Street Fighter Alpha 2/ Dan

Introduction

Ten years ago, Dan”s father was killed by Sagat. Dan has trained vigorously to avenge his father”s death. Filled with incredible power, he unloads his most potent attack on those who stand in his way. He will have his revenge.

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Dan is capcom”s joke character. While sharing certain normals with the shoto characters, he also has his own (usually inferior) versions of their normals. Dan is almost always considered bottom tier, due to his specials being either unsafe, hard to hit-confirm, slow, or all three. That said, his CC”s and some supers are still quite damaging, so it is possible to win with him. He is also unquestionably the best taunter in the game.

Pros:

Has some good shoto normals like cr.hk, cr.mk, and dj.mkCustom combos still do lots of damage if you can land them (as with almost all characters)Top-tier taunts

Cons:

Fireballs have no range, uppercuts have no invincibility, and Dan kick is slower than tatsuMany normals are useless, or do low damageAC”s are bad (literally has a taunt for his P alpha counter)

Đang xem: Dan

Moves List

Normal Moves

STANDING

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CROUCHING

cr.-

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cr.-

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cr.-

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*

cr.-

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cr.-

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cr.-

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JUMPINGJumping

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(Neutral jump)

nj.-

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nj.-

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nj.-

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nj.-

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nj.-

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nj.-

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Jumping

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(Diagonal jump)

dj.-

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dj.-

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dj.-

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dj.-

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dj.-

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dj.-

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Throws

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/

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Alpha Counters

+- Taunt AC

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+- His crouching hk.

Xem thêm: phim hoạt hình mộ đom đóm

Use this one

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Special Moves

+ – Gadou Ken

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+ – Koryu Ken

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:

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+ – Danku Kyaku

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+ Select- Zenten Chohatsu

+ Select- Koten Chohatsu

Super Moves

+ – Shinku Gado Ken

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+ – Hissho Burai Ken

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+ – Koryu Rekka

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+ Select- Chohatsu Densetsu. The legendary super taunt. Spend a whole meter to do absolutely nothing but piss off your opponent!

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Xem thêm: Ước Tính Số Tiền Được Vay Tín Chấp Hsbc Có Những Gói Nào Và Thủ Tục Ra Sao?

The Basics

normals:

he has shotoesque normals, so pokes should be familiars.LK close, c.LP/MP/LK/MK -> they all combo into Gadoukens.MK far (works as anti-air too)don’t use s.HK ever! if you find any use for it… let me know. it resembles Guy’s s.HK, but it sucks even mores.HP is not very reliable, use it from a safe distance (or after a j.HK because it’ll combo)s.MP is your friend up close (can combo into Gadouken)anti air:

c.HP = shotoesque godlinesss.MK is good too, more against big charactersair-to-air:

j.LK is pretty good, but don’t use it for upwards attacks or against incoming angled air attacks (like Chun’s j.LK)j.MP is a standard shoto normal and has very good priorityj.MK is very good, i’d use this mostlyair-to-ground:

j.LK recovers fast and you can do some sweeps, ground mixupscan be used as a fast overhead upclose by jumping back and instantly hitting LKj.MP / j.MK can combo into various things:j.MP / j.MK + s.MP + Gadoukenj.MP / j.MK + c.MK + Gadoukenj.MP + c.HP + Gadoukenj.HK can combo into: sweep, c.MK + Gadouken, c.HP + Gadoukendon’t ever use j.HP, ever… worst normal in the game!Dan has a very good throw game: block & throw / tick & throw

specials:

Gadouken: a half-arsed hadouken, still very useful up close… can be combo’d from a lot of ground normals.it’s NOT RECOMMENDED comboing into gadouken against characters with meter… no matter if it hits or if it gets blocked you’re gonna eat a CC since the recovery time sucks

dragon punch: don’t rely too much on it… kinda sucks because it doesn’t travel forward. use mostly the LP version or the “invincible” white flash versions that occur randomly :stuck_out_tongue:also dp can be combo’d from a number of normals (s.lk/mk/lp/mp, c.lp/mp/lk/mk). since the move is a standing dp you might wiff it, so combo into it from almost point blank to lessen the risk

Dankuukyaku (hurricane kick thing): has silly priority, don’t use it from a big distance… use LK/MK versions for mixups, to get close or for chip damage

crossup: j.MK for crossup is too good, can combo like thisj.MK + 2x or 3x c. LP (or c.LK c.LP c.LK) + Gadouken (or hit confirm into Super Gadouken)j.MK + c.HP + HK hurricane thingie (very hard to do)j.MK + c.LK/LP + shinryuken super

supers:

super Gadouken: can be hit confirmed from tons of ground normals, even from sweep!! level 3 travels like 3/4 of the screen, use it for style points :smiley:shinryuken-like: pretty good anti-air, can be hit confirmed from c. LKi’d recommend to do so for lvl 2 & 3 (when the super travels toward the opponent), not worth for lvl1 damage wiseHISSHO MURAI KEN (CERTAIN VICTORY RELYING ON NOBODY BUT MYSELF FIST
Combos

-Jumping MK, Crouch LP x2, LP Koryuken

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