Fireball3k (talk | contribs) (→Special Moves: damage numbers added, derived from my own experimentations) |
Fireball3k (talk | contribs) m (→Super Moves: added damage numbers for supers. detailed information for each hit's damage is missing.) |
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{{MoveListRow |Shinku Gadouken | {{MoveListRow |Shinku Gadouken | ||
| {{qcf}} + {{lp}} + {{hp}} | | {{qcf}} + {{lp}} + {{hp}} | ||
| | | 43 (max) | ||
| Can be comboed into itself in the corner, with the right timing. Very tight DHC timing. | | Can be comboed into itself in the corner, with the right timing. Very tight DHC timing. | ||
}} | }} | ||
{{MoveListRow | Hisshō Buraiken | {{MoveListRow | Hisshō Buraiken | ||
| {{qcb}} + {{lk}} + {{hk}} | | {{qcb}} + {{lk}} + {{hk}} | ||
| | | 40 (max) | ||
| Great for DHC, switch to a ground super on the 9th or 10th hit for optimal damage. | | Great for DHC, switch to a ground super on the 9th or 10th hit for optimal damage. | ||
}} | }} | ||
{{MoveListRow | Kouryu Rekka | {{MoveListRow | Kouryu Rekka | ||
| {{qcf}} + {{lk}} + {{hk}} | | {{qcf}} + {{lk}} + {{hk}} | ||
| | | 10 (hit 1)/ 30 (hit 2) | ||
| {{Otg}} If cancelled from sweep, second hit is guaranteed. | | {{Otg}} If cancelled from sweep, second hit is guaranteed. | ||
}} | }} | ||
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{{MoveListRow | Chouhatsu Densetsu (Legendary Taunt) | {{MoveListRow | Chouhatsu Densetsu (Legendary Taunt) | ||
| {{qcf}} , {{qcf}} + Start | | {{qcf}} , {{qcf}} + Start | ||
| | | 0 | ||
| Theoretically could be DHCed from to trick an opponent. | | Theoretically could be DHCed from to trick an opponent. | ||
}} | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} |
Revision as of 15:21, 2 September 2021


Introduction
MvC2 is an interesting game for Dan, as he isn't the worst character in the game. That being said, he's still not great. He does have some pretty good combos and hit-confirms, but they're very situational. If you want to play Dan to any serious effect, you need to learn to use his Dankūkyaku.
Colors
First row: LP, HP, A1. Second row: LK, HK, A2.
Moves List
Normal Moves
Special Moves








Super Moves


















Assist Moves
The Basics
Combos
- Any Standing normal > qcb + HK
- Crouch LK > Cr.MK > qcb + HK
- Crouch LK > Cr.MK > Cr.HP > sj.LP > sj.MP > sj.MK > qcb + HK
- Jump LP > MP > Standing LP > Standing MP > qcf + LP
- Jump LP > MP > Standing LP or LK > Standing LK
- Jump LP > Standing LP > Standing MP > HK
- Jump LP > LP \/ d.s.LK > s.LK XX qcf + P
- Jump LP > LK \/ d.s.LP > s.LK > c.HK
- Jump LK > LP \/ d.s.LP > s.LP XX qcf + PP
- Corner Jump LK > LP \/ d.s.LP > s.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcb + LK, f + HP
- Jump LP > LP \/ f,d,df + LP XX qcf + KK
- Jump LK > LP \/ d.s.LP > s.LK > c.HK XX qcf + KK
- Corner Jump HK \/ d.s.LP > s.LP XX qcf + LP XX qcf + PP, (f,f) qcb + KK \/ c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP > sj.HK
Advanced Strategy
Extras
Hidden Intro
Hold down LP before the match starts, and instead of the usual intro animation, Dan will fall to the ground and lose his sandals. This is carried over from MSHvSF, without the explosion.
Taunt Super Finish Screen
If you kill them with Premium Sign (either on point or with Dan as an assist), you will get a Super Finish screen.