No edit summary |
No edit summary |
||
Line 5: | Line 5: | ||
|hp=1025 | |hp=1025 | ||
|stun=950 | |stun=950 | ||
|vt1= | |vt1=1 Bar | ||
|vt2= | |vt2=2 Bars | ||
|movef=0.047 | |movef=0.047 | ||
|moveb=0.032 | |moveb=0.032 | ||
Line 49: | Line 49: | ||
* Bit less range than crouch LP but slightly better on block | * Bit less range than crouch LP but slightly better on block | ||
* Good tick throw option | * Good tick throw option | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/Stand%20LP}} | |||
}} | }} | ||
}} | }} | ||
Line 73: | Line 74: | ||
|description= | |description= | ||
* Main combo / frametrap starter | * Main combo / frametrap starter | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/Stand%20MP}} | |||
}} | }} | ||
}} | }} | ||
Line 100: | Line 102: | ||
* Hurtboxes extend a little bit forward before on frames 7-9 before active frames | * Hurtboxes extend a little bit forward before on frames 7-9 before active frames | ||
* V-Skill 2 cancel execute on the second active frame (which means meaty V-Skill 2 cancels are more advantageous) | * V-Skill 2 cancel execute on the second active frame (which means meaty V-Skill 2 cancels are more advantageous) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/Stand%20HP}} | |||
}} | }} | ||
}} | }} | ||
Line 123: | Line 126: | ||
|confirm=<nowiki>- / - / -</nowiki> | |confirm=<nowiki>- / - / -</nowiki> | ||
|description= | |description= | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/Stand%20LK}} | |||
}} | }} | ||
}} | }} | ||
Line 151: | Line 155: | ||
* Decent horizontal anti-air | * Decent horizontal anti-air | ||
* V-Skill 2 cancel execute on the last active frame (which means meaty V-Skill 2 cancels are more advantageous) | * V-Skill 2 cancel execute on the last active frame (which means meaty V-Skill 2 cancels are more advantageous) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/Stand%20MK}} | |||
}} | }} | ||
}} | }} | ||
Line 178: | Line 183: | ||
* Hurtboxes extend on frames 11-12 before active frames | * Hurtboxes extend on frames 11-12 before active frames | ||
* V-Skill 2 cancel executes after the active frame (which means meaty V-Skill 2 cancels are more advantageous) | * V-Skill 2 cancel executes after the active frame (which means meaty V-Skill 2 cancels are more advantageous) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/Stand%20HK}} | |||
}} | }} | ||
}} | }} | ||
Line 204: | Line 210: | ||
* Bit further range than stand LP but slightly worse on block | * Bit further range than stand LP but slightly worse on block | ||
* Good tick throw option | * Good tick throw option | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/Crouch%20LP}} | |||
}} | }} | ||
}} | }} | ||
Line 229: | Line 236: | ||
* +2 extra recovery frames on whiff (13F) | * +2 extra recovery frames on whiff (13F) | ||
* Reaches slightly further than crouch MK | * Reaches slightly further than crouch MK | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/Crouch%20MP}} | |||
}} | }} | ||
}} | }} | ||
Line 255: | Line 263: | ||
* Decent vertical anti-air on last 3 active frames (10-12) | * Decent vertical anti-air on last 3 active frames (10-12) | ||
* Can hit cross-up (behind Dan) but might prove difficult due to the hitbox / angle | * Can hit cross-up (behind Dan) but might prove difficult due to the hitbox / angle | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/Crouch%20HP}} | |||
}} | }} | ||
}} | }} | ||
Line 279: | Line 288: | ||
|description= | |description= | ||
* Chains into stand LP / crouch LP / crouch LK | * Chains into stand LP / crouch LP / crouch LK | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/Crouch%20LK}} | |||
}} | }} | ||
}} | }} | ||
Line 304: | Line 314: | ||
* Hurtboxes extend quite a lot before on frames 5-6 before active frames | * Hurtboxes extend quite a lot before on frames 5-6 before active frames | ||
* Less range than crouch MP | * Less range than crouch MP | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/Crouch%20MK}} | |||
}} | }} | ||
}} | }} | ||
Line 328: | Line 339: | ||
|description= | |description= | ||
* Cannot be canceled into V-Skill 2 | * Cannot be canceled into V-Skill 2 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/Crouch%20HK}} | |||
}} | }} | ||
}} | }} | ||
Line 333: | Line 345: | ||
=====<font style="visibility:hidden; float:right">Jump LP</font>===== | =====<font style="visibility:hidden; float:right">Jump LP</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SFV_Dan_8LP.png | ||
|name=Jump LP | |name=Jump LP | ||
|input= | |input=8LP | ||
|data= | |data= | ||
{{AttackData-SFV | {{AttackData-SFV | ||
Line 353: | Line 365: | ||
* Decent air-to-air (but jump MP is preferable) | * Decent air-to-air (but jump MP is preferable) | ||
* BUG (22/02/2021): Dan's only airborne for the first 25 frames of his jump LP (can be hit grounded during his descent if he perform jump LP asap) | * BUG (22/02/2021): Dan's only airborne for the first 25 frames of his jump LP (can be hit grounded during his descent if he perform jump LP asap) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/Jump%20LP}} | |||
}} | }} | ||
}} | }} | ||
Line 358: | Line 371: | ||
=====<font style="visibility:hidden; float:right">Jump MP</font>===== | =====<font style="visibility:hidden; float:right">Jump MP</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SFV_Dan_8MP.png | ||
|name=Jump MP | |name=Jump MP | ||
|input= | |input=8MP | ||
|data= | |data= | ||
{{AttackData-SFV | {{AttackData-SFV | ||
Line 379: | Line 392: | ||
* Puts airborne opponents into a limited juggle state | * Puts airborne opponents into a limited juggle state | ||
* Juggle Limit / Increase / Start: 1 / 1 / 2 | * Juggle Limit / Increase / Start: 1 / 1 / 2 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/Jump%20MP}} | |||
}} | }} | ||
}} | }} | ||
Line 384: | Line 398: | ||
=====<font style="visibility:hidden; float:right">Jump HP</font>===== | =====<font style="visibility:hidden; float:right">Jump HP</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SFV_Dan_8HP.png | ||
|name=Jump HP | |name=Jump HP | ||
|input= | |input=8HP | ||
|data= | |data= | ||
{{AttackData-SFV | {{AttackData-SFV | ||
Line 403: | Line 417: | ||
|description= | |description= | ||
* Shrinks (pulls up) the bottom hurtbox a little for the entire duration | * Shrinks (pulls up) the bottom hurtbox a little for the entire duration | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/Jump%20HP}} | |||
}} | }} | ||
}} | }} | ||
Line 408: | Line 423: | ||
=====<font style="visibility:hidden; float:right">Jump LK</font>===== | =====<font style="visibility:hidden; float:right">Jump LK</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SFV_Dan_8LK.png | ||
|name=Jump LK | |name=Jump LK | ||
|input= | |input=8LK | ||
|data= | |data= | ||
{{AttackData-SFV | {{AttackData-SFV | ||
Line 427: | Line 442: | ||
|description= | |description= | ||
* Terrible hitbox but can hit cross-up (has to be very precise to even hit) | * Terrible hitbox but can hit cross-up (has to be very precise to even hit) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/Jump%20LK}} | |||
}} | }} | ||
}} | }} | ||
Line 432: | Line 448: | ||
=====<font style="visibility:hidden; float:right">Jump MK</font>===== | =====<font style="visibility:hidden; float:right">Jump MK</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SFV_Dan_8MK.png | ||
|name=Jump MK | |name=Jump MK | ||
|input= | |input=8MK | ||
|data= | |data= | ||
{{AttackData-SFV | {{AttackData-SFV | ||
Line 454: | Line 470: | ||
* Hitbox on his front leg cannot hit cross-up | * Hitbox on his front leg cannot hit cross-up | ||
* Hitbox on his knee can only hit cross-up (cannot hit in front of Dan) | * Hitbox on his knee can only hit cross-up (cannot hit in front of Dan) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/Jump%20MK}} | |||
}} | }} | ||
}} | }} | ||
Line 459: | Line 476: | ||
=====<font style="visibility:hidden; float:right">Jump HK</font>===== | =====<font style="visibility:hidden; float:right">Jump HK</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SFV_Dan_8HK.png | ||
|name=Jump HK | |name=Jump HK | ||
|input= | |input=8HK | ||
|data= | |data= | ||
{{AttackData-SFV | {{AttackData-SFV | ||
Line 478: | Line 495: | ||
|description= | |description= | ||
* Shrinks (pulls up) the bottom hurtbox a little on frames 9-26 | * Shrinks (pulls up) the bottom hurtbox a little on frames 9-26 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/Jump%20HK}} | |||
}} | }} | ||
}} | }} | ||
Line 508: | Line 526: | ||
* Extends the hurtbox quite a bit towards the air on frame 10 just before active frames start | * Extends the hurtbox quite a bit towards the air on frame 10 just before active frames start | ||
* Might be able to anti-air some vertical approaches (would not recommend) | * Might be able to anti-air some vertical approaches (would not recommend) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/Saikyo%20Jawbreaker}} | |||
}} | }} | ||
}} | }} | ||
Line 534: | Line 553: | ||
* Cannot be canceled into V-Skill 2 | * Cannot be canceled into V-Skill 2 | ||
* Has a lot of hurtbox extensions on frames 18-21 before active frames | * Has a lot of hurtbox extensions on frames 18-21 before active frames | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/Saikyo%20Jawbreaker}} | |||
}} | }} | ||
}} | }} | ||
Line 562: | Line 582: | ||
* Builds 40% more EX meter (100 EX gauge) than forward throws usually do | * Builds 40% more EX meter (100 EX gauge) than forward throws usually do | ||
* What's up, what's up | * What's up, what's up | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/Saikyo%20Taikuzushi}} | |||
}} | }} | ||
}} | }} | ||
Line 588: | Line 609: | ||
* Builds 20% more EX meter (120 EX gauge) than back throws usually do | * Builds 20% more EX meter (120 EX gauge) than back throws usually do | ||
* Best throw animation | * Best throw animation | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/Saikyo%20Haraigoshi}} | |||
}} | }} | ||
}} | }} | ||
Line 621: | Line 643: | ||
* The extremely slow speed of this projectile can help Dan extend some combos / blockstrings up close | * The extremely slow speed of this projectile can help Dan extend some combos / blockstrings up close | ||
* Juggle Limit / Increase / Start: 1 / 1 / 1 | * Juggle Limit / Increase / Start: 1 / 1 / 1 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/LP%20Gadoken}} | |||
}} | }} | ||
}} | }} | ||
Line 651: | Line 674: | ||
* Cancelable into V-Skill 1 rolls on Hit / Block / Whiff | * Cancelable into V-Skill 1 rolls on Hit / Block / Whiff | ||
* Juggle Limit / Increase / Start: 2 / 1 / 1 | * Juggle Limit / Increase / Start: 2 / 1 / 1 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/LP%20Gadoken%20(hold)}} | |||
}} | }} | ||
}} | }} | ||
Line 681: | Line 705: | ||
* Cancelable into V-Skill 1 rolls on Hit / Block / Whiff | * Cancelable into V-Skill 1 rolls on Hit / Block / Whiff | ||
* Juggle Limit / Increase / Start: 1 / 1 / 1 | * Juggle Limit / Increase / Start: 1 / 1 / 1 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/MP%20Gadoken}} | |||
}} | }} | ||
}} | }} | ||
Line 711: | Line 736: | ||
* Cancelable into V-Skill 1 rolls on Hit / Block / Whiff | * Cancelable into V-Skill 1 rolls on Hit / Block / Whiff | ||
* Juggle Limit / Increase / Start: 2 / 1 / 1 | * Juggle Limit / Increase / Start: 2 / 1 / 1 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/MP%20Gadoken%20(hold)}} | |||
}} | }} | ||
}} | }} | ||
Line 741: | Line 767: | ||
* Cancelable into V-Skill 1 rolls on Hit / Block / Whiff | * Cancelable into V-Skill 1 rolls on Hit / Block / Whiff | ||
* Juggle Limit / Increase / Start: 1 / 1 / 1 | * Juggle Limit / Increase / Start: 1 / 1 / 1 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/HP%20Gadoken}} | |||
}} | }} | ||
}} | }} | ||
Line 771: | Line 798: | ||
* Cancelable into V-Skill 1 rolls on Hit / Block / Whiff | * Cancelable into V-Skill 1 rolls on Hit / Block / Whiff | ||
* Juggle Limit / Increase / Start: 2 / 1 / 1 | * Juggle Limit / Increase / Start: 2 / 1 / 1 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/HP%20Gadoken%20(hold)}} | |||
}} | }} | ||
}} | }} | ||
Line 801: | Line 829: | ||
* Cancelable into V-Skill 1 rolls on Hit / Block / Whiff | * Cancelable into V-Skill 1 rolls on Hit / Block / Whiff | ||
* Juggle Limit / Increase / Start: 2 / 1 / 1 | * Juggle Limit / Increase / Start: 2 / 1 / 1 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/EX%20Gadoken}} | |||
}} | }} | ||
}} | }} | ||
Line 832: | Line 861: | ||
* Active frames 1-2: Juggle Limit / Increase / Start: 5 / 70 / 5 | * Active frames 1-2: Juggle Limit / Increase / Start: 5 / 70 / 5 | ||
* Active frames 3-8: Juggle Limit / Increase / Start: 5 / 70 / 99 | * Active frames 3-8: Juggle Limit / Increase / Start: 5 / 70 / 99 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/LP%20Koryuken}} | |||
}} | }} | ||
}} | }} | ||
Line 863: | Line 893: | ||
* Active frames 1-2: Juggle Limit / Increase / Start: 5 / 70 / 5 | * Active frames 1-2: Juggle Limit / Increase / Start: 5 / 70 / 5 | ||
* Active frames 3-8: Juggle Limit / Increase / Start: 5 / 70 / 99 | * Active frames 3-8: Juggle Limit / Increase / Start: 5 / 70 / 99 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/MP%20Koryuken}} | |||
}} | }} | ||
}} | }} | ||
Line 894: | Line 925: | ||
* Active frames 1-2: Juggle Limit / Increase / Start: 5 / 70 / 5 | * Active frames 1-2: Juggle Limit / Increase / Start: 5 / 70 / 5 | ||
* Active frames 3-8: Juggle Limit / Increase / Start: 5 / 70 / 99 | * Active frames 3-8: Juggle Limit / Increase / Start: 5 / 70 / 99 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/HP%20Koryuken}} | |||
}} | }} | ||
}} | }} | ||
Line 925: | Line 957: | ||
* Active frames 1-2: Juggle Limit / Increase / Start: 10 / 70 / 70 | * Active frames 1-2: Juggle Limit / Increase / Start: 10 / 70 / 70 | ||
* Active frames 3-8: Juggle Limit / Increase / Start: 5 / 90 / 99 | * Active frames 3-8: Juggle Limit / Increase / Start: 5 / 90 / 99 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/EX%20Koryuken}} | |||
}} | }} | ||
}} | }} | ||
Line 958: | Line 991: | ||
* Puts airborne opponents into a limited juggle state | * Puts airborne opponents into a limited juggle state | ||
* Juggle Limit / Increase / Start: 10 / 1 / 1 | * Juggle Limit / Increase / Start: 10 / 1 / 1 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/LK%20Dankukyaku}} | |||
}} | }} | ||
}} | }} | ||
Line 988: | Line 1,022: | ||
* Puts airborne opponents into a limited juggle state | * Puts airborne opponents into a limited juggle state | ||
* Juggle Limit / Increase / Start: 10*11 / 1*1 / 1*1 | * Juggle Limit / Increase / Start: 10*11 / 1*1 / 1*1 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/MK%20Dankukyaku}} | |||
}} | }} | ||
}} | }} | ||
Line 1,021: | Line 1,056: | ||
* Puts airborne opponents into a limited juggle state | * Puts airborne opponents into a limited juggle state | ||
* Juggle Limit / Increase / Start: 10*11*12 / 1*1*1 / 1*1*1 | * Juggle Limit / Increase / Start: 10*11*12 / 1*1*1 / 1*1*1 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/HK%20Dankukyaku}} | |||
}} | }} | ||
}} | }} | ||
Line 1,051: | Line 1,087: | ||
* Active / Recovery / Total frames shown refers to the version that plays out on block or whiff (continues into extra hits on hit only) | * Active / Recovery / Total frames shown refers to the version that plays out on block or whiff (continues into extra hits on hit only) | ||
* Juggle Limit / Increase / Start: 10 / 1*1*1*1 / 1 | * Juggle Limit / Increase / Start: 10 / 1*1*1*1 / 1 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/EX%20Dankukyaku}} | |||
}} | }} | ||
}} | }} | ||
Line 1,080: | Line 1,117: | ||
* Does not increase the juggle count at all on an already juggling opponent | * Does not increase the juggle count at all on an already juggling opponent | ||
* Juggle Limit / Increase / Start: 8*8*8 / 0 / 1 (99 Juggle Limit if the first hit lands) | * Juggle Limit / Increase / Start: 8*8*8 / 0 / 1 (99 Juggle Limit if the first hit lands) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/LP%20Danretsuken}} | |||
}} | }} | ||
}} | }} | ||
Line 1,110: | Line 1,148: | ||
* Does not increase the juggle count at all on an already juggling opponent IF the first hit whiffs | * Does not increase the juggle count at all on an already juggling opponent IF the first hit whiffs | ||
* Juggle Limit / Increase / Start: 0*8*8 / 0 / 1 (99 Juggle Limit if the first hit lands) | * Juggle Limit / Increase / Start: 0*8*8 / 0 / 1 (99 Juggle Limit if the first hit lands) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/MP%20Danretsuken}} | |||
}} | }} | ||
}} | }} | ||
Line 1,140: | Line 1,179: | ||
* Does not increase the juggle count at all on an already juggling opponent IF the first hit whiffs | * Does not increase the juggle count at all on an already juggling opponent IF the first hit whiffs | ||
* Juggle Limit / Increase / Start: 0*8*8 / 0*0*0 / 1 (99 Juggle Limit if the first hit lands) | * Juggle Limit / Increase / Start: 0*8*8 / 0*0*0 / 1 (99 Juggle Limit if the first hit lands) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/HP%20Danretsuken}} | |||
}} | }} | ||
}} | }} | ||
Line 1,171: | Line 1,211: | ||
* Does not increase the juggle count at all on an already juggling opponent IF the first hit whiffs | * Does not increase the juggle count at all on an already juggling opponent IF the first hit whiffs | ||
* Juggle Limit / Increase / Start: 0*8*8 / 0*0*0 / 1 (99 Juggle Limit if the first hit lands) | * Juggle Limit / Increase / Start: 0*8*8 / 0*0*0 / 1 (99 Juggle Limit if the first hit lands) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/EX%20Danretsuken}} | |||
}} | }} | ||
}} | }} | ||
== Critical | == Critical Art == | ||
=====<font style="visibility:hidden; float:right">Hisshou Buraiken</font>===== | =====<font style="visibility:hidden; float:right">Hisshou Buraiken</font>===== | ||
Line 1,201: | Line 1,242: | ||
* Has decent horizontal range | * Has decent horizontal range | ||
* Juggle Limit: 99 | * Juggle Limit: 99 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/Hisshou%20Buraiken}} | |||
}} | }} | ||
}} | }} | ||
Line 1,227: | Line 1,269: | ||
* Dan takes 200% damage after first gold taunt | * Dan takes 200% damage after first gold taunt | ||
* Dan takes 500% damage after second gold taunt (final taunt) | * Dan takes 500% damage after second gold taunt (final taunt) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/Super%20Taunt}} | |||
}} | }} | ||
}} | }} | ||
Line 1,253: | Line 1,296: | ||
|description= | |description= | ||
* Dan has several taunts with various inputs such as: PPP+KKK / f+PPP+KKK / down-down+LKMK / down-down+MKHK / down-down+LKHK / teabag spam | * Dan has several taunts with various inputs such as: PPP+KKK / f+PPP+KKK / down-down+LKMK / down-down+MKHK / down-down+LKHK / teabag spam | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/Taunt}} | |||
}} | }} | ||
}} | }} | ||
Line 1,288: | Line 1,332: | ||
* Puts airborne opponents into a limited juggle state | * Puts airborne opponents into a limited juggle state | ||
* Juggle Limit / Increase / Start: 99 / 1 / 1 | * Juggle Limit / Increase / Start: 99 / 1 / 1 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/Saikyo-Style%20Burairuten%20No%20Kamae%20I}} | |||
}} | }} | ||
}} | }} | ||
Line 1,293: | Line 1,338: | ||
=====<font style="visibility:hidden; float:right">Saikyo-Style Burairuten No Kamae II</font>===== | =====<font style="visibility:hidden; float:right">Saikyo-Style Burairuten No Kamae II</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SFV_Dan_4MPMK (VS1) back.png | ||
|name=Saikyo-Style Burairuten No Kamae II | |name=Saikyo-Style Burairuten No Kamae II | ||
|input= | |input=4MPMK (VS1) back | ||
|data= | |data= | ||
{{AttackData-SFV | {{AttackData-SFV | ||
Line 1,316: | Line 1,361: | ||
* Dan is in a crouching and counter-hit state for the entire duration | * Dan is in a crouching and counter-hit state for the entire duration | ||
* Could be useful to build spacing between you and the opponent after a Fireball blockstring (or if you just want to piss the opponent off) | * Could be useful to build spacing between you and the opponent after a Fireball blockstring (or if you just want to piss the opponent off) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/Saikyo-Style%20Burairuten%20No%20Kamae%20II}} | |||
}} | }} | ||
}} | }} | ||
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* Puts airborne opponents into a limited juggle state | * Puts airborne opponents into a limited juggle state | ||
* Juggle Limit / Increase / Start: 99 / 1 / 1 | * Juggle Limit / Increase / Start: 99 / 1 / 1 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/Saikyo-Style%20Burairuten%20No%20Kamae%20III}} | |||
}} | }} | ||
}} | }} | ||
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* Puts airborne opponents into a limited juggle state | * Puts airborne opponents into a limited juggle state | ||
* Juggle Limit / Increase / Start: 10 / 1 / 1 | * Juggle Limit / Increase / Start: 10 / 1 / 1 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/Saikyo-Style%20Otokoboe}} | |||
}} | }} | ||
}} | }} | ||
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* Throws a 6-hit projectile that travels half screen length | * Throws a 6-hit projectile that travels half screen length | ||
* Can be held in to release a more powerful version that causes a wall bounce on hit and breaks guard (see the hold version of this move | * Can be held in to release a more powerful version that causes a wall bounce on hit and breaks guard (see the hold version of this move | ||
* Release can be fully invincible for the first 7 frames but ONLY if you release after the 60f screen freeze from frames 61-77 (effectively 18 frame window) | |||
* Juggle Limit / Increase / Start: 15 / 1x6 / 1 | * Juggle Limit / Increase / Start: 15 / 1x6 / 1 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/Haoh%20Gadoken}} | |||
}} | }} | ||
}} | }} | ||
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* Causes a guard break on block (+47 guard break advantage) | * Causes a guard break on block (+47 guard break advantage) | ||
* Juggle Limit / Increase / Start: 15 / 1x10 / 1 | * Juggle Limit / Increase / Start: 15 / 1x10 / 1 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/Haoh%20Gadoken%20(hold)}} | |||
}} | }} | ||
}} | }} | ||
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* Duration of 3000 frames (50 seconds) | * Duration of 3000 frames (50 seconds) | ||
* Enhances your Gadoken (Fireball) and Koryuken (DP) | * Enhances your Gadoken (Fireball) and Koryuken (DP) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/Tenchi%20Saikyo%20No%20Kata}} | |||
}} | }} | ||
}} | }} | ||
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* Juggle Limit / Increase / Start: 2 / 1 / 1 | * Juggle Limit / Increase / Start: 2 / 1 / 1 | ||
* Spends 1000 V-Meter (33% of meter) | * Spends 1000 V-Meter (33% of meter) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/vtTwo/Haten%20Gadoken}} | |||
}} | }} | ||
}} | }} | ||
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* Juggle Limit / Increase / Start: 2*2*2*2 / 0*0*0*3 / 1*1*1*3 | * Juggle Limit / Increase / Start: 2*2*2*2 / 0*0*0*3 / 1*1*1*3 | ||
* Spends 1000 V-Meter (33% of meter) | * Spends 1000 V-Meter (33% of meter) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/vtTwo/Haten%20Gadoken%20(Just%20Frame)}} | |||
}} | }} | ||
}} | }} | ||
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* Active frames 3-8: Juggle Limit / Increase / Start: 10 / 90 / 99 | * Active frames 3-8: Juggle Limit / Increase / Start: 10 / 90 / 99 | ||
* Spends 1000 V-Meter (33% of meter) | * Spends 1000 V-Meter (33% of meter) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/vtTwo/Goh%20Koryuken}} | |||
}} | }} | ||
}} | }} | ||
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* Spends 1000 V-Meter (33% of meter) | * Spends 1000 V-Meter (33% of meter) | ||
* Dan's only 3F move! | * Dan's only 3F move! | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/vtTwo/Goh%20Koryuken%20(Just%20Frame)}} | |||
}} | }} | ||
}} | }} | ||
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=====<font style="visibility:hidden; float:right">V-Shift</font>===== | =====<font style="visibility:hidden; float:right">V-Shift</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SFV_Dan_5MKHP.png | ||
|name=V-Shift | |name=V-Shift | ||
|input= | |input=5MKHP | ||
|data= | |data= | ||
{{AttackData-SFV | {{AttackData-SFV | ||
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* Costs 300 V-Gauge (1 bar) to use and refunds 150 V-Gauge back (1/2 bar) on a successful V-Shift if the slow-mo is triggered | * Costs 300 V-Gauge (1 bar) to use and refunds 150 V-Gauge back (1/2 bar) on a successful V-Shift if the slow-mo is triggered | ||
* If the V-Shift is successful you can cancel it into a follow-up attack (see V-Shift Break) that's fully invincible and knocks the opponent down on hit | * If the V-Shift is successful you can cancel it into a follow-up attack (see V-Shift Break) that's fully invincible and knocks the opponent down on hit | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/V-Shift}} | |||
}} | }} | ||
}} | }} | ||
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=====<font style="visibility:hidden; float:right">Saikyo Donukigeri</font>===== | =====<font style="visibility:hidden; float:right">Saikyo Donukigeri</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SFV_Dan_5MKHP_break.png | ||
|name=Saikyo Donukigeri | |name=Saikyo Donukigeri | ||
|input= | |input=5MKHP | ||
|data= | |data= | ||
{{AttackData-SFV | {{AttackData-SFV | ||
Line 1,654: | Line 1,711: | ||
|description= | |description= | ||
* Fully invincible during startup and active frames | * Fully invincible during startup and active frames | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/Saikyo%20Donukigeri}} | |||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
* Strike and Projectile invincible on frames 1-40 | * Strike and Projectile invincible on frames 1-40 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/Saiky-Style%20Kaihi%20Jutsu}} | |||
}} | }} | ||
}} | }} |
Revision as of 17:32, 13 April 2021
Introduction
About Dan
Saikyo Style! Dan has finally entered the ring in Street Fighter V with all new gameplay mechanics. Dan is quite the exotic shoto. Despite not being intentionally lacking anymore, he still maintains the facade of a joke character. This is most notable with his great V-Skills. They allow him to expand his combo and pressure possibilities in different ways, including his damage potential, while also allowing him to build his v-meter securely. There is one unique downside to them - they also build the opponent's V-Meter. His V-Triggers are also quite interesting - his VT1 is the only 1-bar vt in the game, he sends a slowish projectile that launches the opponent and works in juggle himself. It makes for a decent comob extender, but also a great pressure tool, due to how easily available it is. If you charge it, you can send it later and give it bonus effects, such as high damage, a wall bounce on hit, and a guard break on block. His VT2 is a 2 bar VT that's comparable to ones of other shotos - his projectiles knockdown and can juggle, and his DP's have improved invincibility (are they invincible frame 1 or not?), making his combo potential overall stronger.
Strengths | Weaknesses |
---|---|
|
|
Final Patch
Dan | |
---|---|
Vitals | |
Life Points | 1025 |
Stun Points | 950 |
V-Gauge Points | |
V-Trigger 1 | 1 Bar |
V-Trigger 2 | 2 Bars |
Ground Movement | |
Forward Walk Speed | 0.047 |
Backward Walk Speed | 0.032 |
Forward Dash Speed | 16 |
Backward Dash Speed | 21 |
Forward Dash Distance | 1.414 |
Backward Dash Distance | 1.205 |
Backdash CH Frames | 3-10 |
Jumping | |
Back Jump Speed | 46 (4+38+4) |
Neutral Jump Speed | 46 (4+38+4) |
Forward Jump Speed | 45 (3+38+4) |
Forward Jump Distance | 2.128 |
Backward Jump Distance | 1.824 |
Throws | |
Throw Hurtbox | 0.25 |
Throw Range | 0.8 |
![]() |
Frame Data & Descriptions are provided by FATOnline.
|
SFV Frame Data Glossary | |
---|---|
Active |
How many frames a move remains active (can hurt opponents) for. |
Attack |
Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked). |
Cancel options |
Available cancel options.
|
Confirm windows |
Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.
|
Crush Counter |
Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit. |
Damage |
Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames. |
Hit/Block |
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. KD refers to knockdown on hit.
|
Knockdown |
Knockdown advantage against Normal, Quick Rise and Back Rise wake up options. |
Recovery |
How many frames it takes for a move to finish after it's been active. |
Startup |
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1. |
Stun |
Amount of stun added to the opponent's stun bar on hit. |
Normals
Stand LP
Stand MP
Stand HP
Stand LK
Stand MK
Stand HK
Crouch LP
Crouch MP
Crouch HP
Crouch LK
Crouch MK
Crouch HK
Jump LP
Jump MP
Jump HP
Jump LK
Jump MK
Jump HK
Command Normals
Saikyo Jawbreaker
Saikyo Chop
Throws
Saikyo Taikuzushi
Saikyo Haraigoshi
Special Moves
LP Gadoken
LP Gadoken (hold)
MP Gadoken
MP Gadoken (hold)
HP Gadoken
HP Gadoken (hold)
EX Gadoken
LP Koryuken
MP Koryuken
HP Koryuken
EX Koryuken
LK Dankukyaku
MK Dankukyaku
HK Dankukyaku
EX Dankukyaku
LP Danretsuken
MP Danretsuken
HP Danretsuken
EX Danretsuken
Critical Art
Hisshou Buraiken
Super Taunt
Taunts
Taunt
V-System
V-Skill 1
Saikyo-Style Burairuten No Kamae I
Saikyo-Style Burairuten No Kamae II
Saikyo-Style Burairuten No Kamae III
V-Skill 2
Saikyo-Style Otokoboe
V-Trigger 1
Haoh Gadoken
Haoh Gadoken (hold)
V-Trigger 2
Tenchi Saikyo No Kata
Haten Gadoken
Haten Gadoken (Just Frame)
Goh Koryuken
Goh Koryuken (Just Frame)
V-Shift
V-Shift
V-Shift Break
Saikyo Donukigeri
V-Reversal
Saiky-Style Kaihi Jutsu