring weakness or bad matchups. | * '''Versatility:''' Sporting a similar kit to the classic shotos, Dan has a tool for most situations, and lacks any particularly glaring weakness or bad matchups. | ||
* '''Pressure:''' H Danretsuken is plus on block, has decently quick and armored startup, and converts into high damage on hit | * '''Pressure:''' Dan has an excellent pressure game via a combination of his plus on block normals and H Danretsuken, which is plus on block, and has decently quick and armored startup, and converts into high damage on hit. | ||
| cons = | | cons = | ||
* '''Mixup:''' Dan's overhead is stubby and can't be chained into on block. This limits his high/low and forces him to rely on strike/throw, which is generally easier to play around. | * '''Mixup:''' Dan's overhead is stubby and can't be chained into on block. This limits his high/low and forces him to rely on strike/throw, which is generally easier to play around. | ||
* '''Straightforward:''' While Dan is quite versatile, his options are somewhat linear, meaning aware players can have a | * '''Straightforward:''' While Dan is quite versatile, his options are somewhat linear, meaning aware players can have a pretty solid grasp on what he wants to do and act accordingly. | ||
}} | }} | ||
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Latest revision as of 23:12, 9 June 2024
Introduction
After being forced to realize he's not funny, Dan decided to stop speaking altogether, and instead actually practiced his martial arts. A more determined and serious Dan enters the King of Fighters tournament to eat tacos.
Dan is a straightforward, easy to use Shoto style character who has a simple yet well rounded kit, with powerful normals and versitle special moves. When compared to more traditional shoto characters such as Ryu, Dan has a few unique traits that help him stand out. For starters, he lacks a traditional fireball, with his 236P Gadoken instead serving as a stationary wall that can dissuade approach and sheild against other fireballs. His 214K Dan Kicks help to patch up his lacks of standard fireballs, as are powerful approach and pressure tools when spaced correctly. EX Dan kicks even serves an extremely powerful whiff punish tool and useful combo ender.
What Dan lacks in fireball and ranged game, he makes up for with powerful close range options. His 214P Danretsuken is a quick flurry of punches, with the heavy version in particular standing out; it provides massive plus frames on block, and a full combo on hit, giving Dan very simple yet effective pressure! This pressure is further complemented by his 236K Zanshin Throw, a command grab that can even give followups with the EX version. To complement his pressure even further, he has his Feint Cancels, which allow him to cancel any move to neutral with a slight delay. This makes his ability to tick throw and pressure even stronger, and makes him very scary to defend against.
To top it all off, Dan also posesses a fantastic DP in his Koryuken. Every version of this DP has a use, from ending and extending combos, to anti airs, to reversals. If you ever find yourself in a pickle, Koryuken probably has a way to help you get out of there!
Overall, Dan is a simple, yet highly effective character who does amazing damage and has very effective snowballing potential, while still keeping a versatile kit that allows him to deal with almost any situation. If that sounds like something you'd enjoy, go ahead and give him a go!
Strengths | Weaknesses |
---|---|
|
|
Dan | |
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[[File:|center|300px]] | |
Character Data | |
Health | 1000 |
Chains | LK>MK Command Normals (Hit Only) |
Walkspeed | 2.1 (5th Fastest) |
Forward Dash Duration | 32 frames |
Forward Dash Distance | 2.6 (Very Long) |
Backdash Duration | 20 frames |
Backdash Invuln | 0 frames |
Unique Movement | None |
Normals
Standing Normals
5LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
110 | Mid | CMD, SP, SU | X | X | X | X | X |
Simple forward punch with decent range and a good hitbox. This move does a staggering 110 damage on hit, making it a mainstay in both combo routes and as a poke. Expect to be using this a lot. |
5LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
Crouching Normals
2LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
Jumping Normals
j.LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
Command Normals
Command Normal 1
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | SP, SU | X | X | X | X | X |
Command Normal 2
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | SP, SU | X | X | X | X | X |
Command Normal 3
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | SP, SU | X | X | X | X | X |
Universal Mechanics
Forward Throw
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Throw | N/A | X | X | X | X | X |
Backward Throw
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Throw | X | X | X | X | X | X |
Alpha Counter
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | X | X | X | X | X | X |
Special Moves
Special Move 1
LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Special Move 2
LK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Special Move 3
LK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Special Move 4
LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Super Moves
Super Move 1
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | - | X | X | X | X | X |
Super Move 2
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | - | X | X | X | X | X |
Dan is a video game character created by Capcom, from the Street Fighter series of fighting games. He was created primarily as a joke character who parodied Ryo Sakazaki. Dan fights using the self-created Saikyou-ryuu style of martial arts.
Streetfighter wiki Dan