(Created page with "{{Navbox-SFV}} Category:Street Fighter V") |
(initial commit.) |
||
Line 1: | Line 1: | ||
{{ | {{TOClimit|2}} | ||
== Normals == | |||
=====<font style="visibility:hidden; float:right">Stand LP</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_5LP.png | |||
|name=Stand LP | |||
|input=5LP | |||
|data= | |||
{{AttackData-SFV | |||
|startup=4 | |||
|active=3 | |||
|recovery=5 | |||
|hit=4 | |||
|crush=-/-/- | |||
|block=3 | |||
|knockdown=-/-/- | |||
|damage=30 | |||
|stun=50 | |||
|attack=H | |||
|cancel=ch sp su vs1 vs2 vt1 vt2 | |||
|confirm=-/-/- | |||
|description= | |||
* Chains into stand LP / crouch LP / crouch LK | |||
* Bit less range than crouch LP but slightly better on block | |||
* Good tick throw option | |||
}} | |||
}} | |||
=====<font style="visibility:hidden; float:right">Stand MP</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_5MP.png | |||
|name=Stand MP | |||
|input=5MP | |||
|data= | |||
{{AttackData-SFV | |||
|startup=6 | |||
|active=3 | |||
|recovery=13 | |||
|hit=6 | |||
|crush=-/-/- | |||
|block=3 | |||
|knockdown=-/-/- | |||
|damage=60 | |||
|stun=80 | |||
|attack=H | |||
|cancel=sp su vs1 vs2 vt1 vt2 | |||
|confirm=15/-/- | |||
|description= | |||
* Main combo / frametrap starter | |||
}} | |||
}} | |||
=====<font style="visibility:hidden; float:right">Stand HP</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_5HP.png | |||
|name=Stand HP | |||
|input=5HP | |||
|data= | |||
{{AttackData-SFV | |||
|startup=10 | |||
|active=3 | |||
|recovery=20 | |||
|hit=4 | |||
|crush=Stagger/9/+100 | |||
|block=-2 | |||
|knockdown=-/-/- | |||
|damage=70 | |||
|stun=120 | |||
|attack=H | |||
|cancel=vs2 vt1 vt2 | |||
|confirm=17/17/*20/- | |||
|description= | |||
* Hit Confirm notes: *VS2 only, *VT2 activation | |||
* Causes a Crush Counter stagger effect on counter-hit for +9 advantage (+19 if canceled into V-Skill 2) | |||
* Hurtboxes extend a little bit forward before on frames 7-9 before active frames | |||
* V-Skill 2 cancel execute on the second active frame (which means meaty V-Skill 2 cancels are more advantageous) | |||
}} | |||
}} | |||
=====<font style="visibility:hidden; float:right">Stand LK</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_5LK.png | |||
|name=Stand LK | |||
|input=5LK | |||
|data= | |||
{{AttackData-SFV | |||
|startup=5 | |||
|active=3 | |||
|recovery=9 | |||
|hit=1 | |||
|crush=-/-/- | |||
|block=0 | |||
|knockdown=-/-/- | |||
|damage=30 | |||
|stun=50 | |||
|attack=H | |||
|cancel=sp su vs1 vs2 vt1 vt2 | |||
|confirm=-/-/- | |||
|description= | |||
}} | |||
}} | |||
=====<font style="visibility:hidden; float:right">Stand MK</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_5MK.png | |||
|name=Stand MK | |||
|input=5MK | |||
|data= | |||
{{AttackData-SFV | |||
|startup=8 | |||
|active=3 | |||
|recovery=16(18) | |||
|hit=1 | |||
|crush=-/-/- | |||
|block=-2 | |||
|knockdown=-/-/- | |||
|damage=60 | |||
|stun=80 | |||
|attack=H | |||
|cancel=vs2 vt1 vt2 | |||
|confirm=*15/15/- | |||
|description= | |||
* Hit Confirm notes: *VS2 only | |||
* +2 extra recovery frames on whiff (18F) | |||
* Dan's lower leg hurtboxes shrink a little bit on frames 7-15 as he lifts his leg for the attack (might help kicking over some low attacks) | |||
* Decent horizontal anti-air | |||
* V-Skill 2 cancel execute on the last active frame (which means meaty V-Skill 2 cancels are more advantageous) | |||
}} | |||
}} | |||
=====<font style="visibility:hidden; float:right">Stand HK</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_5HK.png | |||
|name=Stand HK | |||
|input=5HK | |||
|data= | |||
{{AttackData-SFV | |||
|startup=13 | |||
|active=3 | |||
|recovery=22(32) | |||
|hit=2 | |||
|crush=-/-/- | |||
|block=-4 | |||
|knockdown=-/-/- | |||
|damage=90 | |||
|stun=120 | |||
|attack=H | |||
|cancel=vs2 vt1 vt2 | |||
|confirm=*19/17/**19/- | |||
|description= | |||
* Hit Confirm notes: *VS2 only, *VT2 activation | |||
* Really bad when whiffed with +10 extra recovery frames (32) | |||
* Hurtboxes extend on frames 11-12 before active frames | |||
* V-Skill 2 cancel executes after the active frame (which means meaty V-Skill 2 cancels are more advantageous) | |||
}} | |||
}} | |||
=====<font style="visibility:hidden; float:right">Crouch LP</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_2LP.png | |||
|name=Crouch LP | |||
|input=2LP | |||
|data= | |||
{{AttackData-SFV | |||
|startup=4 | |||
|active=2 | |||
|recovery=6 | |||
|hit=4 | |||
|crush=-/-/- | |||
|block=2 | |||
|knockdown=-/-/- | |||
|damage=30 | |||
|stun=50 | |||
|attack=H | |||
|cancel=ch sp su vs1 vs2 vt1 vt2 | |||
|confirm=-/-/- | |||
|description= | |||
* Chains into stand LP / crouch LP / crouch LK | |||
* Bit further range than stand LP but slightly worse on block | |||
* Good tick throw option | |||
}} | |||
}} | |||
=====<font style="visibility:hidden; float:right">Crouch MP</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_2MP.png | |||
|name=Crouch MP | |||
|input=2MP | |||
|data= | |||
{{AttackData-SFV | |||
|startup=6 | |||
|active=3 | |||
|recovery=11(13) | |||
|hit=5 | |||
|crush=-/-/- | |||
|block=1 | |||
|knockdown=-/-/- | |||
|damage=60 | |||
|stun=80 | |||
|attack=H | |||
|cancel=sp su vs1 vs2 vt1 vt2 | |||
|confirm=14/14/- | |||
|description= | |||
* +2 extra recovery frames on whiff (13F) | |||
* Reaches slightly further than crouch MK | |||
}} | |||
}} | |||
=====<font style="visibility:hidden; float:right">Crouch HP</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_2HP.png | |||
|name=Crouch HP | |||
|input=2HP | |||
|data= | |||
{{AttackData-SFV | |||
|startup=8 | |||
|active=5 | |||
|recovery=21 | |||
|hit=3 | |||
|crush=-/-/- | |||
|block=-4 | |||
|knockdown=-/-/- | |||
|damage=80 | |||
|stun=120 | |||
|attack=H | |||
|cancel=sp su vs1 vs2 vt1 vt2 | |||
|confirm=16/16/- | |||
|description= | |||
* Only cancelable on the first 2 active frames | |||
* Decent vertical anti-air on last 3 active frames (10-12) | |||
* Can hit cross-up (behind Dan) but might prove difficult due to the hitbox / angle | |||
}} | |||
}} | |||
=====<font style="visibility:hidden; float:right">Crouch LK</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_2LK.png | |||
|name=Crouch LK | |||
|input=2LK | |||
|data= | |||
{{AttackData-SFV | |||
|startup=4 | |||
|active=2 | |||
|recovery=7 | |||
|hit=3 | |||
|crush=-/-/- | |||
|block=1 | |||
|knockdown=-/-/- | |||
|damage=20 | |||
|stun=50 | |||
|attack=L | |||
|cancel=ch vs2 vt1 vt2 | |||
|confirm=-/-/- | |||
|description= | |||
* Chains into stand LP / crouch LP / crouch LK | |||
}} | |||
}} | |||
=====<font style="visibility:hidden; float:right">Crouch MK</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_2MK.png | |||
|name=Crouch MK | |||
|input=2MK | |||
|data= | |||
{{AttackData-SFV | |||
|startup=7 | |||
|active=2 | |||
|recovery=14 | |||
|hit=1 | |||
|crush=-/-/- | |||
|block=-1 | |||
|knockdown=-/-/- | |||
|damage=50 | |||
|stun=80 | |||
|attack=L | |||
|cancel=sp su vs1 vs2 vt1 vt2 | |||
|confirm=15/15/- | |||
|description= | |||
* Hurtboxes extend quite a lot before on frames 5-6 before active frames | |||
* Less range than crouch MP | |||
}} | |||
}} | |||
=====<font style="visibility:hidden; float:right">Crouch HK</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_2HK.png | |||
|name=Crouch HK | |||
|input=2HK | |||
|data= | |||
{{AttackData-SFV | |||
|startup=9 | |||
|active=2 | |||
|recovery=22 | |||
|hit=KD | |||
|crush=Hard Knockdown/KD/+120 | |||
|block=-12 | |||
|knockdown=69/20/25 | |||
|damage=90 | |||
|stun=120 | |||
|attack=L | |||
|cancel=vt1 vt2 | |||
|confirm=-/16/- | |||
|description= | |||
* Cannot be canceled into V-Skill 2 | |||
}} | |||
}} | |||
=====<font style="visibility:hidden; float:right">Jump LP</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_j.LP.png | |||
|name=Jump LP | |||
|input=j.LP | |||
|data= | |||
{{AttackData-SFV | |||
|startup=4 | |||
|active=5 | |||
|recovery=- | |||
|hit=- | |||
|crush=-/-/- | |||
|block=- | |||
|knockdown=-/-/- | |||
|damage=30 | |||
|stun=70 | |||
|attack=M | |||
|cancel=- | |||
|confirm=-/-/- | |||
|description= | |||
* Decent air-to-air (but jump MP is preferable) | |||
* BUG (22/02/2021): Dan's only airborne for the first 25 frames of his jump LP (can be hit grounded during his descent if he perform jump LP asap) | |||
}} | |||
}} | |||
=====<font style="visibility:hidden; float:right">Jump MP</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_j.MP.png | |||
|name=Jump MP | |||
|input=j.MP | |||
|data= | |||
{{AttackData-SFV | |||
|startup=6 | |||
|active=3 | |||
|recovery=- | |||
|hit=- | |||
|crush=-/-/- | |||
|block=- | |||
|knockdown=-/-/- | |||
|damage=60 | |||
|stun=100 | |||
|attack=M | |||
|cancel=- | |||
|confirm=19/-/- | |||
|description= | |||
* Cancels into V-Skill 1 | |||
* Puts airborne opponents into a limited juggle state | |||
* Juggle Limit / Increase / Start: 1 / 1 / 2 | |||
}} | |||
}} | |||
=====<font style="visibility:hidden; float:right">Jump HP</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_j.HP.png | |||
|name=Jump HP | |||
|input=j.HP | |||
|data= | |||
{{AttackData-SFV | |||
|startup=8 | |||
|active=5 | |||
|recovery=- | |||
|hit=- | |||
|crush=-/-/- | |||
|block=- | |||
|knockdown=-/-/- | |||
|damage=90 | |||
|stun=150 | |||
|attack=M | |||
|cancel=- | |||
|confirm=-/-/- | |||
|description= | |||
* Shrinks (pulls up) the bottom hurtbox a little for the entire duration | |||
}} | |||
}} | |||
=====<font style="visibility:hidden; float:right">Jump LK</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_j.LK.png | |||
|name=Jump LK | |||
|input=j.LK | |||
|data= | |||
{{AttackData-SFV | |||
|startup=4 | |||
|active=5 | |||
|recovery=- | |||
|hit=- | |||
|crush=-/-/- | |||
|block=- | |||
|knockdown=-/-/- | |||
|damage=30 | |||
|stun=70 | |||
|attack=M | |||
|cancel=- | |||
|confirm=-/-/- | |||
|description= | |||
* Terrible hitbox but can hit cross-up (has to be very precise to even hit) | |||
}} | |||
}} | |||
=====<font style="visibility:hidden; float:right">Jump MK</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_j.MK.png | |||
|name=Jump MK | |||
|input=j.MK | |||
|data= | |||
{{AttackData-SFV | |||
|startup=8 | |||
|active=5 | |||
|recovery=- | |||
|hit=- | |||
|crush=-/-/- | |||
|block=- | |||
|knockdown=-/-/- | |||
|damage=60 | |||
|stun=100 | |||
|attack=M | |||
|cancel=- | |||
|confirm=-/-/- | |||
|description= | |||
* Cross-up | |||
* Shrinks (pulls up) the bottom hurtbox a little for the entire duration | |||
* Hitbox on his front leg cannot hit cross-up | |||
* Hitbox on his knee can only hit cross-up (cannot hit in front of Dan) | |||
}} | |||
}} | |||
=====<font style="visibility:hidden; float:right">Jump HK</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_j.HK.png | |||
|name=Jump HK | |||
|input=j.HK | |||
|data= | |||
{{AttackData-SFV | |||
|startup=10 | |||
|active=4 | |||
|recovery=- | |||
|hit=- | |||
|crush=-/-/- | |||
|block=- | |||
|knockdown=-/-/- | |||
|damage=90 | |||
|stun=150 | |||
|attack=M | |||
|cancel=- | |||
|confirm=-/-/- | |||
|description= | |||
* Shrinks (pulls up) the bottom hurtbox a little on frames 9-26 | |||
}} | |||
}} | |||
== Command Normals == | |||
=====<font style="visibility:hidden; float:right">Saikyo Jawbreaker</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_4HK.png | |||
|name=Saikyo Jawbreaker | |||
|input=4HK | |||
|data= | |||
{{AttackData-SFV | |||
|startup=11 | |||
|active=4 | |||
|recovery=20 | |||
|hit=5 | |||
|crush=Crumple/KD/+120 | |||
|block=3 | |||
|knockdown=88/56/56 | |||
|damage=80 | |||
|stun=120 | |||
|attack=H | |||
|cancel=vt1 vt2 | |||
|confirm=-/18/- | |||
|description= | |||
* Cannot be canceled into V-Skill 2 | |||
* Good frametrap / oki tool with 4 active frames that also Crush Counter crumples on counter-hit (see KDA values for the crumple) | |||
* Opponent stays grounded for 10 frames after a Crush Counter (stand HP links) | |||
* Extends the hurtbox quite a bit towards the air on frame 10 just before active frames start | |||
* Might be able to anti-air some vertical approaches (would not recommend) | |||
}} | |||
}} | |||
=====<font style="visibility:hidden; float:right">Saikyo Chop</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_6HP.png | |||
|name=Saikyo Chop | |||
|input=6HP | |||
|data= | |||
{{AttackData-SFV | |||
|startup=22 | |||
|active=3 | |||
|recovery=24 | |||
|hit=1 | |||
|crush=-/-/- | |||
|block=-7 | |||
|knockdown=-/-/- | |||
|damage=80 | |||
|stun=120 | |||
|attack=M | |||
|cancel=- | |||
|confirm=-/-/- | |||
|description= | |||
* Overhead | |||
* Cannot be canceled into V-Skill 2 | |||
* Has a lot of hurtbox extensions on frames 18-21 before active frames | |||
}} | |||
}} | |||
== Target Combos == | |||
== Throws == | |||
=====<font style="visibility:hidden; float:right">Saikyo Taikuzushi</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_LPLK.png | |||
|name=Saikyo Taikuzushi | |||
|input=LPLK | |||
|data= | |||
{{AttackData-SFV | |||
|startup=5 | |||
|active=3 | |||
|recovery=17 | |||
|hit=KD | |||
|crush=-/-/- | |||
|block=- | |||
|knockdown=56/7/7 | |||
|damage=120 | |||
|stun=130 | |||
|attack=T | |||
|cancel=- | |||
|confirm=-/-/- | |||
|description= | |||
* Builds 40% more EX meter (100 EX gauge) than forward throws usually do | |||
* What's up, what's up | |||
}} | |||
}} | |||
=====<font style="visibility:hidden; float:right">Saikyo Haraigoshi</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_4LPLK.png | |||
|name=Saikyo Haraigoshi | |||
|input=4LPLK | |||
|data= | |||
{{AttackData-SFV | |||
|startup=5 | |||
|active=3 | |||
|recovery=17 | |||
|hit=KD | |||
|crush=-/-/- | |||
|block=- | |||
|knockdown=62/13/13 | |||
|damage=130 | |||
|stun=150 | |||
|attack=T | |||
|cancel=- | |||
|confirm=-/-/- | |||
|description= | |||
* Builds 20% more EX meter (120 EX gauge) than back throws usually do | |||
* Best throw animation | |||
}} | |||
}} | |||
== Special Moves == | |||
=====<font style="visibility:hidden; float:right">LP Gadoken</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_236LP.png | |||
|name=LP Gadoken | |||
|input=236LP | |||
|data= | |||
{{AttackData-SFV | |||
|startup=14 | |||
|active=10 | |||
|recovery=29 | |||
|hit=2 | |||
|crush=-/-/- | |||
|block=-2 | |||
|knockdown=-/-/- | |||
|damage=50 | |||
|stun=80 | |||
|attack=H | |||
|cancel=vs1 su | |||
|confirm=*18/-/- | |||
|description= | |||
* Hit Confirm notes: *VS1 and CA only | |||
* 1-hit Projectile | |||
* Projectile Speed: 0.10 | |||
* Dan's extended arm is projectile invincible on frames 13-38 | |||
* Barely travels out of Dan's palm | |||
* Cancelable into V-Skill 1 rolls on Hit / Block / Whiff | |||
* The extremely slow speed of this projectile can help Dan extend some combos / blockstrings up close | |||
* Juggle Limit / Increase / Start: 1 / 1 / 1 | |||
}} | |||
}} | |||
=====<font style="visibility:hidden; float:right">LP Gadoken (hold)</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_236LP (hold).png | |||
|name=LP Gadoken (hold) | |||
|input=236LP (hold) | |||
|data= | |||
{{AttackData-SFV | |||
|startup=32 | |||
|active=30 | |||
|recovery=27 | |||
|hit=10 | |||
|crush=-/-/- | |||
|block=4 | |||
|knockdown=-/-/- | |||
|damage=80 | |||
|stun=100 | |||
|attack=H | |||
|cancel=vs1 su | |||
|confirm=*18/-/- | |||
|description= | |||
* Hit Confirm notes: *VS1 and Super only | |||
* 1-hit Projectile | |||
* Projectile Speed: 0.20 (double the speed of regular LP Gadoken) | |||
* Dan's extended arm is projectile invincible on frames 32-54 | |||
* Only travels about 20% screen length | |||
* Cancelable into V-Skill 1 rolls on Hit / Block / Whiff | |||
* Juggle Limit / Increase / Start: 2 / 1 / 1 | |||
}} | |||
}} | |||
=====<font style="visibility:hidden; float:right">MP Gadoken</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_236MP.png | |||
|name=MP Gadoken | |||
|input=236MP | |||
|data= | |||
{{AttackData-SFV | |||
|startup=14 | |||
|active=9 | |||
|recovery=29 | |||
|hit=1 | |||
|crush=-/-/- | |||
|block=-2 | |||
|knockdown=-/-/- | |||
|damage=50 | |||
|stun=80 | |||
|attack=H | |||
|cancel=vs1 su | |||
|confirm=*18/-/- | |||
|description= | |||
* Hit Confirm notes: *VS1 and Super only | |||
* 1-hit Projectile | |||
* Projectile Speed: 0.45 | |||
* Dan's extended arm is projectile invincible on frames 13-38 | |||
* Only travels about 10% screen length | |||
* Cancelable into V-Skill 1 rolls on Hit / Block / Whiff | |||
* Juggle Limit / Increase / Start: 1 / 1 / 1 | |||
}} | |||
}} | |||
=====<font style="visibility:hidden; float:right">MP Gadoken (hold)</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_236MP (hold).png | |||
|name=MP Gadoken (hold) | |||
|input=236MP (hold) | |||
|data= | |||
{{AttackData-SFV | |||
|startup=32 | |||
|active=28 | |||
|recovery=27 | |||
|hit=10 | |||
|crush=-/-/- | |||
|block=4 | |||
|knockdown=-/-/- | |||
|damage=80 | |||
|stun=100 | |||
|attack=H | |||
|cancel=vs1 su | |||
|confirm=*18/-/- | |||
|description= | |||
* Hit Confirm notes: *VS1 and Super only | |||
* 1-hit Projectile | |||
* Projectile Speed: 0.45 | |||
* Dan's extended arm is projectile invincible on frames 32-54 | |||
* Travels about 40% screen length | |||
* Cancelable into V-Skill 1 rolls on Hit / Block / Whiff | |||
* Juggle Limit / Increase / Start: 2 / 1 / 1 | |||
}} | |||
}} | |||
=====<font style="visibility:hidden; float:right">HP Gadoken</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_236HP.png | |||
|name=HP Gadoken | |||
|input=236HP | |||
|data= | |||
{{AttackData-SFV | |||
|startup=14 | |||
|active=8 | |||
|recovery=29 | |||
|hit=0 | |||
|crush=-/-/- | |||
|block=-2 | |||
|knockdown=-/-/- | |||
|damage=50 | |||
|stun=80 | |||
|attack=H | |||
|cancel=vs1 su | |||
|confirm=*18/-/- | |||
|description= | |||
* Hit Confirm notes: *VS1 and Super only | |||
* 1-hit Projectile | |||
* Projectile Speed: 0.70 | |||
* Dan's extended arm is projectile invincible on frames 13-38 | |||
* Only travels about 20% screen length | |||
* Cancelable into V-Skill 1 rolls on Hit / Block / Whiff | |||
* Juggle Limit / Increase / Start: 1 / 1 / 1 | |||
}} | |||
}} | |||
=====<font style="visibility:hidden; float:right">HP Gadoken (hold)</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_236HP (hold).png | |||
|name=HP Gadoken (hold) | |||
|input=236HP (hold) | |||
|data= | |||
{{AttackData-SFV | |||
|startup=32 | |||
|active=26 | |||
|recovery=27 | |||
|hit=10 | |||
|crush=-/-/- | |||
|block=4 | |||
|knockdown=-/-/- | |||
|damage=80 | |||
|stun=100 | |||
|attack=H | |||
|cancel=vs1 su | |||
|confirm=*18/-/- | |||
|description= | |||
* Hit Confirm notes: *VS1 and Super only | |||
* 1-hit Projectile | |||
* Projectile Speed: 0.70 | |||
* Dan's extended arm is projectile invincible on frames 32-54 | |||
* Travels about 55% screen length | |||
* Cancelable into V-Skill 1 rolls on Hit / Block / Whiff | |||
* Juggle Limit / Increase / Start: 2 / 1 / 1 | |||
}} | |||
}} | |||
=====<font style="visibility:hidden; float:right">EX Gadoken</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_236PP.png | |||
|name=EX Gadoken | |||
|input=236PP | |||
|data= | |||
{{AttackData-SFV | |||
|startup=16 | |||
|active=10 | |||
|recovery=28 | |||
|hit=5 | |||
|crush=-/-/- | |||
|block=2 | |||
|knockdown=-/-/- | |||
|damage=70 | |||
|stun=100 | |||
|attack=H | |||
|cancel=vs1 | |||
|confirm=*18/-/- | |||
|description= | |||
* Hit Confirm notes: *VS1 only | |||
* 1-hit Projectile | |||
* Projectile Speed: 0.30 | |||
* Dan's extended arm is projectile invincible on frames 16-34 | |||
* Only travels about 20% screen length | |||
* Cancelable into V-Skill 1 rolls on Hit / Block / Whiff | |||
* Juggle Limit / Increase / Start: 2 / 1 / 1 | |||
}} | |||
}} | |||
=====<font style="visibility:hidden; float:right">LP Koryuken</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_623LP.png | |||
|name=LP Koryuken | |||
|input=623LP | |||
|data= | |||
{{AttackData-SFV | |||
|startup=4 | |||
|active=8 | |||
|recovery=24+15 | |||
|hit=KD | |||
|crush=-/-/- | |||
|block=-29 | |||
|knockdown=76/17/22 | |||
|damage=100(50) | |||
|stun=120(80) | |||
|attack=H | |||
|cancel=vs1 su | |||
|confirm=*26/**13/-/- | |||
|description= | |||
* Hit Confirm notes: *VS1 (air), **VS1 (ground) and CA | |||
* Throw invincible on frames 1-5 | |||
* Airborne on frames 6-35 | |||
* Only does 50 dmg / 80 stun on active frames 3-8 | |||
* Dan is in a counter-hit state for the entire duration | |||
* Cancels into V-Skill 1 (ground or air) on Hit only | |||
* Active frames 1-2: Juggle Limit / Increase / Start: 5 / 70 / 5 | |||
* Active frames 3-8: Juggle Limit / Increase / Start: 5 / 70 / 99 | |||
}} | |||
}} | |||
=====<font style="visibility:hidden; float:right">MP Koryuken</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_623MP.png | |||
|name=MP Koryuken | |||
|input=623MP | |||
|data= | |||
{{AttackData-SFV | |||
|startup=5 | |||
|active=8 | |||
|recovery=26+15 | |||
|hit=KD | |||
|crush=-/-/- | |||
|block=-29 | |||
|knockdown=76/17/22 | |||
|damage=110 | |||
|stun=120 | |||
|attack=H | |||
|cancel=vs1 su | |||
|confirm=*28/**13/-/- | |||
|description= | |||
* Hit Confirm notes: *VS1 (air), **VS1 (ground) and CA | |||
* Invincible to airborne strike attacks on frames 1-6 | |||
* Airborne on frames 7-38 | |||
* Only does 50 dmg / 80 stun on active frames 3-8 | |||
* Dan is in a counter-hit state for the entire duration | |||
* Cancels into V-Skill 1 (ground or air) on Hit only | |||
* Active frames 1-2: Juggle Limit / Increase / Start: 5 / 70 / 5 | |||
* Active frames 3-8: Juggle Limit / Increase / Start: 5 / 70 / 99 | |||
}} | |||
}} | |||
=====<font style="visibility:hidden; float:right">HP Koryuken</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_623HP.png | |||
|name=HP Koryuken | |||
|input=623HP | |||
|data= | |||
{{AttackData-SFV | |||
|startup=6 | |||
|active=8 | |||
|recovery=30+15 | |||
|hit=KD | |||
|crush=-/-/- | |||
|block=-35 | |||
|knockdown=72/13/18 | |||
|damage=120 | |||
|stun=120 | |||
|attack=H | |||
|cancel=vs1 su | |||
|confirm=*29/**16/-/- | |||
|description= | |||
* Hit Confirm notes: *VS1 (air), **VS1 (ground) and CA | |||
* Strike and Projectile invincible on frames 6-9 (usually this kind of invincibility starts on frame 3 for most shoto DPs) | |||
* Airborne on frames 8-43 | |||
* Only does 50 dmg / 80 stun on active frames 3-8 | |||
* Dan is in a counter-hit state for the entire duration | |||
* Cancels into V-Skill 1 (ground or air) on Hit only | |||
* Active frames 1-2: Juggle Limit / Increase / Start: 5 / 70 / 5 | |||
* Active frames 3-8: Juggle Limit / Increase / Start: 5 / 70 / 99 | |||
}} | |||
}} | |||
=====<font style="visibility:hidden; float:right">EX Koryuken</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_623PP.png | |||
|name=EX Koryuken | |||
|input=623PP | |||
|data= | |||
{{AttackData-SFV | |||
|startup=4 | |||
|active=8 | |||
|recovery=32+16 | |||
|hit=KD | |||
|crush=-/-/- | |||
|block=-37 | |||
|knockdown=69/10/15 | |||
|damage=140 | |||
|stun=150 | |||
|attack=H | |||
|cancel=vs1 | |||
|confirm=*31/-/- | |||
|description= | |||
* Hit Confirm notes: *VS1 (air) only | |||
* Fully invincible on frames 1-5 | |||
* Airborne on frames 6-43 | |||
* Only does 60 dmg / 100 stun on active frames 3-8 | |||
* Dan is in a counter-hit state for the entire duration and takes 20% additional damage from the first hit (total of 144%) | |||
* Cancels into V-Skill 1 (air taunt) on Hit only | |||
* Active frames 1-2: Juggle Limit / Increase / Start: 10 / 70 / 70 | |||
* Active frames 3-8: Juggle Limit / Increase / Start: 5 / 90 / 99 | |||
}} | |||
}} | |||
=====<font style="visibility:hidden; float:right">LK Dankukyaku</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_214LK.png | |||
|name=LK Dankukyaku | |||
|input=214LK | |||
|data= | |||
{{AttackData-SFV | |||
|startup=19 | |||
|active=9 | |||
|recovery=7+7 | |||
|hit=-1(7) | |||
|crush=-/-/- | |||
|block=-5(3) | |||
|knockdown=-/-/- | |||
|damage=50 | |||
|stun=80 | |||
|attack=H | |||
|cancel=vs1 | |||
|confirm=-/-/- | |||
|description= | |||
* Airborne on frames 13-34 | |||
* Bottom of the legs are projectile invincible on frames 13-27 | |||
* Can corpse hop | |||
* Can be used to leap over fireballs / projectiles as well as evade various attacks | |||
* The hitbox starts pretty high up and doesn't hit average-size crouching opponents until the last active frame (+7 on Hit / +3 on Block) which can lead to some cool Saikyo style pressure | |||
* Since the hitbox doesn't reach average-size crouching opponents until frame 27, it means the opponent has quite some time to react with an anti-air / low profile to stop your pressure attempts | |||
* The frame advantage on crouchers can vary greatly depending on the matchup since some characters have larger crouching hurtboxes than others: Abigail / Birdie (-1/-5) > Zangief (+4/0) > G (+5/+1) > Gill / Sagat / Urien (+6/+2) > Rest of cast (+7/+3) | |||
* Only the first 2 active frames can cancel into V-Skill 1 (air taunt) on hit or block (cancel advantage: +1/-2 -> 0/-3) | |||
* Puts airborne opponents into a limited juggle state | |||
* Juggle Limit / Increase / Start: 10 / 1 / 1 | |||
}} | |||
}} | |||
=====<font style="visibility:hidden; float:right">MK Dankukyaku</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_214MK.png | |||
|name=MK Dankukyaku | |||
|input=214MK | |||
|data= | |||
{{AttackData-SFV | |||
|startup=12 | |||
|active=3(9)3 | |||
|recovery=10+10 | |||
|hit=2 | |||
|crush=-/-/- | |||
|block=-2 | |||
|knockdown=-/-/- | |||
|damage=30*40 | |||
|stun=50*50 | |||
|attack=H | |||
|cancel=vs1 | |||
|confirm=-/-/- | |||
|description= | |||
* Airborne on frames 10-36 | |||
* Can corpse hop | |||
* Both hits can be canceled into V-Skill 1 (air taunt) on hit or block | |||
* First hit V-Skill 1 cancel: +4 on Hit / -4 on Block | |||
* Second hit V-Skill 1 cancel: +2 on Hit / -2 on Block | |||
* Puts airborne opponents into a limited juggle state | |||
* Juggle Limit / Increase / Start: 10*11 / 1*1 / 1*1 | |||
}} | |||
}} | |||
=====<font style="visibility:hidden; float:right">HK Dankukyaku</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_214HK.png | |||
|name=HK Dankukyaku | |||
|input=214HK | |||
|data= | |||
{{AttackData-SFV | |||
|startup=16 | |||
|active=3(9)3(10)3 | |||
|recovery=12+11 | |||
|hit=KD | |||
|crush=-/-/- | |||
|block=-4 | |||
|knockdown=87(92)/28(33)/33(38) | |||
|damage=20*30*40 (90) | |||
|stun=20*50*50 (120) | |||
|attack=H | |||
|cancel=vs1 | |||
|confirm=-/-/- | |||
|description= | |||
* Airborne on frames 12-55 | |||
* Can corpse hop | |||
* All 3 hits can be canceled into V-Skill 1 (air taunt) on hit or block | |||
* First hit V-Skill 1 cancel: +4 on Hit / -4 on Block | |||
* Second hit V-Skill 1 cancel: +1 on Hit / -2 on Block | |||
* Third hit V-Skill 1 cancel: KD (~) / -2 on block | |||
* KDA shown in the parentheses refers to when this move is used after EX Danretsuken | |||
* KDA varies greatly when canceled into V-Skill 1 (air taunt) depending on if the taunt attack whiffs or not (that KDA is not listed here) | |||
* Puts airborne opponents into a limited juggle state | |||
* Juggle Limit / Increase / Start: 10*11*12 / 1*1*1 / 1*1*1 | |||
}} | |||
}} | |||
=====<font style="visibility:hidden; float:right">EX Dankukyaku</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_214KK.png | |||
|name=EX Dankukyaku | |||
|input=214KK | |||
|data= | |||
{{AttackData-SFV | |||
|startup=10 | |||
|active=6 | |||
|recovery=12+6 | |||
|hit=KD | |||
|crush=-/-/- | |||
|block=-2 | |||
|knockdown=89/30/35 | |||
|damage=40*20x2*60 (140) | |||
|stun=150 | |||
|attack=H | |||
|cancel=vs1 | |||
|confirm=-/-/- | |||
|description= | |||
* Airborne on frames 7-27 | |||
* Can corpse hop | |||
* Last hit can be canceled into V-Skill 1 (air taunt) on hit only | |||
* +4 KDA if the V-Skill 1 cancel hits (corner only) | |||
* -12 KDA if the V-Skill 1 cancel whiffs | |||
* Active / Recovery / Total frames shown refers to the version that plays out on block or whiff (continues into extra hits on hit only) | |||
* Juggle Limit / Increase / Start: 10 / 1*1*1*1 / 1 | |||
}} | |||
}} | |||
=====<font style="visibility:hidden; float:right">LP Danretsuken</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_214LP.png | |||
|name=LP Danretsuken | |||
|input=214LP | |||
|data= | |||
{{AttackData-SFV | |||
|startup=10 | |||
|active=2(4)2(5)2 | |||
|recovery=27 | |||
|hit=KD | |||
|crush=-/-/- | |||
|block=-10 | |||
|knockdown=78/19/24 | |||
|damage=20*30x2 (80) | |||
|stun=0*30*50 (80) | |||
|attack=H | |||
|cancel=vs1 su | |||
|confirm=-/-/- | |||
|description= | |||
* Cancelable into V-Skill 1 rolls on HIT only | |||
* KDA when canceled into V-Skill 1 forward roll: +62/3/8 | |||
* KDA when canceled into V-Skill 1 backwards roll: +56/-3/+2 | |||
* Becomes fully invincible for the rest of the duration if the first punch hits the opponent | |||
* Does not increase the juggle count at all on an already juggling opponent | |||
* Juggle Limit / Increase / Start: 8*8*8 / 0 / 1 (99 Juggle Limit if the first hit lands) | |||
}} | |||
}} | |||
=====<font style="visibility:hidden; float:right">MP Danretsuken</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_214MP.png | |||
|name=MP Danretsuken | |||
|input=214MP | |||
|data= | |||
{{AttackData-SFV | |||
|startup=14 | |||
|active=2(4)2(5)2 | |||
|recovery=27 | |||
|hit=KD | |||
|crush=-/-/- | |||
|block=-10 | |||
|knockdown=77/18/23 | |||
|damage=20x3*30 (90) | |||
|stun=0*30x2*40 (100) | |||
|attack=H | |||
|cancel=vs1 su | |||
|confirm=-/-/- | |||
|description= | |||
* Active / Recovery / Total frames shown refers to the version that plays out on block or whiff (continues into extra hits on hit only) | |||
* Cancelable into V-Skill 1 rolls on HIT only | |||
* KDA when canceled into V-Skill 1 forward roll: +62/3/8 | |||
* KDA when canceled into V-Skill 1 backwards roll: +56/-3/+2 | |||
* Only gets the full animation if the first hit lands (and gains full invincibility for the rest of the duration) | |||
* Does not increase the juggle count at all on an already juggling opponent IF the first hit whiffs | |||
* Juggle Limit / Increase / Start: 0*8*8 / 0 / 1 (99 Juggle Limit if the first hit lands) | |||
}} | |||
}} | |||
=====<font style="visibility:hidden; float:right">HP Danretsuken</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_214HP.png | |||
|name=HP Danretsuken | |||
|input=214HP | |||
|data= | |||
{{AttackData-SFV | |||
|startup=18 | |||
|active=2(4)2(5)2 | |||
|recovery=27 | |||
|hit=KD | |||
|crush=-/-/- | |||
|block=-10 | |||
|knockdown=79/20/25 | |||
|damage=20x3*40 (100) | |||
|stun=0*20x2*80 (120) | |||
|attack=H | |||
|cancel=vs1 su | |||
|confirm=-/-/- | |||
|description= | |||
* Active / Recovery / Total frames shown refers to the version that plays out on block or whiff (continues into extra hits on hit only) | |||
* Cancelable into V-Skill 1 rolls on HIT only | |||
* KDA when canceled into V-Skill 1 forward roll: +67/8/13 | |||
* KDA when canceled into V-Skill 1 backwards roll: +61/2/7 | |||
* Only gets the full animation if the first hit lands (and gains full invincibility for the rest of the duration) | |||
* Does not increase the juggle count at all on an already juggling opponent IF the first hit whiffs | |||
* Juggle Limit / Increase / Start: 0*8*8 / 0*0*0 / 1 (99 Juggle Limit if the first hit lands) | |||
}} | |||
}} | |||
=====<font style="visibility:hidden; float:right">EX Danretsuken</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_214PP.png | |||
|name=EX Danretsuken | |||
|input=214PP | |||
|data= | |||
{{AttackData-SFV | |||
|startup=12 | |||
|active=2(4)2(6)2 | |||
|recovery=27 | |||
|hit=KD | |||
|crush=-/-/- | |||
|block=-10 | |||
|knockdown=98(86)/49(37)/54(42) | |||
|damage=20*5x5*35 (80) | |||
|stun=0*10x5*100 (150) | |||
|attack=H | |||
|cancel=vs1 | |||
|confirm=-/-/- | |||
|description= | |||
* Launches the opponent high into the air in a limited juggle state | |||
* Active / Recovery / Total frames shown refers to the version that plays out on block or whiff (continues into extra hits on hit only) | |||
* Cancelable into V-Skill 1 rolls on HIT only | |||
* KDA when canceled into V-Skill 1 forward roll: +86/37/42 | |||
* KDA when canceled into V-Skill 1 backwards roll: +56/7/12 | |||
* Only gets the full animation if the first hit lands (and gains full invincibility for the rest of the duration) | |||
* Does not increase the juggle count at all on an already juggling opponent IF the first hit whiffs | |||
* Juggle Limit / Increase / Start: 0*8*8 / 0*0*0 / 1 (99 Juggle Limit if the first hit lands) | |||
}} | |||
}} | |||
== Critical Arts == | |||
=====<font style="visibility:hidden; float:right">Hisshou Buraiken</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_236236P.png | |||
|name=Hisshou Buraiken | |||
|input=236236P | |||
|data= | |||
{{AttackData-SFV | |||
|startup=6(2) | |||
|active=5 | |||
|recovery=47 | |||
|hit=KD | |||
|crush=-/-/- | |||
|block=-30 | |||
|knockdown=14/14/14 | |||
|damage=340 | |||
|stun=0 | |||
|attack=H | |||
|cancel=- | |||
|confirm=-/-/- | |||
|description= | |||
* Fully invincible on frames 1-10 | |||
* Hard Knockdown (+14 KDA) | |||
* 2F start-up when canceled into from Koryuken (DP) | |||
* Has decent horizontal range | |||
* Juggle Limit: 99 | |||
}} | |||
}} | |||
=====<font style="visibility:hidden; float:right">Super Taunt</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_236236PPPKKK.png | |||
|name=Super Taunt | |||
|input=236236PPPKKK | |||
|data= | |||
{{AttackData-SFV | |||
|startup=- | |||
|active=- | |||
|recovery=822 | |||
|hit=- | |||
|crush=-/-/- | |||
|block=- | |||
|knockdown=-/-/- | |||
|damage=- | |||
|stun=- | |||
|attack=- | |||
|cancel=- | |||
|confirm=-/-/- | |||
|description= | |||
* The final two taunts (Dan has a golden glow during them) after the jump builds 900 V-Gauge (3-bars) and 900 EX-Gauge (full super) for both Dan and the opponent | |||
* Dan takes 200% damage after first gold taunt | |||
* Dan takes 500% damage after second gold taunt (final taunt) | |||
}} | |||
}} | |||
== Taunts == | |||
=====<font style="visibility:hidden; float:right">Taunt</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_5PPPKKK.png | |||
|name=Taunt | |||
|input=5PPPKKK | |||
|data= | |||
{{AttackData-SFV | |||
|startup=1 | |||
|active=- | |||
|recovery=61 | |||
|hit=- | |||
|crush=-/-/- | |||
|block=- | |||
|knockdown=-/-/- | |||
|damage=- | |||
|stun=- | |||
|attack=- | |||
|cancel=- | |||
|confirm=-/-/- | |||
|description= | |||
* Dan has several taunts with various inputs such as: PPP+KKK / f+PPP+KKK / down-down+LKMK / down-down+MKHK / down-down+LKHK / teabag spam | |||
}} | |||
}} | |||
== V-System == | |||
=== V-Skill 1 === | |||
=====<font style="visibility:hidden; float:right">Saikyo-Style Burairuten No Kamae I</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_MPMK (VS1) fwd.png | |||
|name=Saikyo-Style Burairuten No Kamae I | |||
|input=MPMK (VS1) fwd | |||
|data= | |||
{{AttackData-SFV | |||
|startup=27(25) | |||
|active=5 | |||
|recovery=18 | |||
|hit=2 | |||
|crush=-/-/- | |||
|block=-2 | |||
|knockdown=-/-/- | |||
|damage=10 | |||
|stun=10 | |||
|attack=H | |||
|cancel=vt1 vt2 | |||
|confirm=-/13/- | |||
|description= | |||
* Cancealble into from Gadoken (Fireball) / Koryuken (DP) / Danretsuken (Rush Punches) including the V-Trigger 2 versions of said moves | |||
* Builds 30 V-Gauge (1/10th bar) for Dan and 20 V-Gauge (1/15th bar) for the opponent on frame 25 (just before active frames) | |||
* Builds an extra 30/15 V-Gauge on Hit/Block for Dan | |||
* 2F faster start-up (25F) if canceled into from EX Danretsuken (QCB+PP) | |||
* Dan is in a crouching and counter-hit state for the entire duration | |||
* Hurtbox on Dan's arm appears on frames 25-26 just before active frames begin | |||
* Puts airborne opponents into a limited juggle state | |||
* Juggle Limit / Increase / Start: 99 / 1 / 1 | |||
}} | |||
}} | |||
=====<font style="visibility:hidden; float:right">Saikyo-Style Burairuten No Kamae II</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_MPMK (VS1) back.png | |||
|name=Saikyo-Style Burairuten No Kamae II | |||
|input=MPMK (VS1) back | |||
|data= | |||
{{AttackData-SFV | |||
|startup=- | |||
|active=- | |||
|recovery=55 | |||
|hit=- | |||
|crush=-/-/- | |||
|block=- | |||
|knockdown=-/-/- | |||
|damage=- | |||
|stun=- | |||
|attack=- | |||
|cancel=- | |||
|confirm=-/-/- | |||
|description= | |||
* Cancealble into from Gadoken (Fireball) / Koryuken (DP) / Danretsuken (Rush Punches) including the V-Trigger 2 versions of said moves | |||
* Has no actual hit built into it like Dan's forward roll V-Skill 1 taunt | |||
* Builds 30 V-Gauge (1/10th bar) for Dan and 20 V-Gauge (1/15th of a bar) for the opponent on frame 25 (just before active frames) | |||
* Dan is in a crouching and counter-hit state for the entire duration | |||
* Could be useful to build spacing between you and the opponent after a Fireball blockstring (or if you just want to piss the opponent off) | |||
}} | |||
}} | |||
=====<font style="visibility:hidden; float:right">Saikyo-Style Burairuten No Kamae III</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_MPMK (VS1) air.png | |||
|name=Saikyo-Style Burairuten No Kamae III | |||
|input=MPMK (VS1) air | |||
|data= | |||
{{AttackData-SFV | |||
|startup=11 | |||
|active=4 | |||
|recovery=8(7) | |||
|hit=- | |||
|crush=-/-/- | |||
|block=- | |||
|knockdown=-/-/- | |||
|damage=10 | |||
|stun=10 | |||
|attack=H | |||
|cancel=- | |||
|confirm=-/-/- | |||
|description= | |||
* Cancealble into from jump MP / Dankukyaku (Tatsu) / Koryuken (DP) including the V-Trigger 2 versions of Koryuken | |||
* 1F less landing recovery (7F) if canceled into | |||
* Hitstun / Blockstun varies depending on which hit you cancel into from Dankukyaku (Tatsu) | |||
* Dan jumps extra high and floats down slower if this taunt is input during the first 3 frames of a jump | |||
* Builds 20 V-Gauge (1/15th bar) for both Dan and the opponent when active frames start (frame 11) | |||
* Builds an extra 30/15 V-Gauge on Hit/Block for Dan | |||
* Dan is in a counter-hit state for the entire duration until he lands | |||
* Puts airborne opponents into a limited juggle state | |||
* Juggle Limit / Increase / Start: 99 / 1 / 1 | |||
}} | |||
}} | |||
=== V-Skill 2 === | |||
=====<font style="visibility:hidden; float:right">Saikyo-Style Otokoboe</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_MPMK (VS2).png | |||
|name=Saikyo-Style Otokoboe | |||
|input=MPMK (VS2) | |||
|data= | |||
{{AttackData-SFV | |||
|startup=14 | |||
|active=2 | |||
|recovery=25(34) | |||
|hit=-2 | |||
|crush=-/-/- | |||
|block=-6 | |||
|knockdown=-/-/- | |||
|damage=30 | |||
|stun=50 | |||
|attack=H | |||
|cancel=vt1 vt2 | |||
|confirm=-/-/- | |||
|description= | |||
* Cancelable into from Dan's grounded normals (except: crouch HK / b+HK / f+HP) | |||
* If Dan cancels into VS2 then he can immediately cancel that VS2 start-up into all normals (except b+HK and f+HP) and all specials on start-up frames 2-5 (4F cancel window) | |||
* The normal Dan cancels into from V-Skill 2 cannot be canceled into V-Skill 2 again | |||
* Dan cannot cancel from VS2's start-up unless he first cancels into VS2 from his normals | |||
* Builds 40 V-Gauge (~1/8th bar) for Dan and 20 V-Gauge (1/15th bar) for the opponent on frame 1 of start-up | |||
* Builds an extra 40/20 V-Gauge on Hit/Block for Dan | |||
* Dan is in a counter-hit state for the entire duration | |||
* Has a stand version (bit further range) and a crouch version (smaller hurtbox) but the difference between them is mostly irrelevant | |||
* Puts airborne opponents into a limited juggle state | |||
* Juggle Limit / Increase / Start: 10 / 1 / 1 | |||
}} | |||
}} | |||
=== V-Trigger 1 === | |||
=====<font style="visibility:hidden; float:right">Haoh Gadoken</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_HPHK (VT1).png | |||
|name=Haoh Gadoken | |||
|input=HPHK (VT1) | |||
|data= | |||
{{AttackData-SFV | |||
|startup=13 | |||
|active=50 | |||
|recovery=69 | |||
|hit=KD | |||
|crush=-/-/- | |||
|block=2 | |||
|knockdown=120/61/66 | |||
|damage=100 | |||
|stun=150 | |||
|attack=H | |||
|cancel=- | |||
|confirm=-/-/- | |||
|description= | |||
* 1 bar V-Trigger | |||
* Throws a 6-hit projectile that travels half screen length | |||
* Can be held in to release a more powerful version that causes a wall bounce on hit and breaks guard (see the hold version of this move | |||
* Juggle Limit / Increase / Start: 15 / 1x6 / 1 | |||
}} | |||
}} | |||
=====<font style="visibility:hidden; float:right">Haoh Gadoken (hold)</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_HPHK (VT1) Hold.png | |||
|name=Haoh Gadoken (hold) | |||
|input=HPHK (VT1) Hold | |||
|data= | |||
{{AttackData-SFV | |||
|startup=94 | |||
|active=- | |||
|recovery=62 | |||
|hit=KD | |||
|crush=-/-/- | |||
|block=47(GB) | |||
|knockdown=120(132)/69(81)/69(81) | |||
|damage=220 | |||
|stun=150 | |||
|attack=H | |||
|cancel=- | |||
|confirm=-/-/- | |||
|description= | |||
* 1 bar V-Trigger | |||
* Throws a 10-hit projectile that travels full screen length | |||
* Causes a wall bounce into a limited juggle state on hit (with very variable KDA) | |||
* KDA shown with the parentheses format; x(y) - refers to worst(x) to best(y) knockdown advantage possible depending on how close (x) or far (y) from the wall the opponent is when the projectile hits them | |||
* Causes a guard break on block (+47 guard break advantage) | |||
* Juggle Limit / Increase / Start: 15 / 1x10 / 1 | |||
}} | |||
}} | |||
=== V-Trigger 2 === | |||
=====<font style="visibility:hidden; float:right">Tenchi Saikyo No Kata</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_HPHK (VT2).png | |||
|name=Tenchi Saikyo No Kata | |||
|input=HPHK (VT2) | |||
|data= | |||
{{AttackData-SFV | |||
|startup=1 | |||
|active=- | |||
|recovery=4 | |||
|hit=- | |||
|crush=-/-/- | |||
|block=- | |||
|knockdown=-/-/- | |||
|damage=- | |||
|stun=- | |||
|attack=- | |||
|cancel=- | |||
|confirm=-/-/- | |||
|description= | |||
* 2 bar V-Trigger | |||
* Duration of 3000 frames (50 seconds) | |||
* Enhances your Gadoken (Fireball) and Koryuken (DP) | |||
}} | |||
}} | |||
=====<font style="visibility:hidden; float:right">Haten Gadoken</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_236P.png | |||
|caption=Normal | |||
|image2=SFV_Dan_236P_vt2.png | |||
|caption2=V-Trigger 2 | |||
|name=Haten Gadoken | |||
|input=236P | |||
|data= | |||
{{AttackData-SFV | |||
|startup=16 | |||
|active=10 | |||
|recovery=28 | |||
|hit=5 | |||
|crush=-/-/- | |||
|block=2 | |||
|knockdown=-/-/- | |||
|damage=70 | |||
|stun=100 | |||
|attack=H | |||
|cancel=vs1 | |||
|confirm=*18/-/- | |||
|description= | |||
* Hit Confirm notes: *VS1 only | |||
* 1-hit projectile | |||
* Projectile Speed: 0.30 | |||
* Dan's extended arm is projectile invincible on frames 17-39 | |||
* Only travels about 20% screen length | |||
* Cancelable into V-Skill 1 rolls on Hit / Block / Whiff | |||
* Juggle Limit / Increase / Start: 2 / 1 / 1 | |||
* Spends 1000 V-Meter (33% of meter) | |||
}} | |||
}} | |||
=====<font style="visibility:hidden; float:right">Haten Gadoken (Just Frame)</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_236P.png | |||
|caption=Normal | |||
|image2=SFV_Dan_236P_vt2.png | |||
|caption2=V-Trigger 2 | |||
|name=Haten Gadoken (Just Frame) | |||
|input=236P | |||
|data= | |||
{{AttackData-SFV | |||
|startup=16 | |||
|active=30 | |||
|recovery=28 | |||
|hit=KD | |||
|crush=-/-/- | |||
|block=4 | |||
|knockdown=128/69/74 | |||
|damage=20x4 (80) | |||
|stun=150 | |||
|attack=H | |||
|cancel=vs1 su | |||
|confirm=-/-/- | |||
|description= | |||
* Requires a pseudo just frame input where the punch button is pressed within a 4F window of the final directional input | |||
* 4-hit projectile | |||
* Projectile Speed: 0.30 | |||
* Dan's extended arm is projectile invincible on frames 17-39 | |||
* Travels about 50% screen length | |||
* Cancelable into V-Skill 1 rolls on Hit / Block / Whiff | |||
* Juggle Limit / Increase / Start: 2*2*2*2 / 0*0*0*3 / 1*1*1*3 | |||
* Spends 1000 V-Meter (33% of meter) | |||
}} | |||
}} | |||
=====<font style="visibility:hidden; float:right">Goh Koryuken</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_623P.png | |||
|caption=Normal | |||
|image2=SFV_Dan_623P_vt2.png | |||
|caption2=V-Trigger 2 | |||
|name=Goh Koryuken | |||
|input=623P | |||
|data= | |||
{{AttackData-SFV | |||
|startup=4 | |||
|active=8 | |||
|recovery=29+13 | |||
|hit=KD | |||
|crush=-/-/- | |||
|block=-32? | |||
|knockdown=75/16/21 | |||
|damage=140(60) | |||
|stun=150(100) | |||
|attack=H | |||
|cancel=vs1 | |||
|confirm=-/-/- | |||
|description= | |||
* Fully invincible on frames 1-5 | |||
* Airborne on frames 6-40 | |||
* Only does 60 dmg / 100 stun on active frames 3-8 | |||
* Dan is in a counter-hit state for the entire duration and takes 20% additional damage from the first hit (total of 144%) | |||
* Cancels into V-Skill 1 (air taunt) on Hit only | |||
* Active frames 1-2: Juggle Limit / Increase / Start: 10 / 0 / 70 | |||
* Active frames 3-8: Juggle Limit / Increase / Start: 10 / 90 / 99 | |||
* Spends 1000 V-Meter (33% of meter) | |||
}} | |||
}} | |||
=====<font style="visibility:hidden; float:right">Goh Koryuken (Just Frame)</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_623P.png | |||
|caption=Normal | |||
|image2=SFV_Dan_623P_vt2.png | |||
|caption2=V-Trigger 2 | |||
|name=Goh Koryuken (Just Frame) | |||
|input=623P | |||
|data= | |||
{{AttackData-SFV | |||
|startup=3 | |||
|active=3*9(27)2x6 | |||
|recovery=35+13 | |||
|hit=KD | |||
|crush=-/-/- | |||
|block=-39? | |||
|knockdown=84/25/30 | |||
|damage=160 | |||
|stun=200 | |||
|attack=H | |||
|cancel=vs1 su | |||
|confirm=-/-/- | |||
|description= | |||
* Requires a pseudo just frame input where the punch button is pressed within a 4F window of the final directional input | |||
* Fully invincible on frames 1-15 | |||
* Airborne on frames 6-28 and again on frames 44-92 | |||
* Dan is in a counter-hit state for the entire duration and takes 20% additional damage from the first hit (total of 144%) | |||
* Only cancels into Super on the 4th hit | |||
* Cancels into V-Skill 1 (air taunt) on Hit only (+2 extra KDA on the V-Skill 1 cancel) | |||
* Juggle Limit / Increase / Start: 15 / 1 / 1 | |||
* Spends 1000 V-Meter (33% of meter) | |||
* Dan's only 3F move! | |||
}} | |||
}} | |||
=== V-Shift === | |||
=====<font style="visibility:hidden; float:right">V-Shift</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_MKHP.png | |||
|name=V-Shift | |||
|input=MKHP | |||
|data= | |||
{{AttackData-SFV | |||
|startup=1 | |||
|active=9 | |||
|recovery=22 | |||
|hit=- | |||
|crush=-/-/- | |||
|block=- | |||
|knockdown=-/-/- | |||
|damage=- | |||
|stun=- | |||
|attack=- | |||
|cancel=- | |||
|confirm=-/-/- | |||
|description= | |||
* Shifts back 1.20 range | |||
* Fully invincible on frames 1-9 during which time any strike or projectile evaded will trigger a slow-motion effect on frame 11 for both players | |||
* Immediately gains full invincibility for the full duration of V-Shift if you successfully evade a strike or projectile on start-up frames 1-9 | |||
* Throw invincible on frames 1-16 on an empty / raw V-Shift | |||
* Counter-Hit state on frames 10-31 on an empty / raw V-Shift | |||
* Opponent can still cancel the attack that was V-Shifted as if it had connected (this allows for a lot of shenanigans) | |||
* Costs 300 V-Gauge (1 bar) to use and refunds 150 V-Gauge back (1/2 bar) on a successful V-Shift if the slow-mo is triggered | |||
* If the V-Shift is successful you can cancel it into a follow-up attack (see V-Shift Break) that's fully invincible and knocks the opponent down on hit | |||
}} | |||
}} | |||
=== V-Shift Break === | |||
=====<font style="visibility:hidden; float:right">Saikyo Donukigeri</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_MKHP.png | |||
|name=Saikyo Donukigeri | |||
|input=MKHP | |||
|data= | |||
{{AttackData-SFV | |||
|startup=? | |||
|active=3 | |||
|recovery=23? | |||
|hit=KD | |||
|crush=-/-/- | |||
|block=-2 | |||
|knockdown=73/14/19 | |||
|damage=60 | |||
|stun=0 | |||
|attack=H | |||
|cancel=- | |||
|confirm=-/-/- | |||
|description= | |||
* Fully invincible during startup and active frames | |||
}} | |||
}} | |||
=== V-Reversal === | |||
=====<font style="visibility:hidden; float:right">Saiky-Style Kaihi Jutsu</font>===== | |||
{{MoveData | |||
|image=SFV_Dan_6PPP.png | |||
|name=Saiky-Style Kaihi Jutsu | |||
|input=6PPP | |||
|data= | |||
{{AttackData-SFV | |||
|startup=- | |||
|active=- | |||
|recovery=45 | |||
|hit=- | |||
|crush=-/-/- | |||
|block=- | |||
|knockdown=-/-/- | |||
|damage=- | |||
|stun=- | |||
|attack=- | |||
|cancel=- | |||
|confirm=-/-/- | |||
|description= | |||
* Strike and Projectile invincible on frames 1-40 | |||
}} | |||
}} |
Revision as of 00:52, 3 March 2021
Normals
Stand LP
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
4 | 3 | 5 | 4 | ||
Damage | Stun | Attack | Block | ||
30 | 50 | H | 3 | ||
|
Stand MP
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
6 | 3 | 13 | 6 | ||
Damage | Stun | Attack | Block | ||
60 | 80 | H | 3 | ||
|
Stand HP
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
10 | 3 | 20 | 4 | ||
Damage | Stun | Attack | Block | ||
70 | 120 | H | -2 | ||
|
Stand LK
Startup | Active | Recovery | Hit |
---|---|---|---|
5 | 3 | 9 | 1 |
Damage | Stun | Attack | Block |
30 | 50 | H | 0 |
Stand MK
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
8 | 3 | 16(18) | 1 | ||
Damage | Stun | Attack | Block | ||
60 | 80 | H | -2 | ||
|
Stand HK
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
13 | 3 | 22(32) | 2 | ||
Damage | Stun | Attack | Block | ||
90 | 120 | H | -4 | ||
|
Crouch LP
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
4 | 2 | 6 | 4 | ||
Damage | Stun | Attack | Block | ||
30 | 50 | H | 2 | ||
|
Crouch MP
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
6 | 3 | 11(13) | 5 | ||
Damage | Stun | Attack | Block | ||
60 | 80 | H | 1 | ||
|
Crouch HP
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
8 | 5 | 21 | 3 | ||
Damage | Stun | Attack | Block | ||
80 | 120 | H | -4 | ||
|
Crouch LK
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
4 | 2 | 7 | 3 | ||
Damage | Stun | Attack | Block | ||
20 | 50 | L | 1 | ||
|
Crouch MK
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
7 | 2 | 14 | 1 | ||
Damage | Stun | Attack | Block | ||
50 | 80 | L | -1 | ||
|
Crouch HK
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
9 | 2 | 22 | KD | ||
Damage | Stun | Attack | Block | ||
90 | 120 | L | -12 | ||
|
Jump LP
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
4 | 5 | - | - | ||
Damage | Stun | Attack | Block | ||
30 | 70 | M | - | ||
|
Jump MP
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
6 | 3 | - | - | ||
Damage | Stun | Attack | Block | ||
60 | 100 | M | - | ||
|
Jump HP
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
8 | 5 | - | - | ||
Damage | Stun | Attack | Block | ||
90 | 150 | M | - | ||
|
Jump LK
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
4 | 5 | - | - | ||
Damage | Stun | Attack | Block | ||
30 | 70 | M | - | ||
|
Jump MK
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
8 | 5 | - | - | ||
Damage | Stun | Attack | Block | ||
60 | 100 | M | - | ||
|
Jump HK
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
10 | 4 | - | - | ||
Damage | Stun | Attack | Block | ||
90 | 150 | M | - | ||
|
Command Normals
Saikyo Jawbreaker
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
11 | 4 | 20 | 5 | ||
Damage | Stun | Attack | Block | ||
80 | 120 | H | 3 | ||
|
Saikyo Chop
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
22 | 3 | 24 | 1 | ||
Damage | Stun | Attack | Block | ||
80 | 120 | M | -7 | ||
|
Target Combos
Throws
Saikyo Taikuzushi
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
5 | 3 | 17 | KD | ||
Damage | Stun | Attack | Block | ||
120 | 130 | T | - | ||
|
Saikyo Haraigoshi
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
5 | 3 | 17 | KD | ||
Damage | Stun | Attack | Block | ||
130 | 150 | T | - | ||
|
Special Moves
LP Gadoken
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
14 | 10 | 29 | 2 | ||
Damage | Stun | Attack | Block | ||
50 | 80 | H | -2 | ||
|
LP Gadoken (hold)
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
32 | 30 | 27 | 10 | ||
Damage | Stun | Attack | Block | ||
80 | 100 | H | 4 | ||
|
MP Gadoken
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
14 | 9 | 29 | 1 | ||
Damage | Stun | Attack | Block | ||
50 | 80 | H | -2 | ||
|
MP Gadoken (hold)
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
32 | 28 | 27 | 10 | ||
Damage | Stun | Attack | Block | ||
80 | 100 | H | 4 | ||
|
HP Gadoken
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
14 | 8 | 29 | 0 | ||
Damage | Stun | Attack | Block | ||
50 | 80 | H | -2 | ||
|
HP Gadoken (hold)
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
32 | 26 | 27 | 10 | ||
Damage | Stun | Attack | Block | ||
80 | 100 | H | 4 | ||
|
EX Gadoken
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
16 | 10 | 28 | 5 | ||
Damage | Stun | Attack | Block | ||
70 | 100 | H | 2 | ||
|
LP Koryuken
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
4 | 8 | 24+15 | KD | ||
Damage | Stun | Attack | Block | ||
100(50) | 120(80) | H | -29 | ||
|
MP Koryuken
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
5 | 8 | 26+15 | KD | ||
Damage | Stun | Attack | Block | ||
110 | 120 | H | -29 | ||
|
HP Koryuken
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
6 | 8 | 30+15 | KD | ||
Damage | Stun | Attack | Block | ||
120 | 120 | H | -35 | ||
|
EX Koryuken
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
4 | 8 | 32+16 | KD | ||
Damage | Stun | Attack | Block | ||
140 | 150 | H | -37 | ||
|
LK Dankukyaku
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
19 | 9 | 7+7 | -1(7) | ||
Damage | Stun | Attack | Block | ||
50 | 80 | H | -5(3) | ||
|
MK Dankukyaku
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
12 | 3(9)3 | 10+10 | 2 | ||
Damage | Stun | Attack | Block | ||
30*40 | 50*50 | H | -2 | ||
|
HK Dankukyaku
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
16 | 3(9)3(10)3 | 12+11 | KD | ||
Damage | Stun | Attack | Block | ||
20*30*40 (90) | 20*50*50 (120) | H | -4 | ||
|
EX Dankukyaku
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
10 | 6 | 12+6 | KD | ||
Damage | Stun | Attack | Block | ||
40*20x2*60 (140) | 150 | H | -2 | ||
|
LP Danretsuken
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
10 | 2(4)2(5)2 | 27 | KD | ||
Damage | Stun | Attack | Block | ||
20*30x2 (80) | 0*30*50 (80) | H | -10 | ||
|
MP Danretsuken
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
14 | 2(4)2(5)2 | 27 | KD | ||
Damage | Stun | Attack | Block | ||
20x3*30 (90) | 0*30x2*40 (100) | H | -10 | ||
|
HP Danretsuken
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
18 | 2(4)2(5)2 | 27 | KD | ||
Damage | Stun | Attack | Block | ||
20x3*40 (100) | 0*20x2*80 (120) | H | -10 | ||
|
EX Danretsuken
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
12 | 2(4)2(6)2 | 27 | KD | ||
Damage | Stun | Attack | Block | ||
20*5x5*35 (80) | 0*10x5*100 (150) | H | -10 | ||
|
Critical Arts
Hisshou Buraiken
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
6(2) | 5 | 47 | KD | ||
Damage | Stun | Attack | Block | ||
340 | 0 | H | -30 | ||
|
Super Taunt
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
- | - | 822 | - | ||
Damage | Stun | Attack | Block | ||
- | - | - | - | ||
|
Taunts
Taunt
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
1 | - | 61 | - | ||
Damage | Stun | Attack | Block | ||
- | - | - | - | ||
|
V-System
V-Skill 1
Saikyo-Style Burairuten No Kamae I
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
27(25) | 5 | 18 | 2 | ||
Damage | Stun | Attack | Block | ||
10 | 10 | H | -2 | ||
|
Saikyo-Style Burairuten No Kamae II
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
- | - | 55 | - | ||
Damage | Stun | Attack | Block | ||
- | - | - | - | ||
|
Saikyo-Style Burairuten No Kamae III
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
11 | 4 | 8(7) | - | ||
Damage | Stun | Attack | Block | ||
10 | 10 | H | - | ||
|
V-Skill 2
Saikyo-Style Otokoboe
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
14 | 2 | 25(34) | -2 | ||
Damage | Stun | Attack | Block | ||
30 | 50 | H | -6 | ||
|
V-Trigger 1
Haoh Gadoken
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
13 | 50 | 69 | KD | ||
Damage | Stun | Attack | Block | ||
100 | 150 | H | 2 | ||
|
Haoh Gadoken (hold)
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
94 | - | 62 | KD | ||
Damage | Stun | Attack | Block | ||
220 | 150 | H | 47(GB) | ||
|
V-Trigger 2
Tenchi Saikyo No Kata
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
1 | - | 4 | - | ||
Damage | Stun | Attack | Block | ||
- | - | - | - | ||
|
Haten Gadoken
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
16 | 10 | 28 | 5 | ||
Damage | Stun | Attack | Block | ||
70 | 100 | H | 2 | ||
|
Haten Gadoken (Just Frame)
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
16 | 30 | 28 | KD | ||
Damage | Stun | Attack | Block | ||
20x4 (80) | 150 | H | 4 | ||
|
Goh Koryuken
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
4 | 8 | 29+13 | KD | ||
Damage | Stun | Attack | Block | ||
140(60) | 150(100) | H | -32? | ||
|
Goh Koryuken (Just Frame)
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
3 | 3*9(27)2x6 | 35+13 | KD | ||
Damage | Stun | Attack | Block | ||
160 | 200 | H | -39? | ||
|
V-Shift
V-Shift
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
1 | 9 | 22 | - | ||
Damage | Stun | Attack | Block | ||
- | - | - | - | ||
|
V-Shift Break
Saikyo Donukigeri
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
? | 3 | 23? | KD | ||
Damage | Stun | Attack | Block | ||
60 | 0 | H | -2 | ||
|
V-Reversal
Saiky-Style Kaihi Jutsu
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
- | - | 45 | - | ||
Damage | Stun | Attack | Block | ||
- | - | - | - | ||
|