Difference between revisions of "Super Street Fighter IV AE/Dan"

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(AE Changes)
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{{SSFIVMoveListRow | Haoh Gadoken | qcf qcf + 3k |  }}
 
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== AE ver. 2012 Changes ==
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''Airborne Dankukyaku''
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Made EX Airborne Dankukyaku fully hit after EX Focus canceling a Koryuken.
 +
Changed heavy version’s damage from 50 + 40 + 30 (120 total) to 50 * 3 (150 total).
 +
Changed EX version’s height restrictions, allowing it to be activated 1F earlier.
 +
Changed EX version’s stun from 100 * 3 (300 total) to 100 + 75 + 75 (250 total).
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 +
 +
''Dankukyaku''
 +
 +
Changed heavy version’s damage from 50 + 40 + 30 (120 total) to 50 + 40 + 40 (130 total).
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 +
 +
''Hissho Buraiken''
 +
 +
Adjusted to fully hit when used up close against any character.
 +
 +
 +
''Ducking Taunt, Jumping Taunt''
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Made Super Meter bonus +70 on a hit and +30 on a block.
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''Close Standing Medium Punch''
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Changed startup from 6F to 5F. Takes the total frame count to 23F.
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''Close Standing Heavy Kick''
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Shortened hitback distance on standing or crouching hit.
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''Crouching Heavy Kick''
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Changed startup from 12F to 10F. Takes the total frame count to 33F.
  
  

Revision as of 04:03, 16 December 2011

Super Street Fighter IV AESSFIVAE.png
Super Street Fighter IV AE#CharactersSuper Street Fighter IV AE/Controls and TerminologySuper Street Fighter IV AE/Basic ElementsSuper Street Fighter IV AE/Universal AbilitiesSuper Street Fighter IV AE/Game SystemsSSFIVAEHeaderButtons.png


Dan

SSFIV-Dan Face.jpg

Dan's father, Go Hibiki, was murdered in a Street Fighting match by Sagat after Go has blinded Sagat in one eye. Swearing revenge, Dan sought after Sagat to avenge his father and end Sagat's life. When finally given the opportunity to fight Sagat, Sagat saw his own chase for revenge in Dan and, realizing its futility, allowed Dan to defeat him to assuage Dan's anger. Dan, since then, has determined he was the strongest warrior ever and opened up his own school to teach his "Saikyou" style. Though his school has yet to garner any voluntary students (Blanka and Sakura act as ones just to humor him), Dan is determined to perform well in the next Street Fighting tournament to spread his teachings wider.


In a nutshell

Dan's greatest power may be the illusion that Dan is supposed to be bad. In the history of Street Fighter, Dan has always been an extremely sub-par character, but this is definitely not true at all in Super Street Fighter IV. Do not sleep on Dan: he has an effective rush down that always leads to a guessing game. He actually has a very effective Dragon Punch! Dan is not free by any means. Winning with Dan oftentimes involves surprising your opponent, who believes they should be getting a free victory only to find out that, wait a sec... Dan is a legitimate fighter!!


Moves

Unique Attacks

Name
Command
Notes
Jumping Taunt
(in air) Hp.png + Hk.png
Ducking Taunt
D.png + Hp.png + Hk.png

Throws

Name
Command
Notes
Gado Thrust
F.png or N.png + Lp.png + Lk.png
Throw.png
Saikyo Haraigoshi
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Gadoken
Qcf.png + P.png
Ex.png
Koryuken
Dp.png + P.png
Ex.png
Dankukyaku
Qcb.png + K.png
Ex.png Armorbreak.png
Airborne Dankukyaku
(in air) Qcb.png + K.png
Ex.png

Super Combo

Name
Command
Notes
Hissho Buraiken
Qcf.png Qcf.png + P.png
Legendary Taunt
Qcf.png Qcf.png + Hp.png + Hk.png

Ultra Combos

Name
Command
Notes
Shisso Buraiken
Qcf.png Qcf.png + 3p.png
Haoh Gadoken
Qcf.png Qcf.png + 3k.png


AE ver. 2012 Changes

Airborne Dankukyaku

Made EX Airborne Dankukyaku fully hit after EX Focus canceling a Koryuken. Changed heavy version’s damage from 50 + 40 + 30 (120 total) to 50 * 3 (150 total). Changed EX version’s height restrictions, allowing it to be activated 1F earlier. Changed EX version’s stun from 100 * 3 (300 total) to 100 + 75 + 75 (250 total).


Dankukyaku

Changed heavy version’s damage from 50 + 40 + 30 (120 total) to 50 + 40 + 40 (130 total).


Hissho Buraiken

Adjusted to fully hit when used up close against any character.


Ducking Taunt, Jumping Taunt

Made Super Meter bonus +70 on a hit and +30 on a block.


Close Standing Medium Punch

Changed startup from 6F to 5F. Takes the total frame count to 23F.


Close Standing Heavy Kick

Shortened hitback distance on standing or crouching hit.


Crouching Heavy Kick

Changed startup from 12F to 10F. Takes the total frame count to 33F.


AE Changes

  • Crouching Medium Punch's startup is now 5 frames.
  • Close Standing Light Kick, Close Standing Medium Punch, Close Standing Hard Kick, Far Standing Light Punch, Crouching Light Punch, and Crouching Medium Kick's recovery time was reduced. New combo possibilities.
  • Neutral Jumping Hard Punch will slam opponents down to the ground when hit.
  • Medium and Hard Dan Kicks damage distribution got adjusted. Hard Dan Kick's total damage decreased.
  • Dragon Punch will give air reset on trade.
  • Ultra 2 invincibility was decreased to 8 frames after Ultra freeze.


The Basics

Combos

Strategy

Matchups

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close Jab.gif HL 25 50 20 ch/sp/su 4 2 10 -1 +2
Close Strong.gif HL 65 100 40 sp/su 6 2 17 +2 +8
Close Fierce.gif HL 95 200 60 sp/su 8 2 19 -3 +1
Close Short.gif HL 25 50 20 - 3 2 6 +3 +6
Close Forward.gif HL 40*30 50*50 40*20 sp/su 6 2*2 14 -2 +1
Close Roundhouse.gif HL 100 200 60 su 8 2 14 +2 +6
Far Jab.gif HL 25 50 20 ch/sp/su 4 2 5 +4 +7
Far Strong.gif HL 70 100 40 su 6 2 13 -1 +2
Far Fierce.gif HL 110 200 60 - 11 2 18 -2 +2
Far Short.gif HL 35 50 20 - 4 2 9 0 +3
Far Forward.gif HL 70 100 40 - 7 2 14 -2 +1
Far Roundhouse.gif HL 110 200 60 - 11 2 18 -2 +2
crouch Jab.gif HL 25 50 20 ch/sp/su 4 2 8 +1 +4
crouch Strong.gif HL 70 100 40 sp/su 5 2 10 +2 +5
crouch Fierce.gif HL 100 200 60 sp/su 11 3 22 -7 -2
crouch Short.gif L 20 50 20 ch/sp/su 4 2 9 0 +3
crouch Forward.gif L 65 100 40 sp/su 7 2 12 0 +3
crouch Roundhouse.gif L 90 150 60 - 12 2 22 -6 -
Jump up Jab.gif H 45 50 20 - 4 7 - - -
Jump up Strong.gif H 75[25] 100[50] 40[20] - 8 6 - - -
Jump up Fierce.gif H 100 200 60 - 12 4 - - -
Jump up Short.gif H 40 50 20 - 4 8 - - -
Jump up Forward.gif H 75 100 40 - 7 5 - - -
Jump up Roundhouse.gif H 100 200 60 - 10 4 - - -
Jump forward Jab.gif H 45 50 20 - 4 7 - - -
Jump forward Strong.gif H 75 100 40 - 7 5 - - -
Jump forward Fierce.gif H 95 200 60 - 7 4 - - -
Jump forward Short.gif H 40 50 20 - 4 7 - - -
Jump forward Forward.gif H 70 100 40 - 7 5 - - -
Jump forward Roundhouse.gif H 100 200 60 - 9 5 - - -
Jump Taunt HL 0 0 0 - 14 30 22 - -
Crouch Taunt HL 0 0 0 - 14 26 21 -36 -33
Focus Attack LVL 1 HL 60 100 20 - 21 2 35 -21 -21
Focus attack LVL 2 HL 80 150 40 - 17+12 2 35 -15 -
Focus attack LVL 3 - 140 200 60 - 65 2 35 - -
Forward Throw 1.03 120 100 40 - 3 2 20 - -
Back throw 0.96 130 120 40 - 3 2 20 - -
Gadoken Jab.gif HL 70 100 20/20 su 14 8 40 0 +4
Gadoken Strong.gif HL 70 100 20/20 su 14 10 41 -1 +3
Gadoken Fierce.gif HL 70 100 20/20 su 14 15 42 -2 +2
Gadoken EX.gif HL 50*60 50*50 -250/0 su 14 20 40 +3 +6
Koryuken Jab.gif HL 110[70] 200[100] 30/40 su 4 13 15+11 -18 -
Koryuken Strong.gif HL 120[80] 200[100] 30/40 su 4 13 25+19 -36 -
Koryuken Fierce.gif HL 140[100] 200[100] 30/40 su 4 13 28+19 -39 -
Koryuken EX.gif HL 70*60 100*100 -250/0 su 4 1*12 31+19 -40 -
Dankukyaku Short.gif HL 90 100 40/30 - 17 10 11 0 -
Dankukyaku Forward.gif HL 60*40 100*50 40/30*20 - 17 2(6)2 10+11 -2 -
Dankukyaku Roundhouse.gif HL 50*40*30 100*50*50 40/30*20*10 - 17 2(6)3(6)2 10+11 -2 -
Dankukyaku EX.gif (1 hit) HL 40 100 -250/0 - 8 10 5+9 -3 -
Dankukyaku EX.gif (2, 3hit) HL 40x2 50*50 - - 8 2(9)2 8+25 - -
Dankukyaku Short.gif (air) HL 90 100 10/30 - 8 14 17 - -
Dankukyaku Forward.gif (air) HL 60*40 100*100 10/30*30 - 5 1(9)2 17 - -
Dankukyaku Roundhouse.gif (air) HL 50*40*30 100x3 10/30x3 - 5 1(9)1(10)2 17 - -
Dankukyaku EX.gif (air) HL 50x3 100x3 -250/0 - 5 1(6)1(7)1 7 - -
Hisshou Buraiken HL 15x18*110 0 -1000/0 - 1+3 174(22)14 23+26 -42 -
Legendary Taunt - - - -1000/0 ??? 1+0 - 397 - -
Ultra Combo 1 HL 465 0 0/0 - 0+10 12 64 -55 -
Ultra Combo 2 HL 60x5*68 0 0/0 - 0+15 22 156 -85 -
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes


Notes: