Street Fighter Alpha 2/Dan

From SuperCombo Wiki

Overview

Dan
SFA2 Dan Portrait.png
Health: 144
Defensive Rating: 0
Stun: 40
Walk Speed Forward: 300
Walk Speed Backward: 200
Jump Backward: 51f (3+48+0)
Neutral Jump: 50f (3+47+0)
Jump Forward: 49f (3+46+0)
Wake-Up: 44f
Quick Rise: 20f
Throw Range: 20
Colors
Punch 2 Punches Punch(Auto)
A2 Dan Color1.png A2 Dan Color3.png A2 Dan ColorAuto1.png
A2 Dan Color2.png A2 Dan Color4.png A2 Dan ColorAuto2.png
Kick 2 Kicks Kick(Auto)
Overview
Ten years ago, Dan was merely a student training under his father, the well-known Gou Hibiki, however Sagat showed up at his dojo one day and fought Gou, and while he had his eye gouged out, he had killed Gou in a fit of rage. Dan has trained vigorously to avenge his father's death. Filled with incredible power, he unloads his most potent attack on those who stand in his way, and hopes to ensure his vengeance.


Moveset


Character Overview


Playstyle

A2 Icon Dan.png Dan is capcom's joke character. While sharing certain normals with the shoto characters, they are usually inferior versions of their normals. Dan is almost always considered bottom tier, due to his specials being either unsafe, hard to hit-confirm, slow, or all of the above. That said, his Custom Combos and some of his supers are still quite damaging, especially when he has meter, so it is possible to win with him, even against the stronger characters. He is also unquestionably the best taunter in the game.

Strengths Weaknesses
  • cr.HK, cr.MK and dj.MK are decent normals
  • Custom combos still do lots of damage if you can land them (as with almost all characters)
  • Top-tier taunts, you can kinda annoy the opponent with them
  • Mostly useless normals
  • Weakest fireball in the game
  • Bad uppercut, i-frames determined by RNG
  • Inferior tatsu (Dan Kicks)
  • ACs are near useless (his punch AC is literally a taunt)


Moves List

Normal Moves

STANDING

Lp.png-

Dan s.lp.png

Mp.png-

Dan s.mp.png

Hp.png-

Dan s.hp.png

Lk.png-

Dan s.lk.png

Mk.png-

Dan s.lk.pngDan s.mk(2).png

Hk.png-

Dan s.hk.png

CROUCHING

cr.Lp.png-

Dan cr.lp.png

cr.Mp.png-

Dan cr.mp.png

cr.Hp.png-

Dan cr.hp(1).pngDan cr.hp(2).png

cr.Lk.png-

Dan cr.lk.png

cr.Mk.png-

Dan cr.forward.png

cr.Hk.png-

Dan cr.hk.png

JUMPING Jumping U.png (Neutral jump)

nj.Lp.png-

Dan nj.lp.png

nj.Mp.png-

Dan nj.mp.png

nj.Hp.png-

Dan nj.hp.png

nj.Lk.png-

Dan nj.lk.png

nj.Mk.png-

Dan nj.forward.png

nj.Hk.png-

Dan nj.hk.png

Jumping Ub.png Uf.png (Diagonal jump)

dj.Lp.png-

Dan dj.lp.png

dj.Mp.png-

Dan dj.mp.png

dj.Hp.png-

Dan dj.hp.png

dj.Lk.png-

Dan dj.lk.png

dj.Mk.png-

Dan dj.forward.png

dj.Hk.png-

Dan dj.hk.png

Throws

F.png/B.png+Mp.pngHp.png -

Alpha Counters

Qcd.png+P.png- Taunt AC

DanPAC.png

Qcd.png+K.png- His crouching hk. Use this one


DanKAC.png

Special Moves

Qcf.png + P.png- Gadou Ken


LP.png: Dan gadouken.lp(1).pngDan gadouken.lp(2).png

Mp.png: Dan gadouken.mp(1).pngDan gadouken.mp(2).png

Hp.png: Dan gadouken.hp(1).pngDan gadouken.hp(2).png

Dp.png + P.png- Koryu Ken

LP.png: Dan koryu.lp(1).pngDan koryu.lp(2).png

Mp.png: Dan koryu.mp(1).pngDan koryu.mp(2).png

Hp.png: Dan koryu.hp(1).pngDan koryu.hp(2).png

Qcb.png + K.png- Danku Kyaku

Dan dk(1).png

Qcf.png + Select- Zenten Chohatsu


Qcb.png + Select- Koten Chohatsu

Super Moves

Qcf.pngQcf.png + P.png- Shinku Gado Ken

Dan shinkuu(1).pngDan shinkuu(2).png

Qcb.png Qcb.png + K.png- Hissho Burai Ken

Hissho.png


Qcf.pngQcf.png + K.png- Koryu Rekka

Dan koryureppa(1).png

Qcf.pngQcf.png + Select- Chohatsu Densetsu. The legendary super taunt. Spend a whole meter to do absolutely nothing but piss off your opponent!

Dan ts(1).pngDan ts(2).pngDan ts(3).pngDan ts(4).pngDan ts(5).pngDan ts(6).pngDan ts(7).png

The Basics

normals:

he has shotoesque normals, so pokes should be familiar s.LK close, c.LP/MP/LK/MK -> they all combo into Gadouken s.MK far (works as anti-air too) don’t use s.HK ever! if you find any use for it… let me know. it resembles Guy’s s.HK, but it sucks even more s.HP is not very reliable, use it from a safe distance (or after a j.HK because it’ll combo) s.MP is your friend up close (can combo into Gadouken) anti air:

c.HP = shotoesque godliness s.MK is good too, more against big characters air-to-air:

j.LK is pretty good, but don’t use it for upwards attacks or against incoming angled air attacks (like Chun’s j.LK) j.MP is a standard shoto normal and has very good priority j.MK is very good, i’d use this mostly air-to-ground:

j.LK recovers fast and you can do some sweeps, ground mixups can be used as a fast overhead upclose by jumping back and instantly hitting LK j.MP / j.MK can combo into various things: j.MP / j.MK + s.MP + Gadouken j.MP / j.MK + c.MK + Gadouken j.MP + c.HP + Gadouken j.HK can combo into: sweep, c.MK + Gadouken, c.HP + Gadouken don’t ever use j.HP, ever… worst normal in the game! Dan has a very good throw game: block & throw / tick & throw

specials:

Gadouken: a half-arsed hadouken, still very useful up close… can be combo’d from a lot of ground normals. it’s NOT RECOMMENDED comboing into gadouken against characters with meter… no matter if it hits or if it gets blocked you’re gonna eat a CC since the recovery time sucks

dragon punch: don’t rely too much on it… kinda sucks because it doesn’t travel forward. use mostly the LP version or the “invincible” white flash versions that occur randomly :stuck_out_tongue: also dp can be combo’d from a number of normals (s.lk/mk/lp/mp, c.lp/mp/lk/mk). since the move is a standing dp you might wiff it, so combo into it from almost point blank to lessen the risk

Dankuukyaku (hurricane kick thing): has silly priority, don’t use it from a big distance… use LK/MK versions for mixups, to get close or for chip damage

crossup: j.MK for crossup is too good, can combo like this j.MK + 2x or 3x c. LP (or c.LK c.LP c.LK) + Gadouken (or hit confirm into Super Gadouken) j.MK + c.HP + HK hurricane thingie (very hard to do) j.MK + c.LK/LP + shinryuken super

supers:

super Gadouken: can be hit confirmed from tons of ground normals, even from sweep!! level 3 travels like 3/4 of the screen, use it for style points :smiley: shinryuken-like: pretty good anti-air, can be hit confirmed from c. LK i’d recommend to do so for lvl 2 & 3 (when the super travels toward the opponent), not worth for lvl1 damage wise HISSHO MURAI KEN (CERTAIN VICTORY RELYING ON NOBODY BUT MYSELF FIST <- WTF?): it’s good only point blank and 100% unreliable anywhere else since a lot of the hits from the super sequence will wiff & ends into a DP… your opponent will recover to punish you while you just wasted meter… use it for stylepoints super taunt: forget about it… unless you dizzy your opponent and want to create some LULZ alpha counters:

punch AC sucks because of low range and can wiff a lot. use it only for jumpins attempts kick AC is a decent sweep. use it for ground attacks damage is garbage for both :smiley: custom combos: this is where it gets tricky… his custom combo has unreliable damage (at least for my execution). i don’t know exactly what to recommend. (maybe someone can help me out here)

lvl1: c.HK + LP dp x n (damage kinda sucks ~20%, but it’s good to escape from a lot of crap like throw setups in the corner)

lvl2 & 3: c.HK + LP dp x n + end with HP dp (sometimes does 70% damage… sometimes 50% or a little more) c. HK + HK hurricane x 2 + HP dp (or something)

anti-air CC: start those from above with c.HP

Dan sucks hard against Dhalsim. unless you can punish his limbs on reaction like Daigo or something… i wouldn’t play Dan for this matchup. also Dan sucks against good fireball characters. the battle is uphill, but reasonably winnable.

don’t forget to air taunt or taunt roll to safety!! :smiley:

overall Dan is pretty awesome and provides lot of fun for shoto hating players like myself. winning with Dan earns you respect or your opponent’s total frustration :china:

Advanced Strategy

Combos

-Jumping MK, Crouch LP x2, LP Koryuken


-Jumping MK, Crouch LP x2, Gadoken


-Jumping MK, Crouch MK, Gadoken


-Jumping MK, Crouch MP, HK Danku Kyaku

Custom Combos

Dan: Activate, c.hk, qcb+hk x n, qcf+p, qcf+hp

Miscellaneous

Invincible Startup Kouryuken

This occurs with a random chance of 13% or after every 21 moves are done by the player.

DanFlash.png


Start (Select on consoles)- Taunt

(While Crouching)Start- Shagami Chohatsu


(In Air) Start- Kuchu Chohatsu

Match-ups

Vs. Adon:


Vs. Akuma:


Vs. Birdie:


Vs. Charlie:


Vs. Chun-Li:


Vs. Dan (self):


Vs. Dhalsim:


Vs. Gen:


Vs. Guy:


Vs. Ken:


Vs. M. Bison (dictator):


Vs. Rolento:


Vs. Rose:


Vs. Ryu:


Vs. Sagat:


Vs. Sakura:


Vs. Sodom:


Vs. Zangief:

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Adon
Akuma
Birdie
Charlie
Chun-Li
Dan
Dhalsim
Evil Ryu
Gen
Guy
Ken
M. Bison
Rolento
Rose
Ryu
Sagat
Sakura
Sodom
Zangief