This is the thread for discussing AE’s Dan Hibiki. Everything in regards to specifics about his moveset, hitboxes, frame data, etc.
cl. = Close
cr. = Crouching
far. = Far
j. = Jumping (Forwards or Backwards)
jb. = Jump Backwards
jf. = Jump Forwards
nj. = Neutral Jumping
xx = Cancel
> = Link
FADC = Focus Attack Dash Cancel
FAC Lv.1/2/3 = Focus Attack Cancel, minus the Dash
Crumple = The stunned state an opponent is put in via Focus Attack
U1/U2 = Ultra I, Shissou Buraiken. Ultra II, Haoh Gadouken.
Super = Usually refers to Hissho Buraiken
Saikyo Crusher = Legendary Taunt/Chouhatsu Densetsu Cancel
Short = Light Kick
Forward = Medium Kick
Sweep = Hard/Heavy/High Kick
Jab = Light Punch
Strong = Medium Punch
Fierce = Hard/Heavy/High Punch
Input Shortcuts: The game will allow you to fudge the inputs for certain moves, like Koryuken.
Stamina Rating: 1000 / Stun Rating: 900
Notes: Nerfed from Vanilla, Dan’s sporting below-average Stun. Take a breather and turtle up if you eat a few good normals in a row.
Forward: 19 Frames
Backwards: 26 Frames
Level 1 FA Dash Forward: -3
Level 2 FA Dash Forward: +3
Notes: A Level 1 FA is punishable with a mashed 3-frame-and-under reversal, like a Shoryuken or fast command grab. Remember that. Some players like STRIPFIGHTER won’t dash forward after a Focus Attack. It’s up to you to decide whether or not the risk is worth it.
Here’s the format I’m going to use to save me some typing.
Damage/Stun/Meter Built on Hit . Startup/Active Frames/Recovery . Blockstun/Hitstun
Normal Grounded Moves
cl.LP - 20/50/20 . 4/2/10 . -1/+2
Notes: A standard 4-frame jab. Only really useful in blockstrings and some more obscure combos.
cl.MP - 65/100/40 . 5/2/17 . +2/+8
Notes: A staple of Dan’s close-range combos, cl.MP combos into all of his specials.
In AE, the frame advantage was buffed. From 0/+6 to +2/+8. This paves the way for all manner of hit-confirms and bigger combos. Technically, you should be able to hit-confirm from cl.MP alone. In certain corner situations, it should combo into itself quite easily.
In 2012, the startup was reduced to 5 from 6, making it slightly more potent in frame trap situations. The changes to knockback on cl.HK also make cl.HK > cl.MP possible on most opponents, buffing Dan’s frame-trap and grounded full-combo options.
cl.HP - 95/200/60 . 8/2/19 . -3/+1
Notes: Another staple, this is best used in punish combos or after a Heavy jump-in.
cl.LK - 25/50/20 . 3/2/6 . +3/+6
Notes: Buffed significantly in AE, it’s Dan’s only 3 frame normal. It should combo into cr.MP as a 2-frame link, and being a very fast move, will likely have it’s uses after j.LK in the corner.
cl.MK - 4030/5050/4020 . 6/22/14 . -2/+1
Notes: Combos much like cl.MP, but will do far less damage, because only the first hit is cancellable. cl.MP will come out whenever this move will come out, so I haven’t found any worthwhile use for this, except blowing up close range Focus Attacks.
Apparently the higher hitbox and larger amount of active frames makes it a better candidate to catch opponents like Guile or Dhalsim from jumping away when up close.
cl.HK - 100/200/60 . 8/2/14. +2/+6
This is the start to some of Dan’s biggest punish combos. The +6 on hit allows for an easier link into cr.MP or cl.MP, which cancels into a variety of options. Counter-hit setups open up some interesting opportunities, like ch.cl.HK > cl.HK at point-blank.
In 2012, the knockback has been significantly reduced, allowing for beefier grounded combos and combos into the recently re-buffed HK.Danku, which is good for knocking baddies into the corner.
cr.LP - 25/50/20 . 4/2/8. +1/+4
Notes: This starts longer jab-chains and block strings with light normals. Buffs in AE make it easier to chain on block, and actually allow for some tight linking.
cr.MP - 70/100/40 . 5/2/10 . +2/+5
Notes: A decent hitbox and startup compared to Dan’s other normals may cause you to use this move. The buffs in AE up the combo potential of this move significantly, allowing for a gaping 4-frame link after cl.MP or a 2-frame link after cl.LK and cl.HK.
Still doesn’t combo into any Danku but EX in this version, despite the changes. The Hitstun remains the same.
cr.HP - 100/200/60 . 11/3/22 . -7/-2
Notes: Slow as molasses. Doesn’t make for a good anti-air due to it’s startup. Now that cl.HK is the go-to combo starter, cr.HP loses a lot of it’s use.
cr.LK - 20/50/20 . 4/2/9 . 0/+3
Notes: This doesn’t combo into anything but other light normals, EX Danku and Koryuken. You’ll find a lot of use from it regardless, as it comes out during OS-tech as well. There’s also some really neat option-selects when using it on certain characters’ wakeups.
cr.MK - 65/100/40 . 7/2/12 . 0/+3
Notes: A good poke, but cancelling into anything but EX.Danku won’t combo unless it lands as a counterhit. EX Danku cancel is still good as an Option-selected poke, or as Dan’s best max-range combo after a jump-in.
cr.HK, Unstoppable Demon Heel - 90/150/60 . 10/2/22 . -6/KD
Notes: Dan’s Almighty Sweep. With buffed startup from AE, shrinking it’s 12 frame startup down to 10, it’s becoming increasingly tempting to try and work this move into frame-traps and footsies. While it’s not a fantastic move, the hard knockdown it gives automatically puts the momentum into Dan’s purple-gloved hands. Since it leaves you at -6, only a few characters in the game will be able to punish it on block at range, which means there’s no harm in the occasional fishing or even experimentation when playing normally.
Landing this at range is also one of the few ways Dan can start up Safejump/j.HK/DP Option-selects from midscreen. Guaranteed pressure in this game is valuable, even more-so for Dan.
far.LP - 25/50/20 . 4/2/9 . +4/+7
Notes: Links to cr.MK on hit. Use it as a part of his cr.LK, cr.LK, far.LP > cr.MK xx EX Danku/Gadouken hit-confirm from crouch-tech OS to get in some damage or a knockdown.
far.MP - 70/100/40 . 6/2/13 . -1/+2
Notes: Links after cl.MP, and is actually Super-Cancellable. Makes a a good poke. While it doesn’t have all that much range, it appears that the entirety of his arm has no hurtbox or grab box until his torso, reducing the chance of trades and command grabs significantly.
far.HP - 110/200/60 . 11/2/18 . -2/+2
Notes: You’ll probably only land this by accident. While it does have a good hitbox, and does sizable amounts of damage and stun, it’s very slow, and ends up being very hard to place in footsies. It takes a bit of mind-games to get one of these to connect, but it does really nice stun.
far.LK - 35/50/20 . 4/2/9 . 0/+3
Notes: Ends most plain Jab Chains, due to it being the farthest reaching light normal. Also, taunt an Akuma with Ultra stocked by throwing out two far.LPs followed by a far.LK repeatedly.
far.MK - 70/100/40 . 7/2/14 . -2/+1
Notes: Dan’s best poke. Good hitbox, but doesn’t lead into anything. Learn when to use it, as it’s going to tide you over until you get in close for Dan’s rushdown.
far.HK - 110/200/60 . 11/2/18 . -2/+2
Notes: A better hitbox than far.HP makes it a nicer option in footsies. It’s still requires some god-level Yomi in footsies to land.
Normal Aerial Moves
j.LP - 45/50/20 . 4/7
Notes: Used to stuff an opponent in sudden Air-to-Air situations, as the heavier aerials start up too slow. j.LK is usually better.
j.MP - 75/100/40 . 7/5
Notes: The hitbox isn’t all that special, despite Dan throwing his fist downwards. It doesn’t have much use.
j.HP - 95/200/60 . 7/4
Notes: About the same deal as j.MP. The more conservative hitbox and faster startup on this may make it more useful in certain situations when compared to j.HK.
j.LK - 40/50/20 . 4/7
Notes: The hitbox for this is located below Dan. This makes it a valuable tool to stuff certain attacks that are vulnerable when coming down from above. Good Air-to-Air when you need something fast. Crosses up, and causes havoc with character positioning when trying to cross-up opponents in the corner. Can be used for awesome shenanigans.
j.MK - 70/100/40 . 7/5
Notes: A quick aerial and Dan’s best cross-up. The blockstun is so tiny on this that you won’t usually have time to blockstring if it’s blocked high, but you can use that situation as a ghetto frame trap if they let go of block or decide to mash throw.
j.HK - 100/200/60 . 9/5
Notes: A good jump-in that causes a lot of hitstun. Can link into Shissou Buraiken (Ultra I), and links easily into something big like cl.HK > cr.MP xx HP.Koryuken.
nj.LP - 45/50/20 . 4/7
Notes: This move… I don’t know. It’s mostly useless.
nj.MP - 75/100/40 . 8/6
Notes: This juggles after Koryuken FADC for good damage, which is nice. It also sets up a reset opportunity to capitalize on in the corner if you do land it in that situation. Other than that, doesn’t find much use.
nj.HP - 100/200/60 . 12/4
Notes: Decent hitbox means if you’re in a situation for a neutral-jump punish, like escaping a command throw, this is part of your combo. Good hitstun on it means you can land something big.
In AE, nj.HP now spikes airborne opponent’s for a techable knockdown. It also connects in juggle situations, so use it after Koryuken FADC to score some extra damage and continue pressure.
nj.LK - 40/50/20 . 4/8
Notes: See nj.LP
nj.MK - 75/100/40 . 7/5
Notes: Far reaching horizontal hitbox on this, can be a good Air-to-Air to stuff certain attacks where the reach is necessary.
nj.HK - 100/200/60 . 10/4
Notes: Hits over Dan’s head, I suppose it can be used to stuff things like Claw’s walldives, but the situations where you’ll use this are going to be rare.
Gadouken, Fireball - QCF+Punch, :qcf::p:, 236+P.
Useful Input Shortcuts: None
LP - 70/100/20(20) . 14/8/40 . 0/+4
Notes: Offers some comboability in the corner, but everything is a 1-frame link. Outside the corner, it has hideous range. Use it for safer meter building since it recovers faster.
MP - 70/100/20(20) . 14/10/41 . -1/+3
Notes: Doesn’t really offer much.
HP - 70/100/20(20) . 14/15/42 . -2/+2
Notes: Makes a nice poke and mid-range zoning tool. Use it to cancel out fireballs, or FADC to extend a combo for decent damage.
EX - 5060/5050/- . 14/20/40 . +3/+6
Notes: Makes an excellent poke at the expense of meter. You can FADC from this to combo into Ultra I. Allows for some beefy corner combos.
Dankukyaku, Hop Kicks, “Dankicks” - QCB+Kick, :qcb::k:, 214+K.
Useful Input Shortcuts: None
LK - 90/100/40(30) . 17/10/37 . 0/KD
Notes: This move is godlike. Dan’s entire strategy may revolve around the wakeup pressure derived from this move in certain matchups. If you land it meaty, you can even end up with anywhere between +1 and +10 frame advantage. Use it for frame traps, tick-throws, blowing up wakeup Focuses, Back-dashes and Counters.
The safety of this move means it’s often better to throw out than HK.Dankukyaku in situations where you can’t hit-confirm.
MK - 6040/10050/40(30)(20) . 17/2*2/47 . -2/KD
Notes: Only good if you want to throw off your opponent who’s expecting three hits of HK.Dankukyaku. It’s no safer, and doesn’t less damage, chip, stun and gains you less meter on hit.
HK - 504040/1005050/40(30)(20)(10) . 17/232/56 . -2/KD
Notes: This does decent stun, is safe on block, and keeps Dan in close. Watch out, since it leaves you at -2, it can leave you punishable with faster command grabs and certain Supers.
In AE, it has a damage nerf. His other buffs means it’s no longer part of Dan’s punish combos. It still has a use to blow up low pokes, though.
Damage is up in v.2012, where HK.Danku does an extra 10 damage on it’s last hit, raising damage from 504030 to 504040. Connecting after Trade Koryuken is almost right out except in circumstances where the opponent is juggled high in the air.
EX - 404040/1005050/- . 8/10/31/ . -3/KD
Notes: Great move, great poke. Too bad it costs a meter. Part of Dan’s few hit-confirms, the move does less damage than HK.Dankukyaku, but makes up for it in faster startup. Landed point-blank, it’s punishable with a 3-frame reversal. Landed Meaty, it can net you anywhere between -2 and +7, perfect for setting up a frame-trap with cl.MP, if you time it right on your opponent’s wakeup.
(air) LK - 90/100/40(30) . 8/14/17
Notes: Semi-slow startup means it’s not all that great as an Air-to-Air on reaction, and it loses to Air-throws for free. Done too high, and the Knee will whiff due to the active frames finishing before you reach the opponent (They don’t continue until you hit the ground). This move CAN be safe, depending on the positioning and the spacing, but if it’s blocked too high, you can be left at enough of a frame disadvantage to get punished with faster normals and reversals.
The hitbox is relatively small, but the trajectory change in mid-air is what makes this a solid approach option. Characters like Dhalsim, who need to time their normals to anti-air, can get royally messed up by the trajectory and timing change that Air LK.Dankukyaku brings into the equation. Don’t spam it, because it’s vulnerable if they know it’s coming, but it’s got the properties to make certain characters that rely on normals as Anti-airs to need to guess between a regular jump-in and The Knee.
(air) MK - 5050/10050/40(30)(20) . 5/1(9)2/17
Notes: Guh. This thing is awful. 17 frames of recovery on landing. It’s not worth it, and is mad punishable. The only use I have for it is to avoid Anti-air Ultras when LK won’t cut it.
(air) HK - 505050/1005050/40(30)(20)(10) . 5/1(9)1(10)2/17
Notes: Same as the MK version. This thing does good damage, but it’s still punish-bait.
The 5 frame startup and decent damage makes it decent option as an Air-to-Air when you can manage it.
(air) EX - 505050/1007575/- . 5/1(6)1(7)1/7
Notes: This one’s a lot better. The 7 recovery frames upon landing means it’s much more manageable. It can combo after Koryuken FADC if you don’t care about combo practicality. It also beats Air-throws if done a tad preemptively. If you TK it, you can actually blow up throw attempts in a stylish and damaging matter, but it’s not easy to do or time.
It’s far reaching hitbox, solid damage, large amount of active frames and quick startup make it pretty good as an Air-to-Air. It will stuff air-throws, which is a big one.
In v.2012, it had it’s height restriction shortened by 1 frame, bringing the height restriction after jumping down to 8 frames from 9. This allows Dan to land it on certain opponents with larger crouching hitboxes, such as Seth.
If it’s blocked as low as possible to the ground, Dan gets a massive frame advantage, somewhere between +6 and +9 frames. This is only for the last hit, while the 2nd and 1st hit only offer significantly less frame advantage. It’s possible to time this on an opponent’s wakeup to force them to block the last hit, to guarantee frame advantage, but the timing and execution is very strict.
An improvement to the juggle properties allow you to fully connect with Air.EX Danku after Koryuken FADC, Meaty LK.Danku in the corner, LP.Koryuken Anti-Air and after an Air.EX Danku that only connects twice instead of the full 3 hits.
Koryuken, Uppercut - DP+Punch, :dp::p:, 623+P.
Useful Input Shortcuts: 323, 636, 32123.
LP - 110/200/30(40) . 4/13/42 . -18/KD
Notes: Recovers the fastest, and if you anti-air someone high up with it, it can setup for an HK.Dankukyaku or Ultra II juggle. The problem is that the lack of solid invulnerability that crap out before the active frames means it can be outright stuffed.
MP - 120/200/30(40) . 4/13/60 . -35/KD
Notes: Does less damage than HP.Koryuken, and recovers almost as slow. I wouldn’t use this when you have access to other options.
HP - 140/200/30(40) . 4/13/63 . -38/KD
Notes: Great anti-air with invulnerability leading into it’s first active frame, this means you can cleanly anti-air an opponent with it. Even if it trades, you can follow up with an HK.Dankukyaku juggle for the life advantage every time.
It should be noted that non-EX Koryuken has some vulnerability to command grabs, so try to use EX or jump away when you can help it.
EX - 7060/100100/- . 4/13/66 . -40/KD
Notes: Massive amounts of invulnerability. This is your go-to for when you really need to stuff something. Does less damage overall than HP.Koryuken and far less as an anti-air.
Level 1 - 60/100/20 . 21/2/35 . -21/-21
Level 2 - 80/150/40 . 17+12/2/35 . -15/Crumple
Level 3 - 140/200/60 . 65/2/35 . Crumple/Crumple
Notes: Dan has a good focus attack, but his Level 1 can be punished if he cancels with a forward dash with a mashed reversal, on hit or on block. Overall, it’s a great hitbox, and since the rest of your moves are generally arse, learn to use it, but don’t overabuse it, lest your opponent adapts.
Dan has a throw range of .96 backwards, and 1.03 forwards. This is different than what was recorded in Super (A flat 0.9 for both), but it was up for debate then. Take it for what you will.
Forward Throw - 120/100/40 . 3/2/20
Back Throw - 130/120/40 . 3/2/20
Notes: Back Throw sets up for an easy cross-up/mixup attempt. Forward throw is great for putting your opponent in the corner, where they’re far more vulnerable to mixups.
Fist of the Heavens (Jumping Taunt) - Lulz Damage/Lulz Stun . 14/30/22
Performed by Taunting in the air. Since v.2012, it now rips meter from God himself on block and hit to better allow swift Divine Saikyo Justice.
Fist of the Nine Hells (Crouching Taunt) - Lulz Damage/Lulz Stun . 14/26/21 . -36/-33
Performed with Down+Taunt, :d::hk::hp:, 2+HP+HK. Since v.2012, it now summons meter from Satan on block and hit to empower your dreaded Saikyo Dealings.