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Street Fighter Alpha 3/Dan

From SuperCombo Wiki


Always known as the "joke character" of the Street Fighter series, Dan Hibiki first appeared in Street Fighter Alpha. His trademark is his bright pink gi and his neverending supply of funny taunts. Capcom created him as a way to take a friendly jab at rival fighting game mogul SNK (Dan specifically mocks the Kyokugen characters like Ryo Sakazaki and Robert Garcia; he even sports a similar hairstyle and facial structure to Robert). Dan's moves have always been shallow mockeries of the "Shoto-type" moves. He hates Sagat for killing his father Go Hibiki in the fight where Go took Sagat's left eye. Dan is a former student of Ryu and Ken's master but was discharged from the dojo when the master saw nothing but revenge in his eyes. Since, Dan has practiced a self-styled art called "Saikyo" (or "Strongest"). In SFA3, Dan has already defeated Sagat and is now trying to find new students for his dojo. He is friends with Blanka.

Pros Cons
  • Some surprisingly decent normals like s. MK
  • c. MP is a good anti-air, despite not having a working DP
  • Amazing mobility with air Dan kicks (dankukyaku)
  • Air Dan kicks have a ton of different angles/timings depending on where he is in his jump arc and are remarkably safe on block. He can almost be played like a ghetto C. Viper
  • Instant-air/tiger knee MK Dan kick is incredibly fast with a ton of range and is relatively safe on block
  • Great custom combos in a variety of situations along with a very long range activate option in instant air danku
  • Has a unique pushblock mechanic, along with Juni, that has a ton of utility. Can be used to escape setups, gain positioning, etc.
  • Is one of the only characters who can easily escape V-Akuma's unblockable setups, along with stuff like V-Sodom/V-Claw's guard crush strings.
  • Fastest meter build in the game, along with shotos, thanks to backwards dan kicks and even untechable meter gain setups. Barring any execution errors, you will always have at least 50%.
  • Light air dan kick sets up great tech traps and can even be plus on block
  • Can jump between an exciting rushdown or hit and run style
  • Infinite taunts
  • Tiger knee Dan kicks require tight execution, or you can end up jumping yourself into a bad situation
  • Without V-ISM, has poor damage output due to lousy BnBs
  • Other specials besides dankuu are mostly garbage outside of customs
  • Using Dan kicks means constantly playing with fire against characters with strong anti-air customs. You'll need to be tricky to avoid getting blown up.
  • Has a risky playstyle in general that's very meter dependent
  • Lows have much worse speed/priority/recovery than the other shotos. Struggles in footsies without dan kicks
  • DP is not actually invincible most of the time (1/23 and 1/15 afterwards).

SFA3 Dan Art.png
Character Data

Moves List

Normal Moves


Seoi Nage

  • Back or Forward + Any two punch buttons

Otoko Nage

  • (In Air)Back or Forward + Any two punch buttons

Special Normals

Shagami Chohatsu

  • (While Crouching)Taunt
    • Dan Taunts while Crouching

Kuchu Chohatsu

  • (In Air)Taunt
    • Dan yells "Wah-Hoo!". Serves no purpose.

Zenten Chouhatsu

  • Quarter Circle Forward + Taunt (X, A, or V-ISM mode)
    • Dan rolls forward slightly then taunts his opponent. Unlike normal taunts, this can be performed as much as desired during the round. Serves no practical purpose.

Kouten Chouhatsu

  • Quarter Circle Back + Taunt (X, A, or V-ISM mode)
    • Same as above but Dan rolls backwards.

Saikyo Defense

  • (While blocking an opponent's attack)Forward + All three Punches (V-ISM Only)
    • Dan thrusts forward slightly to blunt some of the damage from the attack.

Special Moves


  • Quarter Circle Forward + Punch (X, A, or V-ISM)
    • Dan thrusts his back hand forward and launches a short-ranged projectile. It can be used to cancel incoming projectiles. The punch used determines how far the projectile goes before terminating.

Dankuu Kyaku

  • Quarter Circle Back + Kick (X, A, or V-ISM)
    • Dan jumps into the air and throws mid-air kicks while moving forward. Depending on the kick used, he can throw up to 3 kicks. The light kick version has him perform a hopping knee. The medium kick version has him throw a knee then a flying side kick. The hard kick version has him throwing the knee, the side kick, then a swinging roundhouse. This attack can be performed in the air.


  • Forward, Down, Down-Forward + Punch (X, A, or V-ISM)
    • Dan performs his version of the Shoryuken. He leaps into the air with a half-extended fist for a rising uppercut strike. The punch used will determine how high he jumps. Sometimes, this move will randomly flash before he strikes. When this happens, the attack becomes invincible to strikes. Unfortunately, there's no tactical advantage to the flash due to its random nature.

Super Combos

Shinkuu Gadoken

  • Double Quarter Circle Forward + Punch (A-ISM Only)
    • Dan winds up then throws an upgraded form of the Gadoken. It does not travel across the whole screen but it does travel farther than his standard Gadoken. The punch used determines the level, the distance covered, and the number of hits (Level 1=3 hits, Level 2=4 hits, Level 3=5 hits).

Koryu Rekka

  • Double Quarter Circle Forward + Kick (A-ISM Only)
    • Dan crouches down then attacks with an upgraded Koryuken. When used in Level 1, it stays in place and only has a vertical component. At Levels 2 and 3, the attack will slide forward slightly and cover some horizontal distance as well. The kick used to initiate the attack determines the level, forward distance covered, and hits (Level 1=4 hits, Level 2=5 hits, Level 3=6 hits).

Hisshou Buraiken

  • Double Quarter Circle Back + Kick (X or A-ISM)
    • Dan covers his face with his arms before going into a frenzy of punches and kicks that ends with a multi-hitting Koryuken. The attack must be performed up close to his opponent to score the full damage. The kick used to start the attack determines how long the attack lasts and how many hits connect (Level 1=5 hits, Level 2=7 hits, Level 3=11 hits).

Chouhatsu Densetsu

  • Double Quarter Circle Forward + Taunt (A-ISM Only)
    • A joke super. Dan rolls forward and taunts every time he stands up. After rolling 6 times, he will jump forward with a shout. Does no damage and requires one Super stock.

Chouhatsu Shinwa

  • Double Quarter Circle Back + Taunt (A-ISM Level 3 Only)
    • Dan throws a cheeky thumbs-up then returns to his normal fighting stance. What can only be described as the "Custom Combo of Taunts", Dan can move around the screen freely. All the buttons change from attacks to taunts. He can do as many as he wants in any position (standing, crouching, or jumping) for a limited time. Pressing the Taunt button again causes him to throw the thumbs-up pose again. Dan won't be able to attack in this state, only use taunts. You will know when the "combo" ends when Dan throws his thumbs-up taunt one more time and his teeth sparkle.

The Basics

Which Ism?


Decent supers. Loss of pushblock and being unable to take advantage of his top tier meter gain/great customs is a waste of his strengths.



Amazing custom combos, access to pushblock, and allows him to take full advantage of his amazing meter build. V-ISM is what transforms him from a joke into a surprisingly well rounded character.


Probably the worst character in the game. Avoid.


A-ISM combos

V-ISM combos

Advanced Strategy


Notable Players


DDT (V-Dan)

(Harenchi) Tatsu (V-Dan)

Makoto (V-Dan)

Tugu (V-Dan)

North America

Kyokuji (V-Dan)


V-Ryu (V-Dan)


Game Navigation

E. Honda
M. Bison
R. Mika
Home/Handheld Exclusive
Dee Jay
Evil Ryu
Fei Long
T. Hawk