< Capcom vs SNK 2 | Dan
Combos
All health values tested using C-Groove Ratio 2 against a C-Groove Ratio 2 Ryu at full health
All combos are written in Numpad Notation, refer to this visual aide if you need help reading it.
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
2LP, cl.5HP xx HP Gadouken | Anywhere | 2625 | 25 | Difficult | A 1-frame link from 2LP to cl.5HP. Doesn't even output high damage, but it is still the most damaging route from 2LP. |
2LP, 5MK xx HP Gadouken | Anywhere | 1890 | 18 | Difficult | Another 1-frame link, but instead you get a much longer ranged 5MK, which confirms at spots cl.5HP does not. The main issue here is damage, the combo is absolutely pathetic by that metric. It's just not worth doing a 1-frame for. |
2LP, 2LK xx HP Gadouken | Anywhere | 1785 | 17 | Easy | A chain into Gadouken. Does slightly less damage than the 5MK link but is far better. Yes, the Gadouken isn't a true combo at range but it's still a frame trap if anything unless it's reversal rolled on. It's a way easier combo compared to the 1-frame links that 2LP has, and while cl.5HP is better for a point blank 2LP, any other range should use this chain instead. |
j.HK, 2MK xx HP Gadouken | Anywhere | 3255 | 31 | Easy | A simple long-range jump-in confirm. If landed too far out Gadouken will be too slow to combo. |
j.HK, cl.5HP xx HP Gadouken | Anywhere | 3675 | 35 | Easy | Same jump-in but instead it's close enough to where you get cl.5HP. Deals a lot more damage than using a medium to confirm. Just note that if landed point-blank it is punishable on hit. |
j.MK, 5MP xx HP Koryuken | Anywhere | 3570 | 34 | Easy | The only consistent confirm into Koryuken. j.MK has to be a cross-up otherwise the pushback will cause Koryuken to whiff. Does more damage than a standard Gadouken confirm but not by that much. |
j.HK, HP Koryuken | Anywhere | 3255 | 31 | Medium | Yes, this works, and with surprising consistency. You have to land a close and deep jump-in for this combo to work.. The takeaway with the Koryuken ender is that it will give you 420 less damage but gives you a hard knockdown while Gadouken has the damage but can get punished on hit if point blank. In the corner it's best you go into this combo if you don't have or want to spend meter, as you get your knockdown and don't have to worry about getting punished. Still, it is quite sad that Dan has to immediately go from jump-in to special, which is a combo route the rest of the cast never has to worry about. |
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
2MK xx Lvl. 3 Koryurekka | Anywhere | 6720 | 12 | Easy | |
j.HK, Lvl. 3 Hisshou Buraiken | Anywhere | 7560 | 13 | Easy | Pretty big damage from a very simple cancel. Make sure you land the HK nice and deep. It also works with Koryurekka, but you don't get as much damage. |
j.HK, 2MK xx Lvl. 3 Koryurekka | Anywhere | 8085 | 21 | Medium |
Custom Combos
Dan's Custom Combo Slide by GunterJPN