Dan (SFIV)

From SuperCombo Wiki

Introduction

Frame Data

Frames Frames Frames of Frames of Super Meter Cancel Ability
Move Name Damage Stun Startup Active Recovery Total On Block On Hit Block Stun Hit Stun Gain Chain Special Super Notes
Close LP 25 50 4 2 10 15 -1 +2 10 13 20 O O O -
Close MP 65 100 6 2 19 26 0 +6 20 26 40 X O O -
Close HP 95 200 8 2 19 28 -3 +1 17 21 60 X O O -
Close LK 25 50 4 2 10 15 -1 +2 10 13 20 X X X -
Close MK 40+30 50+50 6 2*2 ?? 23 -2 +1 ?? ?? 40*20 X O O -
Close HK 100 200 8 2 18 27 -2 +2 17 21 60 X X O -
Far LP 25 50 4 2 9 14 0 +3 10 13 20 O O O -
Far MP 70 100 6 2 13 20 -1 +2 13 16 40 X X O -
Far HP 110 200 11 2 18 30 -2 +2 17 21 60 X X X -
Far LK 35 50 4 2 9 14 0 +3 10 13 20 X X X -
Far MK 70 100 7 2 14 22 -2 +1 13 16 40 X X X -
Far HK 110 200 11 2 18 30 -2 +2 17 21 60 X X X -
crouch LP 25 50 4 2 10 15 -1 +2 10 13 20 O O O -
crouch MP 70 100 7 2 13 21 -1 +2 13 16 40 X O O -
crouch HP 100 200 11 3 22 35 -7 -2 17 22 60 X O O Forces stand
crouch LK 20 50 4 2 9 14 0 +3 10 13 20 O O O Low attack
crouch MK 65 100 7 2 12 20 0 +3 13 16 40 X O O Low attack
crouch HK 90 150 12 2 22 35 -6 D 17 - 60 X X X Low attack, cannot fast recover
Jump up LP 45 50 4 7 - - - - - 20 - - - -
Jump up MP 75 100 8 6 - - - - - 40 - - - -
Jump up HP 100 200 12 4 - - - - - 60 - - - -
Jump up LK 40 50 4 8 - - - - - 20 - - - -
Jump up MK 75 100 7 5 - - - - - 40 - - - -
Jump up HK 100 200 10 4 - - - - - 60 - - - -
Jump forward LP 45 50 4 7 - - - - - 20 - - - -
Jump forward MP 75 100 7 5 - - - - - 40 - - - -
Jump forward HP 95 200 7 4 - - - - - 60 - - - -
Jump forward LK 40 50 4 7 - - - - - 20 - - - -
Jump forward MK 70 100 7 5 - - - - - 40 - - - -
Jump forward HK 100 200 9 5 - - - - - 60 - - - -
Jump Taunt 0 0 - - - - - - - 0/0 - - - -
Crouch Taunt 0 0 - - - - - - - 0/0 - - - -
Focus Attack LVL 1 60 100 21 2 35 57 -21 -21 15 15 20 - - - -
Focus attack LVL 2 80 150 18+11 2 35 65 -15 D 21 40 - - - -
Focus attack LVL 3 140 200 65 2 35 101 D D - 60 - - - -
Forward Throw 120 100 3 2 20 24 - D - 40 - - - Throw range 1.0
Back throw 130 120 3 2 20 24 - D - 40 - - - Throw range 0.95
Gadoken LP 70 100 14 8 ?? 40 0 +4 20/20 X X O -
Gadoken MP 70 100 14 10 ?? 41 -1 +3 20/20 X X O -
Gadoken HP 70 100 14 15 ?? 42 -2 +2 20/20 X X O -
Gadoken EX 50*60 50*50 14 20 ?? 40 +3 +6 0/0 X X O -
Koryuken LP 110[70] 200[100] 4 13 ?? 42 -18 D 30/40 X X O 1~2f invincible, 3~4f cannot be thrown, 5~16f lower body invinciblility
Koryuken MP 120[80] 200[100] 4 13 ?? 60 -35 D 30/40 X X O 1~4f invincible, 5~16f lower body invincibility
Koryuken HP 140[100] 200[100] 4 13 ?? 63 -38 D 30/40 X X O 1~4f invincible, 5~16f lower body invincibility
Koryuken EX 70*60 100*100 4 13 ?? 66 -40 D 0/0 X X O 1~16f invincible
Dankukyaku LK 90 100 17 10 ?? 37 0 D 40/30 X X X Armor break
Dankukyaku MK 50*50 100*50 17 2*2 ?? 47 -2 D 40/30*20 X X X Armor break
Dankukyaku HK 50x3 100*50*50 17 2*3*2 ?? 56 -2 D 40/30*20*10 X X X Armor break
Dankukyaku EX 40x3 100*50*50 8 10 ?? 31 -3 D 0/0 X X X Armor break
Dankukyaku LK (air) 90 100 5 Until ground ?? - - - 10/30 - - - -
Dankukyaku MK (air) 50*50 100*100 5 1*2 ?? - - - 10/30*30 - - - -
Dankukyaku HK (air) 50x3 100x3 5 1*1*2 ?? - - - 10/30x3 - - - -
Dankukyaku EX (air) 50x3 100x3 5 1x3 ?? - - - 0/0 - - - -
Hisshou Buraiken 15x18*110 0 4 2x18*14 ?? 261 -42 D 0/0 - - - 1~13f invincible
Legendary Taunt 0 0 - 0 ?? - - - 0/0 - - - 1f invincible, cancels into ultra
Ultra Combo 45x7*150 0 10 12 63 84 -55 D 0/0 - - - 1~10f invincible
Frames Frames Frames of Frames of Super Meter Cancel Ability
Move Name Damage Stun Startup Active Recovery Total On Block On Hit Block Stun Hit Stun Gain Chain Special Super Notes




The 1 frame discrepancy you see between Startup+Active+Recovery and Total is because when it says a move has 4 frames startup, it really has 3 frames startup and hits on frame 4. It was written this way so you don't have to do any math to figure out what frame a move first hits on.

Move Analysis

Normal Moves

Normal Throws

Command Normals

Focus / Saving Attack

Special Moves

Gadouken
Dan's crappy little fireball
qcf + P
Koryuken
Dan's solid Dragon punch
dp + P
Dankukyaku
Dan's most useful special. Good frame advantage. Aerial EX version freezes you in air.
qcb + K

Super Move

Hissho Buraiken
qcf,qcf + P
Super Taunt
qcf,qcf + HP + HK

You can cancel into ultra anytime during this move.

Ultra Move

Shisso Buraiken
qcf,qcf + 3P

The Basics

Combos

BnB
j.HK -> HP xx QCB+LK
Safe on block and allows for backdashes and throws.

j.HK -> HP xx QCB+HK

Ultra Combos
j.HK -> HP xx Super Taunt xx Ultra

cr.HP -> QCF+P xx Taunt Super xx Ultra

Strategy

Matchups