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Latest revision as of 14:20, 22 May 2025
Introduction
Always known as the "joke character" of the Street Fighter series, Dan Hibiki first appeared in Street Fighter Alpha. His trademark is his bright pink gi and his neverending supply of funny taunts. Capcom created him as a way to take a friendly jab at rival fighting game mogul SNK (Dan specifically mocks the Kyokugen characters like Ryo Sakazaki and Robert Garcia; he even sports a similar hairstyle and facial structure to Robert). Dan's moves have always been shallow mockeries of the "Shoto-type" moves. He hates Sagat for killing his father Go Hibiki in the fight where Go took Sagat's left eye. Dan is a former student of Ryu and Ken's master but was discharged from the dojo when the master saw nothing but revenge in his eyes. Since, Dan has practiced a self-styled art called "Saikyo" (or "Strongest"). In SFA3, Dan has already defeated Sagat and is now trying to find new students for his dojo. He is friends with Blanka.
Pros | Cons |
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Color Options
X-Ism | A-Ism | V-Ism | |||
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Punch | Kick | Punch | Kick | Punch | Kick |
Moves List
Ground Normals
- Standing Jab:
Damage | 5 | ![]() |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/1 | |
Frame Count | 3/4/7 | |
Block Stun | +3 | |
Hit Stun/Counter Hit | +4/+9 |
- Standing Strong:
Damage | 13 | ![]() |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 1/3(A)4(XV) | |
Frame Count | 4/8/11 | |
Block Stun | 0 | |
Hit Stun/Counter Hit | +1/+5 |
- Standing Fierce:
Damage | 17,16 | ![]() |
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Stun | 8 | ||
Chain Cancel | No | ||
Special Cancel | No | ||
Super Cancel | No | ||
Meter on whiff/hit | 1/4(A)6(XV) | ||
Frame Count | 7/3/21 | ||
Block Stun | -1 | ||
Hit Stun/Counter Hit | 0/Launch |
- Standing Short:
Damage | 6 | ![]() |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/1 | |
Frame Count | 6/6/8 | |
Block Stun | -7 | |
Hit Stun/Counter Hit | -6/-2 |
- Standing Forward:
Damage | 12,11 | ![]() |
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Stun | 4 | ||
Chain Cancel | No | ||
Special Cancel | No | ||
Super Cancel | No | ||
Meter on whiff/hit | 1/3(A)4(XV) | ||
Frame Count | 4/4/22 | ||
Block Stun | -7 | ||
Hit Stun/Counter Hit | -6/-2 |
- Standing Roundhouse:
Damage | 18 | ![]() |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/4(A)6(XV) | |
Frame Count | 12/3/19 | |
Block Stun | +1 | |
Hit Stun/Counter Hit | +2/Launch |
- Crouching Jab:
Damage | 4 | ![]() |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/1 | |
Frame Count | 3/4/7 | |
Block Stun | +3 | |
Hit Stun/Counter Hit | +4/+9 |
- Crouching Strong:
Damage | 11 | ![]() |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 1/3(A)4(XV) | |
Frame Count | 5/6/11 | |
Block Stun | +2 | |
Hit Stun/Counter Hit | +3/+7 |
- Crouching Fierce:
Damage | 15,14 | ![]() |
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Stun | 8 | ||
Chain Cancel | No | ||
Special Cancel | Yes | ||
Super Cancel | yes | ||
Meter on whiff/hit | 1/4(A)6(XV) | ||
Frame Count | 7/2/28 | ||
Block Stun | -7 | ||
Hit Stun/Counter Hit | -6/Launch |
- Crouching Short:
Damage | 3 | ![]() |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/1 | |
Frame Count | 5/4/9 | |
Block Stun | +1 | |
Hit Stun/Counter Hit | +2/+7 |
- Crouching Forward:
Damage | 10 | ![]() |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 1/3(A)4(XV) | |
Frame Count | 7/6/13 | |
Block Stun | 0 | |
Hit Stun/Counter Hit | +1/+5 |
- Crouching Roundhouse:
Damage | 14 | ![]() |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/4(A)6(XV) | |
Frame Count | 6/6/32 | |
Block Stun | -15 | |
Hit Stun/Counter Hit | - |
Air Normals
- Jump Jab:
Damage | 6 | ![]() |
Stun | 2 | |
Meter on whiff/hit | 0/1 | |
Frame Count | 3/10/6 |
- Jump Strong:
Damage | 11 | ![]() |
Stun | 4 | |
Meter on whiff/hit | 1/3(A)4(XV) | |
Frame Count | 6/8/4 |
- Jump Fierce:
Damage | 18 | ![]() |
Stun | 8 | |
Meter on whiff/hit | 1/4(A)6(XV) | |
Frame Count | 12/4/14 |
- Jump Short:
Damage | 5 | ![]() |
Stun | 2 | |
Meter on whiff/hit | 0/1 | |
Frame Count | 5/10/9 |
- Neutral Jump Forward:
Damage | 10 | ![]() |
Stun | 4 | |
Meter on whiff/hit | 1/3(A)4(XV) | |
Frame Count | 7/8/9 |
- Diagonal Jump Forward:
Damage | 8,10 | ![]() |
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Stun | 4 | ||
Meter on whiff/hit | 1/3(A)4(XV) | ||
Frame Count | 7/7/9 |
- Neutral Jump Roundhouse:
Damage | 14 | ![]() |
Stun | 8 | |
Meter on whiff/hit | 1/4(A)6(XV) | |
Frame Count | 8/6/15 |
- Diagonal Jump Roundhouse:
Damage | 17 | ![]() |
Stun | 8 | |
Meter on whiff/hit | 1/4(A)6(XV) | |
Frame Count | 8/6/15 |
Throws
Seoi Nage:
Damage | 20 | ![]() |
Stun | 2 | |
Range | 28 | |
Meter on whiff/hit | 1/0 | |
Frame Count | 5/1/16 |
Otoko Nage:
Damage | 20 | ![]() |
Stun | 2 | |
Range | 24 | |
Meter on whiff/hit | 1/0 | |
Frame Count | 1/1/1(before landing) |
Alpha Counter
During Blockstun +
+
of same strength
- A-ISM:
Damage | 4 | ![]() |
Frame Count | 23/4/38 | |
Invincibility | 0-23 |
- V-ISM:
Damage | 4 | ![]() |
Frame Count | 26/4/18 | |
Invincibility | 0-26 |
Special Moves
Gadouken
- Quarter Circle Forward + Punch (X, A, or V-ISM)
- Dan thrusts his back hand forward and launches a short-ranged projectile. It can be used to cancel incoming projectiles. The punch used determines how far the projectile goes before terminating.
Dankuu Kyaku
- Quarter Circle Back + Kick (X, A, or V-ISM)
- Dan jumps into the air and throws mid-air kicks while moving forward. Depending on the kick used, he can throw up to 3 kicks. The light kick version has him perform a hopping knee. The medium kick version has him throw a knee then a flying side kick. The hard kick version has him throwing the knee, the side kick, then a swinging roundhouse. V-Dan and A-Dan can perform this in the air.
Koryuken
- Forward, Down, Down-Forward + Punch (X, A, or V-ISM)
- Dan performs his version of the Shoryuken. He leaps into the air with a half-extended fist for a rising uppercut strike. The punch used will determine how high he jumps. Sometimes, this move will randomly flash before he strikes. When this happens, the attack becomes invincible to strikes. Unfortunately, there's no tactical advantage to the flash due to its random nature.
Super Combos
Shinkuu Gadoken
- Double Quarter Circle Forward + Punch (A-ISM Only)
- Dan winds up then throws an upgraded form of the Gadoken. It does not travel across the whole screen but it does travel farther than his standard Gadoken. The punch used determines the level, the distance covered, and the number of hits (Level 1=3 hits, Level 2=4 hits, Level 3=5 hits).
Koryu Rekka
- Double Quarter Circle Forward + Kick (A-ISM Only)
- Dan crouches down then attacks with an upgraded Koryuken. When used in Level 1, it stays in place and only has a vertical component. At Levels 2 and 3, the attack will slide forward slightly and cover some horizontal distance as well. The kick used to initiate the attack determines the level, forward distance covered, and hits (Level 1=4 hits, Level 2=5 hits, Level 3=6 hits).
Hisshou Buraiken
- Double Quarter Circle Back + Kick (X or A-ISM)
- Dan covers his face with his arms before going into a frenzy of punches and kicks that ends with a multi-hitting Koryuken. The attack must be performed up close to his opponent to score the full damage. The kick used to start the attack determines how long the attack lasts and how many hits connect (Level 1=5 hits, Level 2=7 hits, Level 3=11 hits).
Chouhatsu Densetsu
- Double Quarter Circle Forward + Taunt (A-ISM Only)
- A joke super. Dan rolls forward and taunts every time he stands up. After rolling 6 times, he will jump forward with a shout. Does no damage and requires one Super stock.
Chouhatsu Shinwa
- Double Quarter Circle Back + Taunt (A-ISM Level 3 Only)
- Dan throws a cheeky thumbs-up then returns to his normal fighting stance. What can only be described as the "Custom Combo of Taunts", Dan can move around the screen freely. All the buttons change from attacks to taunts. He can do as many as he wants in any position (standing, crouching, or jumping) for a limited time. Pressing the Taunt button again causes him to throw the thumbs-up pose again. Dan won't be able to attack in this state, only use taunts. You will know when the "combo" ends when Dan throws his thumbs-up taunt one more time and his teeth sparkle.
The Basics
Which Ism?
A-Ism
Decent supers. Not having pushblock + being unable to take advantage of his top tier meter gain/great customs is a waste of his strengths.
V-Ism
Recommended
He gains access to pushblock. Awesome CCs allows Dan to take full advantage of his amazing meter build potential. V-ISM turns Dan from a joke into a surprisingly well rounded character.
X-Ism
No pushblock, only has access to Hisshou Buraiken super, and loses air Dan Kicks (!!!). Probably the worst character in the game. Avoid.
Combos
A-ISM combos
V-ISM combos
Advanced Strategy
Match-ups
Notable Players
Japan
DDT (V-Dan)
(Harenchi) Tatsu (V-Dan)
Makoto (V-Dan)
Tugu (V-Dan)
North America
Kyokuji (V-Dan)
Europe
V-Ryu (V-Dan)