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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.  
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
'''TODO''': Images for specials and supers


== Character Summary ==
== Character Summary ==

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: Images for specials and supers

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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