The Wishlisting Thread

Well, now that we pretty much know what the first wave of DLC characters looks like, I’m really hoping Capcom is still willing to add more characters. There are a ton of SF characters left, too many to use, but the game is almost “Tekken-complete”. Assuming all future characters would come in teams of two, and no SF/Tekken mixing, here’s what I’d love to see:

Tekken Side Teams:

Lee & Anna: This one is pretty self explanatory, as Kazuya and Nina are traveling together to the Antarctic.

Eddy & Leo: Leo’s investigation into her mother’s murder leads her to Eddy, who has also lost a parent to Kazuya. He feels that aiding her in securing justice for her mother would help him atone for his own failings.

Bruce & Miguel: Not a huge fan of Bruce, but seeing as he’s out for Jin’s head Miguel would be all too easy for him to recruit.

Wang & Feng: Wang realizes that all three Mishimas will be in the Antarctic, and tempts Feng (one of the strongest martial artists he’s met) into joining him by promising him strength from the Pandora effect.

The difficulty is with whom to pair Zafina and Sergei. They each have a built-in hook for wanting Pandora (part of Zafina’s tradition, a mission for Dragunov,) but they don’t play particularly well with anyone else’s motivations. I guess if Sergei’s mission is specifically to destroy Pandora covertly (while Zangief’s expedition to find it is just a PR move intended to fail) then maybe Zafina could be persuaded to join him as some sort of “mission expert”. Still, odd couple.

Street Fighter Side Teams:

El Fuerte & R Mika: Yeah, I know a lot of people don’t dig Fuerte… but I think he’s great (Viva!) and the pairing writes itself. This team would be too much fun.

Dan & Rose: I know this pair looks strange on first sight, but I really like how they’d interact. Rose is insightful (precognitive, even,) mature, and reserved. Dan is brash, boastful, yet pure-hearted. She’s the perfect minder to be shackled to (err, paired with,) Dan. Maybe she sees something in him the rest of the world doesn’t.

Alex & Makoto: Not sure how this team works, but Capcom seems to like bundling SF3 characters, and they both deserve to be in the game.

Fei Long & Gen: Stock SF story. The strongest fighters are gathering in Antarctica, ergo Fei and Gen want in. They could be next-door neighbors for all we know. I probably wouldn’t play either, but it would be nice to have “stylistic mirrors” vs Law/Lei.

Hakan & Birdie: Mostly because it would convince my SF4 practice partner to commit to SFxT.

It’s too bad Q and Karin have been hard-unconfirmed. Not sure how I’d feel about Viper: I personally love her design, but I get the feeling a lot of people would groan if she made it in. I’d smile though. I’d rather see Yang than Yun, but I could live with either or both. Eagle would be a nice surprise.

As far as other DLC, I actually like costume packs if they’re inexpensive. I also liked the “swap” idea, and it would be interesting if they did another set expanding beyond TK and SF. Asuka needs an Akira (Rival Schools) outfit badly, and Ibuki in a Taki outfit would work really well too. Astaroth Hugo and Tira Juri? Wood Man Bob? Yes please. Heck, there are enough Rock Man designs to give one to every character, and who doesn’t want to see Wily Heihachi, Forte Kazuya, and Zero Jin?

And then, of course, the Ultimate Wishlist Entry: Street Fighter x Tekken x King of Fighters. I’d forgive as many DLC/functionality mistakes as they could make if they gave us this.

so you want mugen ?

I was bored so I decided to create a quick (it took me freaking forever to make) documentation of what Dan should’ve been like if he made it into this game.
This is the type of thing that happens when I have way too much free time on my hands.
WARNING!!! HUGE ASS POST IN SPOILERS!!!

Dan SFxT Gameplay Concept by Swedish Chef Part 1

Spoiler

[spoiler=Character Bio/General Information:]

http://images3.wikia.nocookie.net/__cb20120223194009/streetfighter/images/4/4c/327831-danchaoss.jpg

Name: Dan Hibiki
Date of Birth: 11/25/early 1960’s.
Nationality: Hong Kong but lives in Japan.
Height: 177cm
Weight: 74kg
Measurments: B113/W83/H88
Blood Type: O
Morality: Neutral/Good.
Likes: His late father Gou Hibiki, taunting, his friend Jimmy (Blanka), his pupil Sakura.
**Dislikes:**Sagat (for killing Dan’s father in retalliation of Dan’s father knocking out his eye), small time crooks, Sagat, pretentious people, Sagat, Seaweed, Sagat, guys that are more attractive than him and Sagat.
Fighting style: Saikyō-Ryū (The Strongest). A self made fighting style that combines Ansatsuken and Muay Thai disciplines. Also lots of taunting.

Story: After having to fight by himself against the 3 Mishima’s (Jin/Kazuya/Heihachi) and their allies simultaneously in an incredible example of a wrong place/wrong time situation.
Dan was thought to have lost his life from his injuries taken in the conflict but little did anyone realize, Dan had actually barely managed to survive the encounter, revived from the jaws of death by his anger and a lust for revenge. Dan remembers mass talk of a mysterious box that crash landed from outer space in the Antarctic and has attracted a heavy ammount of attention from the media, as well as from the rival organizations of Shadowloo and the Mishima Zaibatsu.
Dan decides therefore that he should travel to the Antarctic to locate this box and destroy it so that none of the Mishima’s will be able to use whatever power it holds and giving Dan his revenge.
His rival fight is against Sagat/Dhalsim.

Note: This is the most powerful incarnation of Dan ever in the series from a canonical standpoint due to his newfound urge to train his actual fighting moves so he can take his revenge against the Mishima’s and Sagat (who killed Dan’s father) rather than training his taunts (which are already perfect anyway).
He is also stronger from a gameplay standpoint due to his plethora of additions made to his toolset from Street Fighter 4 for this game.
Despite his effectiveness and having more seriousness, in both the gameplay and in the story of this game, Dan still has a lot of his normal silly, hammy and fun personality that the character is heavily known for. It’s just that now the power of the Saikyo arts are definitely no joke.

Requirement to play Dan: Must beat Sakura/Blanka’s arcade mode.

In game aesthetics

Spoiler

Overview: He’s still Dan, but he’s got references to his past appearances and he’s also a bit more seriousness as well, especially when he goes into Pandora state where he is completely serious and his appearance in that form as the true final boss of the game Dandora ;).**

Appearance: He looks very close to his SF4 appearance only with much more ruined clothing (think Akuma’s outfit, but pink, with a “father” Kanji on the back inst and with a blue sleveless undershirt), with some scars on his skin from his fight against the Mishima’s and a more ripped physique due to his training to get revenge on them, overall looking closer to his appearance in SVC Chaos.
Match Entrance Pose: Stands with his back to the camera and his hands on his hips, before turning around, gesturing the opponent to come at him with his hand using his “ORA ORA!” taunt from the SF4 series.
If he is the first character on a team then during his teamates entrance the camera when the camera zooms out to show both of them he is shown stomping into his fighting position dramatically and smiling.
KO quotes: “FATHER!!!” (if hit by a hard attack).
“Ugh… Father…”(if KO’ed by a light attack or crumple).
“My Saikyo style martial arts… will save… the world…” (if KO’ed by a light attack or crumple).
**In Between Round Win Pose: ** Dan goes into a fighting pose and says "BEHOLD THE GLORY OF SAIKYO!"
In Between Round Lose Pose: Dan stands up from a kneeling position, with a slight grin on his face, before Dan brings his arm out to signal his opponent to come at him with his index finger.
Match win pose: Dan taunts the opponent triumphantly, flexing his arm in victory, which causes Dan’s gi top to tear (a callback to one of his win poses in the Alpha games).
Time Over/Downed Teammate Match Loss Pose: Dan sits down on the ground, his head bowed in shame.
Continue Pose: Dan stands up from a kneeling position, before quickly turning to the camera and stretching out a thumbs up with a smile saying Yoyusu! (Yuri’s win pose in king of fighters XIII), his teeth also sparkle, just 'cause.
Pandora Activation: Dan throws his sacrificed teammate out of the way yelling “ENOUGH!” Dan brings his arms out and yells out “I WILL NOT DISHONOR THE NAME OF MY FAAATTTHHHEEERRR!!!” at the sky angrily, in a darker, more distorted voice than normal as he transforms into his powered up state. Like Heihachi’s transformation, Dan also has a unique appearance for his Pandora transformation rather than the normal pink and black neon lighting with scars that the other characters in the cast have.
In Dan’s Pandora transformation he goes into his Shin form (via the Satsui no Hado) making his skin darken, his clothing change color into a glowing black, his hair and eyes turn into to a glowing white color, the kanji on his back to glow red and becoming surrounded by a purple aura of energy.

Dan’s Teammate Tag Call Names: Similarly to Hulk in the Marvel vs Capcom 3 games Dan doesn’t actually refer to a few characters by their actual names although these are more just pet names/taunts unlike Hulk’s, who just calls them how he see’s them.
Labeled are the characters with special call names, the rest he calls by their normal names.
Street Fighter/Capcom characters:
Abel: French Fry!
Balrog: Bike Money!
Blanka: Jimmy!
Chun Li: Mai!
Dudley: Curly Mustache!
Guile: America!
Guy: Grasshopper!
Hugo: Possè!
Ken: Terry!
M. Bison: Delicious!
Rolento: Porkchop Sandwiches!
Ryu: Ryo!
Sagat: Murderer!

Tekken/Namco Characters:
Bob: Blob!
Bryan: Robo-Cop!
Julia: T. Hawk’s Sister!
Kazuya: Asshole!
Kuma: Teddie Bear!
Law: Fei Law!
Ogre: Novelty Hat Seth!
Paul: Hairdo Hobo!
PAC-MAN Wakka Wakka!
Yoshimitsu: Highly Visible Ninja!

Dan’s Win Quotes:
Street Fighter/Capcom Characters:
Abel: No you are not allowed to pet Jimmy, I am however willing to let you pet Sakura if you keep well behaved.
Akuma: So this is the hidden power that master Gouken tried to keep from me when I wanted to take revenge on Sagat for killing my father. The Satsui No Hado. It is with this power that I will dawn the world in a new age of Saikyo glory.
Balrog: Dude if you’re going to break all the rules of boxing anyway when you fight why not try learning how to kick as well?
…You do know what a kick is don’t you?
Blanka: Hey Jimmy, what’s up. What do you mean you thought I was dead? Of course I’m fine, haven’t you figured out that I’m pretty much invincible yet.
Cammy: What the hell kind of military uniform is that?! What do you come from the distraction squad or something?!
Cody: Sorry man, but there’s a big reward for whoever brings you back in to prison. Besides it shouldn’t really matter for you anyway since you can just break out of there again for like the 50th time whenever you feel like it.
Chun Li: That’s weird I never knew they allowed horses to become international police officers. Huh, the more you know.
Dhalsim: Okay sweet now I can check that off on my bucket list. Number 203, beat up a dude made of silly putty.
Dudley: Damn I hate rich people. You all talk about class and elegance but despite how good you try to make yourselves and your possessions look all you guys do is make me want to puke.
Elena: Sorry for having to put those beats in your head kid but that’s what you get for starting a fight with Dan the Man.
Guile: Hang on a second. If you’re a member of the U.S. air force then how the hell do you manage to fit that hair into your helmet when you fly?!?
Guy: Damn, I was hoping that I’d get to fight the mayor this time around, hey where is he anyway?.. Wait, so you say that he’s busy piledriving cosmic powered beings in space. Is it strange that I actually believe you?
Hugo: My dad always used to say to me that size doesn’t matter, it’s how you use it. Damnit I just realized how out of context that could be taken…
Ibuki: Wait so you’re telling me that you’re a trainee ninja schoolgirl that likes to skip training to join massive, extremely dangerous fighting tournaments and events so you can find cute guys to go out with.
…Yeah I don’t know how to respond to that.
Juri: Okay usually when I break people’s jaws they usually show intense levels of pain, not euphoria. Saying thy you’re kinda messed up would be an understatement.
Ken: So you’re a father now hey. I’d ask you to send my regards to your wife and kid for me but they’d probably already tell that you saw me from how you look.
M. Bison: Hahahaha! This is delicious! YES!!! YES!!!
MEGA-MAN: You Got: …Fat!!! No seriously dude, you’ve been out of action way too long, you should probably go hit the gym or something for a while before you try to make your big comeback.
Poison: Woah! That’s got to be one of the most deadly traps I’ve ever seen! Outrageous! Truly, truly outrageous!
Rolento: Admit it, you’re a closet GI Joe fanboy aren’t you. Don’t worry there’s nothing wrong with that.
Rufus: Quick note for you man, it doesn’t matter how surprisingly acrobatic you are if you’re so huge that I can punch anywhere in front of me and still hit you.
Ryu: I’m surprised, you’ve actually gotten pretty good at fighting kid, I can see why Sakura is so interested in you… I’m still better than you though.
Sakura: Hey I just realized something, why are you still in high school? Haven’t you been there for like 10 years now or something. What’s up with that?
Sagat: I have nothing to say to you… Just get out of my sight… Now!
Vega: Sorry about that beating, but there’s something about guys that look like you just make my fists want to go on autopilot… Hey, are you okay?.. Oh crap I think I just punched him so much that he’s gone completely unconscious… Welp I’m outta here!
Zangief: So you mean to tell me that Russia’s aerial defense network is a huge Russian bodybuilder, that can jumps super high, has super strength, trains himself by piledriving bears and entertains the people of Russia as a wrestler in his off days?
Best. Aerial Defense Force. Ever.

Tekken/Namco Characters:
Alisa: So you were created as an android by a russian doctor in memory of his daughter? Sad for you.
Asuka: I’m sorry we’re you trying to say something to me, sorry I couldn’t hear you over the sound of how awesome I am.
Bob: I was going to say something funny about you but then I took another look at you and decided that that would be too easy.
Bryan: So now I’ve got cyborg zombies trying to kill me as well huh? Well hasn’t this just been another great day in the life of Dan Hibiki.
Christie: Sorry about that, but if you said that you wanted to have a dance off and not a fight then I wouldn’t have had to beat you up like that.
Heihachi: I’ve heard of strict Japanese parenting before, but throwing your young son down a mountain and telling him to climb back up is a little extreme dude.
Hwoarang: Damn you kids nowadays have no respect for your elders, people like you are why I take it upon myself to have no respect for my juniors in turn… Or to my elders!
JACK-X: Hah, no mere mechanical mind could possibly be able to understand the glory that is the Saikyo arts.
Jin: You’re a young Japanese man with severe family issues that’s trying to subdue the evil power that dwells inside him? How original.
Julia: Wanting to protect the environment is cool and all but word of advice, stay away from buying those solar panels, damn things are the biggest ripoff I ever paid for, they can barely keep a microwave running yet alone a whole dojo.
Kazuya: Oh yes, that felt good, sorry for having to beat you to a pulp like that Mishima but it’s nothing business it’s all personal.
King: So wait is that a mask on your head or are you actually some sort of half man, half tiger hybrid created as the result of some some freak lab accident. Oh it’s just a mask… Damn.
Kuma: So wait as well as being his pet, you have a job as the personal bodyguard of Heihachi Mishima, who also taught you how to use martial arts? Well now that I wasn’t expecting.
Lars: So let me get this straight you have a crazy Japanese hairstyle, you look Japanese in appearance, you wear Japanese styled power armor and you’re from… Sweden… What?
Law: So you’ve got not cash, you’re completely debt ridden from trying to run your business and you have to keep joining these fighting events in order to earn enough to survive. I know that feel bro.
Lei: Wait so you’re saying that there’s a fighting style that’s focussed around getting hammered? Why did no-one tell me about this beforehand!?!
Lili: Damn rich kids. Back when I was your age, I would’ve been lucky if my dad even got me any presents at all yet alone give me a freaking butler. Then again my dad had already been dead for a long time when I was your age, so not getting presents from him was kind of a given… You know what forget it.
Marduk: This is actually the first time that I’ve ever been able to fight against someone from Australia before, it’s a bit weird that there aren’t many of you around.
Nina: Death by Degrees? What, were you going to try and kill me with a triangle or something? Well that didn’t work out so well for you did it?
Ogre: So I’m even to awesome for this world, am I? SPACE! THE FINAL FRONTIER!
PAC-MAN: I was planning on going to sleep tonight but oh well…
Paul: Strongest fighter in the universe? No. Strongest hair gel in the universe? Probably.
Raven: Hey didn’t I see you in some comic book movie once? Huh, must of just been my imagination…
Steve: So you were born in a biological lab, from an assassin mother that just so happens to look pretty much the same age as you and you want to get back at the company responsible for creating you? Yeah good luck with that.
Xiaoyu: You know something I’ve been wondering about for a while now is what is with you damn Asian schoolgirls nowadays and your obsession with stoic Japanese fighters.
Yoshimitsu: Man what the hell is up with ninjas today and how none of them seem to do anything that could even be considered as stealthy?

Basic Rankings

Spoiler

1=weak, 2=poor, 3=average, 4=very good, 5=amazing.

**Ease of use: 2/5 ** (Street Fighter’s master character, although he has some similarities to the shotos who are pretty easy to pick up and play, Dan has a large amount of moves, a lot of which are are extremely awkward to newcomers to the character, his gameplan is confusing for begginners and he has some of the most complex combos as well as links in the game).
Simply put there’s a lot to take in if you’re new to the character and even if you’ve played the character a lot throughout the Street Fighter series there’s a lot of new stuff to learn for him in this game.
Damage potential: 4-5/5 (a pure offense oriented character with access to extremely highly damaging comboes and has access to the single most powerful super art in the game).
Mobility: 4/5 (has an average walk speed but has great dashes and is the only character in the game with short hops. He also can perform a high jump and evasive combat roll with his taunts but they can be risky if used wrong).
Range Game and Pokes: 2/5 (has a few decent pokes as well as one great poke that costs meter and his pokes are generally safe on block, but overall he definitely lacks in this area compared to the rest of the cast, his fireballs only have very short range as well except for his EX which actually covers a decent distance).
Vitality: 3/5 (1000 vitality).


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:/:m:/: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.
:m: 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, :m: 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.
:m: 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, :m:= 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.:m: 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.
:m: 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.
:m: 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.

Dan SFxT Gameplay Concept by Swedish Chef Part 3

Spoiler

[Spoiler= Dan’s Legendary Supers]
Overview: Dan’s got 2 supers in this game taken from his past appearances in games, 4 if you count the cross rush, and the one that is completely useless besides trolling purposes, the rest are actually useful and his 3 bar super in particular has some of the most interesting mechanics of any super in the entire game.

2 Bar Supers:
Shisso Buraiken ( :qcb:+:lk::mk::hk:): Dan rushes at his opponent and proceeds to beat the ever loving crap out of every part of their body, with close-up shots showing faces, arms, legs, stomachs and chests deforming from each of his blows before he finishes by Koryuukening them into the sky, landing and taunting them. (damage= 300) Dan is completely invincible during the startup, super freeze and most of the dashing time of this attack, this along with the long range of the move (about half screen before he stops dashing) and the fast startup time, makes it an excellent tool for punishing midscreen fireballs or other attacks, however it cannot break through armor and it is highly unsafe on block, so it can be very risky if used incorrectly.

Legendary Taunt ( :qcf:+ all punches and kicks): Dan performs a long continuous series of flashy taunts. (damage= Only their pride…)
Useless, but hilarious. If you manage to finish the entire taunt then both you and the opponent are given full super meters.

3 Bar Supers::
** Cross Rush ( :qcf:+:mp::mk:):** Dan performs a powerful standing punch, which if it hits, causes Dan to punch the opponent incredibly hard in the face stunning them, before Dan stretches out his palm and charges up a punch so powerful, that it causes Dan’s arm to catch on fire from the pure impact of the attack (which he then starts trying to shake off panicked) and the opponent to go flying away from the pure force of the punch into Dan’s teammate who proceeds to perform their super. (Damage=100 as starter).
Works like most cross arts as it goes into the full animation once the punch hits, it gets rid of all the opponent’s recoverable life, however it is very unsafe on block so it should mainly be used to extend damage on your combos.

Otoko Michi ( :hp:+:lk:+:back:+:lp:+:lp:): Dan yells out “THIS IS THE PATH OF A MAN!”, bracing himself with his arms crossed his body glows intensely with a white light, before Dan flash steps at extremely fast speeds towards his opponent to try and grab them. If he succeed’s everything on the screen goes dark except for Dan and the opponent, before Dan starts to glow more intensely and yells out" I did it… FAAATTTHHHEEERRR!!!" causing an incredible explosion of light to occur which causes both the opponent and Dan to go flying away in opposite directions.
If Dan knocks the opponent out with this move then the kanji for father seen on Dan’s back will appear in the middle of the black background, made of volcanic fire. (Damage= 600 :eek:).
The single most powerful super in the game, property wise the move works exactly same as Akuma’s Raging Demon before it hits, meaning that the Otoko Michi works as a unblockable super, with zero frames of startup, that travels along the ground.
When it hits however is when things get interesting, the move does 600 damage unscaled and without buffs but this comes at a great cost as all of Dan’s remaining health is replaced by recoverable life meaning that any special attack will knock him out instantly unless you tag him out, making this an extreme risk/reward attack.

Shin Dan

Spoiler

Overview: Shin Dan (or Dandora) is Dan’s form in arcade mode as the true final boss of the game, in order to fight him you must be playing arcade mode on the hardest difficulty setting and you cannot lose a single round (including boss fights). If you achieve these criteria, then once you have defeated Akuma/Ogre the kanji for “father” will suddenly appear on the screen, glowing red. After a quick loading screen with no visible opponent, the player is given a cutscene on the same stage, showing Dan in his Shin form with his back turned to the camera, with the Kanji for father on his back glowing red, before saying “PREDICTABLE! I’ve been waiting for you! Now I’ll stain my hands with your blood!” (this is all dialogue from Geese Howard) as he slams into his fighting stance, shaking the entire screen and causing ice to explode out of the ground around him like the other bosses, ending the cutscene and beginning the fight.

Shin Dan’s traits:
- Shin Dan is an unplayable boss character with no tag partner and has the appearance of Dan when he’a activated pandora.
- Shin Dan cannot use moves that require a teammate, he also will not use taunt moves except for his rolls, which have been changed into Akuma like teleports.
- Shin Dan has boss difficulty AI (higher than hardest).
- Shin Dan has Pandora’s net damage boost on all his moves.
- Shin Dan has 2000 health.
- Shin Dan’s regular walking speed is increased from regular Dan’s.
- All of Shin Dan’s Dankukyaku’s travel through fireballs.
- All of Shin Dan’s fireballs are replaced by Haoh Gadoukens that travel full screen, with the strength used determining the speed of the projectile and the EX one making Dan fire 2 of them one after the other.
- Dan’s combat rolls are replaced with an invincible flash step teleport.
- Shisso Buraiken has invincibility until the very end of the move.
- Otoko Michi is an instant kill on opponents.
- You are allowed to continue against Shin Dan if(when) you fail unlike some boss characters in fighting games.

Boss theme:
The boss theme for Shin Dan is a remix of the song The Lord God from Capcom vs SNK 2.
[media=youtube]2a4E90iHL-s[/media]

Rewards for defeating Shin Dan:
- Achievement/Trophy unlocked: King of the Fighters (50 GS/Gold Trophy).
- Title unlocked: Streetest Fighter.
- Shin Dan’s theme unlocked for normal matches, can be toggled on or off in the options menu (if selected, song plays if Dan is on point as player 2).

Dan’s costumes:

Spoiler

Alternate Costume:

Spoiler

http://www.wearepes.com/~vip/KAiWAi/SSF4/COSTUME/DAN_montage.jpg

Oh god yes!

Swap costume: Dan gets a Devil Jin outfit, where he has devil horns, black wings, pure white eyes, no shirt, black markings on his body and face with a red mark in the middle of his forehead, long black Karate pants with flames, broken steel chains around his body and claws.

Special Thanks:

Spoiler

-To Krackatoa on the Dan Movesets and Attributes page for his listing of the details of all of Dan’s moves in SF4.
-To anyone who voted for Dan and Go Hibiki in the Tekken X Street Fighter poll.
-The Staff of the SRK forums, for keeping these threads running.
-To Capcom, for making a great character in a great series of games.
-And finally to you, for reading this. :slight_smile:

Haha, that would be a very powerful incarnation of Dan. Honestly, I was totally expecting True Dan to be a hidden boss, especially after they announced Akuma and Ogre as single entries (maybe mirrored by Satsui no Hado Jin.) Your version is stronger than that, though, maybe the strongest fighter there ever was: Dan As He Sees Himself. Tier lists will be officially obsolete the day Capcom puts him in a game. :wink:

edit: Just thinking that it must have taken a ton of work to put all that together. Thanks for putting it up!

LOL

I don’t get it…

Here you have Chun (Street Fighter) to the left and Mai (King of Fighters) to the right
They are considered rivals in Capcom vs SNK 2 (in their presentation when they face each other, Mai is disguised like Chun)
[media=youtube]avGAICP5vp4[/media]

Having Dan call Chun: “Mai!” would be funny

An alternative Music option, lol

But serious, All I want is my boi Cody, then I’ll be happy

You’ll get your cody eventually :stuck_out_tongue:

I’d like to see Gen from the SF4 cast in this game. That mobility and mix-up ability could work wonders in this game. A bit glad Seth didn’t make it though (sorry Seth players) lol

I still maintain my belief that fighting games needs a fat girl. Every female player is thin or big boobed and thin. Trolling people would be done proper with a fat girl version of Rufus

looks at name and avatar You got a thing for that type ehhh…?