
Dan
In a nutshell
(Intro paragraph to describe overall gameplay)
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
- Forward Dash: 1f faster (19f > 18f)
- 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. ![]() |
3 | 2 | 5 | 4 | 7 | 25 | 50 | M | Ch Sp Su | - |
5MP (Close) | cl. ![]() |
5 | 2 | 17 | 2 | 8 | 75 | 100 | M | Sp Su | - |
5HP (Close) | cl. ![]() |
6 | 8 | 14 | -4 | 1 | 85 | 150 | M | Sp Su | Forces stand; can whiff at its max proximity range |
5LK (Close) | cl. ![]() |
4 | 1 | 5 | 5 | 8 | 25 | 50 | M | Sp Su | - |
5MK (Close) | cl. ![]() |
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. ![]() |
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. ![]() |
4 | 1 | 6 | 4 | 7 | 25 | 50 | M | Ch Sp Su | Whiffs on short crouching characters |
5MP (Far) | far. ![]() |
6 | 2 | 12 | 0 | 3 | 70 | 100 | M | Sp Su | - |
5HP (Far) | far. ![]() |
9 | 2 | 19 | -3 | 1 | 110 | 200 | M | - | - |
5LK (Far) | far. ![]() |
5 | 2 | 9 | 0 | 3 | 35 | 50 | M | Su | - |
5MK (Far) | far. ![]() |
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. ![]() |
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 | ![]() ![]() |
4 | 1 | 7 | 3 | 6 | 25 | 50 | M | Ch Sp Su | - |
2MP | ![]() ![]() |
5 | 2 | 10 | 2 | 5 | 60 | 100 | M | Sp Su | - |
2HP | ![]() ![]() |
6 | 4 | 18 | -4 | 1 | 80 | 150 | M | Sp Su | Forces stand; final 2 active frames hit directly above Dan |
2LK | ![]() ![]() |
4 | 2 | 9 | 0 | 3 | 20 | 50 | L | Ch Sp Su | - |
2MK | ![]() ![]() |
7 | 2 | 12 | 0 | 3 | 65 | 100 | L | Sp Su | - |
2HK | ![]() ![]() |
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) |
![]() ![]() |
17 | 2 | 23 | -7 | -3 | 80 | 100 | H | - | - |
Crouching Taunt | ![]() ![]() ![]() |
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 + ![]() |
- | - | 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) | ![]() ![]() |
4 | 7 | - | - | - | 45 | 50 | H | - | - |
j.MP (angled) | ![]() ![]() |
7 | 5 | - | - | - | 75 | 100 | H | - | - |
j.HP (angled) | ![]() ![]() |
7 | 4 | - | - | - | 95 | 200 | H | - | - |
j.LK (angled) | ![]() ![]() |
4 | 7 | - | - | - | 40 | 50 | H | - | - |
j.MK (angled) | ![]() ![]() |
7 | 5 | - | - | - | 70 | 100 | H | - | Crossup |
j.HK (angled) | ![]() ![]() |
9 | 5 | - | - | - | 100 | 200 | H | - | - |
j.LP (neutral) | ![]() ![]() |
4 | 7 | - | - | - | 45 | 50 | H | - | - |
j.MP (neutral) | ![]() ![]() |
8 | 6 | - | - | - | 75[25] | 100[50] | H | - | [refers to final 3 active frames] |
j.HP (neutral) | ![]() ![]() |
9 | 4 | - | - | - | 90 | 200 | H | - | KD vs. airborne opponents |
j.LK (neutral) | ![]() ![]() |
4 | 8 | - | - | - | 40 | 50 | H | - | - |
j.MK (neutral) | ![]() ![]() |
7 | 5 | - | - | - | 75 | 100 | H | - | - |
j.HK (neutral) | ![]() ![]() |
10 | 4 | - | - | - | 100 | 200 | H | - | - |
Jumping Taunt | ![]() ![]() ![]() |
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 | ![]() ![]() |
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 | ![]() ![]() |
18+11 | 2 | 35 | -15 | crumple | 80 | 150 | M | Dash | Focus Dash is not cancellable into normals |
Focus Attack Lv. 3 | ![]() ![]() |
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) |
![]() ![]() |
3 | 2 | 24 | - | KD | 160 | 200 | T | - | KD Adv: +10 |
Saikyo Haraigoshi (Back Throw) |
![]() ![]() ![]() |
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) |
![]() ![]() 236+LP |
14 | [8] | 26 | -2 | 4 | 50 | 50 | M | Su | - |
MP Gadoken (Fireball) |
![]() ![]() 236+MP |
14 | [10] | 27 | -3 | 3 | 50 | 50 | M | Su | - |
HP Gadoken (Fireball) |
![]() ![]() 236+HP |
14 | [15] | 28 | -4 | 2 | 50 | 50 | M | Su | - |
![]() (Fireball) |
![]() ![]() 236+PP |
14 | [20] | 26 | 3 | 6 | 40x2 | 50*30 | M | FA | 2 hits, useful in corner combos |
LP Koryuken (Uppercut) |
![]() ![]() 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 | ![]() ![]() 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) |
![]() ![]() 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 | ![]() ![]() 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) |
![]() ![]() 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 | ![]() ![]() 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 |
![]() (Uppercut) |
![]() ![]() 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) |
![]() ![]() 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) |
![]() ![]() 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) |
![]() ![]() 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 |
![]() (Rapid Punches) |
![]() ![]() 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) |
![]() ![]() 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) |
![]() ![]() 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) |
![]() ![]() 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 |
![]() (Dan Kick) |
![]() ![]() 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 ![]() ![]() 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 ![]() ![]() 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 ![]() ![]() 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 |
![]() (Air Dan Kick) |
Air ![]() ![]() 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+LK |
5 | 2 | 35 | - | KD | 170 | 150 | T | - | Side switch, shortest range; KD Adv: +6 |
MK Saikyo Tenjinsai (Command Throw) |
![]() ![]() 360+MK |
7 | 2 | 34 | - | KD | 170 | 150 | T | - | Side switch, medium range; KD Adv: +6 |
HK Saikyo Tenjinsai (Command Throw) |
![]() ![]() 360+HK |
9 | 2 | 34 | - | KD | 170 | 150 | T | - | Side switch, longest meterless range; KD Adv: +6 |
![]() (Command Throw) |
![]() ![]() 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) |
![]() ![]() ![]() 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) |
![]() ![]() ![]() ![]() 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) |
![]() ![]() ![]() 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) |
![]() ![]() ![]() 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: