Ultra Street Fighter IV/Dan/Omega

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Ultra Street Fighter IV/OmegaOmegaSF4 Header.png

Dan

SSFIV-Dan Face.jpg


In a nutshell


(Intro paragraph to describe overall gameplay)


Click for USF4 version


Notable Changes from USF4 to Omega

  • General/Movement Changes:
    • Forward Dash: 1f faster (19f > 18f)
      • Can now be cancelled into normals (except after Focus Attack + Dash)
    • Throw: slightly shorter range
    • Saikyoryu Defense - Pushes opponent away by inputting PPP while blocking


  • Normal Move Changes:


  • Command Normal Changes:
    • Kachiwari Chop (6MP) - new attack, Overhead


  • Taunt Changes:
    • Crouching Taunt: Super cancellable, puts airborne opponents into juggle state
    • Jumping Taunt: Puts opponent into free juggle state on hit


  • Special Move Changes:


  • Super/Ultra Changes:


  • Moves with ending Input Buffer:
    • Close ; Far ;

Character Specific Data

Dan

VITALS
Health: 1000 Stun: 900
WALKING
Forward Walk Speed: 0.040 Back Walk Speed: 0.030
JUMPING
Jump Total Frames: 4+36+4 Jump Distance: 2.0 Forward, 1.92 Back
DASHING
Forward Dash Frames: 18 Forward Dash Distance: 1.46
Back Dash Frames: 26 Back Dash Distance: 1.40
FA + Forward Dash Frames: 18 FA + Back Dash Frames: 20
Back Dash Invincibility: 1-8 FA + Back Dash Invincibility: 0
Back Dash Airborne: 9-24 FA + Back Dash Airborne: 0
FOCUS ATTACK DATA
Lv1 FA + Forward Dash (Block): -3 Lv1 FA + Back Dash (Block): -5
Lv2 FA + Forward Dash (Block): +3 Lv2 FA + Back Dash (Block): +1

Frame Data

Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Close) cl. Lp.png 3 2 5 4 7 25 50 M Ch Sp Su -
5MP (Close) cl. Mp.png 5 2 17 2 8 75 100 M Sp Su -
5HP (Close) cl. Hp.png 6 8 14 -4 1 85 150 M Sp Su Forces stand; can whiff at its max proximity range
5LK (Close) cl. Lk.png 4 1 5 5 8 25 50 M Sp Su -
5MK (Close) cl. Mk.png 6 2*2 14 -2 1 60*20 80*20 M Sp Su 2 hits, both cancellable; 1st hit forces stand, 2nd hit can whiff on short crouch blocking characters
5HK (Close) cl. Hk.png 8 2 14 2 6 75 150 M Su Has the AE2012 animation (4HK in USF4)
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Far) far. Lp.png 4 1 6 4 7 25 50 M Ch Sp Su Whiffs on short crouching characters
5MP (Far) far. Mp.png 6 2 12 0 3 70 100 M Sp Su -
5HP (Far) far. Hp.png 9 2 19 -3 1 110 200 M - -
5LK (Far) far. Lk.png 5 2 9 0 3 35 50 M Su -
5MK (Far) far. Mk.png 6 1*3 13 -2 1 30*70 50*100 M Sp Su / - 2 hits, only 1st is cancellable; if 1st hit connects, 2nd hit can whiff on short crouch blocking characters
5HK (Far) far. Hk.png 11 2 16 0 4 100 200 M - -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
2LP Down.gifLp.png 4 1 7 3 6 25 50 M Ch Sp Su -
2MP Down.gifMp.png 5 2 10 2 5 60 100 M Sp Su -
2HP Down.gifHp.png 6 4 18 -4 1 80 150 M Sp Su Forces stand; final 2 active frames hit directly above Dan
2LK Down.gifLk.png 4 2 9 0 3 20 50 L Ch Sp Su -
2MK Down.gifMk.png 7 2 12 0 3 65 100 L Sp Su -
2HK Down.gifHk.png 10 2 22 -6 KD 100 150 L - KD Adv: +18
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Kachiwari Chop
(Overhead)
Right.gifHp.png 17 2 23 -7 -3 80 100 H - -
Crouching Taunt Down.gifHp.pngHk.png 8 16 13 -17 -14 0 0 M Su Has juggle potential, puts airborne opponents into limited juggle state; can be used to stabilize Super juggles without additional scaling
Saikyoryu Defense
(Pushblock)
Block + 3p.png - - 18 - - - - - - Input during blockstun; activates after blockstop has finished; has 1 hit of armor until end of recovery; Dan slides backwards unless cornered, opponent's position is unaffected; can be used to get punishes on specific blockstrings that are otherwise safe
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
j.LP (angled) Upright.gifLp.png 4 7 - - - 45 50 H - -
j.MP (angled) Upright.gifMp.png 7 5 - - - 75 100 H - -
j.HP (angled) Upright.gifHp.png 7 4 - - - 95 200 H - -
j.LK (angled) Upright.gifLk.png 4 7 - - - 40 50 H - -
j.MK (angled) Upright.gifMk.png 7 5 - - - 70 100 H - Crossup
j.HK (angled) Upright.gifHk.png 9 5 - - - 100 200 H - -
j.LP (neutral) Up.gifLp.png 4 7 - - - 45 50 H - -
j.MP (neutral) Up.gifMp.png 8 6 - - - 75[25] 100[50] H - [refers to final 3 active frames]
j.HP (neutral) Up.gifHp.png 9 4 - - - 90 200 H - KD vs. airborne opponents
j.LK (neutral) Up.gifLk.png 4 8 - - - 40 50 H - -
j.MK (neutral) Up.gifMk.png 7 5 - - - 75 100 H - -
j.HK (neutral) Up.gifHk.png 10 4 - - - 100 200 H - -
Jumping Taunt Up.gifHp.pngHk.png 14 until land 10 land -6(0) -4(2) 0 0 H - Active for entire jump duration; no longer makes jump floaty; puts airborne opponents into free juggle state; cannot hit some short crouching characters
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Focus Attack Lv. 1 Mp.pngMk.png 10+11 2 35 -21 KD 80 150 M Dash KD Adv: +8; +26 after Forward Dash, +24 after Back Dash; Focus Dash is not cancellable into normals
Focus Attack Lv. 2 Mp.pngMk.png 18+11 2 35 -15 crumple 80 150 M Dash Focus Dash is not cancellable into normals
Focus Attack Lv. 3 Mp.pngMk.png 65 2 35 crumple crumple 140 200 - Dash Unblockable
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Gado Thrust
(Forward Throw)
Lp.pngLk.png 3 2 24 - KD 160 200 T - KD Adv: +10
Saikyo Haraigoshi
(Back Throw)
Left.gif+Lp.pngLk.png 3 2 24 - KD 160 200 T - KD Adv: +8
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LP Gadoken
(Fireball)
Qcf.pngLp.png
236+LP
14 [8] 26 -2 4 50 50 M Su -
MP Gadoken
(Fireball)
Qcf.pngMp.png
236+MP
14 [10] 27 -3 3 50 50 M Su -
HP Gadoken
(Fireball)
Qcf.pngHp.png
236+HP
14 [15] 28 -4 2 50 50 M Su -
Ex.png Gadoken
(Fireball)
Qcf.png2p.png
236+PP
14 [20] 26 3 6 40x2 50*30 M FA 2 hits, useful in corner combos
LP Koryuken
(Uppercut)
Dp.pngLp.png
236+LP
4 13 15+11
land
-18 KD 130[50] 200[80] M Su* 1-2f full invuln, 3-16f lower body invuln, 3-4f throw invuln, ~31f airborne; Su/FA cancel on hit only (1st active frame), reduced damage/stun on later active frames; KD Adv: +40
+ Just Frame Dp.png~Lp.png
236~LP
7 5 19 -5 KD 80 100 M Su 1-7f full invuln; shortest distance; must hit LP on the same frame as down+forward (cannot negative edge); can FADC on block; puts opponent into limited juggle state; KD Adv: +49
MP Koryuken
(Uppercut)
Dp.pngMp.png
236+MP
5 13 25+19
land
-36 KD 140[50] 200[80] M Su* 1-5f full invuln, 6-17f lower body invuln, ~31f airborne; Su/FA cancel on hit only (1st active frame), reduced damage/stun on later active frames; KD Adv: +22
+ Just Frame Dp.png~Mp.png
236~MP
9 5 20 -6 KD 80 100 M Su 1-9f full invuln; medium distance; must hit MP on the same frame as down+forward (cannot negative edge); can FADC on block; puts opponent into limited juggle state; KD Adv: +48
HP Koryuken
(Uppercut)
Dp.pngHp.png
236+HP
7 13 28+19
land
-39 KD 150[50] 200[80] M Su* 1-7f full invuln, 8-19f lower body invuln, ~31f airborne; Su/FA cancel on hit only (1st active frame), reduced damage/stun on later active frames; KD Adv: +19
+ Just Frame Dp.png~Hp.png
236~HP
17 5 20 -6 KD 80 100 M Su 1-17f full invuln; farthest distance; must hit HP on the same frame as down+forward (cannot negative edge); can FADC on block; puts opponent into limited juggle state; KD Adv: +48
Ex.png Koryuken
(Uppercut)
Dp.png2p.png
623+PP
4 1*12 31+19
land
-41 KD 100*70 100*50 M FA 1-16f full invuln, ~47f airborne; no Just Frame version (JF 623HP comes out if attempted with PPP); 2nd hit has juggle potential; KD Adv: +18
LP Danretsuken
(Rapid Punches)
Qcb.pngLp.png
214+LP
10 2(2)2(3)2 26 -9 KD 30x2*50 50x3 M Su* 2-5f armor (1 hit); Su/FA cancel on hit only; has juggle potential; most useful juggle after EX Danretsuken; KD Adv: +18
MP Danretsuken
(Rapid Punches)
Qcb.pngMp.png
214+MP
14 2(2)2(3)
2(21)2
27 -10 KD 20x2*30*50 30x3*50 M Su* 3-7f armor (1 hit); Su/FA cancel on hit only; has juggle potential; on block, has interruptible 4f gap before final hit; KD Adv: +17
HP Danretsuken
(Rapid Punches)
Qcb.pngHp.png
214+HP
21 2(2)2(3)
2(19)2
28 -11 KD 20x2*30*80 30x3*100 M Su* 5-11f armor (1 hit); Su/FA cancel on hit only; has juggle potential; on block, has interruptible 2f gap before final hit; KD Adv: +20
Ex.png Danretsuken
(Rapid Punches)
Qcb.png2p.png
214+PP
14 2(2)*
[2(3)]x6*
2(13)2
26 -9 KD 90*50 90*100 M FA* 1-9f armor (1 hit); FA cancel on hit only; has juggle potential; puts opponent into limited juggle state; all hits are a true blockstring; KD Adv: +44
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LK Dankukyaku
(Dan Kick)
Qcb.pngLk.png
214+LK
17 7 11 land -4(0) KD 70 80 M - 10-23f airborne; Armor Break; first 4 active frames cannot hit crouching opponents (0 vs. crouch block); can whiff over crouching opponents at close range; puts opponent into limited juggle state; KD Adv: +44
MK Dankukyaku
(Dan Kick)
Qcb.pngMk.png
214+MK
7 7(6)2 5+12
land
-5 KD 60x2 50*100 M - 5-26f airborne; Armor Break; KD Adv: +32
HK Dankukyaku
(Dan Kick)
Qcb.pngHk.png
214+HK
10 3(8)2(8)4 1+15
land
-6 KD 50*30*100 50x2*100 M - 7-35f airborne; Armor Break; can whiff on crouching opponents, especially in cancels; can hop over many fireballs during active frames; KD Adv: +31
Ex.png Dankukyaku
(Dan Kick)
Qcb.png2k.png
214+KK
8 10 5+6
land
-9(0) KD 40*
[40*100]
100*
[50x2]
M - 4-22f airborne; Armor Break; transitions to [followup animation] on hit, much safer at longer range; has juggle potential; KD Adv: +11
LK Air Dankukyaku
(Air Dan Kick)
Air Qcb.pngLk.png
Air 214+LK
8 14 10 land -7(2) KD 60 100 M - If used early in jump, shortens jump arc; delays landing if used late; active frames end upon reaching ground; Height Restriction: 0.564 (4th jump frame); KD Adv: +38~50
MK Air Dankukyaku
(Air Dan Kick)
Air Qcb.pngMk.png
Air 214+MK
6 6(6)4 17 land -16(-7) KD 60x2 50*100 M - Armor Break; Height Restriction: 0.564 (4th jump frame); KD Adv: +18
HK Air Dankukyaku
(Air Dan Kick)
Air Qcb.pngHk.png
Air 214+HK
5 1(9)1(10)2 17 land -6(-4) KD 50x3 100x3 M - Puts opponent into limited juggle state, can followup near corner; Height Restriction: 0.564 (4th jump frame); KD Adv: +41~45
Ex.png Air Dankukyaku
(Air Dan Kick)
Air Qcb.png2k.png
Air 214+KK
12 10 6 land -2(5) KD 40x2*100 100*50x2 M - Armor Break; angles forward like a divekick from any jump direction; active frames end upon reaching the ground; Height Restriction: 0.388 (3rd jump frame); if lowest possible active frame connects, opponent is popped up for a juggle and the followup hits do not occur; KD Adv: +18~67
LK Saikyo Tenjinsai
(Command Throw)
360.pngLk.png
360+LK
5 2 35 - KD 170 150 T - Side switch, shortest range; KD Adv: +6
MK Saikyo Tenjinsai
(Command Throw)
360.pngMk.png
360+MK
7 2 34 - KD 170 150 T - Side switch, medium range; KD Adv: +6
HK Saikyo Tenjinsai
(Command Throw)
360.pngHk.png
360+HK
9 2 34 - KD 170 150 T - Side switch, longest meterless range; KD Adv: +6
Ex.png Saikyo Tenjinsai
(Command Throw)
360.png2k.png
360+KK
5 2 35 - KD 180 150 T - Side switch, longest range; KD Adv: +6
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Hissho Buraiken
(Super)
Qcb.pngQcb.pngP.png
214214+P
1+3 2(7)2(11)2(7)2(7)
2(8)2(8)2(5)2(11)
[2(8)]x6*2(9)2(7)2
18 1 KD 390 - M - 1-14f full invuln; Armor Break; 162f from beginning to end of active frames; has some juggle potential but will drop many hits; KD Adv: +76; Dmg Distribution: 15x18*120
Legendary Taunt
(Super)
Qcf.pngQcf.pngHp.pngHk.png
236236+HP+HK
1+0 - 397 - - - - - Ultra Can cancel into either Ultra before the final jump animation; essentially a 4-bar FADC into Ultra
Shisso Buraiken
(Ultra 1)
Qcb.pngQcb.png3p.png
214214+PPP
0+10 12 64 -55 KD 465 - M - 1-10f full invuln; does not break armor; attempting to buffer as a reversal from blockstun results in Pushblock unless input with negative edge; KD Adv: +1
Haoh Gadoken
(Ultra 2)
Qcf.pngQcf.png3k.png
236236+KKK
0+15 22 120 -85 KD 368
[218]
- M - 1-8f full invuln; 6 hit projectile, has juggle potential, [less damage vs. airborne opponents]; KD Adv: +11; Dmg Distribution: 60x5*68 [Air: 30x5*68]
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes

Combos

Confirms:

  • Dmg/St --

Punishes:

  • Dmg/St --

Counterhit Confirms:

Ultra Setups:

Useful Info

Reversals:

Anti-Airs:

Anti-Focus:

Anti-Projectile:

Juggles:

Miscellaneous:


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