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

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=Advanced Strategy=
=Advanced Strategy=
Some players say that Dan has a bad gameplay, even those who play with him. Dan has some effective moves, like his LK Dankuu Kyaku, and his Kyuukyoku Tenchi Gadou Zuki(KTGZ for short). Now let's see how Dan can avoid his "Bad Things".
Some players say that Dan has a bad gameplay, even those who play with him. Dan has some effective moves, like his LK Dankuu Kyaku, and his Kyuukyoku Tenchi Gadou Zuki(KTGZ for short). Now let's see how Dan can avoid his "Bad Things".
==How to deal with:==


'''His projectiles'''<br>
'''His projectiles'''<br>

Revision as of 20:24, 16 January 2016

Dansvc.gif

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 projectiles;
  • 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

Now you'll see the most powerful Saikyo techniques in this game.

Hisshou Burai Ken

  • QCB(2x)+Kick - Good Super. Dan performs a series of attacks in one place and ending with a Kouryuu Ken. LK version does 5 hits and HK version does 10 hits. The most damaging is the HK version(The LK version does good damage too), but the LK version has better startup. On the HK version, there's a attack on the middle of the combo that must be blocked low(I think that it's the fourth attack), and if it connects while the opponent is defending but isn't crouching, Dan will connect all of the other attacks. HK version is bad on combos, but the LK version is good and the damage is almost the same as the HK version.

Kouryuu Rekka

  • QCF(2x)+Kick - Dan performs a small Kouryuu Ken and then a large one for a total of 4(LK version) or 7(HK version) hits. The most damaging is the LK version. Dan goes a little forward on the HK version. The startup of this super is good on the two versions, so all of them are good on combos.

Chouhatsu Densetsu

  • QCF(2x)+AC - TAUNT SUPER MOVE!!!!!!! The Legendary Taunt is here guys! It's a cool move, and it's not useless. If he performs all of the taunts, Dan and his opponent will go to the MAXIMUM Mode, but this is something hard(The opponent can let you do the taunts only to reach the MAXIMUM Mode in a "quicker" way). There's a good strategy with this move. Well, you need to have only one level on the Super Meter, the opponent needs to have 2(or almost 3) levels, and you need to use this move near the "Time Over" thing. Dan will perform all of the taunts, and you and your opponent will go to the MAXIMUM Mode, and then that "Time Over" thing appears on the screen. Now a cool thing will happen: You and your opponent will have two levels on the Super Meter! When I did this, my "friend" asked: "What happened?" And I said: "When the MAXIMUM Mode ends, the meter returns to level 2, I think that's what happened..." I lost that match, but the "crowd" became silent for a little time(I don't know why).

Exceed

Otoko Michi

  • C, B, b, A, A - His best move! It's a shame that this can be used only once... This was first introduced on the Marvel Super Heroes vs Street Fighter series, and it's like Akuma/Gouki's Exceed(Shun Goku Satsu/Raging Demon), but on the contrary. This Exceed is unblockable and the damage is monstrous, but needs to be made near of the opponent. You think that this is risky? Don't worry, Dan is invincible while he is dashing. On the Marvel Super Heroes vs Street Fighter series, this move caused Dan's health to go down to 1%, but don't need to worry with that too.

The Basics

Although Dan is like a Shoto in gameplay, you can't rely only on Shoto tactics to use him effectively. You need to be careful when advancing with him just to make the opponent make some mistakes and you can punish him with what you have.

Some Combos(Without MAXIMUM Mode)

1- cl.HP, DP+P/QCF(2x)+K

Good combo if you want to start. His cl.HP is one of his most damaging cancelable moves(And don't whifs on those low crouching characters, that's something that makes this move trustable), so this makes this combo good for punishing.

2- (On the corner) cl.HP, QCB+HK

That's the best way to combo the Strong Dankuu Kyaku. If you add a jumping attack, the combo will not connect all of the hits. If you use this combo outside of the corner on Choi, the QCB+HK whiffs.

3- cl.LP, cr.LK, QCB+LK

A nice mixup combo. As you know, the cl.LP whiffs on the low crouching characters(You know what will be there), so if you want to use cr.LK, QCB+LK only, go ahead.

4- cl.HP, Exceed

This can be his most damaging combo. This "Raging Demon" is better than Akuma/Gouki's, because it's easier to connect(I don't know if Akuma/Gouki can combo with his Raging Demon). The recovery of Dan's Exceed is good too, which is a nice thing. If the opponent blocks the cl.HP, the Exceed whiffs, even when he's on the grab range.

5- (When the opponent is jumping and on the corner) QCB+HK, DP+P/QCF(2x)+K

A tricky and hard combo. You don't need to learn it, but if you want, I'll say how you can do it. When the opponent jumps, you need to time well, because the second hit of the Dankuu Kyaku cannot hit the opponent to make this work. Remember:You just need to avoid the second hit, but the other hits need to hit the opponent.

--Redarts (talk) 17:18, 26 December 2015 (MSK) - I don't know why, but I made a great part of this.

Advanced Strategy

Some players say that Dan has a bad gameplay, even those who play with him. Dan has some effective moves, like his LK Dankuu Kyaku, and his Kyuukyoku Tenchi Gadou Zuki(KTGZ for short). Now let's see how Dan can avoid his "Bad Things".

How to deal with:

His projectiles
Dan has bad projectiles in this game, sadly. One whiffs on low crouching characters and the other has bad startup. But that doesn't mean that you don't have something to do. If the opponent choose a character with a low/ground projectile(like Sagat, Iori and Terry, for exemple), you'll be on a kind of disadvantage, because your projectiles will(probably) fail against their projectiles. So, just think: "What can I do?". Well, it's a low/ground projectile, and if we are dealing with a low/ground projectile, then the answer is simple. A Brazilian poet wrote this in a verse of one of his poems: "What is not on the ground, is in heaven, and what is at the bottom, it is only something that will pass, and will always come back some day.". You're probably asking yourself: "So, to avoid those projectiles, Dan needs to go to heaven? You're crazy." No, don't think that way, please(Dan don't need to visit his father now). I'll translate the verse now(If you haven't understood). "What isn't on the ground, needs to be in the air, and what confronted you, you will have to confront it again some time." In short, you just need to jump(All of this nonsense for a neutral jump, nice), preferably, a neutral jump. If your opponent does a dash or a jump in your direction, press the LK button. Its range is good, it can help some times.

The moves that whiff
Your normals that whiff are not a problem, but the Special Moves... This is really a problem... If you're against a player that abuses his crouching state, don't use the special moves that whiff(it will be a bad thing for you), try to abuse of your jumping moves(watch out for those anti-airs), and don't abuse too much of your low moves. If don't want to do this, just try to make your opponent jump(By being on a crouching state), just to make him fall on a anti-air, or try to use some grabs on him. If nothing works, you can try to poke with f.LK and cr.LK.

The Shinkuu Gadouken
The Shinkuu Gadouken is that super projectile with more reach, it's a good move for Dan, and it could help him if he had. Dan have a "little" problem with projectiles in this game, so this move could be useful with him.

His DP
Well, Dan's DP is not a real problem. It's his best anti-air, and it's better when he flashes. But the fact that his DP is more vertical makes it be one of the worst anti-airs of the game(when it not flashes, I mean). You can use it, but if you're used to the Shoto's DP, and likes to use Shoto's DP to avoid projectiles, forget it. But if you have luck(Or if you use cheats, but don't do this, please), go ahead.

Match-Ups