Street Fighter V/Dan: Difference between revisions

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* 1F less landing recovery (7F) if canceled into
* 1F less landing recovery (7F) if canceled into
* Hitstun / Blockstun varies depending on which hit you cancel into from Dankukyaku (Tatsu)
* 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
* Dan jumps extra high and floats down slower if this taunt is input during the first 3 frames of a jump and says an alternate phrase
* Builds 20 V-Gauge (1/15th bar) for both Dan and the opponent when active frames start (frame 11)
* 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
* Builds an extra 30/15 V-Gauge on Hit/Block for Dan
Line 1,419: Line 1,419:
* 1 bar V-Trigger
* 1 bar V-Trigger
* Throws a 6-hit projectile that travels half screen length
* Throws a 6-hit projectile that travels half screen length
* Partially held version has Dan say a different phrase but no difference to the 6-hit version
* 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
* 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
* Juggle Limit / Increase / Start: 15 / 1x6 / 1

Revision as of 11:06, 3 March 2021

Introduction

About Dan

Saikyo Style! Dan has finally entered the ring in Street Fighter V with all new gameplay mechanics. Dan is quite the exotic shoto. Despite not being intentionally lacking anymore, he still maintains the facade of a joke character. This is most notable with his great V-Skills. They allow him to expand his combo and pressure possibilities in different ways, including his damage potential, while also allowing him to build his v-meter securely. There is one unique downside to them - they also build the opponent's V-Meter. His V-Triggers are also quite interesting - his VT1 is the only 1-bar vt in the game, he sends a slowish projectile that launches the opponent and works in juggle himself. It makes for a decent comob extender, but also a great pressure tool, due to how easily available it is. If you charge it, you can send it later and give it bonus effects, such as high damage, a wall bounce on hit, and a guard break on block. His VT2 is a 2 bar VT that's comparable to ones of other shotos - his projectiles knockdown and can juggle, and his DP's have improved invincibility (are they invincible frame 1 or not?), making his combo potential overall stronger.

Strengths Weaknesses
  • Great normals for pressure, poking and anti airing overall
  • Well improved combos in the corner, as well as solid corner carry
  • V-Skills are great at building v-meter over time and expanding on dan's adjustability and versitility
  • V-Triggers are unique and versitile as well, has no 3 bar v-trigger
  • VS2 combos require a somewhat demanding execution level
  • Lower-than-average damage output
  • V-Skills also build opponent's V-meter, meaning they'll get the V-triggers faster.

Final Patch

Dan
SFV Dan Face.jpg
Vitals
Life Points 1025
Stun Points 950
V-Gauge Points
V-Trigger 1 300
V-Trigger 2 600
Ground Movement
Forward Walk Speed 4.7
Backward Walk Speed 3.2
Forward Dash Speed 16
Backward Dash Speed 21
Forward Dash Distance 141.4
Backward Dash Distance 120.5
Backdash CH Frames 3-10
Jumping
Back Jump Speed 46 (4+38+4)
Neutral Jump Speed 46 (4+38+4)
Forward Jump Speed 45 (3+38+4)
Forward Jump Distance 212.8
Backward Jump Distance 182.4
Throws
Throw Hurtbox 0.25
Throw Range 0.8

Introduction

Saikyo Style! Dan has finally entered the ring in Street Fighter V with all new gameplay mechanics.

Season 5

Dan is added to the roster in Street Fighter V.

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 and says an alternate phrase
  • 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
  • Partially held version has Dan say a different phrase but no difference to the 6-hit version
  • 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
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
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
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
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