Capcom vs SNK 2/Dan: Difference between revisions

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= Moves List =
= Moves List =
= Quick Glance Frame Data =
<table style="width:600px;border:1px solid silver" cellborder="1">
<tr>
  <th>Button</th>
  <th>Position</th>
  <th>Buffers:</th>
  <th>Itself</th>
  <th>Specials</th>
  <th>Supers</th>
  <th>Hit</th>
  <th>Block</th>
  <th>Startup</th>
  <th>Active</th>
  <th>Recovery</th>
  <th>Damage</th>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=2>Jab</td>
  <td>Standing</td>
  <td></td>
  <td>O</td>
  <td>O</td>
  <td>O</td>
  <td>+4</td>
  <td>+4</td>
  <td>3</td>
  <td>4</td>
  <td>7</td>
  <td>300</td>
</tr>
<tr>
  <td>Crouching</td>
  <td></td>
  <td>O</td>
  <td>O</td>
  <td>O</td>
  <td>+5</td>
  <td>+5</td>
  <td>3</td>
  <td>4</td>
  <td>6</td>
  <td>300</td>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=3>Strong</td>
  <td>Close</td>
  <td></td>
  <td>X</td>
  <td>O</td>
  <td>O</td>
  <td>-1</td>
  <td>-1</td>
  <td>4</td>
  <td>4</td>
  <td>21</td>
  <td>800</td>
</tr>
<tr>
  <td>Far</td>
  <td></td>
  <td>X</td>
  <td>O</td>
  <td>O</td>
  <td>-1</td>
  <td>-1</td>
  <td>4</td>
  <td>4</td>
  <td>21</td>
  <td>800</td>
</tr>
<tr>
  <td>Crouching</td>
  <td></td>
  <td>X</td>
  <td>O</td>
  <td>O</td>
  <td>+2</td>
  <td>+2</td>
  <td>4</td>
  <td>6</td>
  <td>15</td>
  <td>1100</td>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=4>Fierce</td>
  <td>Close</td>
  <td></td>
  <td>X</td>
  <td>O</td>
  <td>O</td>
  <td>-1</td>
  <td>-1</td>
  <td>4</td>
  <td>5</td>
  <td>20</td>
  <td>1200</td>
</tr>
<tr>
  <td>Far</td>
  <td></td>
  <td>X, X</td>
  <td>X, X</td>
  <td>O,X</td>
  <td>-1</td>
  <td>-1</td>
  <td>6</td>
  <td>4</td>
  <td>21</td>
  <td>1300,1200</td>
</tr>
<tr>
  <td>Crouching</td>
  <td></td>
  <td>X, X</td>
  <td>O, X</td>
  <td>O, O</td>
  <td>-6</td>
  <td>-6</td>
  <td>5</td>
  <td>2</td>
  <td>28</td>
  <td>1100, 700</td>
</tr>
<tr>
  <td style="border:1px solid red" rowspan=3>Short</td>
  <td>Close</td>
  <td></td>
  <td>X</td>
  <td>O</td>
  <td>O</td>
  <td>+1</td>
  <td>+1</td>
  <td>4</td>
  <td>6</td>
  <td>8</td>
  <td>400</td>
</tr>
<tr>
  <td>Far</td>
  <td></td>
  <td>X</td>
  <td>)</td>
  <td>O</td>
  <td>+1</td>
  <td>+1</td>
  <td>4</td>
  <td>6</td>
  <td>8</td>
  <td>400</td>
</tr>
<tr>
  <td>Crouching</td>
  <td></td>
  <td>X</td>
  <td>O</td>
  <td>O</td>
  <td>+2</td>
  <td>+2</td>
  <td>4</td>
  <td>4</td>
  <td>9</td>
  <td>400</td>
</tr>
<tr>
  <td style="border:1px solid red" rowspan=2>Forward</td>
  <td>Standing</td>
  <td></td>
  <td>X+X</td>
  <td>O+X</td>
  <td>O+X</td>
  <td>-4</td>
  <td>-4</td>
  <td>4</td>
  <td>2,2</td>
  <td>22</td>
  <td>500+400</td>
</tr>
<tr>
  <td>Crouching</td>
  <td></td>
  <td>X</td>
  <td>O</td>
  <td>O</td>
  <td>+1</td>
  <td>+1</td>
  <td>5</td>
  <td>6</td>
  <td>13</td>
  <td>800</td>
</tr>
<tr>
  <td style="border:1px solid red" rowspan=3>Roundhouse</td>
  <td>Close</td>
  <td></td>
  <td>X</td>
  <td> X</td>
  <td> X</td>
  <td>+2</td>
  <td>+2</td>
  <td>12</td>
  <td>3</td>
  <td>18</td>
  <td>1300</td>
</tr>
<tr>
  <td>Far</td>
  <td></td>
  <td>X</td>
  <td>X</td>
  <td>X</td>
  <td>+2</td>
  <td>+2</td>
  <td>12</td>
  <td>3</td>
  <td>19</td>
  <td>1300</td>
</tr>
<tr>
  <td>Crouching</td>
  <td></td>
  <td>X</td>
  <td>x</td>
  <td>O</td>
  <td>down</td>
  <td>-14</td>
  <td>5</td>
  <td>6</td>
  <td>32</td>
  <td>1400</td>
</tr>
</table>


== Normal Moves ==
== Normal Moves ==
'''Damage Chart'''
<table border="1" width="" cellspacing="0">
  <tr>
    <td width="20%"> </td>
    <td width="20%">Standing Close</td>
    <td width="20%">Standing Far</td>
    <td width="20%">Crouching</td>
    <td width="20%">Jumping</td>
  </tr>
  <tr>
    <td width="20%">Jab</td>
    <td width="20%">x</td>
    <td width="20%">315</td>
    <td width="20%">315</td>
    <td width="20%">630</td>
  </tr>
  <tr>
    <td width="20%">Strong</td>
    <td width="20%">x</td>
    <td width="20%">840</td>
    <td width="20%">840</td>
    <td width="20%">945</td>
  </tr>
  <tr>
    <td width="20%">Fierce</td>
    <td width="20%">x</td>
    <td width="20%">1260</td
    <td width="20%">1155</td>
    <td width="20%">1260</td>
  </tr>
  <tr>
    <td width="20%">Short</td>
    <td width="20%">x</td>
    <td width="20%">420</td>
    <td width="20%">420 †</td>
    <td width="20%">525</td>
  </tr>
  <tr>
    <td width="20%">Forward</td>
    <td width="20%">525, 420</td>
    <td width="20%">420</td>
    <td width="20%">840 †</td>
    <td width="20%">840</td>
  </tr>
  <tr>
    <td width="20%">Roundhouse</td>
    <td width="20%">x</td>
    <td width="20%">1365</td>
    <td width="20%">1260 †</td>
    <td width="20%">1365</td>
  </tr>
</table>
x = same move as standing far<br>
† = must be blocked low<br>
(note: all damage is calculated using Ratio 2 Dan)


'''Throws'''<br>
'''Throws'''<br>

Revision as of 00:08, 8 November 2021

Dan

CvS2 Dan Art.png

Introduction

The Master of The Saikyo Style enters The Millionaire Fighting 2001 Tournament. Dan is about what you'd expect in this game, and while he may be pretty bad, that's not to say he doesn't have anything good in his kit.

Strengths Weaknesses
  • Some of the highest health in the game
  • Decent midrange game
  • Decent pokes in Cr. LK & Cr. MK
  • Air QCB+K can give great frame advantage
  • Air QCB+LK can beat certain normals (Including Blanka's Cr.HP)
  • Good, albeit tricky custom combos
  • Best air mobility in the game, thanks to air QCB+K
  • Requires good footsies to be played to effect
  • Low damage without meter
  • Limited ground combos
  • Few practical links outside of counter hit situations
  • Struggles to safely get in against strong keepaway
  • Still one of the weakest characters in the game

Dan CvS2 colors.png

Moves List

Quick Glance Frame Data

Button Position Buffers: Itself Specials Supers Hit Block Startup Active Recovery Damage
Jab Standing O O O +4 +4 3 4 7 300
Crouching O O O +5 +5 3 4 6 300
Strong Close X O O -1 -1 4 4 21 800
Far X O O -1 -1 4 4 21 800
Crouching X O O +2 +2 4 6 15 1100
Fierce Close X O O -1 -1 4 5 20 1200
Far X, X X, X O,X -1 -1 6 4 21 1300,1200
Crouching X, X O, X O, O -6 -6 5 2 28 1100, 700
Short Close X O O +1 +1 4 6 8 400
Far X ) O +1 +1 4 6 8 400
Crouching X O O +2 +2 4 4 9 400
Forward Standing X+X O+X O+X -4 -4 4 2,2 22 500+400
Crouching X O O +1 +1 5 6 13 800
Roundhouse Close X X X +2 +2 12 3 18 1300
Far X X X +2 +2 12 3 19 1300
Crouching X x O down -14 5 6 32 1400

Normal Moves

Throws
f + Fierce P (while close): 1890 dmg
f + Roundhouse K (while close): 2100 dmg

Special Moves

Gadoken
Qcf.png + File:(punch).png
- LP: 1 hit - 840 dmg
MP: 1 hit - 945 dmg
HP: 1 hit - 1050 dmg

Kouryuken
Dp.png + File:(punch).png
- Will occasionally flash, becoming invincible. LP: 1 hit - 1680 dmg
MP: 1 hit - 1785 dmg
HP: 1 hit - 1890 dmg

Dankukyaku Qcb.png + File:(kick).png
- LK: 1 hit - 1050 dmg
MK: 2 hits - 845 dmg / 735 dmg = 1575 dmg
HK: 3 hits - 845 dmg / 735 dmg / 630 dmg = 2205 dmg

Super Moves

Shinku Gadouken Qcf.png + Qcf.png + File:(punch).png
- Lv. 1: 3 hits - 2310 dmg
Lv. 2: 4 hits - 3360 dmg
Lv. 3: 5 hits - 4935 dmg

Kouryurekka Qcf.png + Qcf.png + File:(kick).png
- Cr. MK into Lv. 3 for 6720 dmg Lv. 1: 4 hits - 2730 dmg
Lv. 2: 5 hits - 3990 dmg
Lv. 3: 6 hits - 5880 dmg

Hissho Buriken Qcb.png + Qcb.png + File:(kick).png
- Lv. 1: 5 hits - 2940 dmg
Lv. 2: 7 hits - 4305 dmg
Lv. 3: 11 hits - 6195 dmg

Chohatsu Densetsu Qcf.png + Qcf.png + Start

Taunts

Kuuchuu Chouhatsu

  • (In Air) Start

Shagami Chouhatsu

  • (Crouching) Start

Zenten Chouhatsu

  • Qcf.png + Start

Kouten Chouhatsu

  • Qcb.png + Start

The Basics

Combos

Advanced Strategy

Match-ups


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