|
|
Line 3: |
Line 3: |
| Dan's father, Go Hibiki, was murdered in a Street Fighting match by Sagat after Go has blinded Sagat in one eye. Swearing revenge, Dan sought after Sagat to avenge his father and end Sagat's life. When finally given the opportunity to fight Sagat, Sagat saw his own chase for revenge in Dan and, realizing its futility, allowed Dan to defeat him to assuage Dan's anger. Dan, since then, has determined he was the strongest warrior ever and opened up his own school to teach his "Saikyou" style. Though his school has yet to garner any voluntary students (Blanka and Sakura act as ones just to humor him), Dan is determined to perform well in the next Street Fighting tournament to spread his teachings wider. | | Dan's father, Go Hibiki, was murdered in a Street Fighting match by Sagat after Go has blinded Sagat in one eye. Swearing revenge, Dan sought after Sagat to avenge his father and end Sagat's life. When finally given the opportunity to fight Sagat, Sagat saw his own chase for revenge in Dan and, realizing its futility, allowed Dan to defeat him to assuage Dan's anger. Dan, since then, has determined he was the strongest warrior ever and opened up his own school to teach his "Saikyou" style. Though his school has yet to garner any voluntary students (Blanka and Sakura act as ones just to humor him), Dan is determined to perform well in the next Street Fighting tournament to spread his teachings wider. |
| | | | | |
| Dan's greatest power may be the illusion that Dan is supposed to be terrible. In the history of Street Fighter, Dan has always been an extremely sub-par character, but this is definitely not true at all in Super Street Fighter IV. Do not sleep on Dan: he has an effective rush down that always leads to a guessing game. He actually has a very effective Dragon Punch! Dan is not free by any means. Winning with Dan oftentimes involves surprising your opponent, who believes they should be getting a free victory only to find out that, wait a sec... Dan is a legitimate fighter!!}} | | Dan's greatest power may be the illusion that Dan is supposed to be bad. Dan however has decent rushdown with Dan Kick pressure and fireballs. His dashes are a little slow but cover a decent distance. His main specials like Dan Kick or Gadouken are usually safe on block. His uppercut is very functional. His ex moves are also very useful from ex Dan Kick to ex Koryuken. However his normals are lacking and struggles at the medium to long range especially. To play Dan stay close to your opponent and pressure them with safe specials and normals. Rushdown with okay damage and pestering your opponent with safe pressure.}} |
| | |
| | === Players to Watch === |
| | Ixion90, OnigiriSirasan, Kubobuuuuu, |
|
| |
|
|
| |
|
Dan
Dan's father, Go Hibiki, was murdered in a Street Fighting match by Sagat after Go has blinded Sagat in one eye. Swearing revenge, Dan sought after Sagat to avenge his father and end Sagat's life. When finally given the opportunity to fight Sagat, Sagat saw his own chase for revenge in Dan and, realizing its futility, allowed Dan to defeat him to assuage Dan's anger. Dan, since then, has determined he was the strongest warrior ever and opened up his own school to teach his "Saikyou" style. Though his school has yet to garner any voluntary students (Blanka and Sakura act as ones just to humor him), Dan is determined to perform well in the next Street Fighting tournament to spread his teachings wider.
In a nutshell
Dan's greatest power may be the illusion that Dan is supposed to be bad. Dan however has decent rushdown with Dan Kick pressure and fireballs. His dashes are a little slow but cover a decent distance. His main specials like Dan Kick or Gadouken are usually safe on block. His uppercut is very functional. His ex moves are also very useful from ex Dan Kick to ex Koryuken. However his normals are lacking and struggles at the medium to long range especially. To play Dan stay close to your opponent and pressure them with safe specials and normals. Rushdown with okay damage and pestering your opponent with safe pressure.
Players to Watch
Ixion90, OnigiriSirasan, Kubobuuuuu,
Moves
Unique Attacks
Jumping Taunt
(in air) hp + hk
Ducking Taunt
d + hp + hk
Throws
Gado Thrust
f or n + lp + lk
throw
Saikyo Haraigoshi
b + lp + lk
throw
Special Moves
Dankukyaku
qcb + k
ex armorbreak
Airborne Dankukyaku
(in air) qcb + k
ex
Super Combo
Hissho Buraiken
qcf qcf + p
Legendary Taunt
qcf qcf + hp + hk
Ultra Combos
Shisso Buraiken
qcf qcf + 3p
Haoh Gadoken
qcf qcf + 3k
AE ver. 2012 Changes
Airborne Dankukyaku
Made EX Airborne Dankukyaku fully hit after EX Focus canceling a Koryuken.
Changed heavy version’s damage from 50 + 40 + 30 (120 total) to 50 * 3 (150 total).
Changed EX version’s height restrictions, allowing it to be activated 1F earlier.
Changed EX version’s stun from 100 * 3 (300 total) to 100 + 75 + 75 (250 total).
Dankukyaku
Changed heavy version’s damage from 50 + 40 + 30 (120 total) to 50 + 40 + 40 (130 total).
Hissho Buraiken
Adjusted to fully hit when used up close against any character.
Ducking Taunt, Jumping Taunt
Made Super Meter bonus +70 on a hit and +30 on a block.
Close Standing Medium Punch
Changed startup from 6F to 5F. Takes the total frame count to 23F.
Close Standing Heavy Kick
Shortened hitback distance on standing or crouching hit.
Crouching Heavy Kick
Changed startup from 12F to 10F. Takes the total frame count to 33F.
AE Changes
- Crouching Medium Punch's startup is now 5 frames.
- Close Standing Light Kick, Close Standing Medium Punch, Close Standing Hard Kick, Far Standing Light Punch, Crouching Light Punch, and Crouching Medium Kick's recovery time was reduced. New combo possibilities.
- Neutral Jumping Hard Punch will slam opponents down to the ground when hit.
- Medium and Hard Dan Kicks damage distribution got adjusted. Hard Dan Kick's total damage decreased.
- Dragon Punch will give air reset on trade.
- Ultra 2 invincibility was decreased to 8 frames after Ultra freeze.
The Basics
Combos
Strategy
Gadoken
qcf + p
Pathetic excuse for a fireball. It travels barely past his fist, while the HP and ex versions barely travel 1/3 of the screen or something like that. However it will still cancel out projectiles when hit, so you can hold your own in fireball wars but do not expect to win them. The frame advantage on his fireball is decent however leaving him at neutral rather than hugely negative.
Koryuken
dp + p
Actually a decent anti air move, and standard dragon punch/uppercut. Damage overall a bit lacking. ex blows through stuff and travels far horizontally and vertically.
Dankukyaku
qcb + k
The staple of Dan's moveset. This is relatively safe on block, with LK being 0 and Medium/Heavy at -2. ex is at -3 even so a very good move overall. Kind of slow startup but that flaw is negligible when cancelled from normals. LK Dan Kick leads to Dan's close range pressure and shenanigans. ex is a hardknockdown and has good range. He is also airborne and armorbreak
Airborne Dankukyaku
(in air) qcb + k
Lesser version of his grounded Dan Kick. It doesn't break armor. But it does help change Dan's jump trajectory. Can help Dan add a litte double jump if you mistime a jump and crossover the opponent to mess up their anti air timing. Can also be used in combos near the end for some damage.
Matchups
Frame Data
|
Block
|
|
|
Super Meter
|
|
|
|
|
Frames
|
|
|
Move Name
|
HL
|
Damage
|
Stun
|
Gain
|
Cancel Ability
|
Startup
|
Active
|
Recovery
|
On Guard
|
On Hit
|
Notes
|
Close
|
HL
|
25
|
50
|
20
|
ch/sp/su
|
4
|
2
|
10
|
-1
|
+2
|
|
|
Close
|
HL
|
65
|
100
|
40
|
sp/su
|
5
|
2
|
17
|
+2
|
+8
|
|
|
Close
|
HL
|
95
|
200
|
60
|
sp/su
|
8
|
2
|
19
|
-3
|
+1
|
|
|
Close
|
HL
|
25
|
50
|
20
|
-
|
3
|
2
|
6
|
+3
|
+6
|
|
|
Close
|
HL
|
40*30
|
50*50
|
40*20
|
sp/su*-
|
6
|
2*2
|
14
|
-2
|
+1
|
|
|
Close
|
HL
|
100
|
200
|
60
|
su
|
8
|
2
|
14
|
+2
|
+6
|
|
|
Far
|
HL
|
25
|
50
|
20
|
ch/sp/su
|
4
|
2
|
5
|
+4
|
+7
|
|
|
Far
|
HL
|
70
|
100
|
40
|
su
|
6
|
2
|
13
|
-1
|
+2
|
|
|
Far
|
HL
|
110
|
200
|
60
|
-
|
11
|
2
|
18
|
-2
|
+2
|
|
|
Far
|
HL
|
35
|
50
|
20
|
-
|
4
|
2
|
9
|
0
|
+3
|
|
|
Far
|
HL
|
70
|
100
|
40
|
-
|
7
|
2
|
14
|
-2
|
+1
|
|
|
Far
|
HL
|
110
|
200
|
60
|
-
|
11
|
2
|
18
|
-2
|
+2
|
|
|
crouch
|
HL
|
25
|
50
|
20
|
ch/sp/su
|
4
|
2
|
8
|
+1
|
+4
|
|
|
crouch
|
HL
|
70
|
100
|
40
|
sp/su
|
5
|
2
|
10
|
+2
|
+5
|
|
|
crouch
|
HL
|
100
|
200
|
60
|
sp/su
|
11
|
3
|
22
|
-7
|
-2
|
Forces stand
|
|
crouch
|
L
|
20
|
50
|
20
|
ch/sp/su
|
4
|
2
|
9
|
0
|
+3
|
|
|
crouch
|
L
|
65
|
100
|
40
|
sp/su
|
7
|
2
|
12
|
0
|
+3
|
|
|
crouch
|
L
|
90
|
150
|
60
|
-
|
10
|
2
|
22
|
-6
|
-
|
Hard knockdown
|
|
Jump up
|
H
|
45
|
50
|
20
|
-
|
4
|
7
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
75[25]
|
100[50]
|
40[20]
|
-
|
8
|
6
|
-
|
-
|
-
|
Pursuit property, [] refers to active frames 3~6
|
|
Jump up
|
H
|
100
|
200
|
60
|
-
|
12
|
4
|
-
|
-
|
-
|
[Air hit] Limited juggle, pursuit property
|
|
Jump up
|
H
|
40
|
50
|
20
|
-
|
4
|
8
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
75
|
100
|
40
|
-
|
7
|
5
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
100
|
200
|
60
|
-
|
10
|
4
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
45
|
50
|
20
|
-
|
4
|
7
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
75
|
100
|
40
|
-
|
7
|
5
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
95
|
200
|
60
|
-
|
7
|
4
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
40
|
50
|
20
|
-
|
4
|
7
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
70
|
100
|
40
|
-
|
7
|
5
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
100
|
200
|
60
|
-
|
9
|
5
|
-
|
-
|
-
|
|
|
Jump Taunt
|
HL
|
0
|
0
|
0/70[30]
|
-
|
14
|
30
|
After landing 22
|
-
|
-
|
[] refers to on block
|
|
Crouch Taunt
|
HL
|
0
|
0
|
0/70[30]
|
-
|
14
|
26
|
21
|
-36
|
-33
|
[] refers to on block
|
|
Focus Attack LVL 1
|
HL
|
60
|
100
|
20
|
-
|
10+11
|
2
|
35
|
-21
|
-21
|
|
|
Focus Attack LVL 2
|
HL
|
80
|
150
|
40
|
-
|
18+11
|
2
|
35
|
-15
|
-
|
|
|
Focus Attack LVL 3
|
-
|
140
|
200
|
60
|
-
|
65
|
2
|
35
|
-
|
-
|
|
|
Forward Throw
|
1.03
|
120
|
100
|
40
|
-
|
3
|
2
|
20
|
-
|
-
|
Hard knockdown
|
|
Back Throw
|
0.96
|
130
|
120
|
40
|
-
|
3
|
2
|
20
|
-
|
-
|
Hard knockdown
|
|
Gadoken
|
HL
|
70
|
100
|
20/20
|
su
|
14
|
8
|
Total 40
|
0
|
+4
|
15~16f cancellable
|
|
Gadoken
|
HL
|
70
|
100
|
20/20
|
su
|
14
|
10
|
Total 41
|
-1
|
+3
|
15~16f cancellable
|
|
Gadoken
|
HL
|
70
|
100
|
20/20
|
su
|
14
|
15
|
Total 42
|
-2
|
+2
|
15~16f cancellable
|
|
Gadoken
|
HL
|
50*60
|
50*50
|
-250/0
|
su
|
14
|
20
|
Total 40
|
+3
|
+6
|
Pursuit property, 15~16f cancellable
|
|
Koryuken
|
HL
|
110[70]
|
200[100]
|
30/40
|
su
|
4
|
13
|
15+11
|
-18
|
-
|
1~2f Invincible, 3~16f lower body strike and projectile invincible, 3~4f unthrowable, 5f~ airborne, [] refers to active frames 2~13
|
|
Koryuken
|
HL
|
120[80]
|
200[100]
|
30/40
|
su
|
4
|
13
|
25+19
|
-36
|
-
|
1~4f Invincible, 5~16f lower body strike and projectile invincible, 5f~ unthrowable, 5f~ airborne, [] refers to active frames 2~13
|
|
Koryuken
|
HL
|
140[100]
|
200[100]
|
30/40
|
su
|
4
|
13
|
28+19
|
-39
|
-
|
1~4f Invincible, 5~16f lower body strike and projectile invincible, 5f~ unthrowable, 5f~ airborne, [] refers to active frames 2~13
|
|
Koryuken
|
HL
|
70*60
|
100*100
|
-250/0
|
su
|
4
|
1*12
|
31+19
|
-40
|
-
|
1~16f Invincible, 6f~ airborne, 2nd hit pursuit property
|
|
Dankukyaku
|
HL
|
90
|
100
|
40/30
|
-
|
17
|
10
|
After landing 11
|
0
|
-
|
10f~ airborne, armor break
|
|
Dankukyaku
|
HL
|
60*40
|
100*50
|
40/30*20
|
-
|
17
|
2(6)2
|
10+11
|
-2
|
-
|
8f~ airborne, armor break, 2nd pursuit property
|
|
Dankukyaku
|
HL
|
50*40*40
|
100*50*50
|
40/30*20*10
|
-
|
17
|
2(6)3(6)2
|
10+11
|
-2
|
-
|
8f~ airborne, armor break, 2nd-3rd hit pursuit property
|
|
Dankukyaku (1 hit)
|
HL
|
40
|
100
|
-250/0
|
-
|
8
|
10
|
5+9
|
-3
|
-
|
4f~ airborne, armor break, on hit goes into 2nd and 3rd hit
|
|
Dankukyaku (2, 3hit)
|
HL
|
40x2
|
75*75
|
-
|
-
|
8
|
2(9)2
|
8+25
|
-
|
-
|
Pursuit property
|
|
Dankukyaku (air)
|
HL
|
90
|
100
|
10/30
|
-
|
8
|
14
|
After landing 17
|
-
|
-
|
|
|
Dankukyaku (air)
|
HL
|
60*40
|
100*100
|
10/30*30
|
-
|
5
|
1(9)2
|
After landing 17
|
-
|
-
|
2nd hit Pursuit Property
|
|
Dankukyaku (air)
|
HL
|
50*50*50
|
100x3
|
10/30x3
|
-
|
5
|
1(9)1(10)2
|
After landing 17
|
-
|
-
|
2nd-3rd hit Pursuit Property
|
|
Dankukyaku (air)
|
HL
|
50x3
|
100*75x2
|
-250/0
|
-
|
5
|
1(6)1(7)1
|
After landing 7
|
-
|
-
|
2nd-3rd hit Pursuit Property
|
|
Hisshou Buraiken
|
HL
|
15x18*80
|
0
|
-1000/0
|
-
|
1+3
|
174(22)14
|
23+26
|
-42
|
-
|
1~12f Invincible, Untechable limited juggle knockdown, pursuit property, (information about active frames)
|
|
Legendary Taunt
|
-
|
-
|
-
|
-1000/0
|
See notes
|
1+0
|
-
|
Total 397
|
-
|
-
|
232~294f airborne, Can cancel into ultra until 231f
|
|
Ultra Combo 1
|
HL
|
465
|
0
|
0/0
|
-
|
0+10
|
12
|
64
|
-55
|
-
|
1~9f Invincible, Hard knockdown, On hit goes into animation
|
|
Ultra Combo 2
|
HL
|
60x5*68
|
0
|
0/0
|
-
|
0+15
|
22
|
Total 156
|
-85
|
-
|
1~8f Invincible, Untechable limited juggle knockdown
|
|
|
Block
|
|
|
Super Meter
|
|
|
|
|
Frames
|
|
|
Move Name
|
HL
|
Damage
|
Stun
|
Gain
|
Cancel Ability
|
Startup
|
Active
|
Recovery
|
On Guard
|
On Hit
|
Notes
|
Notes: