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Tuesday
Jul202010

Dan - Intro - Super Street Fighter 4

 NORMAL MOVES | SPECIAL MOVES | COMBOS | MATCH UPS 

CHARACTER STATS & INFO
TYPE TAUNT / JOKE CHARACTER, Rushdown?
STRENGTHS Taunting
WEAKNESSES He's Dan.
STAMINA 1000 -  AVERAGE
STUN 900 -  BELOW AVERAGE
CROSS UP  JUMPING MEDIUM KICK, JUMPING LIGHT KICK
ANTI-AIR CROUCHING HEAVY PUNCH, KORYUKEN
ARMOR BREAK DANKUKYAKU
GOOD MATCH UP MIRROR MATCH!
BAD MATCH UP ALMOST EVERYONE ELSE?

 

Tuesday
Jul202010

DAN - MATCH VIDEOS - SUPER STREET FIGHTER 4



Monday
Apr122010

Dan - Special Moves - Super Street Fighter 4

GADOKEN


QUARTER CIRCLE FORWARD + PUNCH

Dan's fireball has pathetic range but it can be used in some combos.

The strength of the punch button used determines the distance the projectile travels before dissipating.  The Light Punch version travels the shortest distance.

The EX version has the longest range, but even it does not travel the entire length of the screen.

While Gadoken will not win any projectile wars, but you can hold your ground in one if you use good timing.

Also, the Gadoken can be used to build EX Meter from across the screen.

 

KORYUKEN


FORWARD, DOWN, DOWN-FORWARD + PUNCH

The Koryuken is Dan's version of the Shoryuken, only because it's Dan its a bit different.  This is Dan's go-to anti-air attack and can be FADC'd for follow-ups.

The strength of the punch button used determines damage caused as well as the horizontal and vertical distance the move covers.  The Light Punch version causes the least amount of damage and covers the shortest distance.

The EX version has two hits but inflicts less damage than the Heavy Punch version. 

Except for the Light Punch version, all other versions of the Koryuken have invincibility at the start of the animation.  The Heavy Punch has more invincibility than the Medium Punch version, but the EX version has the most, staying invincible almost all the way to the full height of the attack. 

 

DANKUKYAKU (CAN BE DONE IN AIR)  *ARMOR BREAKING*

QUARTER CIRCLE BACK + KICK

This is considered to be one of Dan's best special moves. 

The strength of the kick button used determines the number of hits, damage, stun, and distance.  The Light Kick version is one hit, does the least amount of damage and stun, and has the shortest travel distance.  The Medium Kick version is two hits and the Heavy Kick version is three hits.

The EX version is three hits and inflicts damage in between that of the Medium Kick and Heavy Kick versions.  The EX version is the only version that is unsafe on block.  It does, however, execute faster, which means you can 2-in-1 from some of Dan's normal moves into the EX Dankukyaku.

This move can also be done in the air.  It has the same general properties when in the air.  One use for the airborne version besides doing damage is to change the trajectory of Dan's jump, using it to throw off an opponent or to help avoid a projectile if you mis-time the jump over it.

 

SUPER - HISSHO BURAIKEN


QUARTER CIRCLE FORWARD X2 + PUNCH

Dan pummels the opponent with punches and kicks, ending in a Koryuken. This Super is possible to combo into, but not all of the hits may connect.  It works well at close range, but against an opponent farther away some of the hits may not connect.

It is usually better for Dan to keep his Super Combo Guage for EX special moves, as they are more useful. 

 

 

LEGENDARY TAUNT

QUARTER CIRCLE FORWARD X2 + HP + HK

Dan will perform a number of taunts, ending in a thumbs ups.  Dan was designed to be a joke character, and the Legendary Taunt fits perfectly into his character.

The Legendary Taunt can have several uses. The first is, of course, as its name implies. It is a Legendary Taunt! 

It can have a practical use, however.  You can cancel the Legendary Taunt at any time, so you can catch an opponent who is trying to attack you (thinking you are helpless), you can cancel the taunt with an Ultra Combo for a big damage surprise to add injury to insult!

 

ULTRA 1 - SHISSO BURAIKEN


QUARTER CIRCLE FORWARD X2 + PUNCH X3

Dan enters a cinematic beatdown, ending in a Colgate thumbs up. This Ultra can be used to punish opponents who throw out unsafe moves.  It is invincible at the beginning of the animation.

It can also be used against projectile characters as it goes through projectiles if timed properly.

 

 

 

ULTRA 2 - HAOH GADOUKEN

QUARTER CIRCLE FORWARD X2 + KICK X3 

Dan's new Ultra is actually somewhat useful int hat it has many more combo opportunities compared to his old Ultra.  Like Dan's other projectile attacks, this one does not travel the entire length of the screen (even his ULTRA doesn't do it!).  It is a six hit projectile, which means that it will beat out all projectiles and even projectile-based Ultras from your opponent.

Dan's being thrown off balance after performing the Ultra is only for comedic effect. He takes no damage himself.

Monday
Apr122010

Dan - Combos - Super Street Fighter 4