Dan SFxT Gameplay Concept by Swedish Chef Part 2
Spoiler
[spoiler=Dan’s Super Saikyo Normals:]
Overview: All of Dan’s normals are copied from the Street Fighter 4 series and are mostly similar in how they are used, but thanks to the new fighting engine they have some new twists to them as well.
:lp:- Dan gives a quick open palm strike to the face. (25 damage) A safe quick jab.
:mp:- Dan jabs the opponent in the stomach. (65 damage) Move causes very good hitstun if it hits and has good frame advantage on block.
:hp:- Dan performs a very powerful axe chop with his hand. (95 damage) Faster than his other heavy normals (sped up slightly from SF4 opening more new link opportunities) but is pretty unsafe.
:lk:- Dan does a very fast standing knee to the gut. (25 damage) a 3-frame normal with very high frame advantage on block and causes a large amount of hitstun, but has quite a large amount of pushback.
:mk:- Dan does a double hitting kick on the opponent. Pretty safe and Works as an anti armour tool, this attack cannot be special cancelled but puts the opponent into juggle state on landing both hits and the second hit is jump cancellable.
:hk:- Dan performs a very powerful roundhouse kick. (100 damage) Not as fast as his :hp: but has good frame advantage on block, causes very large hitstun on hit and has less pushback than his other heavy normals, allowing for some incredibly damaging links (like :hk: into :hp:).
Far :lp:- Looks like a further reaching version of his normal :lp:. (25 damage) A quick jab that has incredible frame advantage on block and good hitstun on hit.
Far :mp:- Dan brings out his arm and performs a straight punch.: (70 damage) A decent ranged poke that’s safe on block, but cannot be cancelled into specials.
Far :hp:- Looks like his Far :mp: but heavier and with his other arm. (110 Damage). Extremely slow and can’t be cancelled into specials, but does high damage, is safe on block and causes knockdown on hit.
Far :lk:- Dan quickly brings leg out to kick the side of his opponent. (35 damage) Has more range and power than his Far :lp:, but has much less frame advantage on block and on hit.
Far :mk:- Dan turns and performs a completely straight kick. (70 damage) Along with his crouching :mk: this is Dan’s best poking tool due to it having the longest range of all his normals and it being safe on block, however it cannot be special canceled.
Far :hk:- Looks like his Far :mk: but stronger and using his other leg. (110 damage) Has high damage, causes crumple state on hit and is safe on block, but it can’t be special cancelled, has less range than his standing :hk: and is extremely slow.
cr.:lp:- Pretty much the same as his standing :lp: but crouching. (25 damage) A quick safe jab.
cr.:mp:- Dan does a crouching straight punch. (70 damage). Safe on block and pretty fast, but has more pushback and is less safe than his standing :mp:.
cr.:hp:- Dan gives the opponent ZE UPPERCUT! (100 damage). Slow and unsafe but has a very good anti air hitbox, juggles airborne opponents high into the air on hit and can be jump cancelled on hit (but not on block) leading to some devastating, awesome looking combos.
cr.:lk:- While still crouching, Dan quickly brings out his foot and kicks his opponent. (20 damage) A safe, quick, low hitting kick.
cr.:mk:- While still crouching, Dan brings his whole leg foward to kick the opponent. (65 Damage) One of Dan’s best poking tools, it has good range, hits low and is safe on block.
cr.:hk:- SWEEP! (90 damage) Has slightly longer range than his cr.:mk:, hits low and causes hard knockdown on hit, but is slow, cannot be cancelled and is unsafe up close.
j.:lp:- Looks like his other light punches but in the air angled downwards. (45 damage) Fast but has little hitstun, hitbox is better for air to airs than jumping :lk:.
j.:mp:- Looks like his crouching :mp: but in the air and angled downwards. (75 damage) A kinda pointless move, but it’s okay as an air to air/air to ground, it’s just that he has other normals that are better at both.
j.:hp:- An aerial version of his axe chop. (100 damage) Solid as a jump in attack, although not quite as good as jumping :hk: in doing so due to it’s hitbox, but it is better than his jumping :hk: at air to airs.
j.:lk:- Dan quickly brings his foot outwards in the air. (45 damage) Very similar to his j:lp: but better as an air to ground, can cross up and works as an instant overhead.
j.:mk:- Looks similar to Dan’s crouching :mk: except it’s in the air. (70 damage) This is probably Dan’s best jumping move, it’s a very good crossup (his best one), has a good hitbox for using it as a jump in and works alright in air to air situations, it can be quite difficult to link Dan’s slower normals in after landing it though.
j.:hk:- Dan performs a powerful jumping kick which looks like a stronger version of his j.:mk:. (100 damage) a basic high damage/hitstun air to ground normal that works as one of his best jump ins.
nj.:lp:-A jumping open palm strike. (45 damage). You won’t be using this much, but it’s a decent air to air.
nj.:mp:- Dan performs a triumphant looking jumping uppercut. (75 damage). It has a pretty good hitbox and overall it’s a pretty good move to use on airborne opponents at the end of long combo strings to setup up a reset.
nj.:hp:- Dan brings both his arms down from above his head to perform an extremely powerful spike. (100 damage) Very slow, but it has a good hitbox below Dan, deals a huge ammount of hitstun and causes knockdown if it hits an opponent as they are in the air.
nj.:lk:- Looks like a jumping version of his crouching :lk:. (40 damage) Pretty much the same as his neutral jumping :lp:.
nj.:mk:- Dan brings out his entire leg to kick while jumping. (75 damage) Dan’s best air to air normal, it packs the most horizontal range of all his jumping normals.
nj.:hk:- Dan performs a powerful jumping kick that is angled upwards. (100 damage) It’s strong and the hitbox is good at catching opponents above you, but it’s too slow to be that reliable as an air to air and overall you aren’t going to be using it that much.
Launcher ( :hp:+:hk: or heavy chain combo finisher)-Dan brings his fist up into the air from the ground performing a very powerful rising uppercut. Works the same as other launchers in the game, it’s really unsafe so you’re not just going to be throwing it out but it can work as a situational anti air. ( 110 damage)
Throws
Spoiler
Overview: Property wise they’re both pretty much identical to his throws in Street Fighter 4, but they both do look different than the ones from SF4, his back throw in particular being a callback to his badass airthrow from the Marvel vs games.
Foward Throw (120 Damage): Dan lifts the opponent up by the collar to Dan’s face with one hand, threatening them with the other before giving them a strong punch to the face, knocking them flying away and ending with Dan taunting them as they hit the ground.
Backward Throw (130 damage): Dan grabs the opponent’s collar with both hands, jumps into the air with them, lifting them over his shoulder in mid air and slamming them headfirst into the ground.**
Dan’s Unique moves
Spoiler
Overview: Dan’s crouching and jumping taunts return from SF4 but they behave differently and he also has a lot of new unique moves for this game.
Crouching Taunt ( :d:+Taunt): Dan crouches down and pumps his arm, making a taunting gesture towards the opponent (20 damage). Despite what you might think this move actually serves a practical purpose, this move builds A LOT of meter on hit compared to most of his other moves, it does a decent ammount of hitstun on hit and is special cancellable.
This means that for example, this means that Dan can cancel his taunt into a special at the end of a juggle to finish his combo, which will actually build him more meter than performing a normal into a special to finish his combo, although it will do less damage.
The move has a fairly reasonable start up time but it doesn’t build meter on whiff, isn’t safe on block and has a long recovery time if it whiffs meaning it’s best used during, or at the end of comboes.
K.O-ing an opponent with this move will cause the background to change to the super move finish background.
Jumping Taunt ( Jump + Taunt): YAHOO! Dan raises his fist triumphantly while in the air (20 damage). Similar to his crouching taunts in terms of properties except it builds less meter and has one very odd feature about it as if you use it just as you perform your jump, then Dan will actualy go higher and longer than he normally would, giving him a super jump of sorts which can be usefull in moving away from your opponent.
KO-ing an opponent with this move will cause the background to change to the super move finish background.
** Rolling Taunts ( :qcf:/:qcb: + taunt):** Dan performs a quick forwards or backwards (depending on the motion used) combat roll with his arms in his crouching taunt position (non-hitting move).
This move is interesting in its as Dan can use it as an approach tool to avoid fireballs or mid/high hitting attacks due to it’s very small hitbox and Dan can use it to crossup the opponent during a tag cancel, it travels a decent distance (comparable to Abel’s Marseilles roll) and has very little recovery time afterwards, but Dan doesn’t have any invincibility at all during the roll and you can’t special cancel it meaning you have to be very careful when you use it outside of certain setups.
Short hop ( :d: + Jump): Dan does a much smaller jump than normal, like a normal jump Dan is free to use any of his aerial moves while he is airborne. (non-hitting move). This short jump move doesn’t stay in the air as long as a normal jump and is very useful for Dan in creating overhead setups, setting up frame traps on opponents and in creating high damage combo opportunities for Dan.
The downsides to this move besides the normal downsides to jumping is that Dan can’t crossup standing opponents (as well as some crouching opponents like Hugo) due to the limited jump height, it also normally can’t avoid most fireballs (unless you use a trajectory chnging move at the right time) or large pokes due to this reason and it has an extremely small travel distance making it a very poor approach tool from a distance compared to his normal jump but is a much better tool at a close range than a normal jump.
The Special Moves of the Saikyo Style
Spoiler
Overview: Dan’s changed quite a bit in the special department for this game, while normal versions of a lot of his old specials are nearly identical to how they behaved in the SF4 series, some of the EX versions of these moves have changed quite a lot and are actually reminiscent of his supers from his past games in their appearance.
Gadouken ( :qcf: + :p:): Dan throws out a fireball using one hand (like a boss!) that dissipates away after it reaches a certain distance which is determined by the strength of the button used ( :l:/
/:h: = 70 damage, EX= 120 damage).
:l: version: Comes out the fastest, but travels the shortest distance and is completely safe on block even at minimum.
version: Comes out slower but travels further and is still nearly completely safe on block at minimum.
:h: version: Comes out slower than both, but it travels the furthest and is still pretty safe on block at minimum.
**EX version:**Dan uses both hands to throw a Haoh Gadouken which is an enormous fireball (it’s about the height of a normal character giving it a good anti air hitbox and meaning that it’s impossible to go under/through the fireball without an invincible move), that travels further than all his other fireballs, does extra damage, hits three times and at minimum has good frame advantage on block, but it has the slowest start up time of all his fireballs and has the longest recovery time.
Koryuuken ( :dp: + :p:): Dan performs a dragon punch that comes out in 4 frames. It does more vertical/horizontal range, more damage and has more invincibility the stronger the button pressed is, however it also takes longer to recover the harder the button pressed is. All versions are very unsafe on block though, so you have to spend meter on a tag cancel if you want to be safe and the horizontal range of the move is weak compared with other dragon punches. Overall though it’s a very solid DP move.
( :l: = 100 damage and 80 damage as an anti air,
does 120 damage and 90 damage as an anti air, :h: does 140 damage and 100 damage as an anti air, EX does 160 damage, does 60 damage each on both first or second hit as an anti air And does 120 damage if both hit as anti airs.)
:l: version: This has the least range, invincibility and does the least damage of all the versions of this move but since it lands so quickly compared to the others you can continue a combo afterwards if you hit it as an anti air without having to use meter to tag cancel, it also tends to trade more than the other versions due to it’s low invincibility.
Overall it’s more of a risk vs reward move than his other versions.
version: Has more range, damage and has more invincibility than his :l: version but it takes a longer time to recover you have to spend meter to continue comboing afterwards, this move is generally not that useful because his hard version is better than it in most areas and is only slightly worse in other areas.
:h: version: Has even more range, damage and invincibility but takes a slightly longer to recover and you need to spend meter to continue it afterwards. This is generally the version you’re going to be using when you don’t have spare meter on dock for the ex version. Beause of it’s very good invincibility, it works very well as a reversal and as a wake up tool if you have one meter to tag cancel it in case the opponent blocks.
EX version: The version of this move most different to the rest, Dan performs a Koryuu-rekka where he does what looks like a :l: Koryuuken that lands very fast, followed immediately by a much larger Koryuken that looks like his heavy version.
This is Dan’s most useful version of the Koryuken, as it hits twice, it has some of the most invincibility of any of the special moves in the game, travels the most distance overall and does the most damage of all the versions. The downsides are that it takes the longest time to recover of all of them and you need to spend meter to continue to combo afterwards.
Dankukyaku ( :qcb: :k:): Alright, if you’re actually reading this you might want to sit back and relax because this is going to be a long section.
These are Dan’s flying kicks of death, Dan hops into the air and performs either a flying knee, two flying kicks or three flying kicks before landing depending on the strength of the button used, this move can be performed on both the ground and in the air where they can also adjust the trajectory of Dan’s jump depending on which version is used.
This move is a staple of Dan’s arsenal along with his Gadouken and Koryuken specials, in most games this is seen as his best special move and that hasn’t changed here.
For the unacquainted, this move is essentially Dan’s version of a Tatsu move, however it’s properties and uses are completely different to that of a normal tatsu like Ryu’s or Akuma’s.
First of all unlike Tatsus the Dankukyaku cannot be ducked, even by very small characters and on block most versions of the Dankukyaku are actually pretty safe some more so than others, while normal Tatsus are usually very unsafe moves. Like normal Tatsus however it also causes a soft knockdown on hit and can break through armored moves.
The one problem that the Dankukyaku has that the tatsu does not is that it cannot travel through fireballs unlike Tatsus which can, although this goes towards making you use the move for it’s true purpose in pressuring your opponents and creating frametraps. Overall this is just an awesome move period.
Can be held to charge into EX or regular super.
( :l:= 90 damage for both versions,
= 100 damage for both versions, :h:= 130 damage for both versions, EX does 120 damage on the ground and 150 damage in the air.)
:l: version: This move is amazing. A flying knee, on block you’re at worst going to be a 0 frame advantage on block making the move completely safe, meaning the move works as an excellent pressure/frame trapping tool, it also has good priority, has amazing frame advantage if you land it in its late active frames and is one of the best armour breaker moves in the game, in general this is just a really great move.
The move is more or less unchanged from it’s Street Fighter 4 version although in this game if you land it anywhere on the screen, you can juggle the opponent afterwards if you use a fast enough move like his crouching :mp:.
On the negative end of the scale though it cannot go through fireballs like other versions of the Dankukyaku, and the addition of tech rolling means that unlike Street Fighter 4 they have the option of tech rolling away on wakeup although if you can read which way they’re going to roll, then you can jump in the direction that they’re rolling and use a j.
kick as you’re about to land on them to create a very ambiguous cross up situation, or use an EX Dankukyaku to follow their roll and gain significant frame advantage on block.
version: Dan performs two flying kicks in the air. This is the least useful of the Dankukyaku as it does only a little bit more damage than the light version and has the same pretty safe frame disadvantage (-2) on block as the heavy version. You’re only really going to use this is if you’ve already performed a fair amount of heavy ones you then use this version and as soon as you land after the second hit quickly run up to them for a throw attempt as they are likely thrown off as they were expecting it to hit 3 times.
:h: version: Dan performs 3 flying kicks in the air. This does the most damage of all the ground versions of this move and has the same safety as the medium version of the move so you’re going to be using this to keep Dan in and as a combo ender, if you want better positioning on knockdown than Koryuken although it does less damage.
EX version: Dan does a really quick flying kick in the air which, on hit causes him to do another two kicks whilst remaining stationary in the air, causes a wall-bounce and on block causes him to land on the ground. This works great as a poke due to it’s fast startup, good range and high safety from range (although at point blank range fast moves can punish it), that it now causes wallbounce that he can combo after makes it even better.
j.:l: version: A flying knee starting in the air. Doesn’t break through armor unlike other Dankus but it allows Dan to change his trajectory in mid-air and if it lands close up it can be made safe on block (however if it’s blocked from too far though it can be punished) making it a decent approach tool.
and :h: versions: Makes Dan do two or three flying kicks starting in the air. There isn’t too much point to using these since they have so much recovery but they can change your trajectory quite a bit in the air and they can work decently as air to airs if you are fast enough, though there’s no need to use the medium version in that situation since they both have the same decent startup/recovery and the heavy one does more damage anyway.
EX version: Dan quickly does three stationary kicks in the air (stopping all his aerial movement) before falling and landing on the ground.
Does great damage, has amazing frame advantage if blocked low to the ground on the last hit, works better as an air to air than his other versions, has significantly less recovery than his medium/heavy versions.