Street Fighter V/Dan: Difference between revisions

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{{Navbox-SFV}}
{{TOClimit|2}}
[[Category:Street Fighter V]]
== 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
Stand LP
5LP
SFV Dan 5LP.png
Startup Active Recovery Hit
4 3 5 4
Damage Stun Attack Block
30 50 H 3
  • Cancel options: ch sp su vs1 vs2 vt1 vt2
  • Chains into stand LP / crouch LP / crouch LK
  • Bit less range than crouch LP but slightly better on block
  • Good tick throw option
Stand MP
Stand MP
5MP
SFV Dan 5MP.png
Startup Active Recovery Hit
6 3 13 6
Damage Stun Attack Block
60 80 H 3
  • Cancel options: sp su vs1 vs2 vt1 vt2
  • Main combo / frametrap starter
Stand HP
Stand HP
5HP
SFV Dan 5HP.png
Startup Active Recovery Hit
10 3 20 4
Damage Stun Attack Block
70 120 H -2
  • Cancel options: vs2 vt1 vt2
  • 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)
Stand LK
Stand LK
5LK
SFV Dan 5LK.png
Startup Active Recovery Hit
5 3 9 1
Damage Stun Attack Block
30 50 H 0
Stand MK
Stand MK
5MK
SFV Dan 5MK.png
Startup Active Recovery Hit
8 3 16(18) 1
Damage Stun Attack Block
60 80 H -2
  • Cancel options: vs2 vt1 vt2
  • 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)
Stand HK
Stand HK
5HK
SFV Dan 5HK.png
Startup Active Recovery Hit
13 3 22(32) 2
Damage Stun Attack Block
90 120 H -4
  • Cancel options: vs2 vt1 vt2
  • 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)
Crouch LP
Crouch LP
2LP
SFV Dan 2LP.png
Startup Active Recovery Hit
4 2 6 4
Damage Stun Attack Block
30 50 H 2
  • Cancel options: ch sp su vs1 vs2 vt1 vt2
  • Chains into stand LP / crouch LP / crouch LK
  • Bit further range than stand LP but slightly worse on block
  • Good tick throw option
Crouch MP
Crouch MP
2MP
SFV Dan 2MP.png
Startup Active Recovery Hit
6 3 11(13) 5
Damage Stun Attack Block
60 80 H 1
  • Cancel options: sp su vs1 vs2 vt1 vt2
  • +2 extra recovery frames on whiff (13F)
  • Reaches slightly further than crouch MK
Crouch HP
Crouch HP
2HP
SFV Dan 2HP.png
Startup Active Recovery Hit
8 5 21 3
Damage Stun Attack Block
80 120 H -4
  • Cancel options: sp su vs1 vs2 vt1 vt2
  • 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
Crouch LK
Crouch LK
2LK
SFV Dan 2LK.png
Startup Active Recovery Hit
4 2 7 3
Damage Stun Attack Block
20 50 L 1
  • Cancel options: ch vs2 vt1 vt2
  • Chains into stand LP / crouch LP / crouch LK
Crouch MK
Crouch MK
2MK
SFV Dan 2MK.png
Startup Active Recovery Hit
7 2 14 1
Damage Stun Attack Block
50 80 L -1
  • Cancel options: sp su vs1 vs2 vt1 vt2
  • Hurtboxes extend quite a lot before on frames 5-6 before active frames
  • Less range than crouch MP
Crouch HK
Crouch HK
2HK
SFV Dan 2HK.png
Startup Active Recovery Hit
9 2 22 KD
Damage Stun Attack Block
90 120 L -12
  • Cancel options: vt1 vt2
  • Cannot be canceled into V-Skill 2
Jump LP
Startup Active Recovery Hit
4 5 - -
Damage Stun Attack Block
30 70 M -
  • Cancel options: -
  • 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)
Jump MP
Startup Active Recovery Hit
6 3 - -
Damage Stun Attack Block
60 100 M -
  • Cancel options: -
  • Cancels into V-Skill 1
  • Puts airborne opponents into a limited juggle state
  • Juggle Limit / Increase / Start: 1 / 1 / 2
Jump HP
Startup Active Recovery Hit
8 5 - -
Damage Stun Attack Block
90 150 M -
  • Cancel options: -
  • Shrinks (pulls up) the bottom hurtbox a little for the entire duration
Jump LK
Startup Active Recovery Hit
4 5 - -
Damage Stun Attack Block
30 70 M -
  • Cancel options: -
  • Terrible hitbox but can hit cross-up (has to be very precise to even hit)
Jump MK
Startup Active Recovery Hit
8 5 - -
Damage Stun Attack Block
60 100 M -
  • Cancel options: -
  • 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)
Jump HK
Startup Active Recovery Hit
10 4 - -
Damage Stun Attack Block
90 150 M -
  • Cancel options: -
  • Shrinks (pulls up) the bottom hurtbox a little on frames 9-26

Command Normals

Saikyo Jawbreaker
Saikyo Jawbreaker
4HK
SFV Dan 4HK.png
Startup Active Recovery Hit
11 4 20 5
Damage Stun Attack Block
80 120 H 3
  • Cancel options: vt1 vt2
  • 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)
Saikyo Chop
Saikyo Chop
6HP
SFV Dan 6HP.png
Startup Active Recovery Hit
22 3 24 1
Damage Stun Attack Block
80 120 M -7
  • Cancel options: -
  • Overhead
  • Cannot be canceled into V-Skill 2
  • Has a lot of hurtbox extensions on frames 18-21 before active frames

Target Combos

Throws

Saikyo Taikuzushi
Saikyo Taikuzushi
LPLK
SFV Dan LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
120 130 T -
  • Cancel options: -
  • Builds 40% more EX meter (100 EX gauge) than forward throws usually do
  • What's up, what's up
Saikyo Haraigoshi
Saikyo Haraigoshi
4LPLK
SFV Dan 4LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
130 150 T -
  • Cancel options: -
  • Builds 20% more EX meter (120 EX gauge) than back throws usually do
  • Best throw animation

Special Moves

LP Gadoken
LP Gadoken
236LP
SFV Dan 236LP.png
Startup Active Recovery Hit
14 10 29 2
Damage Stun Attack Block
50 80 H -2
  • Cancel options: vs1 su
  • 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
LP Gadoken (hold)
LP Gadoken (hold)
236LP (hold)
SFV Dan 236LP (hold).png
Startup Active Recovery Hit
32 30 27 10
Damage Stun Attack Block
80 100 H 4
  • Cancel options: vs1 su
  • 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
MP Gadoken
MP Gadoken
236MP
SFV Dan 236MP.png
Startup Active Recovery Hit
14 9 29 1
Damage Stun Attack Block
50 80 H -2
  • Cancel options: vs1 su
  • 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
MP Gadoken (hold)
MP Gadoken (hold)
236MP (hold)
SFV Dan 236MP (hold).png
Startup Active Recovery Hit
32 28 27 10
Damage Stun Attack Block
80 100 H 4
  • Cancel options: vs1 su
  • 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
HP Gadoken
HP Gadoken
236HP
SFV Dan 236HP.png
Startup Active Recovery Hit
14 8 29 0
Damage Stun Attack Block
50 80 H -2
  • Cancel options: vs1 su
  • 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
HP Gadoken (hold)
HP Gadoken (hold)
236HP (hold)
SFV Dan 236HP (hold).png
Startup Active Recovery Hit
32 26 27 10
Damage Stun Attack Block
80 100 H 4
  • Cancel options: vs1 su
  • 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
EX Gadoken
EX Gadoken
236PP
SFV Dan 236PP.png
Startup Active Recovery Hit
16 10 28 5
Damage Stun Attack Block
70 100 H 2
  • Cancel options: vs1
  • 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
LP Koryuken
LP Koryuken
623LP
SFV Dan 623LP.png
Startup Active Recovery Hit
4 8 24+15 KD
Damage Stun Attack Block
100(50) 120(80) H -29
  • Cancel options: vs1 su
  • 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
MP Koryuken
MP Koryuken
623MP
SFV Dan 623MP.png
Startup Active Recovery Hit
5 8 26+15 KD
Damage Stun Attack Block
110 120 H -29
  • Cancel options: vs1 su
  • 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
HP Koryuken
HP Koryuken
623HP
SFV Dan 623HP.png
Startup Active Recovery Hit
6 8 30+15 KD
Damage Stun Attack Block
120 120 H -35
  • Cancel options: vs1 su
  • 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
EX Koryuken
EX Koryuken
623PP
SFV Dan 623PP.png
Startup Active Recovery Hit
4 8 32+16 KD
Damage Stun Attack Block
140 150 H -37
  • Cancel options: vs1
  • 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
LK Dankukyaku
LK Dankukyaku
214LK
SFV Dan 214LK.png
Startup Active Recovery Hit
19 9 7+7 -1(7)
Damage Stun Attack Block
50 80 H -5(3)
  • Cancel options: vs1
  • 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
MK Dankukyaku
MK Dankukyaku
214MK
SFV Dan 214MK.png
Startup Active Recovery Hit
12 3(9)3 10+10 2
Damage Stun Attack Block
30*40 50*50 H -2
  • Cancel options: vs1
  • 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
HK Dankukyaku
HK Dankukyaku
214HK
SFV Dan 214HK.png
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
  • Cancel options: vs1
  • 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
EX Dankukyaku
EX Dankukyaku
214KK
SFV Dan 214KK.png
Startup Active Recovery Hit
10 6 12+6 KD
Damage Stun Attack Block
40*20x2*60 (140) 150 H -2
  • Cancel options: vs1
  • 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
LP Danretsuken
LP Danretsuken
214LP
SFV Dan 214LP.png
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
  • Cancel options: vs1 su
  • 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)
MP Danretsuken
MP Danretsuken
214MP
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
  • Cancel options: vs1 su
  • 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)
HP Danretsuken
HP Danretsuken
214HP
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
  • Cancel options: vs1 su
  • 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)
EX Danretsuken
EX Danretsuken
214PP
SFV Dan 214PP.png
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
  • Cancel options: vs1
  • 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

Hisshou Buraiken
Hisshou Buraiken
236236P
Startup Active Recovery Hit
6(2) 5 47 KD
Damage Stun Attack Block
340 0 H -30
  • Cancel options: -
  • 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
Super Taunt
Super Taunt
236236PPPKKK
Startup Active Recovery Hit
- - 822 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • 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

Taunt
Taunt
5PPPKKK
SFV Dan 5PPPKKK.png
Startup Active Recovery Hit
1 - 61 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • 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

Saikyo-Style Burairuten No Kamae I
Saikyo-Style Burairuten No Kamae I
MPMK (VS1) fwd
SFV Dan MPMK (VS1) fwd.png
Startup Active Recovery Hit
27(25) 5 18 2
Damage Stun Attack Block
10 10 H -2
  • Cancel options: vt1 vt2
  • 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
Saikyo-Style Burairuten No Kamae II
Saikyo-Style Burairuten No Kamae II
MPMK (VS1) back
Startup Active Recovery Hit
- - 55 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • 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)
Saikyo-Style Burairuten No Kamae III
Saikyo-Style Burairuten No Kamae III
MPMK (VS1) air
SFV Dan MPMK (VS1) air.png
Startup Active Recovery Hit
11 4 8(7) -
Damage Stun Attack Block
10 10 H -
  • Cancel options: -
  • 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

Saikyo-Style Otokoboe
Saikyo-Style Otokoboe
MPMK (VS2)
SFV Dan MPMK (VS2).png
Startup Active Recovery Hit
14 2 25(34) -2
Damage Stun Attack Block
30 50 H -6
  • Cancel options: vt1 vt2
  • 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

Haoh Gadoken
Haoh Gadoken
HPHK (VT1)
SFV Dan HPHK (VT1).png
Startup Active Recovery Hit
13 50 69 KD
Damage Stun Attack Block
100 150 H 2
  • Cancel options: -
  • 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
Haoh Gadoken (hold)
Haoh Gadoken (hold)
HPHK (VT1) Hold
SFV Dan HPHK (VT1) Hold.png
Startup Active Recovery Hit
94 - 62 KD
Damage Stun Attack Block
220 150 H 47(GB)
  • Cancel options: -
  • 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

Tenchi Saikyo No Kata
Tenchi Saikyo No Kata
HPHK (VT2)
SFV Dan HPHK (VT2).png
Startup Active Recovery Hit
1 - 4 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • 2 bar V-Trigger
  • Duration of 3000 frames (50 seconds)
  • Enhances your Gadoken (Fireball) and Koryuken (DP)
Haten Gadoken
Haten Gadoken
236P
SFV Dan 236P.png
Normal
Startup Active Recovery Hit
16 10 28 5
Damage Stun Attack Block
70 100 H 2
  • Cancel options: vs1
  • 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)
Haten Gadoken (Just Frame)
Haten Gadoken (Just Frame)
236P
SFV Dan 236P.png
Normal
Startup Active Recovery Hit
16 30 28 KD
Damage Stun Attack Block
20x4 (80) 150 H 4
  • Cancel options: vs1 su
  • 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)
Goh Koryuken
Goh Koryuken
623P
SFV Dan 623P.png
Normal
Startup Active Recovery Hit
4 8 29+13 KD
Damage Stun Attack Block
140(60) 150(100) H -32?
  • Cancel options: vs1
  • 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)
Goh Koryuken (Just Frame)
Goh Koryuken (Just Frame)
623P
SFV Dan 623P.png
Normal
Startup Active Recovery Hit
3 3*9(27)2x6 35+13 KD
Damage Stun Attack Block
160 200 H -39?
  • Cancel options: vs1 su
  • 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

V-Shift
Startup Active Recovery Hit
1 9 22 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • 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

Saikyo Donukigeri
Saikyo Donukigeri
MKHP
Startup Active Recovery Hit
? 3 23? KD
Damage Stun Attack Block
60 0 H -2
  • Cancel options: -
  • Fully invincible during startup and active frames

V-Reversal

Saiky-Style Kaihi Jutsu
Saiky-Style Kaihi Jutsu
6PPP
SFV Dan 6PPP.png
Startup Active Recovery Hit
- - 45 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Strike and Projectile invincible on frames 1-40