Dan Hibiki FAQ version 1.0
Please do not copy this FAQ or use it for
any commercial or promotional purposes of
any kind. If you borrow anything from
this then make sure proper credit is
given to me. This FAQ (c) 1999 Isaac
Klunk. Thank you.
Welcome to my FAQ of the great Dan for street fighter alpha 2.
It is the first Frequently asked Questions list that I have ever
written, and I tried to make it as in-depth as possible so that
people would be able to actually learn something from it.
Why Dan, you might ask. Because Dan is, contrary to many people's
belief, actually a good player. Why do you think
that, you might ask. Well, I have a few reasons. ONE: The taunts!
Oh boy, the taunts. He has the most taunts of any person, and can
taunt infinitely. This makes him the most fun character, especially
when you're fighting against a real person. He's so wildly funny,
made even more so because of his over-inflated ego.
TWO, it takes skill to learn how to play Dan effectively.
Now, I'm not saying that he is a bad player--he's not, if you use
him properly. So that's one of the reasons I'm writing this--so
that all those people that think Dan is a waste of space on the
character selection screen will come to realize that Dan is just
as good as any other player.
You're probably also wondering-- Why street fighter alpha 2?
Well, because Street fighter alpha 3 isn't out for PC yet,
unfortunately. I really hope Capcom decides to make it for computers,
but they probably won't. Anyway, I believe (I'm not sure) that this
is the first FAQ written for one of the computer street fighter
games. Basically, the computer version of alpha 2 is an exact port
of the playstation version, so you could also treat this as a
playstation FAQ. And I also guess not many people are playing Street
fighter alpha 2 much anymore, but for those of you who are playing SFA3,
I hear that Dan hasn't changed much, so I guess that you could use most
of the moves strategies and combos in it. I haven't played it as of
writing this, so I wouldn't really know.
Note: This FAQ assumes that you already know all the basics of SF,
such as alpha blocking, jumping, etc. For information on this if
you don't know anything about this, I suggest that you see Kao Megura's
SF alpha FAQs.
Dan's father, Go Hibiki, was a Muay Thai (The same style as
Sagat) master, and one day fought Sagat. He put out Sagat's eye,
which is why he wears the eye-patch, but Sagat ended up killing him.
When Dan received word of the news, he grew very angry and vowed to
avenge his father's death. He went to teach under Gouken along with
Ryu and Ken, however, Gouken saw that Dan did not have as much
potential as Ryu and Ken. Dan grew angrier and more uncontrollable
every day, until one day he found out about the deadly killing power
of Akuma's, Gouken's brother.
Dan confronted Gouken and tried to force him to teach
him the deadly killing power, which Gouken had left out of his,
Ryu's, and Ken's training. Gouken realized that Dan was too
filled with rage, and refused. Dan left, developing his own
style, Saikyo-ryu, which means strongest style, by blending
together some of Ryu & Ken's Shatoken Karate, his father's
Muay Thai, and a little touch his own. Then Dan set out to defeat
Sagat to avenge his father's death.
-*Dan's real life story*-
After the original, good ol' street fighter 2, SNK, a
rival game company of capcom's, created a game called art of fighting.
One of the characters, Ryo, was a total rip-off of Ryu, right down to
the name. So Capcom took Ryo's costume and the face of Terry Garcia,
the other player in Art of fighting, to get back at them by making
him a sucky character. However, this sort of backfired because Dan
has now become a great character!
Dan's mid-boss is Guy. Here is the dialogue exchanged between him
and his opponent, pre-fight:
Guy: You have some cute moves.
Guy: I'm wandering the earth to become stronger.
Dan: Well grasshopper you asked for it.
I thought that grasshopper was a pretty good nickname for Guy with
his gigantic jump height, so I usually call him that.
Don't know how to fight mid-bosses? You must get 5 super
finishes (They don't need to be in a row) and not lose any rounds.
on the person you fight after the person you got the fifth
Super finish, it will say 'Here comes a new challenger!' and your
midboss will come in to fight you.
Dan's Boss is Sagat, his father's murderer.
Dan: Nice eye, sagat! Would you like the other one to match?
Sagat: The fool who took my eye paid with his life.
Dan: That was my father, you murderer!
Sagat: Tsk! So young to be without a father. Prehaps you should
Entrance pose: Dan quickly rolls in, does a taunt,
and says 'Yoshya!' which is like saying 'Whoo!" basically.
Entrance pose V.S. Sagat: Dan quickly rolls in and yells 'Oyaji!'
Which means 'Father', while doing a taunt.
To see character's win poses, hold select and any button right when
you win. Each button is a different pose.
Win pose #1:(Jab punch) Dan says 'Yoshya!' and does his basic taunt.
Win pose #2:(Strong punch) Part of Dan's suit falls off of his
shoulder and he does a taunt, saying 'Ratchoo!' Which means pretty
much the same thing as 'Yoshya!'.
Win pose #3:(Fierce punch) Dan does a taunt while crying and yells
"Oyaji!". He automatically does this when you beat Sagat.
Win pose #4:(short kick) Dan faces the screen, gives a huge smile,
and says "Yoyush!" Which means 'Yeah!', while giving a thumbs up.
This is another rip-off from SNK, this time taken from Yuri, Ryo's
little sister, who does this exact pose when she wins.
Taunt pose: Dan raises his forearm and shakes it, saying
'Doshta Doshta!' This means 'What is wrong?'.
Ducking taunt pose: Dan does the same forearm pose, except this
time he ducks and says 'Jodan Ja Ne zo!' That means 'Is this a joke?'
Jumping taunt pose: Dan sticks his forearm out while leaping and
says 'Yahoo!' which I am pretty sure you don't need translated.
Here's the keyboard configuration that I like to use...
Jab (W.Punch)= Q
Strong (M.Punch)= W
Fierce (H.Punch)= E
Short (W.Kick)= A
Forward (M.Kick)= S
Roundhouse (H.Kick)= D
3x Punch= Z
3x Kick= X
There, a nice little compact key setup. I find that the direction
keys put together like this takes a bit of getting used to at first,
but later on you can manage to do more complex motions, such as that
of the final atomic buster, easier like this.
Now, here's how my little brother likes to have his keys...
Jab (W.Punch)= L
Strong (M.Punch)= ;
Fierce (H.Punch)= '
Short (W.Kick)= ,
Forward (M.Kick)= .
Roundhouse (H.Kick)= /
Left= left arrow key
Jump= up arrow key
Crouch= down arrow key
Right= right arrow key
3x Punch= O
3x Kick= P
There ya have it. Personally I don't like my directional keys to be
spread out like that since I find it makes my motions for specials or
supers tougher to do, but you might like this better.
-\|/-The many moves of Dan-\|/-
Here's the list of the basic attacks.
Jab punch, A.K.A. quick punch, A.K.A weak punch, A.K.A W. Punch,
A.K.A. the great tick setup
Jab is a quick punch which does little damage but is very safe to
use as it does not leave you open at all. Many people can chain
ducking jabs together by tapping crouching and tapping jab quickly.
You will usually get two hits but sometimes can get 3 if close enough.
Strong punch, A.K.A. Medium punch, A.K.A. M. Punch, A.K.A. Strong punch
Strong is a medium punch which can leave you open for a short time,
but not too long, so it's fairly safe. Does decent damage.
Fierce punch, A.K.A. Hard Punch, A.K.A. Strong Punch, A.K.A. Hard punch
Fierce is the most powerful punch, but a missed fierce may leave you
vulnerable to attack from the opponent.
Short kick, A.K.A. Weak kick, A.K.A. quick kick, A.K.A. another good
tick setup, A.K.A. W. Kick.
A quick kick which does not much damage but doesn't leave you open
with most characters. This, like jab, can usually be chained together
by doing many ducking ones while close, but not as frequently as jab.
An in-the-middle attack which is rather quick and yet rather powerful.
This is, on most characters, fairly useful to use every once in a while
like all the other moves.
Roundhouse kick, A.K.A. H. Kick, A.K.A... I guess you get the idea by
A powerful kick which, when ducking, will knock your opponent down if
it connects. It is a bit slow so be careful where you use it.
-=Now, for Dan's powerful variations of these attacks.=-
Standing: A palm attack which is VERY useful as an Anti-air against
the computer, and prehaps against human opponents depending on their
personal jump-in-strategy. Some people consider this somewhat cheap
however, so you might want to watch it while playing against your
friends. It also can't be air blocked, so Yahoo. Use this when an
opponent does a raging demon and watch them go insane when you hit
them! However this cannot be chained into itself.
Ducking: You can also use this against the computer as an Anti-air,
but it's kind of goofy and you will get hit more often then when
you use the standing one. This is useful for chaining into itself.
Jumping: A downward fist, nothing special.
Standing: A gut-punch, VERY short range, but it really does look
cool. Try using it and then jumping backward with air taunts! What
fun. So it's useless for attacking, but good if you want to look
Ducking: A sort of slap-punch, he does his Gadoken motion except
he's ducking, it comes out quicker, and of course no fireball comes
out of his hand.
Jumping: Another downward fist, although it looks different from
the jab. Looks exactly like Akuma, Ken, or Ryu's jumping fierces.
Seems fairly useful as an air to air.
Standing: A downward chop, not especially useful for anything but
can (Not should) be used to counter air attacks with good timing.
I countered Birdies grab super with this once. Taunt time!
Ducking: Looks like ARK(Akuma Ryu and Ken for all of you who
don't know)'s ducking fierce, a rising uppercut that should be used
as Dan's main Anti-air.
Jumping: A HORRIBLE move. Dan pauses for a while as he holds his
arm back and then finally brings it down with a chop. Can be used
as a jump-in-combo starter, but most certainly should not be. I
guess it looks sort of cool though.
Standing: A low kick, can't chain into itself. Fairly useless.
Crouching: A sort of long range ducking kick, can't chain into itself.
also fairly useless.
Jumping: A weird looking kick that looks like it should be called the
donkey kick. Not especially useful for anything but it does look real
Standing: Uh, hard to describe. It's a sort of chest level kick
with rather good range that you can use to keep attackers away from
you. But don't think it's anything special, just use it every once
in a while.
Ducking: Looks exactly like his ducking short except it obviously is
slower and does more damage. Also rather unuseful, but it does have
Jumping: A great jumping-in combo starter. Actually, it's his only
truly useful one, so use it for that purpose. Has good air range too,
overall a good air move.
Standing: Another weird-looking kick. I have heard this is called an
Ax-Kick. It is sort of useful as a surprise if both you and the enemy
are walking back and you whip this out. Basically, he turns around
with a high kick while inching forward. This looks very funny, and
is kind of useful against jumping-in computer opponents, but not so
much against humans.
Ducking: Dan's sweep, knocks down opponent if it hits. Let me go
on to describe a weird problem in the computer version of this game...
on some characters, you can sweep them, and then immediatly as they
get up, sweep them again and keep going over and over again. Of
course this only works on the computer as a human opponent would
catch on immediatly and block. Usually the computer also blocks
after a while, especially on the later characters. Anyway, this has
good range and is useful, especially if the opponent lands from a jump
a few paces ahead of you.
Jumping: A slight pause before this long kick is released, but not
as bad as the jumping fierce. Fairly useful for air to air against
the computer, but not much against humans. Not a good air to ground
combo starter, but i've managed to use it for that purpose once or
To do an alpha counter, press back, down-back, down and then punch
or kick IMMEDIATLY after you block any attack. Your person will
counter their attack with an attack of their own. Uses one level of
the bar. Personally, I hardly ever use these unless the opponent is
trying to kill me with a super's chip damage, or if I feel like
annoying my enemy, which this does. Unless it's the computer of
Punch: Dan quickly counters with his normal Taunt position, but
this time it will hit. This has very short range for a counter
so it should be used only against jump in attempts when you block
a deep jumping attack. However, I use this more often than the
kick because it's just more amusing.
Kick: Dan does his basic ducking roundhouse sweep attack. This has
good range and should be used against standing opponents, not jumping
To do a throw, press toward and punch when close. They are
unblockable. Some people have kick throws, but this FAQ is about Dan,
not them. Dan's throw will toss them over his shoulder in a basic
.:'Dan's superb Special moves':,
Special moves are moves which require a certain motion to
preform. They usually have longer ranges than normal moves, or
will do more damage, or have some other special trait. They
also will do small amounts of damage when they are blocked.
Here are Dan's.
down, down-towards, towards + Punch
Gadoken means 'Self-taught punch.' Dan pauses for a split-
second with his hand back, and then stretches it out, says 'Gadoken!'
and a fireball comes from his hand. However, it goes only a very short
distance from his hand. The distance it travels is determined by the
punch button pressed...
Jab: It goes only a very small distance out of his hand
Strong: Goes a small bit farther than jab
Fierce: Goes far enough that you can actually see the fireball for
a moment before it disapears, but only a little farther than strong.
The Gadoken is not useful for much, other than as a combo finisher.
Be careful when using this, as it will leave Dan open for a while
when he does it. it can be used to hit jumping opponents, but you
should not rely on it for that purpose. It makes a good surprise
attack, though. If both you and your opponent are walking backward
and you are in range, quickly pop off a Gadoken in their face and
retreat. The fierce one is the most useful to end combos, since
the other one's ranges are too short to hit in most cases after the
opponent has been pushed back by the first hits. It can also be used
as a fireball stopper if you time it right, but I would personally
prefer to just jump over them.
Towards, down, down-towards + punch
Kouryuken means 'Shining dragon punch'. Dan
outstretches his arm, jumping while his fist is out, an says,
'Kouryuken!' Similar to ARK's dragon punches, with a few differences.
One, he is not invincible unless he flashes white (1 in 8 chance that
this will happen), when he does he is invincible as long as he is
white. However, don't count on him turning white (although it does
sort of seem like he flashes more often when the opponent is attacking
you...), because he usually won't. The second difference is that,
while ARK have their arms straight up in the air, Dan's arm is
stretched out, with only his forearm in the air. Maybe this makes his
range slightly better than Akuma's or Ryu's, but I'm not certain
about that. This move will knock down an opponent if it hits.
The punch button pressed determines the height of the jump he does
while rising with his fist out...
Jab: He goes about an inch off the ground
Strong: Goes almost the full screen height
Fierce: Goes the full screen height
So a missed Jab kouryuken leaves you open, a missed strong leaves you
very open, and a missed fierce kouryuken means prepare to be hit with
a level 3! So you should usually use only the jab.
This is not a useful move as an anti air as you will usually
have a hard time doing the motion as soon as you see them jump
(Unless of course your fingers are faster than mine) and anyway it's
not invincible so you'll usually trade hits. Besides, they can air
block it as long as it's not in the first couple frames. It doesn't
really have much of any logical use, but you can use it on a standing
opponent, but if they block then they can get you with a super or
combo if they're quick.
Gale Kick, A.K.A. Dankuu Kyaku
Down, Down-back, back + kick
Dankuu Kyaku means Dan's air slicer kick. Everyone
talks about this move as though it is Dan's best move. Well, I
can't decide but I personally don't use this all that much because
of two things: One, the large startup delay and Two, the small
ending delay. The startup makes it very hard, although not impossible,
to use in combos, and the ending delay will usually let them throw you
if they time the grab right. Depending on the kick pressed, Dan will
do different things...
Short: Dan hops in the air with a knee, saying 'Hah!'.
Can go over fireballs if timed right. Basically pretty useless.
Knocks opponent down.
Forward: Dan hops up with a knee, saying 'Hah, hah!'
and then continues to move toward them with a kick that looks like his
jumping medium for a two hit combo, knocking them down on the last
kick. I believe this is the quickest coming out.
Roundhouse: Dan hops up with the knee, then does the second kick,
then goes into a third and final kick which looks like his jumping
roundhouse and will knock them down for a three hit combo. This
does good damage but like all the others is hard to combo with.
It does have good range though. While he does these he says 'Hah!'
for the first kick, then 'Hah!' again for the second, then
'Hay-yah!' for the last one.
An interesting strategy with this is to do the roundhouse
version, and if they block it immediatly do the Hisshu Buraiken
when you land. This will not always work and should not be used
often as the opponent will learn to predict it, but if they try to
throw you you can hit them with all the hits. Yahoo! An
alternative, and safer strategy is to try to throw THEM when you
land. Works like a charm most of the time.
down, down-toward, toward + select OR down, down-back, back + select
The first motion will make Dan roll forward slowly and then
end with a taunt, the second one will make him roll backward and then
taunt. The forward rolling one goes under most fireballs. Um...
Not much else to say here.
Supers are moves that require you to preform a certain motion,
usually a double fireball and then an attack button, to do. You
also need at least one level. If you have three, you have the
option of using a level two or level three super, which are more
powerful thana level one. to use a level one, do the motion and
then press one of the punches or kicks, whichever is specified.
For a level two press two of the punches or kicks, for a level
three press all three of them. What I personally prefer to do is
use the 3x punches button for all my supers, unless I want to
only use a level one when I have 2 or 3 levels. I mostly just
use the highest level that I currently have, but always try to be
fairly certain that my super will connect. Supers do damage when
blocked, and most hit many times.
As soon as you do any super, the screen darkens for a moment
in which everything pauses while your character gathers energy. Then
your character does that super and for a small moment the opponent
can't do anything, so if the opponent is not blocking while you're
standing right next to them and do a shinkuu gadoken, they will not
be able to start blocking for a small moment.
Down, down-toward, toward, down, down-toward, toward + punch(es)
Shinkuu Gadoken means 'Vacuum self-taught punch'. Dan quickly
does a Gadoken motion and yells 'Shinkuu... Gadoken!'
but this time the fireball will go farther, hit multiple times, and do
more damage. Here are the differences between the levels...
Level 1: The fireball goes a little bit less than half the screen's
distance, does three hits, and about the same amount of damage as
Level 2: Goes about half screen distance. This does only an
incredibly small bit more damage than the level one, so it's not
even worth the extra level. Just use the level one instead. This
does 4 hits.
Level 3: Goes a bit more than half screen distance, prehaps 2/3
the screen's distance. It does 5 hits, and weak damage for a level
3 like all super fireballs. It does do a rather significant amount
of damage over the level 2 and 1, but that doesn't really matter
unless it's a tight battle.
The Shinkuu Gadoken is Dan's weakest super, but it has the
most range, but most opponents block supers when they're far away
anyhow. Useful if you're trying to keep the opponent away from you.
Down, Down-back, back, down, down-back, back + kick
Dan releashes a flurry of attacks which does good block damage
especially at level 3, but is very vulnerable to alpha counters.
Hissu Buraiken means 'True victory with unreliable punch' and I'm not
sure what that's supposed to mean. Anyway, here are the differences
between the levels...
Level 1: Does 5 hits, Dan does four attacks while saying
'Rububububububububah!' Or something like that. Every time he does
a hit, he says 'Hah!' like when you do the weak kick Dankuu Kyaku.
and then finishes, saying 'Kouryuken!' at the end while doing a
vertical dragon punch. Does average level 1 damage.
Level 2: Does 7 hits, 6 normal attacks and then a Kouryuken to finish
it off. Does about average level 2 damage, but has short range like
all the levels of this move do. He says the same things as he does
with a level 1.
Level 3: Does 11 hits, 9 of them normal attacks and then a two-hit
Kouryuken. Dan says the same stuff as with the other levels, except
for at the end instead of saying 'Kouryuken!' he says 'Yahoo!' except
when he's fighting Sagat, where he says 'Yattaze!' (I did it).
A nice little addition, I think. This does good chip damage but
it's very very easily alpha countered though.
All of these moves leave Dan open at the end if blocked because
he does a dragon punch, so be careful how you use this. I personally
use this super less than his other ones because of it's very short
Down, down-toward, toward, down, down-toward + kick
During the super move pause when the screen turns dark, Dan
says 'Ikuzora!' Meaning 'Let's go!' when you do this. Then, he does
two dragon punches in a row, saying 'Kouryuken!' on the second one.
Here are the level differences.
Level 1: The shortest super range of all, and probably his most
useless super (Only at this level though). He does two Dragon
punches in place, not moving at all. The first, his feet stay on the
ground, and on the second, he does a very high one. This hits 4 times
if all the hits connect. Not very useful as an anti-air unless the
enemy is right above you.
Level 2: Getting better... Dan does one dragon punch while sliding
forward a short distance, then does another one, vertical this time.
This does good damage for a level 2 and can juggle an enemy quite well.
This can hit up to 5 times.
Level 3: Alright! Dan does one dragon punch while sliding forward
that goes pretty good distance, a bit less than half the screen.
then he does another one, vertical as usual. This also juggles very
well and does good damage for a level 3, about half a life bar. Hits
up to 6 times, but usually will only hit 5.
This is my personal favorite of Dan's supers, but only at
level 2 and 3, because of it's great juggling power and it's great
damage. It also seems to be the most invincible of his supers--If
the enemy has their foot out for a kick right when the screen pauses,
The Hisshu Buraiken will usually hit once and be stopped by the kick,
doing tiny damage. The Shinkuu Gadoken will probably get hit with the
kick, but you usually will hit them with the fireball for at
least 3 of the hits. However, the kouryurekka seems to, in most cases,
pass straight through their kick to hit them. Also, when I use the
kouryurekka and it is blocked, if the opponent tries to alpha counter
me I just about always will hit them out of the counter with the last
hits of the super! The hisshu Buraiken is very prone to alpha
counters, and there's not really any point in ACing the shinkuu
gadoken. Also, if they jump right before you do the super, you will
maybe miss the first or first two hits with this, but you will still
hit them for good damage. With the Hisshu Buraiken you will hit with
the first hit and then the opponent will fall to the ground, causing
the rest of the super to miss. The shinkuu Gadoken will hit three
times and miss with all the other hits (if you used level 2 or 3).
To use the Kouryurekka to stop jump-in attempts, it is
probably best to use level 2 since a level 3 will usually slide
straight under them because of it's long range.
Down, down-toward, toward, down, down-toward, toward + select
Dan pauses while the screen turns dark, gathering energy into
his forearm while in his ducking taunt pose. Then he rolls forward
and does a standing taunt, saying 'Yoshya!' then rolls again, does
another taunt and says 'Doshta Doshta!' meaning 'What is wrong?' like
'why haven't you hit me out of this yet?' does another roll, then a
taunt, and says 'Ratchoo!' another roll into a taunt, and he says
'Yahoo!' This time. Then, for the last one, he rolls once again
into a taunt and says 'Oroaraoraoraoaroara!' meaning 'Comon'!' like
'Hurry! Hit me now, while there's still time left!' or something
similar to that. Actually i'm not sure about this, maybe he
says 'Rububububububububah!' anyway, then he does another roll into
a jumping taunt and says 'jodan ja ne zo.' that means 'Is this a
joke?' as in 'Are you kidding me? You _STILL_ haven't hit me?!'
When he lands, he says 'Yoyush!' with his big thumbs up taunt.
You can absolutely never do this move without being hit!
Some people (My brother) will let me do this without hitting me
until the last part (Yoyush) and then will do his raging demon or
whatever that he's been saving up for this occasion. This move
doesn't have any different levels. If you do this, then you are
basically saying that you just wish to insult you opponent, forget
winning. I do this only when I don't care about winning, or sometimes
when I have a lot more life than my opponent and am pretty sure I'm
going to win anyway. A weird feature about this move is that if you
start it and they jump over you, Dan will turn around to continue
the Super taunt. So this basically has absolutely no use other
than to annoy the enemy.
Combos are, in case you are new to street fighter, attacks
that, when preformed correctly, will string together, keeping the
opponent from blocking them if the first hit has connected. They
will hit multiple times and usually do lots of damage, plus they
look nice and, when you complete one, you should usually taunt.
Here are all of the ones I have discovered which are fairly useful.
There may be more, so start searching!
To preform combos correctly, you will usually need to hit
deep if the combo is started with a jumping-in attack. This means
that you must do the move late in your jump so that it will not
hit the opponents head, giving them time to recover before you land,
but hitting them in their chest or lower, keeping them in the hit
stun until you do your next hit.
EARLY BEGINNER COMBOS
1. Jumping forward, ducking Roundhouse--2 hits
This is a good and simple combo which is quite easy to do,
plus it will knock the opponent down giving you time to set up your
2. Jumping forward, ducking jab, ducking jab--3 hits
Another simple combo, but it does three hits this time.
However it does not knock the opponent down.
There are many more of these (jumping forward, ducking short
or jumping forward ducking fierce) but I think you get the basic idea
of this. Now it's time to move on to...
1. Jumping forward, ducking forward, Gadoken--3 hits
This is prehaps the most classic special move combo for ARK.
To do this properly, when you do the ducking forward, you are already
holding down, the first motion of the gadoken. Just move your fingers
into the down-toward, then toward + punch motions. It takes a while
to get the feel for these--Go into training mode, a delightful little
feature in this game, to practice your combos.
2. Jumping forward, ducking fierce, Gadoken--3 hits
Another combo which is similar to the one above but does more
damage. For all of the combos ending with a Gadoken, it is wise to
use the fierce version as it has the longest range and will hit
enemies who have been pushed back from you. Use this one if you land
close to the enemy, and the version above if you land farther away.
3. Jumping forward, standing strong, Gadoken--3 hits
This is a bit different. Since you are not holding down
already before you do the motion for the Gadoken, you must be quick
and do the Gadoken motion as soon as the strong connects.
4. Jumping forward, standing forward, Gadoken--3 hits
The same as #3, but a forward is substituted for the strong.
5. Jumping forward, ducking short, strong, or jab, Gadoken--3 hits
You can use either one of these ducking attacks to chain into
6. Jumping forward, standing jab, Gadoken--3 hits
Yet another of the many Gadoken combos.
7. Jumping forward, standing strong, Kouryuken--3 hits
It's best to use a jab Kouryuken because if you mess up then
the strong or fierce versions will leave you open. To do this,
just hold towards while you do the strong, then finish the motion
for the kouryuken by pressing down, down-toward + punch.
These combos require a bit more skill than the easy combos
for you to pull off.
1. Jumping forward, ducking jab, ducking jab, Gadoken--4 hits
You can substitute a ducking short for the second ducking jab.
2. Jumping forward, ducking forward, Kouryuken--3 hits
I would rather just use the easier Easy combo #7, but here
it is anyway.
Not too many medium combos.
These combos won't work most of the time unless you are a
combo master or something (Unlike me).
1. Jumping forward, ducking fierce, Roundhouse Dankuu Kyaku--5 hits
Very tough to do. You must be in the corner for this to work.
2. Jumping short, ducking jab, ducking short, Gadoken--4 hits
This is harder to do than if you do a jumping forward to start
it, but it goes quicker and as a result looks better.
3. Jumping forward, ducking forward, forward Dankuu Kyaku--4 hits
Also quite tough to do, and does not do as much damage as #1.
4. Any previously mentioned combo starting with a jumping forward,
do a jumping fierce instead. Most opponents will see Dan draw his hand
back and immediatly retaliate. However, if your combo actually works,
it does slightly more damage than if started with a jumping forward.
--SUPER MOVE COMBOS--
These are, as the name suggests, combos that have Supers put
in them somewhere. Of course, you need at least a level 1 for most of
1. Jumping forward, ducking roundhouse, kouryurekka--4 - 6 hits
You can use any level Kouryurekka here, but it is probably
wisest to use the level 1 as you won't get all the hits of any of
them in this combo either way and the level 1 only uses 1 level. Okay?
1. Jumping forward, ducking fierce, Level 3 Kouryurekka--8 hits
If you substitute a ducking forward for the ducking fierce,
you can substitute a Level 2 for a level 3 kouryurekka.
2.Jumping forward, ducking fierce, Shinkuu Gadoken--5 - 7 hits
You can also use a ducking forward intead of the ducking
3. Jumping forward, ducking roundhouse, shinkuu Gadoken--4 hits
This is only listed as Medium because I constantly get a
normal gadoken instead of the shinkuu version.
4. Against a jumping opponent, standing jab, Level 2 or 3
kouryurekka--4 - 5 hits
For this to work the opponent has to be at about the level
they would need to be at to land a deep jumping in attack, and
then you must cancel the jab into the kouryurekka. Looks stylish.
The kouryurekka will hit 3 - 4 times, depending on how well you
timed it. A bit risky though, because you might screw up the
timing and end up missing every hit except for the jab.
1. (Enemy in corner) Jumping forward, ducking jab,
Hisshu Buraiken--7 - 13 hits
The only reason I listed this as hard is because usually I
end up doing a Short kick Dankuu kyaku instead of the super. This
really does look awesome.
Those are Dan's more useful combos. Of course there are more, but
I didn't list them mostly because they are basically the same as
the other ones.
Yup, a whole section devoted to how and when to taunt your
opponent. Why? Because I GOTTA. No, actually because taunting is
the main thing that sets Dan apart from all of the other characters.
Without it, he would be just another player and I wouldn't like him
Nearly as much.
Keep in mind that you can always taunt any normal ground move
Into a standing or ducking taunt.
I already wrote what Dan does for his taunts back in the poses
section, but this will be a bit different.
Standing. Dan outstretches his forearm and shakes it, saying
'Doshta Doshta!' (What is wrong?). A good use for this would
be if your opponent just sits there for a while, it would be
like saying 'Why aren't you doing anything?' But chances are
that they don't know what it means anyway.
Ducking. Dan does basically the same pose as the standing
Taunt, but this time he is ducking of course. He says
'Jodan Ja ne zo!' (Is this a joke?). A good use for this
might be if your opponent makes a stupid waste of a super,
it would be like saying 'Are you trying to make me laugh
with this pitiful display of yours?'. I read somewhere, I
forgot where, that the ducking taunt is longer than the
standing one, but I don't notice any difference.
Jumping. Dan stretches out his forearm above his head
and says 'Yahoo!' (Yahoo). This is the quickest taunt and
you are unlikely to be hit while doing it if you are careful.
These are methods of using taunts that will most of the
time keep you from being hit by the enemy.
1. Ducking roundhouse, cancel into ducking taunt.
The opponent is floored by the ducking roundhouse and
Therefore will not be able to hit you since Dan recovers a
TINY bit before they can get up, so you will be able to block
whatever they throw at you.
2. Ducking roundhouse, cancel into standing taunt
Exactly the same as #1 except with a standing version.
3. One thing that I like to do is, if I have done a standing
taunt on somebody after a particularly damaging combo and
I beat them later on, I will use Dan's jab pose which looks
like his standing taunt, the only difference is what he says.
This just sort of would help them remember that crushing
attack that you shamed them with.
4. Any knockdown move, jumping backward taunt.
You will be able to land before they can get up
probably every time you do this. You can also keep jumping
backward with taunts after you do this until you feel like
stopping or get hit (Then you can keep doing it, showing
that you have real audacity).
5. Punch alpha counter, standing taunt
His standing taunt looks exactly like the alpha counter,
so this is a clever little insult.
These are methods of taunting that will usually leave
You a bit open to attack, especially if you use them too much,
and some will just leave you ready to receive a level 3
super move combo, but they are still fun to do if you don't
care whether you win or lose.
1. Ducking roundhouse from far away range, cancel into
backward rolling taunt
You will usually be safe except for opponents who have long
range dashing attacks or projectiles. You may be hit by a
fireball super if you are not careful, to be safe try to
trip them from as far away as possible.
2. If opponent jumps at you, forward rolling taunt to roll
under them. Dan will taunt from the other side, but you
are wide open to attack after this.
3. Super taunt
That's it. It is basically just asking for the enemy
to please hit you, and therefore is a big insult. It's
also funny for you to watch. But beware, this is
the most vulnerable attack in the game.
4. 4 hit or above combo, taunt
You can also use the jumping backward and air taunting
method described before in this situation, or you can just
do a rolling backward taunt or even just a normal one.
5. When opponent throws a fireball from far away, rolling
forward taunt to roll under it.
This is pretty funny in my opinion.
6. When close, forward rolling taunt
Dan rolls behind the opponent and does a taunt from the
other side. Leaves you very open.
7. Combo of 6 or more hits, super taunt
Keep in mind that you WILL be hit unless your
opponent has not seen Dan before and thinks that the
super taunt can hit them. That's always funny.
Well, that's all that I can think of, and of course
these are only suggestions, you may like other
methods more. Make up your own, it's a lot of fun.
This section is devoted to trying to help you beat the
computer opponents with Dan. Since human opponents all have
different styles of fighting, I have written no section for
fighting against them. Remember, the computer will always
do more damage than you will, so don't try to trade hits with
it, no matter who you're fighting.
Note: I tested all these strategies in the seven-stars
difficulty level. In different levels the computer may use
slightly different tactics.
From the start, advance on Ryu. He will usually begin
to walk straight backward. Don't get in sweep range while you
are doing this. When he gets to the far corner he will throw
a hodoken, jump over it and then do a combo. Watch out and
always time your jump-ins well when fighting him, if you hit
too high he will dragon punch or throw you right when you
recover and you won't be able to do anything about it. Don't
try to jump in on him if he's on the ground, or he will do a
dragon punch right when he gets up. Instead, try to jump over
him. He will miss with the dragon punch, and will be vulnerable
for a second where you can hit him. If he jumps backward with
an air hurricane kick, he will do a fireball, so be prepared
to jump it and combo him. Watch out because he will try to
trick you by jumping toward you at a distance where you can't
tell whether he will land behind you and in front of you so
that you don't know which way to block, and then do a shinkuu
tatsumaki senpuu kyaku which just does ridiculous block
damage at level 3.
A pretty easy fight for Dan. Stay defensive, waiting
until he does a jaguar kick. Block it and then sweep him or do
a combo. if you have at least a lavel 2, when you block
immediatly do a kouryurekka. Watch out for his overhead, which
he will do every once in a while, and he also tries to do a tick
every once in a while. Don't jump in at him when he's on the floor
or he'll do one of his many Anti-airs, probably a jaguar tooth.
V.S. CHUN LI
Advance towards her at the beginning and she will walk back.
When she gets into the corner, she may do a kikoken, so jump it and
do a combo. If she begins jumping backward, she will do a kikoken
after a few, usually two, jumps. If she ducks, then don't jump at
her, even though it's tempting, she will do her verticle spinning
bird kick. Try not to stay too close to her, if you do you will
give her a chance to do that flipping attack and you won't know
which way to block. She will try to tick you if you stay defensive
for a while, also, so watch for that.
I used to have a lot of trouble with Guy, Dan's mid-boss.
But then I discovered this great strategy. Just duck in a defensive
position and when he jumps at you, do a ducking fierce. He may
also try three other things: His overhead, which goes, in my
opinion, unfairly fast, his dashing and then kick overhead, which is
easy to counter in most cases, and his dash and then grab strategy.
For his overhead, keep a sharp eye for it and then block high if
you see it, then immediatly go back to your position. For his dash
and then kick overhead, block high and then, if you have a level 2 or
3, do a kouryurekka, if you don't just sweep him, then go back to the
position. Try to sweep him or do a ducking fierce, gadoken combo
if you see him run at you to try to throw you. You can also
counter his jumping cannonball attack with a ducking fierce.
It seems that Dan is ALWAYS the second to last guy that you
fight, why, I have absolutely no idea. This is a fairly tough fight,
but you should come out victorious if you use these strategies:
Stay defensive against Ken. He likes to throw a bunch of dragon
punches around, so keep blocking until you see an opening and then
hit him. If you block a fierce dragon punch, try to do a ducking
fierce into a level 1 shinkuu gadoken or into a level 3 kouryurekka,
if you don't have any levels just do the ducking fierce into a
gadoken. Try jumping at him with a high-hitting medium kick and then
blocking. He will sometimes do a ducking medium kick into either
a shoryureppa or a fierce dragon punch and you will manage to land in
time to block either of these, which both leave him wide open for a
Not an especially tough fight, actually rather easy. If
Dhalsim does a standing strong or a standing fierce, he will almost
always follow them up with a yoga fire in which case you should jump
over it and do a combo on him. When he does a teleport and lands
next to you, he will not block right when he comes out of it so
you can sweep him or do a combo quite easily. Every once in a while
he will keep doing his yoga drills so quick that you will not get a
chance to stop them with any normal attack. If you have any levels
when he does this, keep blocking and then do the punch alpha counter
when the time is right and you think it will hit him. If you don't
have any levels, then you should keep blocking until he does a yoga
fire or his roundhouse slide, both of which leave him vulnerable
for a sweep. He should stop after you do either one of these. You
CAN alpha counter his yoga inferno, however I don't recommend it
because you might just end up getting hit by the rest of it if you
time your AC wrong.
Usually a fairly easy fight for Dan. In Gen's first style,
So-Ryu, he can do chain combos. Sometimes the old fool, when standing
the screen's distance from you, will preform one of these. If he
does, try jumping in quickly with a combo before he finishes it and
is still vulnerable. In his second style, he has slower moves and
is vulnerable to quick sweeps. Try not to jump at him too much when
he is in either style, because he can use either his ducking roundhouse
or his kick special where he can hit you up to 8 times with it. Just
try to hold back until he does something stupid and then sweep him
Another easy fight. All of Sakura's special moves will leave
her open, and she uses them a lot. First, advance on her and she will
back away into the corner, then probably throw a hadoken. Jump over
it and do a combo, then back off. She will probably try to take the
fight to you. If she does her spring breeze kick, block it and sweep
her as soon as she lands. If she does a ducking forward, she will
do a Dragon punch EVERY TIME. Block it and then do a dragon punch of
your own, or a kouryurekka the second that she lands. If she starts
shooting off hadokens then jump at her and do a combo.
Rolento is prehaps the easiest computer opponent to beat, no
matter who you are. Just block until he does a mekong delta escape
or mekong delta air raid and then sweep him as soon as he lands.
Seriously, this is all you have to do. If he does a patriot circle,
he will ALWAYS do all three motions, leaving him WIDE WIDE open for
the super of your choice.
Get just in range of a standing medium kick and keep doing it,
then walking up to get just in range and doing it again. If he jumps,
do a standing jab to get him out of the air and keep doing this. If
you get a chance, sweep him with the ducking roundhouse and keep
doing it right when he gets up. The big fool hardly ever blocks this.
Try not to let him get you in the corner or you will be killed with
his spinning piledrivers.
Stay offensive against Charlie, keep trying to jump in and
do the Easy combo #2 if you hit with a jumping-in forward. Charlie
will sometimes do a jumping fierce, docking strong, flash kick combo--
most of the time, the flash kick will only hit once and he will keep
going up, leaving him vulnerable for a sweep. If Charlie jumps from
far away and lands in sweep distance, do one as soon as he lands.
When you manage to knock him down, do a jump the will go over his head.
If timed right, he will try to counter with a ducking fierce, but by
this time you'll be behind him, which will give you the opportunity
to just do whatever you want.
Stay away from Birdie, as he will keep grabbing you with his
chain grabs and quickly drain your life. Stay away from him in the
corner. If he does a standing fierce or jumping fierce from far away
for no logical reason, chances are that he will use a Bullhorn right
after it, although sometimes after the jumping one he will use a jab
bullhead to take you by surprise. When he does a bullhorn, jump
straight up. He should stop right under you, and then when you fall
you can do a combo. If you manage to block a bullhead, he is wide
open for a level 1 shinkuu gadoken or a level 2 or 3 kouryurekka.
You can also keep him away by using ducking mediums from just the
right range that you will hit him but he can't hit you with most of
his attacks. Counter his jump-in attempts with standing jabs.
Keep offensive against her and this will be an easy fight. You
hhould just keep jumping in with the medium kicks. If she blocks on
the ground, finish with a ducking forward to push her away from
you. If she jumps at you and tries to hit you, she will probably
get hit, and if she jumps and then blocks, sweep her as soon as both
of you land. Jump over her soul sparks and do a combo. Every once
in a while when she is the full screen's distance away she will do
a jab soul throw, and then a fierce one which will leave her wide open
for a kouryurekka. I really have no idea why she does this-probably
the same reason that Ken will inexplicably do shinryukens from the
full screen's distance away.
Sodom is very vulnerable to ducking attacks, so cut loose with
ducking roundhouses. If he jumps at you from far away and lands
within sweep range, then you should do one immediately. If you
knock him down, sweep him again right when he gets up. Watch out
though, because he may do his tengu walking. Always watch him to
see if he grabs the floor with his sais when he lands. If he does,
either immediately do a ducking roundhouse if you have good reaction
time, or block and try to do a ducking roundhouse when he finishes
it. Try to be defensive as most of his moves will leave him open
if blocked. Also, avoid jumping in at him as he will do a throw or
his super move throw on you when you land.
Beware of his deadly tiger uppercut, because it does just
RIDICULOUS damage when the computer uses it, more than a level 1
super. You will probably have to jump in since you can't
just sit there blocking tiger shots all day. When you jump at
him, try to wait until he does a tiger shot and then jump over
it at him. Don't worry if you hit him high, you
should actually try to since if he does a tiger uppercut, you will
trade hits and he will only hit you with one hit of the tiger uppercut.
If he blocks or is hit by your jumping forward, he will probably do
a standing strong. When you do the high-hitting jumping forward
always hold down back in case he does this. The standing strong will
go straight above you, and you can do a super or a ducking fierce,
gadoken combo. If he gets you in the corner and does tiger shots at
you, try to sweep him.
If he does a teleport and lands near you, then you should
immediately sweep him. Try to do a ducking forward into a Gadoken
on him right when he gets up. Sometimes he will try a flaming
fireball from screen distance, if you see him going into that weird
pose with the energy coming from his head, start walking forward
and when he releases the fireball, jump over it at him. He is very
vulnerable now because of the huge lag, so do whatever you want to
do to him.
V.S. M. BISON
If you try to jump at him when he's knocked down right before
he gets up, he will either do a standing roundhouse or a teleport,
one which will result in you being hit, both resulting in him not
losing any life. When you block his slide, he is incredibly vulnerable
so pick a super, any super. He goes for the head stomps a lot and
misses about 70% of the time, so if he just floats over your head
walk over to him and trip him. He will sometimes duck for a little
while, if he does he is going to do a psycho shot, so get sort of
close, then wait till the second he does it an jump at him to start
a combo. Watch out though, this projectile is hard to jump over
because of it's large size. So you should be defensive against him
and try to mostly react to his moves that he misses, rather than
being aggressive, although it's good to try jump in combos some of the
You will never fight Dan while playing as him in arcade mode,
so this is for if you are playing as Dan and fight against a friend
who also is playing as him. You should try to discourage the other
player's jump-in attempts with ducking fierces, or if you're quick,
a Kouryurekka. The standing roundhouse can be used as a good
surprise attack, but be careful your opponent isn't ducking or
it will go over them and you will be vulnerable. Also, if you want
to be cheap then jump in with a forward, and then walk up and throw
them while they're blocking.
V.S. SHIN AKUMA
Don't know how to fight Shin Akuma? You must choose your
character's one punch color if you are player one and the one kick
color if you are player 2 (I'm pretty sure anyway). Then you
must get 3 perfects, not lose a round, and get at least 5 super or
custom combo finishes (I think it's 5).
<:>)Miscellaneous Dan stuff(<:>
I'm starting to run out of ideas for those things
around the edges of the different sections.
Anyway, these are a few random things
that have to do with Dan which you may find
Dan has 6 different colors.
1. Press any punch, pink Gi
2. Press any kick, green Gi
3. Press any 2 punches, orange Gi
4. Press any 2 kicks, yellow Gi
5. Any punch, auto block mode, magenta Gi
6. Any kick, auto block mode, cyan Gi
I like the cyan one the best, but you can
Only get it by playing in auto mode which I
never ever do. So the one I use most often is
yellow, followed by green.
Dan's stage is set in Hong Kong, in a
Crowded marketplace where a few people watch the
Fight. On the left side of the screen there is
A person wearing glasses who holds a basket of
Fruit or something. Whenever you do a special
move (or a taunt, with Dan) the man draws back
like he's afraid of being hit if you are in
front of him. If you are in front of him and
hit the opponent with a super, he will lean back,
drop something out of his basket, and then pick it
up while still watching the fight. Fei Long from
Super Street fighter 2 makes a guest appearance
Here (His home is also in Hong Kong). He is on
The far right side of the screen, a bit far in
The background, and has a towel over his
Shoulders. Every once in a while he yawns. Also
On the far right is a guy in a store that waves
Some sort of stick at the fighters, probably
telling them to go fight somewhere else.
Finally, you win with Dan! I'm not absolutely positive
about the dialogue, but it's basically the same thing as what is
First Picture: Dan, doing a taunt well yelling and crying.
Dan: I did it... Yahoo!
Dan: I've finally avenged your death.
Dan: I'm the strongest now, and the best!!
Second picture: Outside of a Karate school
Narrator: Back in Hong Kong, Dan opens a karate school to teach
others his style.
Dan: (For you, my father...)
Dan: (People all over the world will soon learn my powerful moves!)
Third picture: People practicing punches, Dan standing behind them,
next to a table filled with trophies, is smiling.
Dan: What is wrong?
Dan: You must train to be a saikyo style fighter!
Narrator: With blind ambition, Dan pursues worldwide fame.
Narrator: Is this his destiny?
-If you do a level 3 Hisshu Buraiken
while fighting Sagat, Dan says 'Yattaze,'
when he does the Kouryuken.
-Dan will always do his 'Yattaze,
Oyaji,' Pose after beating Sagat on the
-When you play as Ryu and fight the
computer Sagat, Sagat is holding Dan, who
is dressed in his orange Gi and wearing
sandals, then laughs and throws him off
-I once saw a picture of Sagat in
a strategy guide for Street fighter 2
and Street fighter 2:Championship edition that had a picture of Sagat
holding Dan by his head. This was before Street fighter alpha, or
even Super street fighter 2, for that matter, had even come out. This
shows that Capcom must have been planning to use Dan as a character
for a long time, but had only gotten around to doing it when they made
street fighter alpha. By the way, this picture can also be found at
since I don't think you'll be able to find the strategy guide
because it's a couple years old.
Well, that's it. I hope that you will
try some of the things in this and come to
use Dan as one of your regular characters,
or at least to learn to respect him for the
funny guy that he really is. If you have
any comments, questions, or whatever my
E-Mail address is IsaacNK@cs.com. Thank
you for reading.
-My brain, without it I could never have completed any of this
-Capcom, for creating this great game and this great character
-SNK, for creating Ryo so that
Capcom could rip them off and make Dan
-Stephen Morrissey, for putting
this FAQ on his site, the only PC
street fighter site that I know about, and
is also a nice page so go and check it
out if you like the PC versions of these
games at http://dogbert.mathcs.wilkes.edu
/~morrissb/sf/main.htm. Also has a pretty good art section.
-Shinji's Street fighter battleground,
for being another nice page with a great
message board. It is found at
-My little brother Stephen (SJKlunk) for helping me test a
couple strategies and stuff and playing this great game with me
even though I beat him nearly every time.
-A guy named G0UK1, whose Taunts FAQ I learned most of
the translations for stuff Dan says from. I think you can get his
FAQ at www.Gamefaqs.com, go give it a try. Lots of translations
of what the different players say are in his FAQ.
-A street fighter alpha FAQ of which the most current
version was written by someone called Min sub kim, I got the
translations of Dan's special and super moves from this.
-This guy named lord hollow that wrote a Dan FAQ for
street fighter alpha 2 with a list of 20 reasons Dan is better
than Ryu, Ken, or Akuma. It's at www.gamefaqs.com, go check
it out because some of the 20 reasons are pretty funny.
-All those other people who realize
that Dan is actually a good player and take
the time to write FAQs and help others realize it too.
That's everyone I can think of, thanks For reading this!