SuperCombo Wiki

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.

Season 5

Dan is added to the roster in Street Fighter V.

Despite having an infinite discovered, Capcom has yet to patch it. Long live the Danfinite.

Dan
#SFV_DAN
SFV-Dan Portrait.jpg
Vitals
Life Points 1025
Stun Points 950
V-Gauge Points
V-Trigger 1 1 Bar
V-Trigger 2 2 Bars
Ground Movement
Forward Walk Speed 0.047
Backward Walk Speed 0.032
Forward Dash Speed 16
Backward Dash Speed 21
Forward Dash Distance 1.414
Backward Dash Distance 1.205
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 2.128
Backward Jump Distance 1.824
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 start of the animation.
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

5LP
Stand LP
5LP
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
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5MP
Stand MP
5MP
Startup Active Recovery Hit
6 3 13 6
Damage Stun Attack Block
60 80 H 3
  • Confirm windows:
    • Specials & CA: 15
  • Cancel options: sp su vs1 vs2 vt1 vt2
Main combo / frametrap starter
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5HP
Stand HP
5HP
Startup Active Recovery Hit
10 3 20 4
Damage Stun Attack Block
70 120 H -2
  • Crush Counter: Stagger, 9 Adv, +100 V-Gauge.
  • Confirm windows:
    • Specials & CA: 17
    • V-Trigger: 17/*20
    • Notes: *VS2 only, *VT2 activation
  • Cancel options: vs2 vt1 vt2
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)
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5LK
Stand LK
5LK
Startup Active Recovery Hit
5 3 9 1
Damage Stun Attack Block
30 50 H 0
  • Cancel options: sp su vs1 vs2 vt1 vt2
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5MK
Stand MK
5MK
Startup Active Recovery Hit
8 3 16(18) 1
Damage Stun Attack Block
60 80 H -2
  • Confirm windows:
    • Specials & CA: *15
    • V-Trigger: 15
    • Notes: *VS2 only
  • Cancel options: vs2 vt1 vt2
+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)
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5HK
Stand HK
5HK
Startup Active Recovery Hit
13 3 22(32) 2
Damage Stun Attack Block
90 120 H -4
  • Confirm windows:
    • Specials & CA: *19
    • V-Trigger: 17/**19
    • Notes: *VS2 only, *VT2 activation
  • Cancel options: vs2 vt1 vt2
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)
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2LP
Crouch LP
2LP
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
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2MP
Crouch MP
2MP
Startup Active Recovery Hit
6 3 11(13) 5
Damage Stun Attack Block
60 80 H 1
  • Confirm windows:
    • Specials & CA: 14
    • V-Trigger: 14
  • Cancel options: sp su vs1 vs2 vt1 vt2
+2 extra recovery frames on whiff (13F)
Reaches slightly further than crouch MK
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2HP
Crouch HP
2HP
Startup Active Recovery Hit
8 5 21 3
Damage Stun Attack Block
80 120 H -4
  • Confirm windows:
    • Specials & CA: 16
    • V-Trigger: 16
  • 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
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2LK
Crouch LK
2LK
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
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2MK
Crouch MK
2MK
Startup Active Recovery Hit
7 2 14 1
Damage Stun Attack Block
50 80 L -1
  • Confirm windows:
    • Specials & CA: 15
    • V-Trigger: 15
  • 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
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2HK
Crouch HK
2HK
Startup Active Recovery Hit
9 2 22 KD
Damage Stun Attack Block
90 120 L -12
  • Crush Counter: Hard Knockdown, KD Adv, +120 V-Gauge.
  • Knockdown: 69 KD Adv, 20 Quick Rise Adv, 25 Back Rise Adv.
  • Confirm windows:
    • V-Trigger: 16
  • Cancel options: vt1 vt2
Cannot be canceled into V-Skill 2
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8LP
Jump LP
8LP
Startup Active Recovery Hit
4 5 - -
Damage Stun Attack Block
30 70 M -
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)
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8MP
Jump MP
8MP
Startup Active Recovery Hit
6 3 - -
Damage Stun Attack Block
60 100 M -
  • Confirm windows:
    • Specials & CA: 19
Cancels into V-Skill 1
Puts airborne opponents into a limited juggle state
Juggle Limit / Increase / Start: 1 / 1 / 2
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8HP
Jump HP
8HP
Startup Active Recovery Hit
8 5 - -
Damage Stun Attack Block
90 150 M -
Shrinks (pulls up) the bottom hurtbox a little for the entire duration
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8LK
Jump LK
8LK
Startup Active Recovery Hit
4 5 - -
Damage Stun Attack Block
30 70 M -
Terrible hitbox but can hit cross-up (has to be very precise to even hit)
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8MK
Jump MK
8MK
Startup Active Recovery Hit
8 5 - -
Damage Stun Attack Block
60 100 M -
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)
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8HK
Jump HK
8HK
Startup Active Recovery Hit
10 4 - -
Damage Stun Attack Block
90 150 M -
Shrinks (pulls up) the bottom hurtbox a little on frames 9-26
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Command Normals

4HK
Saikyo Jawbreaker
4HK
Startup Active Recovery Hit
11 4 20 5
Damage Stun Attack Block
80 120 H 3
  • Crush Counter: Crumple, KD Adv, +120 V-Gauge.
  • Knockdown: 88 KD Adv, 56 Quick Rise Adv, 56 Back Rise Adv.
  • Confirm windows:
    • V-Trigger: 18
  • 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)
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6HP
Saikyo Chop
6HP
Startup Active Recovery Hit
22 3 24 1
Damage Stun Attack Block
80 120 M -7
Overhead
Cannot be canceled into V-Skill 2
Has a lot of hurtbox extensions on frames 18-21 before active frames
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Throws

LPLK
Saikyo Taikuzushi
Throw
LPLK
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
120 130 T -
  • Knockdown: 56 KD Adv, 7 Quick Rise Adv, 7 Back Rise Adv.
Builds 40% more EX meter (100 EX gauge) than forward throws usually do
What's up, what's up
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4LPLK
Saikyo Haraigoshi
Back Throw
4LPLK
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
130 150 T -
  • Knockdown: 62 KD Adv, 13 Quick Rise Adv, 13 Back Rise Adv.
Builds 20% more EX meter (120 EX gauge) than back throws usually do
Best throw animation
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Special Moves

236LP
LP Gadoken
236LP
Startup Active Recovery Hit
14 10 29 2
Damage Stun Attack Block
50 80 H -2
  • Confirm windows:
    • Specials & CA: *18
    • Notes: *VS1 and Super only
  • Cancel options: vs1 su
1-hit Projectile
Projectile Speed: 0.01
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
Has a 15% chance of Lucky Red Fireball randomly being performed when doing LP/MP/HP Gadoken, see Lucky Red Fireball for more info
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236LP (hold)
LP Gadoken (hold)
236LP (hold)
Startup Active Recovery Hit
32 30 27 10
Damage Stun Attack Block
80 100 H 4
  • Confirm windows:
    • Specials & CA: *18
    • Notes: *VS1 and Super only
  • Cancel options: vs1 su
1-hit Projectile
Projectile Speed: 0.02 (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
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236MP
MP Gadoken
236MP
Startup Active Recovery Hit
14 9 29 1
Damage Stun Attack Block
50 80 H -2
  • Confirm windows:
    • Specials & CA: *18
    • Notes: *VS1 and Super only
  • Cancel options: vs1 su
1-hit Projectile
Projectile Speed: 0.045
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
Has a 15% chance of randomly being performed when doing LP/MP/HP Gadoken
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236MP (hold)
MP Gadoken (hold)
236MP (hold)
Startup Active Recovery Hit
32 28 27 10
Damage Stun Attack Block
80 100 H 4
  • Confirm windows:
    • Specials & CA: *18
    • Notes: *VS1 and Super only
  • Cancel options: vs1 su
1-hit Projectile
Projectile Speed: 0.045
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
FATonline.png
236HP
HP Gadoken
236HP
Startup Active Recovery Hit
14 8 29 0
Damage Stun Attack Block
50 80 H -2
  • Confirm windows:
    • Specials & CA: *18
    • Notes: *VS1 and Super only
  • Cancel options: vs1 su
1-hit Projectile
Projectile Speed: 0.07
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
Has a 15% chance of randomly being performed when doing LP/MP/HP Gadoken
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236HP (hold)
HP Gadoken (hold)
236HP (hold)
Startup Active Recovery Hit
32 26 27 10
Damage Stun Attack Block
80 100 H 4
  • Confirm windows:
    • Specials & CA: *18
    • Notes: *VS1 and Super only
  • Cancel options: vs1 su
1-hit Projectile
Projectile Speed: 0.07
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
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236P
Lucky Red Fireball
236P
Startup Active Recovery Hit
12 21 27 KD (+129/70/75)
Damage Stun Attack Block
30*30 (60) 0*150 (150) - 1
  • Confirm windows:
    • Specials & CA: *18/**22
    • Notes: *VS1 only, **Super
  • Cancel options: vs1 su
Has a 15% chance of randomly being performed when doing LP/MP/HP Gadoken
2-hit Projectile
Projectile Speed: 0.02
Dan's extended arm is projectile invincible on frames 12-27
Travels about 40% screen length
Cancelable into V-Skill 1 rolls on Hit / Block / Whiff
KDA when canceled into V-Skill 1 forward roll: +125/64/69
KDA when canceled into V-Skill 1 backwards roll: +95/36/41
Juggle Limit / Increase / Start: 2*2 / 3*0 / 1*3
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236PP
EX Gadoken
236PP
Startup Active Recovery Hit
16 10 28 5
Damage Stun Attack Block
70 100 H 2
  • Confirm windows:
    • Specials & CA: *18
    • Notes: *VS1 only
  • Cancel options: vs1
1-hit Projectile
Projectile Speed: 0.03
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
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623LP
LP Koryuken
623LP
Startup Active Recovery Hit
4 8 24+15 KD
Damage Stun Attack Block
100(50) 120(80) H -29
  • Knockdown: 76 KD Adv, 17 Quick Rise Adv, 22 Back Rise Adv.
  • Confirm windows:
    • Specials & CA: *26/**13
    • Notes: *VS1 (air), **VS1 (ground) and Super
  • Cancel options: vs1 su
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
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623MP
MP Koryuken
623MP
Startup Active Recovery Hit
5 8 26+15 KD
Damage Stun Attack Block
110 120 H -29
  • Knockdown: 76 KD Adv, 17 Quick Rise Adv, 22 Back Rise Adv.
  • Confirm windows:
    • Specials & CA: *28/**13
    • Notes: *VS1 (air), **VS1 (ground) and Super
  • Cancel options: vs1 su
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
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623HP
HP Koryuken
623HP
Startup Active Recovery Hit
6 8 30+15 KD
Damage Stun Attack Block
120 120 H -35
  • Knockdown: 72 KD Adv, 13 Quick Rise Adv, 18 Back Rise Adv.
  • Confirm windows:
    • Specials & CA: *29/**16
    • Notes: *VS1 (air), **VS1 (ground) and Super
  • Cancel options: vs1 su
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
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623PP
EX Koryuken
623PP
Startup Active Recovery Hit
4 8 32+16 KD
Damage Stun Attack Block
140 150 H -37
  • Knockdown: 69 KD Adv, 10 Quick Rise Adv, 15 Back Rise Adv.
  • Confirm windows:
    • Specials & CA: *31
    • Notes: *VS1 (air) only
  • Cancel options: vs1
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
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214LK
LK Dankukyaku
214LK
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
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214MK
MK Dankukyaku
214MK
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
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214HK
HK Dankukyaku
214HK
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
  • Knockdown: 87(92) KD Adv, 28(33) Quick Rise Adv, 33(38) Back Rise Adv.
  • 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
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214KK
EX Dankukyaku
214KK
Startup Active Recovery Hit
10 6 12+6 KD
Damage Stun Attack Block
40*20x2*60 (140) 150 H -2
  • Knockdown: 89 KD Adv, 30 Quick Rise Adv, 35 Back Rise Adv.
  • 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
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214LP
LP Danretsuken
214LP
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
  • Knockdown: 78 KD Adv, 19 Quick Rise Adv, 24 Back Rise Adv.
  • 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)
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214MP
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
  • Knockdown: 77 KD Adv, 18 Quick Rise Adv, 23 Back Rise Adv.
  • 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)
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214HP
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
  • Knockdown: 79 KD Adv, 20 Quick Rise Adv, 25 Back Rise Adv.
  • 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: +91/32/37
KDA when canceled into V-Skill 1 backwards roll: +62/3/8
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)
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214PP
EX Danretsuken
214PP
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
  • Knockdown: 98(86) KD Adv, 49(37) Quick Rise Adv, 54(42) Back Rise Adv.
  • 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)
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Critical Art

236236P
Hisshou Buraiken
236236P
Startup Active Recovery Hit
6(2) 5 47 KD
Damage Stun Attack Block
20*10x11*30*180 (340) 0 H -30
  • Knockdown: 14 KD Adv, 14 Quick Rise Adv, 14 Back Rise Adv.
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
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236236PPPKKK
Super Taunt
236236PPPKKK
Startup Active Recovery Hit
- - 822 -
Damage Stun Attack Block
- - - -
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)
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Taunts

5PPPKKK
Taunt
5PPPKKK
Startup Active Recovery Hit
- - 61 -
Damage Stun Attack Block
- - - -
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
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V-System

V-Skill 1

MPMK (VS1) fwd
Saikyo-Style Burairuten No Kamae I
MPMK (VS1) fwd
Startup Active Recovery Hit
27(25) 5 18 2
Damage Stun Attack Block
10 10 H -2
  • Confirm windows:
    • V-Trigger: 13
  • 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
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4MPMK (VS1) back
Saikyo-Style Burairuten No Kamae II
4MPMK (VS1) back
Startup Active Recovery Hit
- - 55 -
Damage Stun Attack Block
- - - -
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)
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MPMK (VS1) air
Saikyo-Style Burairuten No Kamae III
MPMK (VS1) air
Startup Active Recovery Hit
11 4 8(7) -
Damage Stun Attack Block
10 10 H -
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 susceptible 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
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V-Skill 2

MPMK (VS2)
Saikyo-Style Otokoboe
MPMK (VS2)
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
The normal Dan cancels into from VS2 deals half damage and stun
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
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V-Trigger 1

HPHK (VT1)
Haoh Gadoken
HPHK (VT1)
Startup Active Recovery Hit
13 50 69 KD
Damage Stun Attack Block
100 150 H 3
  • Knockdown: 120 KD Adv, 61 Quick Rise Adv, 66 Back Rise Adv.
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
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HPHK (VT1) Hold
Haoh Gadoken (hold)
HPHK (VT1) Hold
Startup Active Recovery Hit
94 - 62 KD
Damage Stun Attack Block
220 150 H 47(GB)
  • Knockdown: 120(132) KD Adv, 69(81) Quick Rise Adv, 69(81) Back Rise Adv.
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
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V-Trigger 2

HPHK (VT2)
Tenchi Saikyo No Kata
HPHK (VT2)
Startup Active Recovery Hit
1 - 4 -
Damage Stun Attack Block
- - - -
2 bar V-Trigger
Duration of 3000 frames (50 seconds)
Enhances your Gadoken (Fireball) and Koryuken (DP)
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236P
Haten Gadoken
236P
Startup Active Recovery Hit
16 10 28 5
Damage Stun Attack Block
70 100 H 2
  • Confirm windows:
    • Specials & CA: *18
    • Notes: *VS1 only
  • Cancel options: vs1
1-hit projectile
Projectile Speed: 0.03
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)
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236P
Haten Gadoken (Just Frame)
236P
Startup Active Recovery Hit
16 30 28 KD
Damage Stun Attack Block
20x4 (80) 150 H 4
  • Knockdown: 128 KD Adv, 69 Quick Rise Adv, 74 Back Rise Adv.
  • 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: 0.03
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)
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623P
Goh Koryuken
623P
Startup Active Recovery Hit
4 8 29+13 KD
Damage Stun Attack Block
140(60) 150(100) H -32
  • Knockdown: 75 KD Adv, 16 Quick Rise Adv, 21 Back Rise Adv.
  • 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)
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623P
Goh Koryuken (Just Frame)
623P
Startup Active Recovery Hit
3 3*9(27)2x6 35+13 KD
Damage Stun Attack Block
160 200 H -39
  • Knockdown: 84 KD Adv, 25 Quick Rise Adv, 30 Back Rise Adv.
  • 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!
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V-Shift

5MKHP
V-Shift
5MKHP
Startup Active Recovery Hit
1 9 22 -
Damage Stun Attack Block
- - - -
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
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V-Shift Break

5MKHP
Saikyo Donukigeri
5MKHP
Startup Active Recovery Hit
? 3 23? KD
Damage Stun Attack Block
60 0 H -2
  • Knockdown: 73 KD Adv, 14 Quick Rise Adv, 19 Back Rise Adv.
Fully invincible during startup and active frames
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V-Reversal

6PPP
Saiky-Style Kaihi Jutsu
6PPP
Startup Active Recovery Hit
- - 45 -
Damage Stun Attack Block
- - - -
Strike and Projectile invincible on frames 1-40
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