Introduction
Dan's introduction to Street Fighter starts here. Still a joke character like in every other Street Fighter game, but Dan wasn't actually nerfed too hard unlike in Alpha 2 where he is unbelievably awful.
+ Meterless damage is extremely high on a good opening with his Dan Kicks combo.
+ Still has a lot of the best Shoto normals. Granted they all have stun nerfs but they keep the awesome priority
- Roll punish is one of, if not the worst in the game
- Struggles to get in and cash out his Meterless damage.
- Koryuken is easily the Worst DP in the game. But it at least has a guaranteed small amount of iframes unlike A2 where it's literally RNG.
- Because he's a joke character, nerfed stun values on his moves so he has the hardest time stunning anyone in the game with the only exception being his DP super. Good luck stunning
How to Unlock
(Arcade) Press and hold start(At the Press start screen where it displays the number of credits), move to the random box and enter either of the following
-Color 1: enter LP, LK, MK, HK, HP, MP
-Color 2: enter HP, HK, MK, LK, LP, MP
Moves List
Any Normal not on the page is copied from Akuma, Just assume they have the same properties/Startup/hitboxes for the most part just with most moves doing 1 or 2 stun instead of regular values.
It's also worth noting that Dan cannot rapid-fire his cr.lk Or his St.lp But he can still rapid cr.lp.
Normal Moves
Crouch HK (Sweep): A sweep that hits VERY far away. This will push them to the corner very fast, while making it quite obvious if they are going to roll. Of course the bad things, Dan does not punish rolls very hard in general. So in most circumstances, you are forced to..... Just sweep again.
Crouch HP: Like the crouching HP of all shotos in Alpha 1. It has a terrible amount of priority in this game, cancels into HK Dan Kicks for awesome damage
Throws
Seoi Nage
b/f+[MP/HP]
<be>
A regular Shoto throw.
Alpha Counter
Crouch Strong Kick
block b,db,d+K
<be>
It's not the greatest, but it's functional. Since your DP is really ineffective you might have to use this to get out of trouble.
Special Moves
Super Moves
Shinku Gadouken
- Double Quarter Circle Forward, Punch
Fireball super, it's got good damage and beats fireballs like Ryu's Shinkuu Hadouken, but obviously it's not as good. Hissho Buriken
- Double Quarter Circle Back, Kick
Dan's strongest super. Although it's super powerful, it can fall out if you're not close enough. Does half stun if all hits of LVL3 connect. Koryu Rekka
- Double Quarter Circle Forward, Kick
Dan's DP Super. It is basically a worse Ken Shoryureppa.
Combos
Jump LK, Koryuken
Jump HP/HK, 2+HK Dan is most likely gonna have a hard time landing a deep jump in straight out. And he does chain well, so you will probably have to stick with basics on many occasions.
Standing Kick, 2+HK
Probably your most realistic damaging roll punish, sadly.
Lvl.1 Hissoh Buraiken, Lvl.2 Koryu Rekka Not terribly realistic. But if you hit a level 1, and a bit more damage will kill, AND you have the meter. It's there.
Something~ 2+HP, QCB+HK
Dan's great equalizer. Jump in attack, 2+HP, or a cross up, to 2+LP, 2+HP, this combo hurts a lot. The only other "normal" combo that does more is Ken comboing something to hard punch DP. This combo is a good bet to realistically do 40%-50% depending on what you start with every time. You can also tack on a DP super in the corner. However it is roll-able. And unlike other shotos Dan's DP super does NOT catch rolls. It also does not have the extreme random factor that Ken's DP combos have. But it is still very powerful.
The Basics
Although not as weak relative to the rest of the cast as in Alpha 2 or Alpha 3, Dan's original form does have some drawbacks.
- Very limited chain combo-wise. - Comparatively weak DP. (Granted realistically when done deep it will beat everything. But compared to other anti-airs in the game, it can not be done lackadaisically) - Combos do not bait rolls well, nor does he punish rolls well. A bad combination.
However, Dan possesses arguably the second most powerful "regular" combo in the game. Knowing this, Dan can try and get by with the thought of even though knowingly being a low-tier character Dan potentially punishes much harder than almost every other character in the game. Dan can try and play slow and steady trying to work his way in, playing safe, and looking for opportunities to combo into hurricane kick. The problem with this is that Dan has a hard time forcing himself on the opponent. What's worse, many times by the time you finally have worked your way the opponent has built a bar to alpha counter you back across the screen. Whatever the case, there's a good chance if you want to win with Dan, you're going to need to look for ways of landing this combo. Some normal ways would be. Dans cross up has a lot of hang time like Charlie's in this game, so after an easy ambiguous cross-up you can 2HP into HK Dan Kicks. You can also choose to alpha counter very early as dans alpha counter is very quick to negate pushback, and then use that to get in faster than normal to punish with a 2+lp, 2+hp, hurricane kick. You can also punish rolls with a stand lk, then go into it. Unfortunately for Dan, many of his combos do not set up for roll punishing easily. What's worse, this must be done very close to the opponent, and it's very easy to miss. So in more cases than not you are forced to punish with something small.
With Dan you may be forced to use a good amount of 50/50 in general. Although Dan Kicks is safe mid-screen. But if you start using it in the corner you won't be able to jump a throw. So basically you must make the opponent wary of random dp/super to beat the throw. And allow you to get away with some freebies. You may also find yourself falling into this sort of thought after jump lks, which you will probably be using a lot to try and get in randomly. After the lk your usually safe, to a fast attack, but not the throw. Again this where the thought of you punish them much harder then they punish you might come into play. Leaning more to the side of DP. Even if the dp is punished. Chances are again, their sweep after being pushed back from the dp will not hurt as bad as once you finally hit them with a duck hp to hurricane kick.
Stun Differences
St.lp 3>1
Dj.Lp 3>1
Nj.Lp 3>1
Cr.MP 6>2
Nj.Mp 6>2
Dj.Mp 6>2
St.Hp 8>4
Cr.Hp 8>4
Nj.Hp 8>4
Dj.Hp 6>4
St.Lk 3>1
Nj.Lk 3>1
Dj Lk 3>1
Cr.Mk 1>2!!
Nj.Mk 6>2
Dj.Mk 6>2
Cr.Hk 8>4
Nj.Hk 8>4
Dj.HK 6>4
Match-ups
They're all disadvantageous to some degree because he is a shoto with a gimped fireball, bad roll punish potential and bad DP (but awesome Hurricane Kick). To be continued...