Dan
"Ha! You're weak! Just like me!"

Y'know, Dan's been given a bum rap! People always say that he sucks and stuff but in actuality, he is a very good fighter when placed in a master's hands! Mind you, you HAVE to be a master to use him cause his specials have no range and he has built in screw-up moves in case you flail the controller! However, his attacks are very strong and he has very high priority! Also, it's sooooo much fun beating people with Dan because of his taunts plus the great insult that they feel after losing to him! Watch out when switching in and out with Dan cause he takes longer than most characters! He is definitely a master's character, but he's also one of the most fun to use too!

Move Commands

Wanna see the pics of Dan's moves? Go to his picture section!

Gadouken +P
Dan's puny fireball! It's even smaller than it was in Alpha! It only goes a little distance away from him and can't really be considered a projectile but it is the strongest fireball move in the game! It rivals Hulk's S.Fierce in terms of damage! The best way to get these to connect is in a combo after a jump in! It combos after his standing punches and crouching kicks!

Kouryuken +P
Dan does a dragon punch which goes almost vertically! You have to be right next to or under your opponent for this to hit! It combos very well though and it takes off massive damage! Unlike conventional dragon punches, Dan can be hit while he is rising into the air! This makes it slightly less useful offensively but his fist is always invincible, making it awesome air defense! Also, his entire body is invincible when he randomly flashes!

Gale Kick +K
Here's Dan trying to do a hurricane kick! The roundhouse version goes all the way across the screen and hits three times while the short version makes him hop up once with his knee! Like his other moves it does a lot of damage! It is very difficult to counter and since it leaves Dan relatively safe even if blocked, it is the move that you should be using most often! It covers the distance between you and your opponent very well too! If they're crouching in the corner, then I'd advise you to use the Forward version so that they don't have a chance to counter!

Dan's Autograph +K
Dan signs an autograph and shows it off before throwing it! Remember that screw-up move that I mentioned before? Well this is it! It does a pixel of damage and it takes forever to do! Prepare to be comboed if you're dumb enough to do this move! It does stop normal moves when he holds up the autograph but that doesn't matter! Weird thing is, if you win a match with this move, the screen explodes with the same animation that occurs when you win with a super! It's sort of an incentive to try this out when the opponent is almost dead! Also, I'm told that this can stop the Maximum Spider! Short makes him throw it right away, Forward has him sign it quickly before throwing it and Roundhouse has him sign "From the Greatest Fighter in the World, Dan!", he stands there while showing it off and then finally he throws it!

Taunts!
These aren't really special moves but I had to include them because they are essential to Dan;s survival! Keep on doing them because he has an unlimited supply! Taunting will also piss your opponent off so much that they'll relentlessly come after you and they'll probably make mistakes that you can take advantage of! Also, as an added bonus taunts charge up Dan's super meter!

Normal Taunt Start
Dan stands there and salutes his opponent or something. Watch out for this one cause this takes a long time to recover from!
Jumping Taunt(air) Start
Dan raises his arm and shouts, "Yahoo!" Good for charging up your meter without getting hit, because it only lasts as long as his jump!
Rolling Taunt +Start or +Start
This move goes under certain fireballs, insults your opponent and charges up your meter! However, he is vulnerable after he stops rolling!

Supermove Commands

Shinkuu Gadouken +2P(Level One)
Dan throws one of his fireballs and it hits eight times! This is the most devastating fireball super in the game but it's really hard to connect! Using it on jumping opponents and to counter missed DP supers works very well! Also, it can be comboed after a crouching kick or a very deep jumping Roundhouse! If it doesn't hit, then you're in for a world of hurt! The recovery time is horrible and it's really easy to avoid! If you're planning to throw it out, make sure that it will hit! It's ok if they block it, cause it does decent chipping damage and push blocking does nothing!

Kouryu Rekka +2K(Level One)
Dan's two hit super dragon punch! It has no range whatsoever! If you guys have seen the level one version of this move in Alpha2, then you know what I'm talking about! However, it takes off an incredible amount of life! It hurts even more than the multi hitting Shoryu Reppas of Ken and Akuma! It isn't that great as an anti-air move because the first hit usually knocks the opponent away before the second connects! Wait till the last possible second to pull it off and you'll get both hits to connect! Watch out because he's not invincible while starting this move like Ken is! Use this super sparingly cause it's not his best one!

Desperation +2K(Level One)
Dan screams and yells while he does a crazy, standing combo that ends with a dragon punch! This is one of his funnier and effective moves! The great thing about it is that it will suck in an opponent who is within it's range! It does a lot of damge and it has a lot combo possibilities! If you time it just right, this will catch an opponent who is jumping in on Dan! Also, I'm told that it will connect after an air throw into the corner! The real name of this move is "Hisho Burai Ken"! However, Dan yells out, "Yadda yadda yadda yadda kouryuken!" I scream it out with him to annoy my opponents!

Otoko Michi(The Raging Dan) FP,SKJP,JP(Level Three)
Would you believe Dan has a Raging Demon type of move? He grabs his opponent and self destructs! This move takes off about as much as his super fireball but it leaves Dan with only a pixel of life left no matter how much you had prior to the move!! Use it only when you're sure of victory or if your other man is full of health! Watch out because opponents can tech hit out of this! It's really called Otoko-Michi...but who wants to hear that when you can say, "Raging Dan!"

Super Taunt +Start(Level One)
The Super Taunt!!!! Do this in battle and you will definitely be eating super! It's been altered since the Alpha series and it's his best looking one so far! Only to be used on pathetic opponents or after the match! A definite crowd pleaser! Pulling this move off in the middle of battle is the mark of either a fool or a master! Blocking this move is definitely the mark of a scrub!

Team Attack

Gadouken MP+MK
No!!!! Do not use this move! It won't hit unless the opponent is right on your partner! It's useless as a team move! However, if you pair Dan up with Cap, this is a great move to use as bait for my Final Justice tactic!

Team Counter

Gale Kick HP+HK
Great team counter! It hits not once, not twice, but three times! Yeah baby yeah! It's the Roundhouse version of his Gale kick and not only does it hurt, it has a lot of range! However, it won't really help against beam supers or fast, multi-hitting ones! However, this can be used to counter single hit fireballs if the opponent is close!

Team Super

Shinkuu Gadouken HP+HK(Level Two)
Only use this move if you are starting it with Dan! Otherwise you'll just waste a level of super meter cause it has no range! However, it's damage potential is very high and it's also comboable! Yes that's right you can combo this and anyone's super will complement it cause you'd be right next to your opponent while pulling it off! Absolutely insane damage! Use this to turn the tide but if you're looking to show off....save up for a Raging Dan!

Weakness and Nemesis

Dan's weaknesses....ok you comfy? There're a lotta them! First, he has no ground or air magic series! That means that he can't chain even two normal hits to each other! This causes a problem against Hulk because the super armor will prevent him from being launched by anything that Dan does! Dan can only launch him after a deep jumping attack followed by the launcher! If you're familiar with the traditional Street Fighter chaining technique, then it is possible to chain hits with him! Just remember to pause slightly and wait for the first move to recover before pulling off the second one!

Keep away characters are a nightmare for Dan because his range is very very limited! His projectile can't even be considered a projectile cause it goes nowhere! Dan must be up close to win so super jumping and the Gale Kick should be used to cover the distance! The great thing is that keep away characters usually position themselves into a corner! Use this to your advantage and pull off Dan's corner trap air throw combos!

Be wise when pulling off his supers because they all leave him wide open and the opponent must be very close for them to connect! Use them mainly to counter missed moves and supers because of their huge damage potential! Also, avoid flailing the controller cause you might end up doing his autograph, which is just asking for trouble!

Play a mind game with your opponents. Taunt them constantly and force them to attack you blindly! This will allow you to use your launcher to defend against jump ins! Then you can air combo and then slam em down with an air throw! Throws really are Dan's best friends cause they hurt so much plus he has such great throw range!

Combos!

Special Comments
Dan's combos are very short and sweet! They're pretty easy to do and since he is so strong, they still hurt just as much as the next guys ten hit! He doesn't have a magic series unless he's super jumping so forget multi hitting jump in combos and any fancy ground combos! It's best to use his throw as an AC finisher because his grabbing range is awesome and it really really hurts! Also, I've found that his C.Fierce is very effective as air defense! (Sorry Dave but you're wrong on this one!) This is one of Dan's greatest assets cause you can taunt em until they get pissed enough to jump in on you! After you launch their sorry asses, follow up with the air combo and air throw! Many of Dan's combos will not work if your opponent is blocking, so try to make them attack Dan by taunting! Corner traps and mind games are essential for many of Dan's combos!

Ground Magic: None
Air Magic: None
Super Jump Magic: Zigzag
Air Launchers: C.Fierce
AC Finishers: Fierce, Roundhouse, Strong Air Throw

Easy Combos
1) J.Forward \/ D.C. Short --> Gadouken

2) J.Roundhouse \/ S.Forward --> Gale Kick

3) J.Fierce \/ C.Forward --> Desperation

4) J.Roundhouse \/ Shinku Gadouken or Team Super
This will only connect if you hit very very deep in with the J.Roundhouse!

5) S.Jab --> Jab-Kouryuken

6) C.Roundhouse, Kouryu Rekka(OTG)
This combo does ok damage and it's very simple to do! Just knock em down and then immediately pull off a Kouryu Rekka! Only the second hit will connect but it does work! Make sure they don't roll though!

7) In a corner: Forward Throw, Kouryu Rekka
This will only combo if you start the Kouryu Rekka as soon as they are thrown, only the second punch will hit though!

8) In a corner: Forward Throw, Desperation
This is not truly a combo because the opponent does have the ability to block but chances are they'll try to kick you on their way down and get sucked in!

9) J.Roundhouse \/ C.Forward --> Shinkuu Gadouken or Team Super
The Roundhouse has to be done very very deep in order for this combo to connect! Wait till the last possible second to hit that button!

10) In Corner: Forward Throw /\ Strong Air Throw
Yeah, I've doen some research and this combo does work! Almost evey time if your timing is good! It does an insane amount of damage! You can do it twice in a row if your opponent blocks after landing from the first air throw but watch out cause this is considered cheap!

Harder Combos
1) J.Roundhouse \/ C.Roundhouse --> Raging Dan
This is your typical Raging Demon set up combo! Like Akuma, delay for a half of a second after you knock them down so that they will not see the move coming and try to block! If it's done too early, they will have a window of time to jump away and avoid it.

2) D.S.Fierce, S.Short, , S.Jab, S.Jab
Weird combo right? Well you know what? This is the button sequence for Dan's suicide move! Just get up close to your opponent and start hitting the buttons! They will block and since a Raging Demon is the last thing that they'd expect from Dan, they will get caught by it!

3) C.Fierce /\ SJ.Short, SJ.Strong, SJ.Forward, SJ.Fierce, SJ.Roundhouse, SJ.Roundhouse
Pause slightly between the SJ.Forward and the SJ.Fierce! This will allow you to pull off more than one AC Finisher in one air combo!

4) C.Fierce /\ SJ.Short, SJ.Strong, SJ.Forward, Strong Air Throw, Gale Kick
This combo works but only on certain characters! I think that the Gale Kick is blockable but in my experience, nobody blocks it!

5) J.Fierce \/ S.Short, , S.Jab, S.Jab
Yet another way of making the Raging Dan connect! This time it involves a jump in for an easier time in getting close to your opponent! Hit the J.Fierce while in deep!

6) In corner: C.Fierce /\ SJ.Short, SJ.Strong, SJ.Forward, Strong Air Throw \/ Desperation
This is not really a combo because the Desperation is blockable if you do it while they are falling downwards! You can pull it off as soon as you land thaough and it could suck them in before they are able to block! But even if they do block, the Desperation will do good chipping damage and they'll just die if they try to attack!

7) In a corner: Forward Throw, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong --> Strong Air Throw
This will only work if they're trying to hit you on their way down! After the air throw, they will bounce off the floor and if you hit up right away again, there is a possibility that you can pull off another air throw in there! I haven't experimented yet but I think that this could be an infinite!

8) In the Corner C.Fierce /\ SJ.Short, SJ.Strong, SJ.Forward --> Fierce Air Throw \/ C. Fierce /\ SJ.Short, SJ. Strong, SJ.Forward, SJ.Roundhouse, SJ.Roundhouse
Like all of Dan's other throw combos, the opponent has the ability to block afterwards, so make them so mad that they'll try to attack on the way down!

9) In Corner: Forward Throw /\ Strong Air Throw \/ /\ Strong Air Throw
Just like combo number 9! Except you have jump immediately after landing! If you time it right, you'll throw them again! I'm told that you can do this infinitely but I've only been able to do two additional grabs so far! Not on humans though....more than one and it would be cheap!

Theoretical Combos
1) In a corner: Forward Throw, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Forward --> Strong Air Throw, Kouryu Reppa, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong --> Strong Air Throw, Desperation
This combo just hurts! This is all theoretical though and I'll test it out in the arcade soon but I'm convinced that this will work as long as you have the opponent in the corner!

Thanx to Rylan Hilman for all his help in contributing to this section!

� 1998 Migs Rustia: [email protected]
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