Street Fighter V/Dan

From SuperCombo Wiki

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 Portrait.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
SFV Frame Data Glossary
Active

How many frames a move remains active (can hurt opponents) for.

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel, refer to description for options.
  • "sp": Special move.
  • "su": Critical art.
  • "vs[1/2]": V-Skill 1 or 2.
  • "vt[1/2]": V-Trigger 1 or 2 activation.
Confirm windows

Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.

  • Refers to the amount of time (in frames) you have to cancel into another move from the moment the attack connects with the opponent.
Crush Counter

Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit.

Damage

Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.

  • Note that generally, normal counter hits add an additional +2 to hit advantage in SFV.
Knockdown

Knockdown advantage against Normal, Quick Rise and Back Rise wake up options.

Recovery

How many frames it takes for a move to finish after it's been active.

Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

Stun

Amount of stun added to the opponent's stun bar on hit.

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

Throws

Saikyo Taikuzushi
Saikyo Taikuzushi
Throw
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
Back Throw
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
- - 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 suspect to special counter-hits until he lands by any medium / heavy / command normal, this special counter-hit state puts Dan into a free juggle state
  • 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
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


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