Marvel vs Capcom 2/Dan: Difference between revisions

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{{MvC2Header}}
{{MVC2 Character Intro|char= dan|full=Dan|short=DAN|content=
= Introduction =
== Introduction ==
[[image:MvC2dan.png]]


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.
Dan Hibiki, the sensei of the legendary (his words, not mine) Saikyou-ryuu dojo, 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. 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, since it's just as useful here as it is in his other appearances.  


= Colors =
'''TODO''': Everything- frame data, images, the works
First row: LP, HP, A1. Second row: LK, HK, A2.


[[Image:Mvc2-dan.png]]
== Character Summary ==
{{3 Column Flex
|content1=
{{Content Box|header=Special Moves|content=
;'''Gadoken'''
*{{qcf}} + {{lp}} or {{hp}}
;'''Koryuken'''
*{{dp}} + {{lp}} / {{hp}}
;'''Dankuukyaku'''
*{{qcb}} + {{lk}} / {{hk}} (Air OK)
;'''Premium Sign'''
*{{qcf}} + {{lk}} / {{hk}}
}}


= Moves List =
|content2=
 
{{Content Box|header=Super Moves|content=
== Normal Moves ==
;Shinkuu Gadoken
{|border="1"
*{{qcf}} + {{lp}} + {{hp}}
!width="6%"|
;Koryu Rekka
! Frames
*{{qcf}} + {{lk}} + {{hk}}
! Advantage
;Hissho Buraiken
! Cancel
*{{qcf}} + {{lk}} + {{hk}}
! Block
!colspan="3"| Hitbox
! Notes
|-
|colspan="9" align="center"| '''Standing'''
|-
! [[File:Lp.png]]
|align="center"| 3/4/3
|align="center"|
|align="center"| C
|align="center"| [[File:High.png]]
[[File:Low.png]]
|colspan="3" | [[File:Dan-mvc2-lp.png|center]]
|align="left"|
|-
! [[File:Mp.png]]
|align="center"| 4/6/12
|align="center"|
|align="center"| C
|align="center"| [[File:High.png]]
[[File:Low.png]]
|colspan="3" | [[File:Dan-mvc2-mp.png|center]]
|align="left"|
|-
! [[File:Hp.png]]
|align="center"| 12/12/8
|align="center"|
|align="center"| C
|align="center"| [[File:High.png]]
[[File:Low.png]]
|valign="bottom" style="border-right:0px;"| [[File:Dan-mvc2-hp1.png|center]]
|valign="bottom" style="border-right:0px; border-left:0px;"| [[File:Dan-mvc2-hp2.png|center]]
|valign="bottom" style="border-left:0px;"| [[File:Dan-mvc2-hp3.png|center]]
|align="center"|Can be cancelled during startup, like s.HK
|-
! [[File:Lk.png]]
|align="center"| 4/4/8
|align="center"|
|align="center"| C
|align="center"| [[File:High.png]]
[[File:Low.png]]
|colspan="3" | [[File:Dan-mvc2-lk.png|center]]
|align="left"|
|-
! [[File:Mk.png]]
|align="center"| 6/10/12
|align="center"|
|align="center"| C
|align="center"| [[File:High.png]]
[[File:Low.png]]
|valign="bottom" style="border-right:0px;"| [[File:Dan-mvc2-mk1.png|center]]
|valign="bottom" style="border-right:0px; border-left:0px;"| [[File:Dan-mvc2-mk2.png|center]]
|align="left"|
|align="center"| Hits twice.
|-
! [[File:Hk.png]]
|align="center"| 15/4/12
|align="center"|
|align="center"| C
|align="center"| [[File:High.png]]
[[File:Low.png]]
|colspan="3" | [[File:Dan-mvc2-hk.png|center]]
|align="center"| Can actually be cancelled during its startup, just like s.HP
|-
|colspan="9" align="center"| '''Crouching'''
|-
! [[File:Lp.png]]
|align="center"| 3/4/4
|align="center"|
|align="center"| C
|align="center"| [[File:High.png]]
[[File:Low.png]]
|colspan="3" | [[File:Dan-mvc2-clp.png|center]]
|align="left"|
|-
! [[File:Mp.png]]
|align="center"| 4/4/16
|align="center"|
|align="center"| C
|align="center"| [[File:High.png]]
[[File:Low.png]]
|colspan="3" | [[File:Dan-mvc2-cmp.png|center]]
|align="left"|
|-
! [[File:Hp.png]]
|align="center"| 4/12/12
|align="center"|
|align="center"| C
|align="center"| [[File:High.png]]
[[File:Low.png]]
|valign="bottom" style="border-right:0px;"| [[File:Dan-mvc2-chp1.png|center]]
|valign="bottom" style="border-right:0px; border-left:0px;"| [[File:Dan-mvc2-chp2.png|center]]
|
|align="center"| [[File:Launch.png]] Sends your opponent up at about a 75 degree angle. Hold forward while superjumping to ensure you meet them in the air.
|-
! [[File:Lk.png]]
|align="center"| 5/6/8
|align="center"|
|align="center"| C
|align="center"| [[File:Low.png]]
|colspan="3" | [[File:Dan-mvc2-clk.png|center]]
|align="left"|
|-
! [[File:Mk.png]]
|align="center"| 5/6/8
|align="center"|
|align="center"| C
|align="center"| [[File:Low.png]]
|colspan="3" | [[File:Dan-mvc2-cmk.png|center]]
|align="left"|
|-
! [[File:Hk.png]]
|align="center"| 6/6/26
|align="center"|
|align="center"| C
|align="center"| [[File:Low.png]]
|colspan="3" | [[File:Dan-mvc2-chk.png|center]]
|align="center"|
|-
|colspan="9" align="center"| '''Jump'''
|-
! [[File:Lp.png]]
|align="center"| 5/10/10
|align="center"|
|align="center"| C
|align="center"| [[File:High.png]]
|colspan="3" | [[File:Dan-mvc2-jlp.png|center]]
|align="left"|
|-
! [[File:Mp.png]]
|align="center"| 5/8/2
|align="center"|
|align="center"| C
|align="center"| [[File:High.png]]
|colspan="3" | [[File:Dan-mvc2-jmp.png|center]]
|align="left"|
|-
! [[File:Hp.png]]
|align="center"| 14/6/4
|align="center"|
|align="center"| C
|align="center"| [[File:High.png]]
|colspan="3" | [[File:Dan-mvc2-jhp.png|center]]
|align="center"| {{Aircombofinisher}}
|-
! [[File:Lk.png]]
|align="center"| 9/7/9
|align="center"|
|align="center"| C
|align="center"| [[File:High.png]]
|colspan="3" | [[File:Dan-mvc2-jlk.png|center]]
|align="left"|
|-
! [[File:Mk.png]]
|align="center"| 8/10/4
|align="center"|
|align="center"| C
|align="center"| [[File:High.png]]
|colspan="3" | [[File:Dan-mvc2-jmk.png|center]]
|align="left"|
|-
! [[File:Hk.png]]
|align="center"| 8/8/10
|align="center"|
|align="center"| C
|align="center"| [[File:High.png]]
|colspan="3" | [[File:Dan-mvc2-jhk.png|center]]
|align="center"| {{Aircombofinisher}}
|-
|}
 
== Special Moves ==
 
{{MvC3MoveListHeader}}
{{MoveListRow | Gadouken
| {{qcf}} + {{p}}
| 12 (both versions)
| Dan throws an energy ball which dissipates immediately. Functions a bit more like a long-ranged command normal than a Hadoken, but still OK in combos.
}}
}}
{{MoveListRow | Kouryuken
|content3=
| {{dp}} + {{p}}
{{Content Box|header=Assist Types|content=
| 16(LP)/18(HP)
;Type α - Projectile Type
| A dragon punch that lacks invincibility. This, combined with its lack of range, makes it more useful as a combo element than a reversal. However, it becomes fully invincible every 4th use, in which case Dan flashes white.
*Cross-Over Assist: {{lp}} Gadoken
*Cross-Over Counter: {{lp}} Gadoken
*Cross-Over Combination: Hyper Sentinel Force
;Type β - Anti-Air Type
*Cross-Over Assist: {{hp}} Koryuken
*Cross-Over Counter: {{hp}} Koryuken
*Cross-Over Combination: Koryu Rekka
;Type γ - Ground Type
*Cross-Over Assist: {{lk}} Premium Sign
*Cross-Over Counter: {{lk}} Premium Sign
*Cross-Over Combination: Hissho Buraiken
}}
}}
{{MoveListRow | Dankūkyaku
| {{qcb}} + {{k}}
| 14(LK)/16(HK)
| [[File:Airok.png]]Dan leaps forward and delivers a flying kick. Light version hits once, heavy hits three times. Both versions are useful to end combos with.
}}
}}
{{MoveListRow | Premium Sign
| {{qcf}} + {{k}}
| 2 (first hit), 8(LK)/9(HK)
| Dan writes your opponent an autograph and tosses it at them. Long startup and pitiful damage, but can be cancelled into any of Dan's supers before the move ends.
}}
}}
{{MoveListFooter}}


== Super Moves ==
{{2 Column Flex|flex1=6|flex2=4
|content1=
{{Content Box|content='''Dan''' is a comedic character who uses his self-taught fighting style to beat the brakes off the competition, Saikyou style. Though his moves are lacking compared to his inspirations in Ryu and Ken, he makes up for it somewhat by his overall decent damage 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- 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
* Some of his moves can be cancelled even on whiff, including Premium Sign and his Legendary Taunt. These moves are pretty good for conditioning your opponent to act in a particular way as a result.
* 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
* Though they pale in comparison to other shotos' specials, his Gadoken and Koryuken are still quite serviceable. Gadoken can be used to defend against an opponent's fireball and does respectable damage on hit, and Koryuken can easily link from one of his normals for some more damage.
* 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 great- about all he's got is his Dankuukyaku, which can only help him so much against some of the nonsense that happens at a high level in this game.
* He takes slightly more damage than most of the cast- about 13% more, putting him in the same defense tier as Psylocke
* His special moves are OK, but they're either underpowered or they aren't used the same way that other shoto special moves are used. Gadoken lacks range, Koryuken is only invincible every four uses, and the Dankuukyaku is slightly 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 great. A and B do good damage and Y can be used as a niche combo extender, but Dan is better off having someone support him than the other way around
* His supers leave him pretty open if you miss them, meaning he needs to be sure before he throws that Otoko Michi or Hissho Buraiken
* Otoko Michi is even slower than Akuma's Raging Demon is in this game, even if the reward is awesome
 


{{MvC3MoveListHeader}}
{{MoveListRow |Shinku Gadouken
| {{qcf}} + {{lp}} + {{hp}}
| 43 (max)
| Can be comboed into itself in the corner, with the right timing. Very tight DHC timing.
}}
}}
{{MoveListRow | Hisshō Buraiken
| {{qcb}} + {{lk}} + {{hk}}
| 40 (max)
| Great for DHC, switch to a ground super on the 9th or 10th hit for optimal damage.
}}
}}
{{MoveListRow | Kouryu Rekka
|content2=
| {{qcf}} + {{lk}} + {{hk}}
{{Content Box|content=
| 10 (hit 1)/ 30 (hit 2)
<center><youtube>YwozsSNCZqY</youtube></center>
| {{Otg}} If cancelled from sweep, second hit is guaranteed.
}}
}}
{{MoveListRow | Otoko Michi
| {{hp}} , {{lk}} , {{b}} , {{lp}} , {{lp}}
| 100
|{{Unblockable}} One of the most high damage supers in the game, at the cost of leaving Dan with a single point of health
|level3
}}
}}
{{MoveListRow | Chouhatsu Densetsu (Legendary Taunt)
| {{qcf}} , {{qcf}} + Start
| 0
| Theoretically could be DHCed from to trick an opponent.
}}
}}
{{MoveListFooter}}


== Assist Moves ==
== Colors ==
{{MvC2CharacterAssists
First row: LP, HP, A1. Second row: LK, HK, A2.
  |[[file:hp.png]] Gadouken
  |
  | Shinku Gadouken
  | [[file:hp.png]] Gadouken
  | Not bad, can be used up close.


  |[[file:hp.png]] Kouryuken
[[Image:Mvc2-dan.png]]
  |
  |Kouryu Rekka
  | [[file:hp.png]] Kouryuken
  | Can be used as a "get off me". Close range, and with the possibility of complete invincibility. Dan's best assist.


   |[[file:hk.png]] Premium Sign
== Moves List ==
  |
 
  |Hisshō Buraiken
=== Normal Moves ===
   |[[file:hk.png]] Dankūkyaku
 
  | Easily his worst assist. High start up and recovery, low damage. Don't use.
==== Standing Normals ====
}}
 
 
{{MoveData
|image= Dan-mvc2-lp.png
|caption= Quick punch
|name= Light Punch
|linkname= 5LP
|input= The command for the move, in Numpad Notation if applicable / then Oldschool notation
|data=
{{AttackData-MVSC2
|Damage= Placeholder
|Startup= 4
|Active= 5
|Recovery= 4
|Guard= HL
|Special Property= Placeholder
|Cancel= Chain, Special, Super
|Adv. Hit= Placeholder
|Adv. Guard= Placeholder
|Adv. Pushblock= Placeholder
|description= Placeholder text
}}
}}<br>
 
 
{{MoveData
|image= Dan-mvc2-mp.png
|caption2= Placeholder
|name= Medium Punch
|linkname= 5MP
|input= 5LP+5LP/{{lp}}+{{lp}}
|data=
{{AttackData-MVSC2
|Damage= Placeholder
|Startup= 5
|Active= 7
|Recovery= 13
|Guard= HL
|Special Property= None
|Cancel= Placeholder
|Adv. Hit= Placeholder
|Adv. Guard= Placeholder
|Adv. Pushblock= Placeholder
|description= Placeholder
}}
}}<br>
 
{{MoveData
|image= Dan-mvc2-hp1.png
|image2= Dan-mvc2-hp2.png
|image3= Dan-mvc2-hp3.png
|caption3= One of his better normals
|name= Heavy Punch
|linkname= 5HP
|input= 5HP // {{f}} + {{hp}}
|data=
{{AttackData-MVSC2
|Damage= Placeholder
|Startup= 13
|Active= 13
|Recovery= 8
|Guard= HL
|Special Property= None
|Cancel= Chain, Special, Super
|Adv. Hit= Placeholder
|Adv. Guard= Placeholder
|Adv. Pushblock= Placeholder
|description= Placeholder
}}
}}<br>
{{MoveData
|image= Dan-mvc2-lk.png
|name= Light Kick
|linkname= 5LK
|input= 5LK // {{f}} + {{lk}}
|data=
{{AttackData-MVSC2
|Damage= Placeholder
|Startup= 5
|Active= 5
|Recovery= 9
|Guard= HL
|Special Property= None
|Cancel= Placeholder
|Adv. Hit= Placeholder
|Adv. Guard= Placeholder
|Adv. Pushblock= Placeholder
|description= Placeholder
}}
}}<br>
   {{MoveData
|image= Dan-mvc2-mk1.png
|image2= Dan-mvc2-mk2.png
|image3= Dan-mvc2-mk3.png
|name= Medium Kick
|linkname= 5MK
|input= 5HP // {{f}} + {{}}
|data=
{{AttackData-MVSC2
|Damage= Placeholder
|Startup= 7
|Active= 11
|Recovery= 13
|Guard= HL
|Special Property= None
|Cancel= Placeholder
|Adv. Hit= Placeholder
|Adv. Guard= Placeholder
|Adv. Pushblock= Placeholder
|description= Placeholder
}}
}}<br>
   {{MoveData
|image= Dan-mvc2-hk.png
|caption2= You can cancel it before it hits- sneaky
|name= Heavy Kick
|linkname= 5HP
|input= 5HP // {{f}} + {{hp}}
|data=
{{AttackData-MVSC2
|Damage= Placeholder
|Startup= 16
|Active= 5
|Recovery= 12
|Guard= HL
|Special Property= None
|Cancel= Placeholder
|Adv. Hit= Placeholder
|Adv. Guard= Placeholder
|Adv. Pushblock= Placeholder
|description= Placeholder
}}
}}<br>
 
 
 
 
==== Crouching Normals ====
 
{{MoveData
|image= Dan-mvc2-clp.png
|caption= Caption
|name= Crouching Light Punch
|linkname= 2LP
|input={{d}}+{{lp}}
|data=
{{AttackData-MVSC2
|Damage= Placeholder
|Startup= 4
|Active= 6
|Recovery= 6
|Guard= HL
|Special Property= Placeholder
|Cancel= Placeholder
|Adv. Hit= Placeholder
|Adv. Guard= Placeholder
|Adv. Pushblock= Placeholder
|description= Placeholder
}}
}}<br>
 
{{MoveData
|image= Dan-mvc2-cmp.png
|caption= Caption
|name= Crouching Medium Punch
|linkname= 2MP
|input={{d}}+{{mp}}
|data=
{{AttackData-MVSC2
|Damage= Placeholder
|Startup= 5
|Active= 5
|Recovery= 17
|Guard= HL
|Special Property= Placeholder
|Cancel= Placeholder
|Adv. Hit= Placeholder
|Adv. Guard= Placeholder
|Adv. Pushblock= Placeholder
|description= Placeholder
}}
}}<br>
{{MoveData
|image= Dan-mvc2-chp1.png
|image2= Dan-mvc2-chp2.png
|caption= Punch your opponent into the air
|name= Crouching Heavy Punch
|linkname= 2HP
|input={{d}}+{{hk}}
|data=
{{AttackData-MVSC2
|Damage= Placeholder
|Startup= 5
|Active= 13
|Recovery= 13
|Guard= HL
|Special Property= Placeholder
|Cancel= Placeholder
|Adv. Hit= Placeholder
|Adv. Guard= Placeholder
|Adv. Pushblock= Placeholder
|description= Sends them up at about a 75 degree angle- in other words, not quite straight up. Hold up and forward when you hit if you want to do an air combo.
}}
}}<br>
{{MoveData
|image= Dan-mvc2-clk.png
|name= Crouching Light Kick
|linkname= 2LK
|input={{d}}+{{lk}}
|data=
{{AttackData-MVSC2
|Damage= Placeholder
|Startup= 6
|Active= 7
|Recovery= 9
|Guard= L
|Special Property= Placeholder
|Cancel= Placeholder
|Adv. Hit= Placeholder
|Adv. Guard= Placeholder
|Adv. Pushblock= Placeholder
|description=
}}
}}<br>
{{MoveData
|image= Dan-mvc2-cmk.png
|name= Crouching Medium Kick
|linkname= 2MK
|input={{d}}+{{mk}}
|data=
{{AttackData-MVSC2
|Damage= Placeholder
|Startup= 6
|Active= 7
|Recovery= 9
|Guard= L
|Special Property= Placeholder
|Cancel= Placeholder
|Adv. Hit= Placeholder
|Adv. Guard= Placeholder
|Adv. Pushblock= Placeholder
|description=
}}
}}<br>
{{MoveData
|image= Dan-mvc2-chk.png
|name= Crouching Heavy Kick
|linkname= 2MK
|input={{d}}+{{hk}}
|data=
{{AttackData-MVSC2
|Damage= Placeholder
|Startup= 7
|Active= 7
|Recovery= 27
|Guard= L
|Special Property= Placeholder
|Cancel= Placeholder
|Adv. Hit= Placeholder
|Adv. Guard= Placeholder
|Adv. Pushblock= Placeholder
|description=
}}
}}<br>
 
 
==== Jumping Normals ====
{{MoveData
|image= Dan-mvc2-jlp.png
|caption= One punch.
|name= Jumping Light Punch
|linkname= j.LP
|input= Jump+{{lp}}
|data=
{{AttackData-MVSC2
|Damage= Placeholder
|Startup= 6
|Active= 10
|Recovery= 10
|Guard= H
|Special Property= Placeholder
|Cancel= Placeholder
|Adv. Hit= Placeholder
|Adv. Guard= Placeholder
|Adv. Pushblock= Placeholder
|description= Quick air normal
}}
}}<br>
 
 
 
{{MoveData
|image= Dan-mvc2-jmp.png
|caption= Another punch.
|name= Jumping Medium Punch
|linkname= j.mp
|input= Jump+{{mp}}
|data=
{{AttackData-MVSC2
|Damage= Placeholder
|Startup= 6
|Active= 9
|Recovery= 3
|Guard= Ph
|Special Property= Placeholder
|Cancel= Placeholder
|Adv. Hit= Placeholder
|Adv. Guard= Placeholder
|Adv. Pushblock= Placeholder
|description= Placeholder text
}}
}}<br>
 
{{MoveData
|image= Dan-mvc2-jhp.png
|caption= Sends them down if they're in the air.
|name= Jumping Heavy Punch
|linkname= j.HP
|input= Jump+{{hp}}
|data=
{{AttackData-MVSC2
|Damage= Placeholder
|Startup= 15
|Active= 7
|Recovery= 5
|Guard= H
|Special Property= Placeholder
|Cancel= Placeholder
|Adv. Hit= Placeholder
|Adv. Guard= Placeholder
|Adv. Pushblock= Placeholder
|description=
}}
}}<br>
 
{{MoveData
|image= Dan-mvc2-jlk.png
|caption= Kick
|name= Jumping Light Kick
|linkname= j.LP
|input= Jump+{{lk}}
|data=
{{AttackData-MVSC2
|Damage= Placeholder
|Startup= 10
|Active= 8
|Recovery= 10
|Guard= H
|Special Property= Placeholder
|Cancel= Placeholder
|Adv. Hit= Placeholder
|Adv. Guard= Placeholder
|Adv. Pushblock= Placeholder
|description= Quick air normal
}}
}}<br>
 
 
 
{{MoveData
|image= Dan-mvc2-jmk.png
|caption= Kick
|name= Jumping Medium Kick
|linkname= j.mp
|input= Jump+{{mk}}
|data=
{{AttackData-MVSC2
|Damage= Placeholder
|Startup= 9
|Active= 11
|Recovery= 5
|Guard= H
|Special Property= Placeholder
|Cancel= Placeholder
|Adv. Hit= Placeholder
|Adv. Guard= Placeholder
|Adv. Pushblock= Placeholder
|description= Placeholder text
}}
}}<br>


= The Basics =
{{MoveData
|image= Dan-mvc2-jhk.png
|caption= Sends them down if they're in the air.
|name= Jumping Heavy Kick
|linkname= j.HK
|input= Jump+{{hk}}
|data=
{{AttackData-MVSC2
|Damage= Placeholder
|Startup= 9
|Active= 9
|Recovery= 10
|Guard= H
|Special Property= Placeholder
|Cancel= Placeholder
|Adv. Hit= Placeholder
|Adv. Guard= Placeholder
|Adv. Pushblock= Placeholder
|description=
}}
}}<br>
==== Command Normals ====


== Beginner Overview ==


<youtube>YwozsSNCZqY</youtube>


== Combos ==


- Any Standing normal > qcb + HK


- Crouch LK > Cr.MK > qcb + HK
=== Universal Mechanics ===


- Crouch LK > Cr.MK > Cr.HP > sj.LP > sj.MP > sj.MK > qcb + HK
{{MoveData
|image= Dan-mvc2-chp2.png
|caption= Dan's universal launcher
|name= Launcher
|linkname= Launcher
|input= 3HK // {{df}}+{{hp}}
|data=
{{AttackData-MVSC2
|Damage= Placeholder
|Startup= Placeholder
|Active= Placeholder
|Recovery= Placeholder
|Guard= HL
|Special Property= Placeholder
|Cancel= Placeholder
|Adv. Hit= Placeholder
|Adv. Guard= Placeholder
|Adv. Pushblock= Placeholder
|description= Placeholder text
}}
}}<br>


- Jump LP > MP > Standing LP > Standing MP > qcf + LP
=== Special Moves ===
{{MoveData
|image= Portrait MVC2 Dan.png
|caption=
|name= Gadoken
|linkname= Gadoken
|input= 236 + P // QCF+P // {{qcf}}+{{p}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard= HL
|Special Property=
|Cancel= Special, Super
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Placeholder text
}}
}}<br>


- Jump LP > MP > Standing LP or LK > Standing LK


- Jump LP > Standing LP > Standing MP > HK
{{MoveData
|image= Portrait MVC2 Dan.png
|caption=
|name= Koryuken
|linkname= Koryuken
|input= 623 + P // F,D,DF+P // {{dp}}+{{p}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard= HL
|Special Property= Air OK
|Cancel= Special, Super
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Every fourth time you use this move, Dan will be fully invincible for its duration. You'll see him flash white when this happens
}}
}}<br>
  {{MoveData
|image= Portrait MVC2 Dan.png
|caption=
|name= Dankuukyaku
|linkname= Dankuukyaku
|input= 214 + K // QCB+K // {{qcb}}+{{k}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard= HL
|Special Property= Air OK
|Cancel= Special, Super
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Now we're talking. The LP version bounces him up into the air a little bit, functioning something like
a small double jump, and the HK version carries him forward. Both are good combo enders.
}}
}}<br>
{{MoveData
|image= Portrait MVC2 Dan.png
|caption=
|name= Premium Sign
|linkname= Premium Sign
|input= 236 + K // QCF+K // {{qcf}}+{{k}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard= HL
|Special Property= Air OK
|Cancel= Special, Super
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Dan signs his autograph on a card and tosses it. You can cancel it into another move at any time before he throws it.
}}
}}<br>


- 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
=== Assists ===
{{MoveData
|image= Portrait MVC2 Dan.png
|caption= Assist A
|name= Gou Hadouken
|linkname= Placeholder
|input= A1 // A2
|data=
{{AttackData-MVSC2
|Damage= Placeholder
|Startup= Placeholder
|Active= Placeholder
|Recovery= Placeholder
|Guard= Placeholder
|Special Property= Placeholder
|Cancel= Placeholder
|Adv. Hit= Placeholder
|Adv. Guard= Placeholder
|Adv. Pushblock= Placeholder
|description= Decent projectile
}}
}}<br>
{{MoveData
|image= Portrait MVC2 Dan.png
|caption= Assist B
|name= Koryuken
|linkname= Placeholder
|input= A1 // A2
|data=
{{AttackData-MVSC2
|Damage= Placeholder
|Startup= Placeholder
|Active= Placeholder
|Recovery= Placeholder
|Guard= Placeholder
|Special Property= Placeholder
|Cancel= Placeholder
|Adv. Hit= Placeholder
|Adv. Guard= Placeholder
|Adv. Pushblock= Placeholder
|description= Nice anti-air
}}
}}<br>
{{MoveData
|image= Portrait MVC2 Dan.png
|caption= Assist Y
|name= Tatsumaki Zankuu Kyaku
|linkname= Placeholder
|input= A1 // A2
|data=
{{AttackData-MVSC2
|Damage= Placeholder
|Startup= Placeholder
|Active= Placeholder
|Recovery= Placeholder
|Guard= Placeholder
|Special Property= Placeholder
|Cancel= Placeholder
|Adv. Hit= Placeholder
|Adv. Guard= Placeholder
|Adv. Pushblock= Placeholder
|description= Useful for combos
}}
}}<br>
=== Supers ===


- 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
{{MoveData
|image=
|caption= Sure, it looks wimpy, but that just adds insult to injury when it hits
|name= Shinkuu Gadoken
|linkname= Placeholder
|input= 236 + PP // {{qcf}}+{{lp}}+{{hp}}
|data=
{{AttackData-MVSC2
|Damage= 10 (first hit), 30 (second hit, OTG hit)
|Startup= Placeholder
|Active= Placeholder
|Recovery= Placeholder
|Guard= Placeholder
|Special Property= Placeholder
|Cancel= Placeholder
|Adv. Hit= Placeholder
|Adv. Guard= Placeholder
|Adv. Pushblock= Placeholder
|description= The timing for doing a Delayed Hyper Combo is pretty tight with this move. You want to cancel into the next super as early as possible if you're trying to use this move that way.
}}
}}<br>


- Jump LK > LP \/ d.s.LP > s.LK > c.HK XX qcf + KK
{{MoveData
|image=
|caption= Dan's version of the Shoryu Reppa
|name= Koryu Rekka
|linkname= Placeholder
|input= 236 + PP // {{qcf}}+{{lp}}+{{hp}}
|data=
{{AttackData-MVSC2
|Damage= 10 (first hit), 30 (second hit, OTG hit)
|Startup= Placeholder
|Active= Placeholder
|Recovery= Placeholder
|Guard= Placeholder
|Special Property= Placeholder
|Cancel= Placeholder
|Adv. Hit= Placeholder
|Adv. Guard= Placeholder
|Adv. Pushblock= Placeholder
|description= If you cancel into this from a sweep, you will land the second hit OTG. Dan's best level 1 super because of this
}}
}}<br>
{{MoveData
|image=
|caption= OYAJIIII
|name= Otoko Michi (Path of the Man)
|linkname= Placeholder
|input= 5HP, 5LK, 4, 5LP, 5LP // {{hp}} , {{lk}} , {{b}} , {{lp}} , {{lp}}
|data=
{{AttackData-MVSC2
|Damage= 100
|Startup= Placeholder
|Active= Placeholder
|Recovery= Placeholder
|Guard= Unblockable
|Special Property= Grab, Level 3
|Cancel= Placeholder
|Adv. Hit= Placeholder
|Adv. Guard= Placeholder
|Adv. Pushblock= Placeholder
|description= Slow to come out, but does very nice damage if you hit.
}}
}} <br>


- 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
 
=== Taunt ===


= Advanced Strategy =
=== Other ===


= 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.


{{Navbox-MVC2}}
{{Navbox-MVC2}}
[[Category:Marvel Vs. Capcom 2]]
[[Category:Marvel Vs. Capcom 2]]
[[Category:Dan]]

Revision as of 18:14, 18 September 2021

Introduction

Dan Hibiki, the sensei of the legendary (his words, not mine) Saikyou-ryuu dojo, 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. 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, since it's just as useful here as it is in his other appearances.

TODO: Everything- frame data, images, the works

Character Summary

Special Moves

Gadoken
  • Qcf.png + Lp.png or Hp.png
Koryuken
  • Dp.png + Lp.png / Hp.png
Dankuukyaku
  • Qcb.png + Lk.png / Hk.png (Air OK)
Premium Sign
  • Qcf.png + Lk.png / Hk.png
Super Moves

Shinkuu Gadoken
  • Qcf.png + Lp.png + Hp.png
Koryu Rekka
  • Qcf.png + Lk.png + Hk.png
Hissho Buraiken
  • Qcf.png + Lk.png + Hk.png
Assist Types

Type α - Projectile Type
  • Cross-Over Assist: Lp.png Gadoken
  • Cross-Over Counter: Lp.png Gadoken
  • Cross-Over Combination: Hyper Sentinel Force
Type β - Anti-Air Type
  • Cross-Over Assist: Hp.png Koryuken
  • Cross-Over Counter: Hp.png Koryuken
  • Cross-Over Combination: Koryu Rekka
Type γ - Ground Type
  • Cross-Over Assist: Lk.png Premium Sign
  • Cross-Over Counter: Lk.png Premium Sign
  • Cross-Over Combination: Hissho Buraiken
MVC2 dan art.png

Dan is a comedic character who uses his self-taught fighting style to beat the brakes off the competition, Saikyou style. Though his moves are lacking compared to his inspirations in Ryu and Ken, he makes up for it somewhat by his overall decent damage and his terrifying level 3 super.

Strengths Weaknesses
  • 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- 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
  • Some of his moves can be cancelled even on whiff, including Premium Sign and his Legendary Taunt. These moves are pretty good for conditioning your opponent to act in a particular way as a result.
  • 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
  • Though they pale in comparison to other shotos' specials, his Gadoken and Koryuken are still quite serviceable. Gadoken can be used to defend against an opponent's fireball and does respectable damage on hit, and Koryuken can easily link from one of his normals for some more damage.
  • 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!
  • Air mobility is sort of there, but it's not great- about all he's got is his Dankuukyaku, which can only help him so much against some of the nonsense that happens at a high level in this game.
  • He takes slightly more damage than most of the cast- about 13% more, putting him in the same defense tier as Psylocke
  • His special moves are OK, but they're either underpowered or they aren't used the same way that other shoto special moves are used. Gadoken lacks range, Koryuken is only invincible every four uses, and the Dankuukyaku is slightly 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 great. A and B do good damage and Y can be used as a niche combo extender, but Dan is better off having someone support him than the other way around
  • His supers leave him pretty open if you miss them, meaning he needs to be sure before he throws that Otoko Michi or Hissho Buraiken
  • Otoko Michi is even slower than Akuma's Raging Demon is in this game, even if the reward is awesome

}}

Colors

First row: LP, HP, A1. Second row: LK, HK, A2.

Mvc2-dan.png

Moves List

Normal Moves

Standing Normals

Light Punch
The command for the move, in Numpad Notation if applicable / then Oldschool notation
Damage Startup Active Recovery Guard
Placeholder 4 5 4 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Placeholder Chain, Special, Super Placeholder Placeholder -

Placeholder text



Medium Punch
5LP+5LP/Lp.png+Lp.png
Damage Startup Active Recovery Guard
Placeholder 5 7 13 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Placeholder Placeholder Placeholder -

Placeholder


Heavy Punch
5HP // F.png + Hp.png
Dan-mvc2-hp1.png
Dan-mvc2-hp2.png
Dan-mvc2-hp3.png
One of his better normals
Damage Startup Active Recovery Guard
Placeholder 13 13 8 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Chain, Special, Super Placeholder Placeholder -

Placeholder


Light Kick
5LK // F.png + Lk.png
Dan-mvc2-lk.png
Damage Startup Active Recovery Guard
Placeholder 5 5 9 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Placeholder Placeholder Placeholder -

Placeholder


Medium Kick
5HP // F.png + {{}}
Damage Startup Active Recovery Guard
Placeholder 7 11 13 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Placeholder Placeholder Placeholder -

Placeholder


Heavy Kick
5HP // F.png + Hp.png
Dan-mvc2-hk.png
Damage Startup Active Recovery Guard
Placeholder 16 5 12 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Placeholder Placeholder Placeholder -

Placeholder




Crouching Normals

Crouching Light Punch
D.png+Lp.png
Dan-mvc2-clp.png
Caption
Damage Startup Active Recovery Guard
Placeholder 4 6 6 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Placeholder Placeholder Placeholder Placeholder -

Placeholder


Crouching Medium Punch
D.png+Mp.png
Dan-mvc2-cmp.png
Caption
Damage Startup Active Recovery Guard
Placeholder 5 5 17 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Placeholder Placeholder Placeholder Placeholder -

Placeholder


Crouching Heavy Punch
D.png+Hk.png
Dan-mvc2-chp1.png
Punch your opponent into the air
Dan-mvc2-chp2.png
Damage Startup Active Recovery Guard
Placeholder 5 13 13 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Placeholder Placeholder Placeholder Placeholder -

Sends them up at about a 75 degree angle- in other words, not quite straight up. Hold up and forward when you hit if you want to do an air combo.


Crouching Light Kick
D.png+Lk.png
Dan-mvc2-clk.png
Damage Startup Active Recovery Guard
Placeholder 6 7 9 L
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Placeholder Placeholder Placeholder Placeholder -


Crouching Medium Kick
D.png+Mk.png
Dan-mvc2-cmk.png
Damage Startup Active Recovery Guard
Placeholder 6 7 9 L
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Placeholder Placeholder Placeholder Placeholder -


Crouching Heavy Kick
D.png+Hk.png
Dan-mvc2-chk.png
Damage Startup Active Recovery Guard
Placeholder 7 7 27 L
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Placeholder Placeholder Placeholder Placeholder -



Jumping Normals

Jumping Light Punch
Jump+Lp.png
Dan-mvc2-jlp.png
One punch.
Damage Startup Active Recovery Guard
Placeholder 6 10 10 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Placeholder Placeholder Placeholder Placeholder -

Quick air normal



Jumping Medium Punch
Jump+Mp.png
Dan-mvc2-jmp.png
Another punch.
Damage Startup Active Recovery Guard
Placeholder 6 9 3 Ph
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Placeholder Placeholder Placeholder Placeholder -

Placeholder text


Jumping Heavy Punch
Jump+Hp.png
Dan-mvc2-jhp.png
Sends them down if they're in the air.
Damage Startup Active Recovery Guard
Placeholder 15 7 5 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Placeholder Placeholder Placeholder Placeholder -


Jumping Light Kick
Jump+Lk.png
Dan-mvc2-jlk.png
Kick
Damage Startup Active Recovery Guard
Placeholder 10 8 10 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Placeholder Placeholder Placeholder Placeholder -

Quick air normal



Jumping Medium Kick
Jump+Mk.png
Dan-mvc2-jmk.png
Kick
Damage Startup Active Recovery Guard
Placeholder 9 11 5 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Placeholder Placeholder Placeholder Placeholder -

Placeholder text


Jumping Heavy Kick
Jump+Hk.png
Dan-mvc2-jhk.png
Sends them down if they're in the air.
Damage Startup Active Recovery Guard
Placeholder 9 9 10 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Placeholder Placeholder Placeholder Placeholder -


Command Normals

Universal Mechanics

Launcher
3HK // Df.png+Hp.png
Dan-mvc2-chp2.png
Dan's universal launcher
Damage Startup Active Recovery Guard
Placeholder Placeholder Placeholder Placeholder HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Placeholder Placeholder Placeholder Placeholder -

Placeholder text



Special Moves

Gadoken
236 + P // QCF+P // Qcf.png+P.png
Portrait MVC2 Dan.png
Damage Startup Active Recovery Guard
- - - - HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Special, Super - - -

Placeholder text



Koryuken
623 + P // F,D,DF+P // Dp.png+P.png
Portrait MVC2 Dan.png
Damage Startup Active Recovery Guard
- - - - HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Air OK Special, Super - - -

Every fourth time you use this move, Dan will be fully invincible for its duration. You'll see him flash white when this happens


Dankuukyaku
214 + K // QCB+K // Qcb.png+K.png
Portrait MVC2 Dan.png
Damage Startup Active Recovery Guard
- - - - HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Air OK Special, Super - - -

Now we're talking. The LP version bounces him up into the air a little bit, functioning something like

a small double jump, and the HK version carries him forward. Both are good combo enders.


Premium Sign
236 + K // QCF+K // Qcf.png+K.png
Portrait MVC2 Dan.png
Damage Startup Active Recovery Guard
- - - - HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Air OK Special, Super - - -

Dan signs his autograph on a card and tosses it. You can cancel it into another move at any time before he throws it.




Assists

Gou Hadouken
A1 // A2
Portrait MVC2 Dan.png
Assist A
Damage Startup Active Recovery Guard
Placeholder Placeholder Placeholder Placeholder Placeholder
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Placeholder Placeholder Placeholder Placeholder -

Decent projectile


Koryuken
A1 // A2
Portrait MVC2 Dan.png
Assist B
Damage Startup Active Recovery Guard
Placeholder Placeholder Placeholder Placeholder Placeholder
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Placeholder Placeholder Placeholder Placeholder -

Nice anti-air


Tatsumaki Zankuu Kyaku
A1 // A2
Portrait MVC2 Dan.png
Assist Y
Damage Startup Active Recovery Guard
Placeholder Placeholder Placeholder Placeholder Placeholder
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Placeholder Placeholder Placeholder Placeholder -

Useful for combos



Supers

Shinkuu Gadoken
236 + PP // Qcf.png+Lp.png+Hp.png
Damage Startup Active Recovery Guard
10 (first hit), 30 (second hit, OTG hit) Placeholder Placeholder Placeholder Placeholder
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Placeholder Placeholder Placeholder Placeholder -

The timing for doing a Delayed Hyper Combo is pretty tight with this move. You want to cancel into the next super as early as possible if you're trying to use this move that way.


Koryu Rekka
236 + PP // Qcf.png+Lp.png+Hp.png
Damage Startup Active Recovery Guard
10 (first hit), 30 (second hit, OTG hit) Placeholder Placeholder Placeholder Placeholder
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Placeholder Placeholder Placeholder Placeholder -

If you cancel into this from a sweep, you will land the second hit OTG. Dan's best level 1 super because of this



Otoko Michi (Path of the Man)
5HP, 5LK, 4, 5LP, 5LP // Hp.png , Lk.png , B.png , Lp.png , Lp.png
Damage Startup Active Recovery Guard
100 Placeholder Placeholder Placeholder Unblockable
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Grab, Level 3 Placeholder Placeholder Placeholder -

Slow to come out, but does very nice damage if you hit.





Taunt

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