msf-Dan

Date started: 99.5.12
Last revised: 00.10.26

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Dan
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"Hah, you're weak!  Just like me!"

I use Dan when I want to fool around or play people that arenn't that good.
 I just love totally shocking people by beating them with Dan, the worst
character in the game.   I like kicking ass with characters that are at
disadvantage.  I am proud to say that I can also beat Cyber Akuma with Dan
alone.  Yeeah!  Anyone can win with the overpowered characters (Spidey and
Wolvie), but to be good with a sucky character requires skill.  Also, I
like being the one of the few people who are good enough to be able to use
Dan at my arcade ;)

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1. My general strategy:
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Since Dan has a lot of problems, you have to very careful when using him.
 First of all, you have to stay on the opponent or you won't be able to
do any damage.  The ’f‹๓‹r is an excellent way of getting close to the opponent
and trapping them in the corner.   One thing to watch out for is Dan's screw
up moves, which leave him open to lots of pain.  Just remember, no matter
how bleak it looks, if you can get close to your opponent and nail them with
a ^‹๓ ‰ไ“นŒ combo or trap them in the corner, huge comebacks are possible.
 
A weird thing is that I can use him better than Cyclops and prefer him over
Zangief, Shuma, Bison, and Dhalism.  This makes me wonder if Dan is the
worst character, or just seems weak.

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2. Universal moves:
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Dash:
 Dan slowly rolls forward a short distance.  It's faster than walking.
 

Launcher: C. Fierce
 This has very good priority like the other Shotokaners’žlaunchers.  However,
 unlike the other Shotokaner launcher, Dan's launcher hits the opponent
up diagonally up instead of straight.  Also, a launch  switch does not work
with Dan.  His launcher doesn't knock the opponent high enough.

Assist: ‰ไ“นŒ
 Forget about using this assist.  It goes nowhere.

Counter switch: HK ’f‹๓‹r
 Works nicely against jump-ins and ground attacks within a good range (about
Dhalism's Yoga flame range).

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3. Special moves:
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S. MK:
Dan does a forward kick that hits twice.
The first hit of this move, which is a knee, beats out a lot of dashes.
 I dash with this move often to set up ^‹๓ ‰ไ“นŒ.

MK throw:
Dan grabs the opponent and knocks them up in the air with his C. HP.
I like this move because if I miss with the S. MK, this throw happens.
It is so quick, some people forget to block on the way down, which is when
I launch them.

’f‹๓‹r: QCB + K
 Dan does his version of a spinkick attack.
 This is Dan's best move because it has very high priority, chips, and is
difficult to counter.  I never use the LK version, use the MK version the
most in the middle of the screen, and use the HK version the most in the
corner.  The HK version is dangeous to do against small characters not in
the corner because it will fly over their head and leave Dan open to damage.
 

‰ไ“นŒ: QCF + P
 Dan throws a projectile that goes about one dash ahead of him.
Although this projectile could be used to cancel other projectiles, I only
use it in combos.  It combos nicely off of the S. MK.  However, be aware
that sometimes it doesn't reach the opponent.  It can also be used to cancel
other projectiles.  Don't throw it out of nowhere because it will leave
Dan open to huge damage.

Premium Sign: QCF + K

 Dan shows a picture of his autograph and then throws it.
Don't use this!  This move leaves Dan more open than the taunt!  However,
if you kill an opponent with this move, the whole screen flashes.

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4. Supers:
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^‹๓‰ไ“นŒ: QCF + 2P
 Dan throws a ‰ไ“นŒ that multi-hits and does about 40% damage, making it
one of the most powerful supers in the game.
 Of Dan's supers, I use this one the most.  The best way to get this super
to connect is to cancel a D. S. MK.  Comboing it after a J. HK will work
too, but it's more difficult to visually confirm the hit.  Otherwise, the
opponent will be too far away.  Also be aware that even if this super connects,
 Dan will be vulnerable afterwards to very quick supers like ธ—ด—๔”jB

•KŸ–ณ—ŠŒ: QCB + 2K
 This super is best to use when your opponent is vulnerable and is close
to you.  I use it the most when an opponent is coming down from a dragon
punch move.  The nice thing about this super is that it sucks the opponent
in.  This super does about 25% damage.  Go for the OTG if your opponent lands
in the corner.

W—ด—๓‰ฮ: QCF + 2K
 I haven't found a good way to use this super, so I don't try for it.  Besides,
 if I mess up I end doing the premium sign, which is just asking your opponent
to punish Dan.

’ง”ญ“`เ (QCF, QCF + Start):
Dan begins the super with a crouching taunt pose then does a forward roll
taunt, rolls again and pulls his autograph out of his gi.  He then signs
it at shows it to the opponent, then does an air taunt during a normal jump
toward the opponent.  It lasts about ten seconds.  I like to do this super
after I win a round.  I think it's neat how the computer says ’ง”ญ“`เ!
I can do it pretty consistently now.

Double Super: ^‹๓‰ไ“นŒ
 The double super is best if Dan starts it.  Otherwise, Dan probably won't
connect.

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5. My Favorite combos:
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D. S. MKA‰ไ“นŒ

D. S. MK (2 hits)A^‹๓‰ไ“นŒ

As far as I know, this is the easiest way to link the ^‹๓ ‰ไ“นŒ.

S. MK (1 or 2 hits)  HK ’f‹๓‹r
This combo only works on big characters (Zangief, Blackheart, Captain America,
 Hulk).

C. LK  MK or HK ’f‹๓‹r
 This is not really a combo –Œ it is for getting close to an opponent who
is too far away to dash at.   I use the C. LK because it is faster and has
the same reach as C. MK.  I only do the HK ’f‹๓‹r on big characters because
Dan can get abused after I land past the small characters (Wolverine, Spidey,
Sakura).

 (in the corner)  S. MK  HK ’f‹๓‹r,  S. MK  HK ’f‹๓‹r, etc.
This combo is excellent for trapping someone in the corner.  The only way
this can be countered is by push blocking the proper move, counter switch,
low shorts, or a high priority move (*Dragon punch) before the S. MK can
reach them.  Oftentimes, I end up doing the MK throw, which surprise most
people and they forget to block on the way down, which sets up a free air
combo.

J. HK  MK or HK ’f‹๓‹r
The J. Roundhouse must hit deep for the ’f‹๓‹r to connect.  As far as I
know, this is the only way to get the ’f‹๓‹r to connect in a combo on small
characters.

J. HK \/ C. LK  ^‹๓‰ไ“นŒ
The key for connecting with this combo is to watch how close Dan is to the
opponent during the jump-in.  It is easiest to connect against big characters
and when the opponent is in the corner.   I use the C. Short because even
when I don't think I'm close enough, it still keeps them close enough for
the ^‹๓ ‰ไ“นŒ to hit most of the time.

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Air combos:
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J. HK \/ C. HP /\ SJ. LP, SJ. LK, SJ. MP, SJ. MK, MP Throw
This is main jump-in combo I go for.  I do the MP throw in order to get
the opponent closer to the wall.  One thing I have noticed about Dan's air
combos is that you have to hit the buttons slowly.

C. HP /\ SJ. LP, SJ. LK, SJ. MP, SJ. MK, MP Throw \/ C. HP /\Air combo,
MP throw /\C. HP, etc?
This will only work in the corner.  I do this combo when I don't have a
super bar.

(blocked) C. HP  MK or HK ’f‹๓‹r
This is a good way to chip at the opponent and push them closer to the corner.
 

C. HP /\ SJ. LP, SJ. LK, SJ. MP, SJ. MK, MP Throw, •KŸ–ณ—ŠŒ, (OTG) C.
MK, HK ’f‹๓‹r or •KŸ–ณ—ŠŒ
I got the air combo from the Silver Sage, while I got doing the •KŸ–ณ—Š
Œ while the opponent is still bouncing from the air throw from Migs.  Doing
the OTG with C. MK is Kao Megura's and this other guy's FAQ, while I figured
out the ’f‹๓‹r by myself.  I've found that everytime you launch the opponent
it is best to go for this combo cause a lot of the time the throw will bounce
the opponent into the corner.  Even if the opponent doesn't land in the
corner, Dan's throw does a lot of damage and gets the opponent closer to
the corner.  I usually then do the HK ’f‹๓‹r afterwards.

Strategy:
My main strategy is to stay close to the opponent and trap them in the corner.
 
If the opponent does not have a fast projectile (like Ryu, Ken, Akuma),
I dash with the S. MK.  If I can't trap them in the corner, then blasting
them with a ^‹๓ ‰ไ“นŒ works just as good.
If my opponent does have a fast projectile, then I don't go for the D. S.
MK all the time cuz I’m just going to run into it.  One thing I do is use
the do a C. LK/MK  MK/HK ’f‹๓‹r.  Or, I dash and jump.
If the opponent jumps at me, I launch them for an air combo.  If it's Spidey,
 then I have no choice but to block (damn priority!).
Once the opponent is in the corner, they're mine.  I start doing a  S. MK
 HK ’f‹๓‹r combo infinitely.  I usually end up doing the MK throw on them
while trying to do the S. MK, and then launch them afterwards.  If they
get hit by the MK, I do ^‹๓ ‰ไ“นŒ.  This combo trap takes off a lot of
damage.

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5. Best partners:
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 The best assist for Dan is a projectile assist becuz Dan has to be close
in order to do his damage.  Good choices are Ryu (”g“ฎŒ), Chun (‹CŒ๗Œ),
Dhalism (Yoga Fire), Shadow (Sonic Boom), and Bison (Psycho Ball).
 Because it is very difficult to do a lot of damage with Dan instantly,
it is best to pick a partner that can link supers easily or have very damaging
attacks.  Good choices would be Ryu, Akuma, Chun, and Wolverine.

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Comeback ability:
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Just remember, no matter how bleak it looks, if you can get close to your
opponent and nail them with a ^‹๓ ‰ไ“นŒ combo or trap them in the corner,
huge comebacks are possible.

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Block damage:
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 Like Ryu's Spinkick super, Dan can use the ^‹๓‰ไ“นŒ for good block damage
(5%) after one of the opponent's partners has just died.  You have to be
past the middle of the screen so the opponent lands on it.  That way, they
cannot push block it because they are still in the air.  And of course, the
’f‹๓‹r should be used whenever possible to chip at turtling opponents.
 

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