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Street Fighter V/Dan
From Shoryuken Wiki
Introduction
About Dan
Saikyo Style! Dan has finally entered the ring in Street Fighter V with all new gameplay mechanics.
Strengths | Weaknesses |
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Season 5
Dan is added to the roster in Street Fighter V.
Despite having an infinite discovered, Capcom has yet to patch it. Long live the Danfinite.
Dan #SFV_DAN | |
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Vitals | |
Life Points | 1025 |
Stun Points | 950 |
V-Gauge Points | |
V-Trigger 1 | 300 |
V-Trigger 2 | 600 |
Ground Movement | |
Forward Walk Speed | 4.7 |
Backward Walk Speed | 3.2 |
Forward Dash Speed | 16 |
Backward Dash Speed | 21 |
Forward Dash Distance | 141.4 |
Backward Dash Distance | 120.5 |
Backdash CH Frames | 3-10 |
Jumping | |
Back Jump Speed | 46 (4+38+4) |
Neutral Jump Speed | 46 (4+38+4) |
Forward Jump Speed | 45 (3+38+4) |
Forward Jump Distance | 212.8 |
Backward Jump Distance | 182.4 |
Throws | |
Throw Hurtbox | 0.25 |
Throw Range | 0.8 |
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Frame Data & Descriptions are provided by FATOnline.
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SFV Frame Data Glossary | |
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Active | These are the frames of animation after startup and before recovery. Generally, this correlates with your limbs being stretched out. When a move is active, it is capable of hitting (and damaging!) the opponent. Before and after a move is active, it is completely harmless. |
Attack | Attack level is L for low block, M for mid block (can be blocked low or high) and H for high block (must be blocked standing i.e. overheads). |
Cancels | Available cancel options.
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Confirm | Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.
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Crush | Crush Counter advantage written as opponent state/advantage/v-gauge gain on hit.
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Damage | Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames. |
Hit/Block | These are measurements to determine how much advantage you have over your opponent once the move ends. If the number is positive, then your move will end before they can react again. If the number is negative, they will be able to start before you and maybe even punish your move. KD refers to knockdown on hit. |
Knockdown | Knockdown advantage written as neutral/quick rise/back rise after hit. |
Recovery | How many frames it takes for a move to completely finish it's animation after the active frames have happened. Once these recovery frames are finished, the player is free to move around and attack again. |
Startup | These are the frames of move animation before the attack becomes "active" i.e. can hurt the opponent. Startup frames are harmless and can not hurt the opponent. If you are hit during these frames, your move animation will stop, and you will be put into a counter hit state.
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Stun | Stun value on hit. |
Normals
Stand LP
Stand LP 5LP |
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Stand MP
Stand MP 5MP |
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Stand HP
Stand HP 5HP |
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Stand LK
Stand LK 5LK |
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Stand MK
Stand MK 5MK |
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Stand HK
Stand HK 5HK |
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Crouch LP
Crouch LP 2LP |
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Crouch MP
Crouch MP 2MP |
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Crouch HP
Crouch HP 2HP |
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Crouch LK
Crouch LK 2LK |
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Crouch MK
Crouch MK 2MK |
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Crouch HK
Crouch HK 2HK |
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Jump LP
Jump LP j.LP |
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Jump MP
Jump MP j.MP |
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Jump HP
Jump HP j.HP |
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Jump LK
Jump LK j.LK |
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Jump MK
Jump MK j.MK |
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Jump HK
Jump HK j.HK |
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Command Normals
Saikyo Jawbreaker
Saikyo Jawbreaker 4HK |
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Saikyo Chop
Saikyo Chop 6HP |
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Throws
Saikyo Taikuzushi
Saikyo Taikuzushi Throw LPLK |
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Saikyo Haraigoshi
Saikyo Haraigoshi Back Throw 4LPLK |
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Special Moves
LP Gadoken
LP Gadoken 236LP |
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LP Gadoken (hold)
LP Gadoken (hold) 236LP (hold) |
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MP Gadoken
MP Gadoken 236MP |
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MP Gadoken (hold)
MP Gadoken (hold) 236MP (hold) |
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HP Gadoken
HP Gadoken 236HP |
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HP Gadoken (hold)
HP Gadoken (hold) 236HP (hold) |
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EX Gadoken
EX Gadoken 236PP |
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LP Koryuken
LP Koryuken 623LP |
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MP Koryuken
MP Koryuken 623MP |
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HP Koryuken
HP Koryuken 623HP |
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EX Koryuken
EX Koryuken 623PP |
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LK Dankukyaku
LK Dankukyaku 214LK |
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MK Dankukyaku
MK Dankukyaku 214MK |
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HK Dankukyaku
HK Dankukyaku 214HK |
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EX Dankukyaku
EX Dankukyaku 214KK |
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LP Danretsuken
LP Danretsuken 214LP |
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MP Danretsuken
MP Danretsuken 214MP |
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HP Danretsuken
HP Danretsuken 214HP |
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EX Danretsuken
EX Danretsuken 214PP |
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Critical Arts
Hisshou Buraiken
Hisshou Buraiken 236236P |
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Super Taunt
Super Taunt 236236PPPKKK |
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Taunts
Taunt
Taunt 5PPPKKK |
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V-System
V-Skill 1
Saikyo-Style Burairuten No Kamae I
Saikyo-Style Burairuten No Kamae I MPMK (VS1) fwd |
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Saikyo-Style Burairuten No Kamae II
Saikyo-Style Burairuten No Kamae II MPMK (VS1) back |
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Saikyo-Style Burairuten No Kamae III
Saikyo-Style Burairuten No Kamae III MPMK (VS1) air |
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V-Skill 2
Saikyo-Style Otokoboe
Saikyo-Style Otokoboe MPMK (VS2) |
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V-Trigger 1
Haoh Gadoken
Haoh Gadoken HPHK (VT1) |
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Haoh Gadoken (hold)
Haoh Gadoken (hold) HPHK (VT1) Hold |
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V-Trigger 2
Tenchi Saikyo No Kata
Tenchi Saikyo No Kata HPHK (VT2) |
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Haten Gadoken
Haten Gadoken 236P |
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Haten Gadoken (Just Frame)
Haten Gadoken (Just Frame) 236P |
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Goh Koryuken
Goh Koryuken 623P |
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Goh Koryuken (Just Frame)
Goh Koryuken (Just Frame) 623P |
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V-Shift
V-Shift
V-Shift MKHP |
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V-Shift Break
Saikyo Donukigeri
Saikyo Donukigeri MKHP |
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V-Reversal
Saiky-Style Kaihi Jutsu
Saiky-Style Kaihi Jutsu 6PPP |
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