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


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)
  • Normals do little stun

Move List

Normal Moves

SFA2 Framedata Glossary
Damage

Units of base damage inflicted by the move (100% life bar = 144 units of health). Most moves have a damage range; the number inside the square brackets indicates which Random Damage Table the move uses to look up any additional damage and the % chance of doing so.

Stun

Units of stun inflicted by the move.

Startup

The frame the move hits on (1st active frame). Super moves with a screen freeze will separate pre- and post-screen freeze startup frames by a '+' (Ex: 5+0).

Active

The portion of a move that can hit. How many frames a move remains active for. ()=Inactive frames in-between active frames. [xN]=Repeated sequences.

Frame Adv

The frame advantage values when the attack is blocked. (Add +1 frame to all OnBlockAdv values for the move's OnHitAdv value; Ex: +2oB/+3oH, -4oB/-3oH)

Meter

The units of meter gained on whiff/block/hit. (48, 96, and 144 units of meter are required for 1, 2, and 3 bars of meter respectively)

Block

Low attacks must be blocked crouching. High attacks must be blocked standing. Mid attacks can be blocked either way.

Properties
  • Chain Cancel: Can be canceled into itself or another normal attack.
  • Special Cancel: Can be canceled into a special attack.
  • Super Cancel: Can be canceled into a super attack.
  • Throw/Air-Throw: A normal throw or command grab.
  • Soft Knockdown: Will knockdown, but opponent can quick rise or roll.
  • Hard Knockdown: Will knockdown, opponent cannot quick rise or roll.
  • Projectile: Produces a projectile (i.g. Hadoken).
  • Proj. Reflect: Will reflect an opponent's projectile back at them.
  • Proj. Absorb: Will absorb an opponent's projectile.
  • Invuln. Startup: Has frames at the start that are completely invincible.
  • Invuln. Lower: Has frames that are invincible to lower attacks.
  • Invuln. Upper: Has frames that are invincible to mid/higher attacks (aka low profile).
  • Counterhit: Deals and/or takes more damage when counter hit.
Frames

All framedata collected with the game speed set to normal, where the game tickrate and framerate are the same(60fps).

Speed

All framedata collected with the game speed set to normal.

Hitboxes

All hitbox images have the character standing/jumping in the exact same position, so hitbox distances can be easily compared.

  • Blue: Hurtbox - hittable area of a character.
  • Red: Hitbox - attacking area of an action.
  • Yellow: Throwbox - throwing area of an action.
  • Green: Pushbox - collidable area of a character.
  • White: Axis - core of a character from which all other boxes reference.
  • Pink: Projectile Hitbox - attacking area of a projectile.
  • Light Blue: Projectile Hurtbox - hittable area of a projectile.
CreditDamage, stun, framedata, meter, and updated hitboxes collected by A2 Icon ChunLi.pngVeri7as, March 2022

Standing

st.Lp.png

A2 Dan st.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
5[0] 1 4 4 +4 0/1/2 Mid.png Specialcancel.png
Supercancel.png

st.Mp.png

A2 Dan st.mp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10[1] 2 5 6 +1 1/3/6 Mid.png Specialcancel.png
Supercancel.png

st.Hp.png

A2 Dan st.hp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
16[2] 4 9 4 -1 2/5/9 Mid.png -

st.Lk.png

A2 Dan st.lk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
5[0] 1 7 4 0 0/1/2 Mid.png Specialcancel.png
Supercancel.png

st.Mk.png

A2 Dan st.mk 1.png
A2 Dan st.mk 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10[1], 9[0] 2, 2 7 2(0)8 -3, -1 1/3/6 Mid.png Specialcancel.png
Supercancel.png
  • Hits 1 time.
  • First hit is cancelable.

st.Hk.png

A2 Dan st.hk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
14[2] 4 13 4 +3 2/5/9 Mid.png -

Crouching

cr.Lp.png

A2 Dan cr.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
5[0] 1 4 4 +4 0/1/2 Mid.png Rpdfire.pngChaincancel.png
Specialcancel.pngSupercancel.png
  • Can rapid fire into itself or chain cancelled into: st.Lp.png, st.Lk.png & cr.Lk.png.

cr.Mp.png

A2 Dan cr.mp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
9[1] 2 8 4 +3 1/3/6 Mid.png Specialcancel.png
Supercancel.png

cr.Hp.png

A2 Dan cr.hp 1.png
A2 Dan cr.hp 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
14[2], 13[2] 4, 4 5 4(0)8 -2, N/A 2/5/9 Mid.png Specialcancel.png
Supercancel.png
  • Hits 1 time.
  • Second hit is not special cancellable.

cr.Lk.png

A2 Dan cr.lk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
5[0] 1 5 2 +1 0/1/2 Low.png Specialcancel.png
Supercancel.png

cr.Mk.png

A2 Dan cr.mk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
9[1] 2 6 6 +3 1/3/6 Low.png Specialcancel.png
Supercancel.png

cr.Hk.png

A2 Dan cr.hk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
15[2] 4 7 6 -9 2/5/9 Low.png Specialcancel.pngSupercancel.png
Softknockdown.png

Neutral Jumping

nj.Lp.png

A2 Dan nj.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
8[0] 1 4 10 - 0/1/2 High.png -

nj.Mp.png

A2 Dan nj.mp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
9[1] 2 7 8 - 1/3/6 High.png -

nj.Hp.png

A2 Dan nj.hp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
17[2] 4 19 4 - 2/5/9 High.png -

nj.Lk.png

A2 Dan nj.lk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
9[0] 1 6 10 - 0/1/2 High.png -

nj.Mk.png

A2 Dan nj.mk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10[1] 2 7 8 - 1/3/6 High.png -

nj.Hk.png

A2 Dan nj.hk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
14[2] 4 14 5 - 2/5/9 High.png -

Diagonal Jumping

dj.Lp.png

A2 Dan dj.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
8[0] 1 5 10 - 0/1/2 High.png -

dj.Mp.png

A2 Dan dj.mp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10[1] 2 7 8 - 1/3/6 High.png -

dj.Hp.png

A2 Dan dj.hp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
16[2] 4 19 4 - 2/5/9 High.png -

dj.Lk.png

A2 Dan dj.lk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
8[0] 1 6 10 - 0/1/2 High.png -

dj.Mk.png

A2 Dan dj.mk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
9[1] 2 7 8 - 1/3/6 High.png Cross-up

dj.Hk.png

A2 Dan dj.hk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
13[2] 4 14 5 - 2/5/9 High.png -

Normal Throws

Seoi Nage
Punch Throw
B.png/F.png + Mp.png/Hp.png

A2 Dan ThrowRange.png
A2 Dan Throw 1.png
A2 Dan Throw 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
17[0] 0 1 N/A N/A -/-/3 N/A Throw.png
Hardknockdown.png
  • Deals 8 damage when opponent tech throws.
  • Dan has the 2nd best throw range in the game (Alpha2ThrowRanges).

Alpha Counters

Punch Alpha Counter
(while in blockstun)Qcd.png+ P.png

A2 Dan PAC.png
Damage Stun Startup Active Frame Adv Meter Block Properties
11[1] 8 4 4 -19 0/0/0 Mid.png Startupinv.png
Hardknockdown.png

Kick Alpha Counter
(while in blockstun)Qcd.png+ K.png

A2 Dan KAC.png
Damage Stun Startup Active Frame Adv Meter Block Properties
13[1] 8 4 4 +1 0/0/0 Mid.png Startupinv.png
Hardknockdown.png

Special Moves

Gadoken
Fireball
Qcf.png + P.png

A2 Dan Fireball 1.png
A2 Dan Fireball 2.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Lp.png 14[5] 1 11 3 -13 5/7/10 Mid.png Proj.png
Mp.png 15[6], 11[6] 1, 1 11 3(0)3 -14 5/7/10 Mid.png Proj.png
Hp.png 17[9], 13[9] 1, 1 11 3(0)6 -15 5/7/10 Mid.png Proj.png
  • Punishable on hit.

Lp.png


Mp.png


Hp.png

Koryuken
Dragon Punch, Uppercut
Dp.png + P.png

A2 Dan DP 1.png
A2 Dan DP 2.png
A2 Dan DP 3.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Lp.png 18[7], 15[7], 3[2] 6, 2, 4 5 4(0)8(0)2 -21 9/10/12 Mid.png Softknockdown.png
Mp.png 19[8], 15[8], 3[2] 6, 2, 5 5 4(0)8(0)6 -32 9/10/12 Mid.png Softknockdown.png
Hp.png 20[8], 15[8], 3[2] 6, 2, 6 5 4(0)8(0)10 -42 9/10/12 Mid.png Softknockdown.png
  • Hits 1 time max.
  • Unscaled damage in CC.

Invincible Startup

Dan will flash white during the start up of his Koryuken and gain invul on start up. This occurs with a random chance of 1/8 or after every 21 moves are done by the player.

  • 9 frames of startup invul; 5 of which while active.

Lp.png

  • Can't be air-blocked until frame 16.

Mp.png - [Hitboxes pictured]

  • Can't be air-blocked until frame 16.

Hp.png

  • Can't be air-blocked until frame 16.

Dankukyaku
Dan Kicks
Qcb.png + K.png

A2 Dan DanKicks 1.png
A2 Dan DanKicks 2.png
A2 Dan DanKicks 3.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Lk.png 13[4] 2 25 10 -10 6/7/8 Mid.png Softknockdown.png
Mk.png 11[5], 8[5] 2, 2 16 8(4)6 -11 6/6+1 per hit/6+2 per hit Mid.png Softknockdown.png
Hk.png 10[8], 9[8], 8[8] 2x3 21 8(4)8(12)4 -7 6/6+1 per hit/6+2 per hit Mid.png Softknockdown.png

Lk.png


Mk.png

  • Hits 2 times max.

Hk.png - [Hitboxes pictured]

  • Hits 3 times max.

Super Moves

Startup Invulnerability Notes:

  • At the end of a super screen freeze, projectiles will start moving before the opponent's character is unfrozen, giving the supers more projectile invul. frames than hit invul. frames.


Shinku Gadoken
Fireball Super
Qcf.pngQcf.png + P.png

A2 Dan FireballSuper 1.png
A2 Dan FireballSuper 2.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Level 1
P.png
12[12], 13[12], 7[12] 1x3 6+0 9(0)6 -14 0/0/0 Mid.png Startupinv.png
Proj.png
Hardknockdown.png
Level 2
P.pngP.png
13[12], 10[12], 7[12], 6[12] 1x4 6+0 9(0)22 -10 0/0/0 Mid.png Startupinv.png
Proj.png
Hardknockdown.png
Level 3
3p.png
18[12], 11[12], 9[12], 6[12], 6[12] 1x5 6+0 9(0)38 -10 0/0/0 Mid.png Startupinv.png
Proj.png
Hardknockdown.png

The level will determine how far it travels on the screen before it disappears. It's mostly useful if you know it's gonna chip kill somebody.

  • Cannot be air blocked.

Level 1

  • 5 frames of startup hit invul.; 0 of which while active.
  • 9 frames of startup projectile invul.
  • Hits 3 times.

Level 2

  • 5 frames of startup hit invul.; 0 of which while active.
  • 9 frames of startup projectile invul.
  • Hits 4 times.

Level 3

  • 5 frames of startup hit invul.; 0 of which while active.
  • 9 frames of startup projectile invul.
  • Hits 5 times.

Koryu Rekka
Dragon Punch Super
Qcf.pngQcf.png + K.png

A2 Dan DPSuper 1.png
A2 Dan DPSuper 2.png
A2 Dan DPSuper 3.png
A2 Dan DPSuper 4.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Level 1
K.png
10[13], 8[13], 8[13], 6[13] 4x4 5+0 4(0)8(13)5(0)26 -27 0/0/0 Mid.png Startupinv.png
Hardknockdown.png
Level 2
K.pngK.png
14[13], 10[13], 10[13], 8[13], 8[13] 4x5 5+0 4(0)8(13)5(0)26 -22 0/0/0 Mid.png Startupinv.png
Hardknockdown.png
Level 3
3k.png
17[13], 13[13], 9[13], 13[13], 10[13], 7[13] 4x6 5+0 4(0)8(13)5(0)26 -22 0/0/0 Mid.png Startupinv.png
Hardknockdown.png
  • A full 2 quarter-circles isn't required. Required inputs: D.pngDf.pngF.pngD.pngDf.png + K.png

Level 1

  • 5 frames of startup hit invul.; 0 of which while active.
  • 8 frames of startup projectile invul.
  • Hits 4 times.

Level 2

  • 5 frames of startup hit invul.; 1 of which while active.
  • 9 frames of startup projectile invul.
  • Hits 5 times.

Can be combo'd after throw in the corner.


Level 3

  • 6 frames of startup hit invul.; 2 of which while active.
  • 10 frames of startup projectile invul.
  • Hits 6 times.

Can be combo'd after throw in the corner.

Hissho Buraiken
Qcb.pngQcb.png + K.png

A2 Dan PunchSuper 1.png
A2 Dan PunchSuper 2.png
A2 Dan PunchSuper 3.png
A2 Dan PunchSuper 4.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Level 1
K.png
4[14], 3[14], 6[14], 7[14], 9[14]x3 0x5 5+0 6(4)4(9)4(9)4(15)4(0)8(0)10 -32 0/0/0 Mid.png Startupinv.png
Hardknockdown.png
Level 2
K.pngK.png
6[14], 7[14], 5[14], 5[14], 7[14], 6[14], 11[14]x3 0x7 5+0 3(6)5(4)4(0)6(9)4(14)4(8)4(0)8(0)10 -32 0/0/0 Mid.png Startupinv.png
Hardknockdown.png
Level 3
3k.png
7[14], 4[14], 6[14], 4[14], 7[14], 7[14], 6[14], 7[14], 8[14], 13[14], 3[14] 0x11 5+0 6(9)2(0)6(9)4(9)5(13)5(18)6(6)5(9)6(13)4(0)18 -28 0/0/0 Mid.png Startupinv.png
Hardknockdown.png
  • A full 2 quarter-circles isn't required. Required inputs: D.pngDb.pngB.pngD.pngDb.png + K.png

Level 1

  • 4 frames of startup hit invul.; 0 of which while active.
  • 12 frames of startup projectile invul.
  • Hits 5 times max.

Level 2

  • 4 frames of startup hit invul.; 0 of which while active.
  • 7 frames of startup projectile invul.
  • Hits 7 times max.

Level 3

  • 4 frames of startup hit invul.; 0 of which while active.
  • 10 frames of startup projectile invul.
  • Hits 11 times.

Taunts

Taunt
(Start)

A2 Dan Taunt.png
Damage Stun Startup Active Frame Adv Meter Block Properties
N/A N/A N/A N/A N/A 4/-/- N/A -

Dan is the only character in the game that can taunt more than once per round.

Shagami Chohatsu
(crouch) Taunt
D.png+ (Start)

A2 Dan CrouchTaunt.png
Damage Stun Startup Active Frame Adv Meter Block Properties
N/A N/A N/A N/A N/A 3/-/- N/A -

Kuchu Chohatsu
(air) Taunt
(in air)(Start)

A2 Dan AirTaunt.png
Damage Stun Startup Active Frame Adv Meter Block Properties
N/A N/A N/A N/A N/A 0/-/- N/A -

Zenten Chohatsu
(forward roll) Taunt
Qcf.png+ (Start)

A2 Dan RollTaunt.png
A2 Dan Taunt.png
Damage Stun Startup Active Frame Adv Meter Block Properties
N/A N/A N/A N/A N/A 5/-/- N/A -

Koten Chohatsu
(backward roll) Taunt
Qcb.png+ (Start)

A2 Dan RollTaunt.png
A2 Dan Taunt.png
Damage Stun Startup Active Frame Adv Meter Block Properties
N/A N/A N/A N/A N/A 5/-/- N/A -

Chohatsu Densetsu
(super) Taunt
Qcf.pngQcf.png+ (Start)

A2 Dan TauntSuper 1.png
A2 Dan TauntSuper 2.png
A2 Dan TauntSuper 3.png
A2 Dan TauntSuper 4.png
Damage Stun Startup Active Frame Adv Meter Block Properties
N/A N/A N/A N/A N/A 0/-/- N/A Counterhit.png
  • Receives 125% damage when counter hit. Only after landing from jump.

The legendary super taunt. Spend a whole meter to do absolutely nothing.

The Basics


Considering Dan's status as a joke character, he basically loses to everyone in the game except himself. For the sake of not having redundancy, minus the mirror match, all of his matchups are 3-7 at best, 1-9 at worst. Three decent normals, decent CC damage, and an okayish KAC. Good luck!

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 (need to be expanded)

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.

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.

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

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: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

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

Match-ups


A2 Icon Adon.png Vs. Adon:

[Loading match-up info...]

A2 Icon Akuma.png Vs. Akuma:

[Loading match-up info...]

A2 Icon Birdie.png Vs. Birdie:

[Loading match-up info...]

A2 Icon Charlie.png Vs. Charlie-Nash:

[Loading match-up info...]

A2 Icon ChunLi.png Vs. Chun-Li:

[Loading match-up info...]

A2 Icon Dan.png Vs. Dan (mirror):

[Loading match-up info...]

A2 Icon Dhalsim.png Vs. Dhalsim:

[Loading match-up info...]

A2 Icon Akuma.png Vs. Evil Ryu:

[Loading match-up info...]

A2 Icon Gen.png Vs. Gen:

[Loading match-up info...]

A2 Icon Guy.png Vs. Guy:

[Loading match-up info...]

A2 Icon Ken.png Vs. Ken:

[Loading match-up info...]

A2 Icon Bison.png Vs. M. Bison (dictator):

[Loading match-up info...]

A2 Icon Rolento.png Vs. Rolento:

[Loading match-up info...]

A2 Icon Rose.png Vs. Rose:

[Loading match-up info...]

A2 Icon Ryu.png Vs. Ryu:

[Loading match-up info...]

A2 Icon Sagat.png Vs. Sagat:

[Loading match-up info...]

A2 Icon Sakura.png Vs. Sakura:

[Loading match-up info...]

A2 Icon Sodom.png Vs. Sodom:

[Loading match-up info...]

A2 Icon Zangief.png Vs. Zangief:

[Loading match-up info...]

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