Marvel vs Capcom 2/Dan

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< Marvel vs Capcom 2
Revision as of 21:51, 22 September 2021 by Fireball3k (talk | contribs) (added otoko michi image links)

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: Shinkuu Gadoken
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


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 generally lacking, he makes up for it somewhat by his overall decent damage, deceptive cancel windows, 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. Sneaky.
  • 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
  • His specials have some utility. Gadoken can be used to defend against an opponent's fireball and does OK damage on its own, Koryuken follows a pattern that allows it
  • 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 very good- about all he's got is his Dankuukyaku, which still isn't a double jump or an air dash
  • He takes more damage than most of the cast- about 13% more, same defense as Psylocke
  • His special moves are OK sometimes, but they're either underpowered or they aren't used the same way that other shoto special moves are used. Gadoken lacks range, Koryuken isn't typically invincible, and Dankuukyaku is 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 are pretty crummy- they're the same as his specials, for better or worse
  • His supers leave him pretty open if you miss them, meaning he needs to be sure before he throws that Otoko Michi
  • Otoko Michi is even slower than Akuma's Raging Demon is in this game, even if the reward is awesome
MVC2 dan art.png

Colors

First row: LP, HP, A1. Second row: LK, HK, A2.

Mvc2-dan.png

Moves List

Normal Moves

Standing Normals

Light Punch
MVC2 Dan 5LP.png
Quick punch
Damage Startup Active Recovery Guard
4 4 5 4 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -



Medium Punch
5LP+5LP/Lp.png+Lp.png
MVC2 Dan 5MP.png
Damage Startup Active Recovery Guard
7 5 7 13 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Chain, Special, Super - - -


Heavy Punch
5HP // F.png + Hp.png
MVC2 Dan 5HP 01.png
MVC2 Dan 5HP 02.png
MVC2 Dan 5HP 03.png
One of his better normals- big range, good damage
Damage Startup Active Recovery Guard
13 13 13 8 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Chain, Special, Super - - -


Light Kick
5LK // Lk.png
MVC2 Dan 5LK.png
Damage Startup Active Recovery Guard
4 5 5 9 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Chain, Special, Super - - -


Medium Kick
5MK // Mk.png
MVC2 Dan 5MK 01.png
MVC2 Dan 5MK 02.png
Damage Startup Active Recovery Guard
4, 3 7 11 13 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Chain, Special, Super - - -


Heavy Kick
5HP // F.png + Hp.png
MVC2 Dan 5HK 01.png
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

Crouching Light Punch
D.png+Lp.png
MVC2 Dan 2LP 01.png
Caption
Damage Startup Active Recovery Guard
4 4 6 6 L
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -


Crouching Medium Punch
D.png+Mp.png
MVC2 Dan 2MP 01.png
Caption
Damage Startup Active Recovery Guard
7 5 5 17 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Heavy Punch
D.png+Hk.png
MVC2 Dan 2HP 01.png
Punch your opponent into the air
MVC2 Dan 2HP 02.png
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.


Crouching Light Kick
D.png+Lk.png
MVC2 Dan 2LK 01.png
Damage Startup Active Recovery Guard
4 6 7 9 L
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -


Crouching Medium Kick
D.png+Mk.png
MVC2 Dan 2MK 01.png
Damage Startup Active Recovery Guard
7 6 7 9 L
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -


Crouching Heavy Kick
D.png+Hk.png
MVC2 Dan 2HK 01.png
Damage Startup Active Recovery Guard
13 7 7 27 L
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -



Jumping Normals

Jumping Light Punch
Jump+Lp.png
MVC2 Dan j.LP 01.png
One punch.
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



Jumping Medium Punch
Jump+Mp.png
MVC2 Dan j.MP 01.png
Another punch.
Damage Startup Active Recovery Guard
7 6 9 3 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -


Jumping Heavy Punch
Jump+Hp.png
MVC2 Dan j.HP 01.png
Sends them down if they're in the air.
Damage Startup Active Recovery Guard
13 15 7 5 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -


Jumping Light Kick
Jump+Lk.png
MVC2 Dan j.LK 01.png
Kick
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



Jumping Medium Kick
Jump+Mk.png
MVC2 Dan j.MK 01.png
Kick
Damage Startup Active Recovery Guard
7 9 11 5 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -


Jumping Heavy Kick
Jump+Hk.png
MVC2 Dan j.HK 01.png
Sends them down if they're in the air.
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

Launcher
3HK // Df.png+Hp.png
MVC2 Dan 2HP 01.png
Dan's universal launcher- like 2HP but more damaging for some reason
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

Gadoken
236 + P // QCF+P // Qcf.png+P.png
MVC2 Dan Gadoken 01.png
MVC2 Dan Gadoken 02.png
Not much range for a fireball
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



Koryuken
623 + P // F,D,DF+P // Dp.png+P.png
MVC2 Dan Koryuken 01.png
MVC2 Dan Koryuken 02.png
MVC2 Dan Koryuken 03.png
Note the hitbox- Dan isn't invincible during this
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.


Dankuukyaku
214 + K // QCB+K // Qcb.png+K.png
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


Premium Sign
236 + K // QCF+K // Qcf.png+K.png
MVC2 Dan Premium Sign 01.png
MVC2 Dan Premium Sign 02.png
You can cancel it before it comes out
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

Gadoken
A1 // A2
MVC2 Dan Gadoken 01.png
Assist A
MVC2 Dan Gadoken 02.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Pretty quick, but lacks range.


Koryuken
A1 // A2
MVC2 Dan Koryuken 01.png
Assist B
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.


Premium Sign
A1 // A2
MVC2 Dan Premium Sign 01.png
Assist Y
MVC2 Dan Premium Sign 02.png
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

Shinkuu Gadoken
236 + PP // Qcf.png+Lp.png+Hp.png
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


Koryu Rekka
236 + PP // Qcf.png+Lp.png+Hp.png
MVC2 Dan Koryu Rekka 01.png
Sort of like an off-brand version of Ryu's Shin Shoryuken
MVC2 Dan Koryu Rekka 02.png
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.



Otoko Michi
5HP, 5LK, 4, 5LP, 5LP // Hp.png , Lk.png , B.png , Lp.png , Lp.png
MVC2 Dan Otoko Michi 01.png
Glacially slow
MVC2 Dan Otoko Michi 02.png
Colossally damaging
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



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