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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''': | '''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
- Gadoken
+
or
- Koryuken
+
/
- Dankuukyaku
+
/
(Air OK)
- Premium Sign
+
/
- Shinkuu Gadoken
+
+
- Koryu Rekka
+
+
- Hissho Buraiken
+
+
- Type α - Projectile Type
- Cross-Over Assist:
Gadoken
- Cross-Over Counter:
Gadoken
- Cross-Over Combination: Hyper Sentinel Force
- Type β - Anti-Air Type
- Cross-Over Assist:
Koryuken
- Cross-Over Counter:
Koryuken
- Cross-Over Combination: Koryu Rekka
- Type γ - Ground Type
- Cross-Over Assist:
Premium Sign
- Cross-Over Counter:
Premium Sign
- Cross-Over Combination: Hissho Buraiken
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 |
---|---|
|
|
}}
Colors
First row: LP, HP, A1. Second row: LK, HK, A2.
Moves List
Normal Moves
Standing Normals
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 |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | 5 | 7 | 13 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Placeholder | Placeholder | Placeholder | - | |
Placeholder |
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 |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | 5 | 5 | 9 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Placeholder | Placeholder | Placeholder | - | |
Placeholder |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | 7 | 11 | 13 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Placeholder | Placeholder | Placeholder | - | |
Placeholder |
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
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | 4 | 6 | 6 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Placeholder | Placeholder | Placeholder | Placeholder | - | |
Placeholder |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | 5 | 5 | 17 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Placeholder | Placeholder | Placeholder | Placeholder | - | |
Placeholder |
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. |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
Placeholder | 6 | 7 | 9 | L |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
Placeholder | Placeholder | Placeholder | Placeholder | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
Placeholder | 6 | 7 | 9 | L |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
Placeholder | Placeholder | Placeholder | Placeholder | - |
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
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 |
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 |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
Placeholder | 15 | 7 | 5 | H |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
Placeholder | Placeholder | Placeholder | Placeholder | - |
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 |
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 |
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
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
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Special, Super | - | - | - | |
Placeholder text |
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 |
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. |
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
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 |
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 |
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
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. |
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 |
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. |