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'''TODO''': Images for specials and supers | '''TODO''': Images for specials and supers | ||
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{{Content Box|content='''Dan''' is a comedic character who uses his self-taught fighting style to beat the brakes off the competition, Saikyo style. Though his moves are generally lacking, he makes up for it somewhat by his overall decent damage, deceptive cancel windows, and his terrifying level 3 super. | |||
{{ProConTable | |||
|pros= | |||
* Quick and powerful, despite being a low tier. He lacks range, but he hits quite hard when he gets in. | |||
* Otoko Michi is an insane level 3 super. Having a suicide attack that renders his health critical in exchange for a whopping 100 points of damage to your opponent is one hell of a trump card for a joke character. | |||
* Legendary Taunt can be used to throw the opponent off. Dan can let one of his teammates jump in with a DHC at any point while he's performing it | |||
* His specials have some utility. Gadoken can be used to defend against an opponent's fireball and does OK damage on its own and his Koryuken is invincible on every 4th use. | |||
* Dankuukyaku is slower than Tatsu, but is still a great move to have. Both versions can be used for combos, or for some limited air mobility | |||
* If taunting mattered in this game's meta, he'd be the fifth of the Four Gods- he's got a super taunt, for God's sake! | |||
|cons= | |||
* Air mobility is sort of there, but it's not very good. About all he's got is his Dankuukyaku, which still isn't a double jump or an air dash. | |||
* He takes more damage than most of the cast, about 13% more, same defense as Psylocke. | |||
* His special moves are OK sometimes, but they're either underpowered or they aren't used the same way that other shoto special moves are used. Gadoken lacks range, Koryuken isn't typically invincible, and Dankuukyaku is slower than the other shotos' Tatsus. | |||
* Like the other shotos, he struggles against hard zoning. He's gonna suffer if he has to fight Sentinel, for example. | |||
* His assists aren't amazing. They're the same as his specials, for better or worse. Anti-Air is probably your best bet. | |||
* His supers leave him pretty open if you miss them, meaning he needs to be sure before he throws that Otoko Michi | |||
* Otoko Michi is even slower than Akuma's Raging Demon is in this game, even if the reward is awesome | |||
== Character Summary == | == Character Summary == | ||
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Revision as of 03:09, 24 September 2023
Introduction
Dan Hibiki, master of the Saikyo Style, is ready to jump right into the mix in Marvel vs. Capcom 2! Like his other appearances, Dan is a deliberately underpowered character who uses a fighting style of his own creation. If you pick him up after playing Ryu or Ken, he might throw you off, because he just doesn't work the same way they do. He was trained for a short time by the same guy who trained those two, so he has modified versions of their moves in his kit. For example, he's got a fireball called the Gadoken, but it lacks range, making it behave more like a command normal than a projectile. He has a Shoryuken he calls the Koryuken, but it doesn't always have invincibility, making it better suited to use in combos rather than as a pure anti-air. MvC2 is an interesting game for Dan, as he isn't the worst character in the game. Depending on who you ask, he might not even be a bottom tier... but also not much higher than low tier at best. He does have some pretty good combos and hit-confirms, but they're often situational. If you want to play Dan to any serious effect, you need to learn to use his Dankūkyaku, since it's just as useful here as it is in his other appearances.
TODO: Images for specials and supers
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Colors
First row: LP, HP, A1. Second row: LK, HK, A2.
Moves List
Normal Moves
Standing Normals
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
4 | 4 | 5 | 4 | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
7 | 5 | 7 | 13 | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
None | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 13 | 13 | 8 | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
None | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
4 | 5 | 5 | 9 | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
None | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
4, 3 | 7 | 11 | 13 | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
None | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 16 | 5 | 12 | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
None | Chain, Special, Super, Cancel on Whiff | - | - | - |
Crouching Normals
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
4 | 4 | 6 | 6 | L |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
7 | 5 | 5 | 17 | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
13 | 5 | 13 | 13 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super, Cancel on Whiff | - | - | - | |
Sends them up at about a 75 degree angle- good corner carry. |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
4 | 6 | 7 | 9 | L |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
7 | 6 | 7 | 9 | L |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 7 | 7 | 27 | L |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Jumping Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
4 | 6 | 10 | 10 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
Quick air normal |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
7 | 6 | 9 | 3 | H |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 15 | 7 | 5 | H |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
4 | 10 | 8 | 10 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
Quick air normal |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
7 | 9 | 11 | 5 | H |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 9 | 9 | 10 | H |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Chain, Special, Super | - | - | - |
Command Normals
Universal Mechanics
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
14 | 5 | 13 | 13 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Does slightly more damage than 2HP, so a little better. |
Special Moves
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
12 | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Special, Super | - | - | - | |
This is less a projectile and more of a long-range normal, but it can beat other projectiles if timed |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
14 (Light) / 16 (Heavy) | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Super | - | - | - | |
Normally, this move isn't invincible. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
14 (Light) / 16 (3 hits total, Heavy) | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Air OK | Super | - | - | - | |
Now we're talking. The LP version bounces him up into the air a little bit, functioning something like |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
2 (holding out sign), 8/9 (projectile, depending on kick) | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Air OK | Super, Cancel on Whiff | - | - | - | |
Can be cancelled to super during its startup, so has potential for some mindgames. |
Assists
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Pretty quick, but lacks range. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Yes, this version is invincible every fourth time you use it, too. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
9 | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
It's got more range than a Gadoken, but pretty situational nonetheless. |
Supers
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
45 (max) | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Level 1 | - | - | - | - | |
It juggles on hit- useful for extending combos in the corner since you can launch afterward |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
10 (first hit), 30 (second hit, OTG hit) | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Level 1 | - | - | - | - | |
If you cancel into this from a sweep, you will land the second hit OTG. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
100 | - | - | - | Unblockable | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Grab, Level 3 | - | - | - | - | |
Reduces Dan to 1 health point- but they take 100 damage in return! Very slow. |
Taunt
TODO
Other
TODO