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|hcWinVt=<nowiki>15</nowiki> | |hcWinVt=<nowiki>15</nowiki> | ||
|description= | |description= | ||
:Hurtboxes extend quite a lot | :Hurtboxes extend quite a lot just 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}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/Crouch%20MK}} | ||
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|description= | |description= | ||
:Decent air-to-air (but jump MP is preferable) | :Decent air-to-air (but jump MP is preferable) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/Jump%20LP}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/Jump%20LP}} | ||
}} | }} | ||
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: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 | ||
:Has a 15% chance of randomly being performed when doing LP/MP/HP Gadoken | :Has a 15% chance of Lucky Red Fireball randomly being performed when doing LP/MP/HP Gadoken, see Lucky Red Fireball for more info | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/MP%20Gadoken}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/MP%20Gadoken}} | ||
}} | }} | ||
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: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 | ||
:Has a 15% chance of randomly being performed when doing LP/MP/HP Gadoken | :Has a 15% chance of Lucky Red Fireball randomly being performed when doing LP/MP/HP Gadoken, see Lucky Red Fireball for more info | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/HP%20Gadoken}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Dan/normal/HP%20Gadoken}} | ||
}} | }} | ||
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:Can corpse hop | :Can corpse hop | ||
:Can be used to leap over fireballs / projectiles as well as evade various attacks | :Can be used to leap over fireballs / projectiles as well as evade various attacks | ||
:Advantage listed with parentheses format; x(y) - refers to worst(x) to best(y) frame advantage depending on how late into active frames it hits | |||
:The hitbox starts pretty high up and doesn't hit average-size crouching opponents until the last active frame (+7 on Hit / +3 on Block) which can lead to some cool Saikyo style pressure | :The hitbox starts pretty high up and doesn't hit average-size crouching opponents until the last active frame (+7 on Hit / +3 on Block) which can lead to some cool Saikyo style pressure | ||
:Since the hitbox doesn't reach average-size crouching opponents until frame 27, it means the opponent has quite some time to react with an anti-air / low profile to stop your pressure attempts | :Since the hitbox doesn't reach average-size crouching opponents until frame 27, it means the opponent has quite some time to react with an anti-air / low profile to stop your pressure attempts | ||
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|recovery=<nowiki>12+6</nowiki> | |recovery=<nowiki>12+6</nowiki> | ||
|hit=<nowiki>KD</nowiki> | |hit=<nowiki>KD</nowiki> | ||
|block=<nowiki>-2</nowiki> | |block=<nowiki>-2(3)</nowiki> | ||
|damage=<nowiki>40*20x2*60 (140)</nowiki> | |damage=<nowiki>40*20x2*60 (140)</nowiki> | ||
|stun=<nowiki>150</nowiki> | |stun=<nowiki>150</nowiki> | ||
Line 1,042: | Line 1,042: | ||
:Airborne on frames 7-27 | :Airborne on frames 7-27 | ||
:Can corpse hop | :Can corpse hop | ||
:Advantage listed with parentheses format; x(y) - refers to worst(x) to best(y) frame advantage depending on how late into active frames it hits | |||
:Last hit can be canceled into V-Skill 1 (air taunt) on hit only | :Last hit can be canceled into V-Skill 1 (air taunt) on hit only | ||
:+4 KDA if the V-Skill 1 cancel hits (corner only) | :+4 KDA if the V-Skill 1 cancel hits (corner only) | ||
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=====<font style="visibility:hidden; float:right">236P</font>===== | =====<font style="visibility:hidden; float:right">236P</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SFV_Dan_236P.png | ||
|name=Haten Gadoken (Just Frame) | |name=Haten Gadoken (Just Frame) | ||
|input=236P | |input=236P |
Revision as of 02:21, 1 February 2022
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
5LP
5MP
5HP
5LK
5MK
5HK
2LP
2MP
2HP
2LK
2MK
2HK
8LP
8MP
8HP
8LK
8MK
8HK
Command Normals
4HK
6HP
Throws
LPLK
4LPLK
Special Moves
236LP
236LP (hold)
236MP
236MP (hold)
236HP
236HP (hold)
236P
236PP
623LP
623MP
623HP
623PP
214LK
214MK
214HK
214KK
214LP
214MP
214HP
214PP
Critical Art
236236P
236236PPPKKK
Taunts
5PPPKKK
V-System
V-Skill 1
MPMK (VS1) fwd
4MPMK (VS1) back
MPMK (VS1) air
V-Skill 2
MPMK (VS2)
V-Trigger 1
HPHK (VT1)
HPHK (VT1) Hold
V-Trigger 2
HPHK (VT2)
236P
236P
623P
623P
V-Shift
5MKHP
V-Shift Break
5MKHP
V-Reversal
6PPP