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Capcom vs SNK 2/Dan/Combos

From SuperCombo Wiki

Combos

All health values tested using C-Groove Ratio 2 against a C-Groove Ratio 2 Ryu at full health

All combos are written in Numpad Notation, refer to this visual aide if you need help reading it.

Meterless Combos
Combo Position Damage Stun Difficulty Notes
2LP, cl.5HP xx HP Gadouken Anywhere 2625 25 Difficult A 1-frame link from 2LP to cl.5HP. Doesn't even output high damage, but it is still the most damaging route from 2LP.
2LP, 5MK xx HP Gadouken Anywhere 1890 18 Difficult Another 1-frame link, but instead you get a much longer ranged 5MK, which confirms at spots cl.5HP does not. The main issue here is damage, the combo is absolutely pathetic by that metric. It's just not worth doing a 1-frame for.
2LP, 2LK xx HP Gadouken Anywhere 1785 17 Easy A chain into Gadouken. Does slightly less damage than the 5MK link but is far better. Yes, the Gadouken isn't a true combo at range but it's still a frame trap if anything unless it's reversal rolled on. It's a way easier combo compared to the 1-frame links that 2LP has, and while cl.5HP is better for a point blank 2LP, any other range should use this chain instead.
j.HK, 2MK xx HP Gadouken Anywhere 3255 31 Easy A simple long-range jump-in confirm. If landed too far out Gadouken will be too slow to combo.
j.HK, cl.5HP xx HP Gadouken Anywhere 3675 35 Easy Same jump-in but instead it's close enough to where you get cl.5HP. Deals a lot more damage than using a medium to confirm. Just note that if landed point-blank it is punishable on hit.
j.MK, 5MP xx HP Koryuken Anywhere 3570 34 Easy The only consistent confirm into Koryuken. j.MK has to be a cross-up otherwise the pushback will cause Koryuken to whiff. Does more damage than a standard Gadouken confirm but not by that much.
j.HK, HP Koryuken Anywhere 3255 31 Medium Yes, this works, and with surprising consistency. You have to land a close and deep jump-in for this combo to work.. The takeaway with the Koryuken ender is that it will give you 420 less damage but gives you a hard knockdown while Gadouken has the damage but can get punished on hit if point blank. In the corner it's best you go into this combo if you don't have or want to spend meter, as you get your knockdown and don't have to worry about getting punished. Still, it is quite sad that Dan has to immediately go from jump-in to special, which is a combo route the rest of the cast never has to worry about.
Super Combos
Combo Position Damage Stun Difficulty Notes
2MK xx Lvl. 3 Koryurekka Anywhere 6720 12 Easy
j.HK, Lvl. 3 Hisshou Buraiken Anywhere 7560 13 Easy Pretty big damage from a very simple cancel. Make sure you land the HK nice and deep. It also works with Koryurekka, but you don't get as much damage.
j.HK, 2MK xx Lvl. 3 Koryurekka Anywhere 8085 21 Medium

Custom Combos

Dan's Custom Combo Slide by GunterJPN


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