Discuss the character’s entire moveset here, including normal moves, special moves, super moves, and all the other miscellaneous stuff like focus attacks, ex moves, jumps, and throws.
Also list attributes such as dizzy count, lifebar points, character size and special hitbox properties.
Once a full movelist including frame data has been provided for the character, this post will be edited to include all of it, with proper credit to the guy who copied all that stuff from the Japanese guide or whatever.
I’ll update this post as all the info comes in so no one has to scan thru xx amount of pages for info.
Standing Normals (Dmg/Stun courtesy of Tolore)
c.LP - 25 Damage/50 Stun
f.LP - 25 Damage/50 Stun
-Far LP is linkable.
c.LK - 25 Damage/50 Stun
-Close is a knee to the stomache.
f.LK - 35 Damage/50 Stun
-Far LK looks like Sagats far LK.
c.MP - 65 Damage/100 Stun
-Quick punch to the stomache. Cancelable and linkable.
f.MP - 70 Damage/100 Stun
-Straight punch, fast, good poke. Super cancelable.
c.MK - 70(40+30) Damage/100(50+50) Stun
f.MK - 70 Damage/100 Stun
-Good poke. Looks like Ryo’s standing B. Longest ranged normal move.
**c.HP **- 95 Damage/200 Stun
f.HP - 110 Damage/200 Stun
**c.HK **- 100 Damage/200 Stun
f.HK - 110 Damage/200 Stun
-Less range than MK, slower. It’s like a faster version of Takumas standing D.
cr.LP - 25 Damage/50 Stun
cr.LK - 20 Damage/50 Stun
cr.MP - 70 Damage/100 Stun
-Similar to Ryu’s. Slower.
cr.MK - 65 Damage/100 Stun
-Good range, similiar to other shotos.
**cr.HP **- 100 Damage/200 Stun
-Uppercut move. Slow
cr.HK - 90 Damage/150 Stun
-Standard shoto sweep.
j.LP - 45 Damage/50 Stun
j.LK - 40 Damage/50 Stun
-Dan’s best air-to-air attack.
j.MP - 75 Damage/100 Stun
j.MK -70 Damage/ 100 Stun
-Dan’s best cross-up move.
j.MK (straight up) - 75 Damage/100 Stun
j.HP - 95 Damage/200 Stun
-Looks very similar to Ryo’s jumping C.
j.HP (straight up) - 100 Damage/200 Stun
j.FK - 100 Damage/200 Stun
-Best air-to-ground move and combo starter. Loses to anti-airs. Can cross-up.
LP+LK - 130 Damage
:l:+LP+LK - 120 Damage
-Fast, decent distance.
-Gadouken (Fireball): QCF+P - 70 Damage/100 Stun (all)
One Hit Fireball, short range. Range depends on strength of punch used. They “pop” opponent projectiles.
-Koryuken (Dragon Punch): DP+P
110(LP),120(MP),130(HP) Damage/200 Stun(all)
One hit dragon punch. Seems to have good horizontal range. Height of Koryuken depends on strength of punch used. Fierce travels the highest.
-Dankukyaku (Dan Kicks/Tiger Knees) Armor Breaking: QCB+K
LK - 90 Damage/100 Stun
MK - 100(50+50) Damage/150(100+50) Stun
HK - 150(50x3) Damage/200(100+50+50) Stun
One to three hit flying kick. LK safe on block.
-Kuchu Dankukyaku (Dan Kicks/Tiger Knees): In Air: QCB+K
LK - 90 Damage/100 Stun
MK - 100(50+50) Damage/200(100+100) Stun
HK - 150(50X3) Damage/300(100+100+100) Stun
One to three hit kick in air. LK gives Dan an extra “hop” and some more range. LK beats a ton of moves. MK and HK act a little wierder. They dont “hop” like the LK version, they just make dan moves a little further.
-Gadouken (Fireball): QCF+2P - 110(50+60) Damage/100(50+50) Stun
Two-hit fireball that travels most of the screen, doesn’t knock down. Can combo a Lvl 2 FA after in the corner.
-Koryuken (Dragon Punch): DP+2P - 130(60+70) Damage/200(100+100) Stun
Two-hit dragon punch. Great priority.
-Dankukyaku (Dan Kicks/Tiger Knees) Armor Breaking: QCB+2K
120(40x3) Damage/200 (100+50+50) Stun
Three-hit kick. Different from regular Dankukyaku. Beats a lot of pokes. Doesn’t travel through fireballs. Safe on block.
-Kuchu Dankukyaku (Dan Kicks/Tiger Knees): In Air: QCB+2K
150(50X3) Damage/300(100+100+100) Stun
Super Armor. Dan does his QCB+KK motion in the air. he does it stationary, he wont move forward at all. Because of the super armor properites, this move is amazing for air-to-air or beating single hit anti-airs.
Super and Ultra Moves
-Hissho Buraiken (Super) Armor Breaking: QCFx2+P - 380 Damage
Dan does a series of punches and kicks that ends in a Koryuken. Very little forward movement, doesn’t appear to suck in the opponent. In the corner it does 19 hits.
-Legendary Taunt (Super Taunt): QCFx2+HP+HK - 0 Damage
Cancelable into Ultra.
-Shissho Buraiken (Ultra): QCFx2+3P - 329 Damage(Min)/465 Damage(Max)
Ranbu style super where Dan launches himself into the opponent. If it connects he does a series of punches and kicks that ends in a Koryuken. Terrific priority, beats out a lot moves, and travels through fireballs. Can be stuffed if Dan is hit in the head on startup.
If it’s blocked or misses, Dan is left wide open to anything, even a Lvl 2 FA.
It travels about half screen. It doesnt armor break, so if you do it into a FA you will get hit by it.