SvC Chaos: SNK Vs Capcom/Dan Hibiki: Difference between revisions

From SuperCombo Wiki
(→‎Special Moves: Made the Super Moves... It's bad, as ever.)
Line 55: Line 55:


==Special Moves==
==Special Moves==
The awesome power of the Dan's Special Moves... Here they are:
'''Gadouken'''
* QCF+Punch - The classic, but weakened projectile. It's hard to use on combos due to the startup. Use it only to cancel another projectiles. If whiffs against the low crouching characters(You already know the rest).
'''Gadou Shoukou Ken'''
* f, QCF+Punch - Dan crosses his arms before unleashing a giant, but short-ranged projectile. The damage is good, but for the startup and recovery... If you want, avoid this move. Even though this projectile is giant, it can only cancel normal projectiles, which is something bad. You can abuse of it if you're versus the CPU.
'''Kouryuu Ken'''
* f, d, df+Punch - 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.
'''Dankuu Kyaku'''
* QCB+Kick - The LK version makes Dan perform one kick while the HK 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. Can be performed in the air too. In the LK air version, Dan floats, it can be like a Double Jump, I think. On the HK version, it can be hard to hit, but if you want to float more, use it.
'''Kyuukyoku Tenchi Gadou Zuki'''
* QCB(2x)+AC - Good move, really. 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 Autoguard on this move), and he can autoguard even projectiles(not the ground ones). It's a great parody of Ryo's Tenchi Haoh Ken, but it will not dizzy the opponent nor do more damage on a counterhit, but it's 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 that small guy standing).
==Super Moves==
==Super Moves==



Revision as of 07:53, 25 December 2015

Introduction

The great master of the Saikyo style, Dan hibiki... This character is just a joke character(His face was based on Robert Garcia, and his style was based on Kyokugen-Ryu, the style of Robert and Ryo), but you already know that. He is just one of the best characters of the SFA series and a god-tier on SFIV, and in this game this has not changed. His fighting style is something... Different. It's something like: the Kyokugen style + the Shoto style + the Muay Thai style(Sagat and Joe's style) + many nerfs = Dan Hibiki. In this game, he's a sub-boss, and I don't know why, but he's good in this game(That's because he's in "his" territory now). And SNK made a good thing on putting him here. Now you'll know the arsenal of the (kind of) unbeatable Saikyo style.

Dan's Good and Bad Things

Good Things:

  • Simple gameplay;
  • Easy and efective combos;
  • He has Special(And Super) Taunts. Yay.

Bad things:

  • Bad projectile;
  • Some Normal and Special moves can miss on low crouching characters(and Choi standing);
  • He don't have the Shinkuu Gadouken here;
  • His DP is more vertical, which can be bad sometimes.

Moves List

Normal Moves

His Normal Moves are kind of useful, and when you know what are you doing, you'll be better with him.

s.LP/A button - (Close) Cancelable and can combo on itself, but it whiffs/misses the low crouching characters(and Choi standing). (Far) Not so good to use. It's not a rapidfire move, so this can be a bad move to use. It's cancelable. Whiffs on low crouching characters (and Choi standing).
s.LK/B button - (Close) Good move. It's cancelable and don't whiffs on the low crouching characters, so you can use it on some combos. (Far) Best poking weapon. On SFA3, this Normal was good only to counter the slide moves(like Dhalsim's), but in this game, forget this. He don't have a attack hitbox in the ground, and thanks to that, this move whiffs on low crouching characters (And Choi standing). It's just a normal kick. It's not cancelable.
s.HP/C button - (Close) One of his most damaging cancelable moves(If not the most), and is the best for combos. It's fast, and don't whiffs the low crouching characters(Choi standing too). (Far) A not so good startup, looks like an overhead attack, but it isn't, it's not cancelable, but the damage is good, so use on the MAXIMUM Mode if you want.
s.HK/D button - (Close) Strange, but good kick. It's not cancelable, and the damage is regular, and even that it looks like a high attack, it can hit on Choi standing(But whiffs on low crouching characters). Dan goes a little forward when he uses this move. The far version is the same, but it whiffs on Choi standing.

j.LP - (Jumping Forward/Back) Good air-to-air weapon, and reliable as a combo starter. (Neutral) Same properties, but not reliable as a combo starter.
j.LK - (Jumping Forward/Back) Strange kick that can surprise the opponent if he'll do some DP counter. Reliable on combos. (Neutral) It's like a crouching move in the air. Strange, but this have a good reach. Not so reliable on combos.
j.HP - (Jumping Forward/Back) Good damage, but can be hard to hit on the low crouching characters(on Choi standing this is not so hard). Due to this, this is not reliable as a combo starter. (Neutral) Same properties, but is easy to hit the low crouching characters. Reliable as a combo starter.
j.HK - (Jumping Forward/Back) Air move with strange startup but good damage. Can be reliable on combos, but you need to time well. (Neutral) This is... Almost useless. Why? Well, the kick goes up, and the opponent will most likely be on your side(on the air, I mean) or on the ground. This makes this move almost useless, but if your opponent is above you, just use it. But it's rare.

cr.LP - I think that this is a Muay Thai punch. Slow, cannot combo on itself, but it's cancelable.
cr.LK - Best crouching move. Fast, good reach and cancelable. You can abuse of it on some combos. Cannot combo on itself.
cr.HP - This can be a good anti-air with good damage, and it's cancelable too. One of his most damaging cancelable moves(I think that the cl.HP is the most damaging).
cr.HK - It's like the Shoto sweep. It's fast, and the reach is good.

Command Moves

Well, Dan don't have command moves, sadly. But he have Special Taunts! They're here:

Shagami Chouhatsu

  • (While crouching) AC - Easy command, and can be the second safest of the taunts. While Dan is doing the taunt, the opponent can punish you . If you want to use it, use on the corner.

Kuuchuu Chouhatsu

  • (In air) AC - The safest of the special taunts. Dan just shouts:"YAHOO!". If you want to surprise the opponent with a ground combo, you can use it(rarely).

Zenten Chouhatsu

  • QCF+AC - Dan does rolls forward and then he uses his classic taunt stance. While he's rolling, high attacks will whiff. The opponent will(probably) punish you if you use it, so use with caution.

Kouten Chouhatsu

  • QCB+AC - The same as above, but he rolls backwards.

In this game, Taunts increase the opponent's Super Meter, but not with those four taunts, and this is what makes those taunts (kind of) Special(Dan's Taunt by pressing start increases the opponent's Super Meter).

Special Moves

The awesome power of the Dan's Special Moves... Here they are:

Gadouken

  • QCF+Punch - The classic, but weakened projectile. It's hard to use on combos due to the startup. Use it only to cancel another projectiles. If whiffs against the low crouching characters(You already know the rest).

Gadou Shoukou Ken

  • f, QCF+Punch - Dan crosses his arms before unleashing a giant, but short-ranged projectile. The damage is good, but for the startup and recovery... If you want, avoid this move. Even though this projectile is giant, it can only cancel normal projectiles, which is something bad. You can abuse of it if you're versus the CPU.

Kouryuu Ken

  • f, d, df+Punch - 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.

Dankuu Kyaku

  • QCB+Kick - The LK version makes Dan perform one kick while the HK 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. Can be performed in the air too. In the LK air version, Dan floats, it can be like a Double Jump, I think. On the HK version, it can be hard to hit, but if you want to float more, use it.

Kyuukyoku Tenchi Gadou Zuki

  • QCB(2x)+AC - Good move, really. 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 Autoguard on this move), and he can autoguard even projectiles(not the ground ones). It's a great parody of Ryo's Tenchi Haoh Ken, but it will not dizzy the opponent nor do more damage on a counterhit, but it's 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 that small guy standing).

Super Moves

The Basics

Advanced Strategy

Match-Ups