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m (Made notation consistent across all of Dan's normals.) |
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|name= Light Punch | |name= Light Punch | ||
|linkname= 5LP | |linkname= 5LP | ||
|input= | |input= 5LP // {{lp}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|name= Medium Punch | |name= Medium Punch | ||
|linkname= 5MP | |linkname= 5MP | ||
|input= | |input= 5MP // {{mp}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|name= Heavy Punch | |name= Heavy Punch | ||
|linkname= 5HP | |linkname= 5HP | ||
|input= 5HP // | |input= 5HP // {{hp}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|caption2= You can cancel it before it hits- sneaky | |caption2= You can cancel it before it hits- sneaky | ||
|name= Heavy Kick | |name= Heavy Kick | ||
|linkname= | |linkname= 5HK | ||
|input= | |input= 5HK // {{hk}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|name= Crouching Light Punch | |name= Crouching Light Punch | ||
|linkname= 2LP | |linkname= 2LP | ||
|input={{d}}+{{lp}} | |input=2LP // {{d}}+{{lp}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|name= Crouching Medium Punch | |name= Crouching Medium Punch | ||
|linkname= 2MP | |linkname= 2MP | ||
|input={{d}}+{{mp}} | |input=2MP // {{d}}+{{mp}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|name= Crouching Heavy Punch | |name= Crouching Heavy Punch | ||
|linkname= 2HP | |linkname= 2HP | ||
|input={{d}}+{{ | |input=2HP // {{d}}+{{hp}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|name= Crouching Light Kick | |name= Crouching Light Kick | ||
|linkname= 2LK | |linkname= 2LK | ||
|input={{d}}+{{lk}} | |input=2LK // {{d}}+{{lk}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|name= Crouching Medium Kick | |name= Crouching Medium Kick | ||
|linkname= 2MK | |linkname= 2MK | ||
|input={{d}}+{{mk}} | |input=2MK // {{d}}+{{mk}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|image= MVC2 Dan 2HK 01.png | |image= MVC2 Dan 2HK 01.png | ||
|name= Crouching Heavy Kick | |name= Crouching Heavy Kick | ||
|linkname= | |linkname= 2HK | ||
|input={{d}}+{{hk}} | |input=2HK // {{d}}+{{hk}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|name= Jumping Light Punch | |name= Jumping Light Punch | ||
|linkname= j.LP | |linkname= j.LP | ||
|input= Jump+{{lp}} | |input=j.LP // Jump+{{lp}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|name= Jumping Medium Punch | |name= Jumping Medium Punch | ||
|linkname= j.mp | |linkname= j.mp | ||
|input= Jump+{{mp}} | |input=j.MP // Jump+{{mp}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|name= Jumping Heavy Punch | |name= Jumping Heavy Punch | ||
|linkname= j.HP | |linkname= j.HP | ||
|input= Jump+{{hp}} | |input=j.HP // Jump+{{hp}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|name= Jumping Light Kick | |name= Jumping Light Kick | ||
|linkname= j.LP | |linkname= j.LP | ||
|input= Jump+{{lk}} | |input=j.LK // Jump+{{lk}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|name= Jumping Medium Kick | |name= Jumping Medium Kick | ||
|linkname= j.mp | |linkname= j.mp | ||
|input= Jump+{{mk}} | |input=j.MK // Jump+{{mk}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|name= Jumping Heavy Kick | |name= Jumping Heavy Kick | ||
|linkname= j.HK | |linkname= j.HK | ||
|input= Jump+{{hk}} | |input=j.HK // Jump+{{hk}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 |
Revision as of 10:04, 2 November 2021
Introduction
Dan Hibiki, master of the Saikyo Style, 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 often 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: Shinkuu Gadoken
- 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, Saikyo style. Though his moves are generally lacking, he makes up for it somewhat by his overall decent damage, deceptive cancel windows, 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 |
---|---|---|---|---|
4 | 4 | 5 | 4 | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
7 | 5 | 7 | 13 | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
None | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 13 | 13 | 8 | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
None | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
4 | 5 | 5 | 9 | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
None | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
4, 3 | 7 | 11 | 13 | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
None | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 16 | 5 | 12 | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
None | Chain, Special, Super, Cancel on Whiff | - | - | - |
Crouching Normals
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
4 | 4 | 6 | 6 | L |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
7 | 5 | 5 | 17 | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
13 | 5 | 13 | 13 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super, Cancel on Whiff | - | - | - | |
Sends them up at about a 75 degree angle- good corner carry. |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
4 | 6 | 7 | 9 | L |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
7 | 6 | 7 | 9 | L |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 7 | 7 | 27 | L |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Jumping Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
4 | 6 | 10 | 10 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
Quick air normal |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
7 | 6 | 9 | 3 | H |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 15 | 7 | 5 | H |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
4 | 10 | 8 | 10 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
Quick air normal |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
7 | 9 | 11 | 5 | H |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 9 | 9 | 10 | H |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Chain, Special, Super | - | - | - |
Command Normals
Universal Mechanics
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
14 | 5 | 13 | 13 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Does slightly more damage than 2HP, so a little better. |
Special Moves
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
12 | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Special, Super | - | - | - | |
This is less a projectile and more of a long-range normal, but it can beat other projectiles if timed |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
14 (Light) / 16 (Heavy) | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Super | - | - | - | |
Normally, this move isn't invincible. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
14 (Light) / 16 (3 hits total, Heavy) | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Air OK | Super | - | - | - | |
Now we're talking. The LP version bounces him up into the air a little bit, functioning something like |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
2 (holding out sign), 8/9 (projectile, depending on kick) | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Air OK | Super, Cancel on Whiff | - | - | - | |
Can be cancelled to super during its startup, so has potential for some mindgames. |
Assists
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Pretty quick, but lacks range. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Yes, this version is invincible every fourth time you use it, too. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
9 | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
It's got more range than a Gadoken, but pretty situational nonetheless. |
Supers
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
45 (max) | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Level 1 | - | - | - | - | |
It juggles on hit- useful for extending combos in the corner since you can launch afterward |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
10 (first hit), 30 (second hit, OTG hit) | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Level 1 | - | - | - | - | |
If you cancel into this from a sweep, you will land the second hit OTG. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
100 | - | - | - | Unblockable | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Grab, Level 3 | - | - | - | - | |
Reduces Dan to 1 health point- but they take 100 damage in return! Very slow. |
Taunt
TODO
Other
TODO