888 888 888 88888 88888 88888 Master the power of Saikyo-ryuu! 8888888888 888 888 888 8888888888 8888888888888888888 77 77 7777 77777 7777 77 77 7777 888 888 888 888 77 77 77 77 77 77 77 77 77 888 888 888 888 77 77 77 77 77 77 77 77 77 88888888 8888888888888888888 777777 77 77777 77 7777 77 88888888 888 888 888 77 77 77 77 77 77 77 77 77 888 888 888 888 77 77 77 77 77 77 77 77 77 88888888 8888888888888888888 77 77 7777 77777 7777 77 77 7777 88888888 888 888 888 -------------------------------------- 888 888888888888888888888 THE ALMIGHTY DAN HIBIKI MINI-FAQ v1.6 88888 888888888888888888888 -------------- for ----------------- 8888 888 Marvel Super Heroes vs. Street Fighter 888888 888 by Chris MacDonald 888888 888 Unpublished work Copyright 1997-2001 Chris MacDonald This document is protected by US Copyright Law, and the Berne Copyright Convention of 1976. It is for private and personal use only--it cannot be reprinted in part or in whole, or reproduced in any way or in any form (written or otherwise). It is a free document that cannot be used in any sort of commercial transaction, including selling it or giving it away as a gift. This FAQ cannot be referenced, altered, or used by anybody (including webmasters, publishers, and magazine staff) without my express written permission. This FAQ was created and is owned by me, Chris MacDonald . It can be found exclusively at (www.GameFAQs.com). All copyrights and trademarks are acknowledged and respected that are not specifically mentioned herein. I expressly forbid the following publishers/publications from using this FAQ, namely: Ziff-Davis Video Game Group (publishers of Expert Gamer), Future Publishing, Ltd. (publishers of PlayStation Power, Official UK PlayStation Magazine, etc.), IDG Media, Game 13th Magazine, Brady Games, and Prima Games. Remember, plagiarism is a crime and is punishable by law. The Street Fighter game series is (c) Capcom of Japan and (c) Capcom of America. The Marvel characters are (c) Marvel Company. ======== CONTENTS ======== - Introducing the master of disaster! - FAQ terminology - A quick list of Dan's outstanding repetoire of moves - Universal moves that even Dan can do - Dan's mind-numbing array of normal attacks - Dan's spectacular special moves - Dan's awesomely overpowered hyper combos - Dan, the combo man? - Using Dan effectively in the face of danger - Dan's partner should be...? - Secrets and tricks - Dan's humiliating quotes and his victorious ending - Revision history - Special thanks - The final word on the king of street fighters, Dan Hibiki! ======================================================================= INTRODUCING THE MASTER OF DISASTER! ======================================================================= Ever wondered who that guy in pink is who nobody ever uses and who you can beat really easily when the CPU picks him? Ever ponder why that mysterious fellow has loud and annoying taunts? Well, wonder no more! That fighter is Dan Hibiki, self-proclaimed master of Saikyou-ryuu (his method of fighting, it means "Strongest Style"), and all around sucky character. Sucky, that is, unless you've mastered him, in which case he's a pink-clad killing machine! The purpose of this FAQ is to show would-be Dan fanatics the finer aspects of using a character as weak as Dan, and to encourage non-Dan users to give him a try. If you think this is a joke, it's not, keep reading to learn the mightiness of Dan! ======================================================================= FAQ TERMINOLOGY ======================================================================= UB U UF Up-Back Up Up-Forward \ | / B -- N -- F Back Neutral Forward / | \ DB D DF Down-Back Down Down-Forward Up-Back : Dan jumps backward. Back : Dan walks backwards or blocks if he's being attacked. Down-Back : Dan crouches or crouch blocks if he's being attacked. Up : Dan jumps straight up. Neutral : Dan does nothing. Down : Dan crouches. Up-Forward : Dan jumps up-forward. Forward : Dan walks forward. Down-Forward : Dan crouches, same as if you press Down. Remember to reverse the back and forward directions if you're facing left. LP MP HP Light Punch Medium Punch Hard Punch LK MK HK Light Kick Medium Kick Hard Kick Light Punch / Kick : A fast attack that does little damage. Medium Punch / Kick : A slow attack that does average damage. Hard Punch / Kick : A very slow attack that does heavy damage. QCF / QCB : Rotate the joystick D,DF,F or B,D,DB. HCF / HCB : Rotate the joystick B,DB,D,DF,F or F,DF,D,DB,B. Rotate 360 : Rotate the joystick in a full circle. PPP / KKK : Press all 3 Punch or Kick buttons. PP / KK : Press any 2 Punch or Kick buttons. X~X : Any range indicated (UB to UF / MP through HK, etc.) ======================================================================= A QUICK LIST OF DAN'S OUTSTANDING REPETOIRE OF MOVES ======================================================================= Dash / Backstep F,F / PPP or B,B / B + PPP Super Jump D,U / KKK or U from a launcher Block / Mid-Air Block Hold B / DB (air) Advancing Guard While blocking, tap PPP rapidly Tech. Hit Any dir. but U + MP~HK when thrown Down Kaihi B,DB,D + P / K when reversed Variable Attack Press HP + HK Variable Assist Press MP + MK Variable Counter Block, B,DB,D + HP + HK (at Level 1) Variable Combination QCF + HP + HK (at Level 2) Gadouken MP QCF + Punch Kouryuuken HP F,D,DF + Punch Dankuukyaku MK QCB + Kick Premium Sign HK QCF + Kick Zenten Chouhatsu QCF + Start Kouten Chouhatsu QCB + Start Tachi Chouhatsu Press Start Shagami Chouhatsu D + Start Jump Chouhatsu Jump, press Start Saikyou Seoi Nage When close, B / F + MP / HP (air) (Punch and Launch) When close, B / F + MK / HK Shinkuu Gadouken MP+HP QCF + any 2 Punches Kouryuurekka MK+HK QCF + any 2 Kicks Hisshou Buraiken QCB + any 2 Kicks Chouhatsu Densetsu QCF,QCF + Start Otoko Michi HP,LK,B,LP,LP (at Level 3) - The buttons listed in the middle (MP, MK+HK, etc.) indicate what you can tap or press in order to perform that move in Easy Mode. Aerial Rave Launcher : Crouching HP Ground Chain : None Jumping Chain : None Super Jumping Chain : Hunter Chain Aerial Knockdown : HP, HK Variable Assist : LP Gadouken Variable Counter : HK Dankuukyaku Variable Combination : Shinkuu Gadouken - The Hunter Chain is LP,LK,MP,MK,HP,HK. However, most of the time the best Dan can do is to end with HP or HK, since the HP knocks his enemy down so fast that the HK is all but impossible to connect with (unless you're in the corner and have good timing). ======================================================================= UNIVERSAL MOVES THAT EVEN DAN CAN DO ======================================================================= --------------------------------------------------------------------- DASH / BACKSTEP --------------------------------------------------------------------- COMMAND: (Dash) Press F,F or press all three Punch buttons at once. (Backstep) Press B,B or press B + all three Punch buttons at once. DESCRIPTION: Dan tucks himself into a ball and rolls forward or backward, accordingly, then stands up. HOW TO USE: Dan's dash and backstep are both a little slower than the average character's dash. Also, you have to wait for Dan to recover before you can throw out an attack, unlike other characters. Because he gets so close to the ground, some attacks can pass over him while he's rolling, though. This move is best used for passing under someone if they're jumping over you. You can also use them to try and fake out your opponent after a Zenten / Kouten Chouhatsu. :) --------------------------------------------------------------------- SUPER JUMP --------------------------------------------------------------------- COMMAND: Press D,U or press all three Kick buttons at once. If you have just connected with Dan's crouching HP, you can also Super Jump simply by pressing U. You can control your ascending and descending path by holding B / F as you jump, too. DESCRIPTION: Dan leaps high into the air, white marks trailing him to let you know that you've just Super Jumped. HOW TO USE: The Super Jump is one of the most important moves to master in any Versus game. You can use it to escape from the corners or to get away when someone is trying to apply pressure, or simply to take the battle to the air or to get close to your opponent quickly. From a launcher (Dan's crouching HP), you can use it to follow up with an Aerial Rave combo. --------------------------------------------------------------------- BLOCKING AND MID-AIR BLOCKING --------------------------------------------------------------------- COMMAND: (Block) Hold B when attacked to block high attacks. (Low Block) Hold DB when attacked to block low attacks. (Mid-Air Block) When airborne, hold B / DB to block attacks. DESCRIPTION: Dan holds his arms crossed over his upper torso and face in an 'X' shape. HOW TO USE: When you block an attack, you will take no damage from a normal attack, and reduced damage from special moves or Hyper Combos. Therefore, it's always to your advantage to block any attack that comes your way. Note that when you block, you are still susceptible to low attacks (slides, etc.), and when you low block, you can be hit by jumping attacks and overhead attacks (these moves look like they hit high but actually hit low). Blocking in the air works against both high and low attacks. Not all moves can be blocked, including throws, special move throws, and some Hyper Combos. --------------------------------------------------------------------- ADVANCING GUARD --------------------------------------------------------------------- COMMAND: While blocking an attack (any type of block), press all three Punch buttons. To continue to use this move against a multi-hit attack, keep tapping the three Punch buttons. DESCRIPTION: Dan leans forward while still blocking. HOW TO USE: When you do the Advancing Guard animation, two things happen. One is that the next (if any) successive hit from the attack you blocked is dodged, meaning that you don't even take block damage. The other effect of using the Advancing Guard is that when you move forward, your opponent will be pushed back by a certain amount (usually, the stronger the attack and the more times it hits, the further back your attacker is pushed). This can be good for making some breathing room and for getting out of harm's way. Sometimes you'll be pushed backwards at the same time as well. Using Advancing Guard against a single-hit attack or an attack that does no damage when blocked only serves to try and make more room between you and your opponent. This can be useful sometimes, but you don't have to use this move against such attacks if you don't want to. Advancing Guard is not a technique to be misused. For one thing, it's not always easy to shrug off successive hits, and even if you do, you will return to your blocking stance after evading a hit and will have to use the Advancing Guard again to evade future hits (which is why you see people tapping the Punch buttons rapidly when they're blocking a multi-hit move). Furthermore, you aren't blocking during the Advancing Guard animation, so there's always the small chance that you are hit just as the Advancing Guard ends, meaning you take the rest of that attack's hits for full damage. Also, you won't always be able to push your opponent away during this move, there is sort of a random element to it. Finally, it's not always in your interest to use this move as you may want to be close to your opponent when they're done attacking so you can get in an attack of your own. --------------------------------------------------------------------- TECH. HIT --------------------------------------------------------------------- COMMAND: As you're thrown, press in any direction but U + MP / HP / MK / HK. This will work against all normal throws as well as the following special moves: - Cyclops' Running Neckbreaker Drop - Dan's Otoko Michi - Hulk's Gamma Tornado - Spider-Man's Web Throw - Zangief's Flying Powerbomb / Air Spinning Piledriver - Zangief's Running Throw (either version) - Cyber-Akuma's Air Shining Gou Shock - Shadow's Final Mission Tech. Hits also work against grab-type throws like Sakura's Sailor Shime / Sailor Choke (B / F + MP / HP when close), etc., and air throws. DESCRIPTION: Dan leaps away from his opponent, undamaged. HOW TO USE: Basically, there's no excuse not to use this when you're thrown, since it prevents you from taking any damage or ending up on the floor where you're prone to attack. --------------------------------------------------------------------- DOWN KAIHI (Down Evade) --------------------------------------------------------------------- COMMAND: When you're knocked to the ground, floored by a sweep attack, or have just air blocked an attack and are heading towards the ground, press B,DB,D + P / K just prior to landing. You can use this after the Otoko-Michi, too :) DESCRIPTION: Dan will roll forward a certain distance the moment he hits the ground. HOW TO USE: Since you can be hit again while you're down, the Down Kaihi can be used to keep that from happening and to get away from or closer to your foe. However, since you can be attacked the moment you stand up, it's also somewhat risky as you can end up standing the moment your opponent breaks out with an attack and get hit. --------------------------------------------------------------------- AERIAL RAVE KAISHI (Aerial Rave Starter / Launcher) --------------------------------------------------------------------- COMMAND: Press D + HP. In Easy Mode, you have to use LP + LK instead. This only works while standing or crouching. If it connects, press Up to jump after your opponent. DESCRIPTION: Dan throws a ducking Hard Punch which launches his opponent into the air, then leaps after his opponent. HOW TO USE: This is probably the easiest way to start an Aerial Rave (an air combo). You can preceed the HP with a jump-in attack, if you wish. --------------------------------------------------------------------- VARIABLE ATTACK --------------------------------------------------------------------- COMMAND: Press HP + HK at the same time. Both of your teammates must be alive in order for you to do this attack. DESCRIPTION: Dan taunts and leaps away as his opponent leaps in with an attack. If you're using someone else, then that person taunts and jumps offscreen while Dan comes flying in with a jumping MK, lands, and does his Perfect win pose from SFA2. Afterwards, you are in control of the other person (the one you weren't using). HOW TO USE: The Variable Attack is the simplest way to switch characters. The main problem with it is that while the character leaving the screen is invincible, the one coming in is not and is vulnerable while they pose. Therefore, it's very easy to block a Variable Attack and then blow away your new foe with an attack. If you need to switch characters, try launching your enemy, then tagging them with Variable Attack while they're in the air. Or, do it when they're in the air and not in a position to attack you. Note that it's sometimes possible to hit someone as they switch out with their partner--if this happens, the switch may not occur at all. --------------------------------------------------------------------- VARIABLE ASSIST --------------------------------------------------------------------- COMMAND: Press MP + MK at the same time. Both of your teammates must be alive in order for you to do this attack. DESCRIPTION: While his teammate performs a taunt, Dan leaps onscreen and throws a LP-strength Gadouken, then leaves. If you're using Dan, he will taunt while his partner appears, performs an attack, and leaves. HOW TO USE: The Variable Assist is very useful, but is also punishable if your opponent knows it's coming. Both characters (the one taunting and the one attacking), are vulnerable to attacks. However, if the attacker is hit, he or she will leap off screen as soon as they are able to in order to minimize damage. While this move does okay damage by itself, it's best used as a blind or follow-up to your own attack, since you (the taunting character) will finish the taunt before your friend leaves. So, you can perform a Variable Assist and then manuever yourself or attack while your opponent is blocking or dodging your ally's attack, or you can hit them with a move while they're being beaten up by your friend. Some characters can do more than just inflict damage (for instance, Captain America can negate projectiles). --------------------------------------------------------------------- VARIABLE COUNTER --------------------------------------------------------------------- COMMAND: While blocking an attack (any type of block), press B,DB,D + HP + HK at the same time. This move costs 1 level from the Hyper Combo gauge, and both of your teammates have to still be alive, too. DESCRIPTION: Dan will leave the screen while his ally appears and attacks. Or, if you're using Dan's partner, he'll come on-screen while using a HK Dankuukyaku. Afterwards, you are in control of the other person (the one you weren't using). HOW TO USE: I generally suggest that you only use this when your opponent has very little life left, or if one character is about to die and you really have to switch. It's a safer way to switch characters than the Variable Attack, but at the cost of a whole HC level, it's not really worth it. Plus, there's always the risk that you or your ally are hit by an attack while one escapes and the other attacks. As with the Variable Attack, you may not end up exchanging characters if they or you are hit. --------------------------------------------------------------------- VARIABLE COMBINATION --------------------------------------------------------------------- COMMAND: Press QCF + HP + HK at the same time. This move costs 2 levels from the Hyper Combo gauge. Also, it can only be used if both you and your teammate are still alive. DESCRIPTION: Dan throws a Shinkuu Gadouken, and his opponent appears on-screen and does a particular Hyper Combo as well. Or, if you're using someone else, they begin their particular HC, and Dan leaps onto the screen and performs a Shinkuu Gadouken. Afterwards, you'll be in control of the other person (the character you weren't using). HOW TO USE: Most Variable Combinations don't do as much damage as a well-placed Shinkuu Gadouken. However, they still do good damage and are a flashy way to finish an opponent. Plus, they can be comboed easily. I ususally use this when I want to cause lots of block damage to an almost dead opponent or if they are wide open for an attack (but I don't think I can nail them with one of Dan's Hyper Combos). One really important thing to remember is that your partner doesn't attack at the same time you do; he or she comes on screen a moment later and then attacks. This is important for Dan since he has a bad range on his Shinkuu Gadouken and if you start a VC with someone else first, Dan's Shinkuu Gadouken may miss his opponent entirely. While a Variable Combination is a relatively risk-free way of switching characters, if either you or your ally or hit, the switch may not occur. ======================================================================= DAN'S MIND-NUMBING ARRAY OF NORMAL ATTACKS ======================================================================= --------------------------------------------------------------------- LIGHT PUNCH --------------------------------------------------------------------- On the ground or crouching, this is a quick forward jab. Actually, it looks pretty cool, since Dan's holding his fingers like he's trying to rake your eyes out. In the air, it's a downward-angled punch, which, if nothing else, sticks out for quite a while and is good for starting a short air combo. --------------------------------------------------------------------- MEDIUM PUNCH --------------------------------------------------------------------- As a standing attack, this is a gut punch that Dan throws with his knuckles out. Crouching or jumping, it's a standard punch attack. This is a fairly useful and underrated move, because in the air, it has a good duration, and while crouching it recovers quicker than the crouching MK, even though it has less range. --------------------------------------------------------------------- HARD PUNCH --------------------------------------------------------------------- In the air or standing, this is a downward chop with _bad_ lag. You'll have to press the button early in the air if you want it to come out in time for a jump-in combo, and on the ground, that moment of lag is not what Dan needs. However, being a Hard attack, it does good damage, and of course you can combo off the standing or jumping version easily, as long as the move you use has sufficient range (say, an HP Gadouken or HK Dankuukyaku). Crouching, this is Dan's aerial rave launcher, which is all that needs to be said. --------------------------------------------------------------------- LIGHT KICK --------------------------------------------------------------------- In the air, this is a bent-knee kick that has good priority and tends to override lots of other attacks. Standing, it's a knee strike that isn't too useful at all, and crouching, it's a low foot strike that Dan puts his whole body into. The standing and crouching versions are good for pressure tactics, but you'd be better off using a MK. --------------------------------------------------------------------- MEDIUM KICK --------------------------------------------------------------------- (This move hits twice when standing.) On the ground, this is a knee-and-leg strike that hits twice, Dan's only double-hit. It's great because you can combo off it during either hit. It's also a really great move to combo off of (although any of Dan's attacks can be comboed from). This kick has excellent range and speed, and works well as an anti- air move, believe it or not. This move works great with a Dankuukyaku for pressure tactics (Medium Kick into MK Dankuukyaku, repeat, then do a LK Dankuukyaku and throw if they haven't messed up already). Crouching, it's a slower version of the crouching LK but it does more damage and is also good for poking. The jumping MK uses the same frames as the crouching version, and is handy if you don't like using Dan's jumping Fierce or Roundhouse, as it has a good attack range and duration. --------------------------------------------------------------------- HARD KICK --------------------------------------------------------------------- The standing HK is a high turning heel strike that makes Dan move forward a tiny bit every time you press it. It's so fast that it's good for raising your HC energy, but it looks like you're spazzing out when you do it :) It makes for good anti-air (surprisingly) and combos rather nicely, although it's sort of laggy at the beginning. The crouching version is your standard Shoto-scrub sweep. It's very useful, since a sweep now and then is always a good way to sap life fast. The jumping version works like the opposite of Dan's jumping HP; Dan performs a kick that lasts for only a brief moment, so you have to press the button late or he'll end the move too early. This move is really useful, because your opponent may think you're not gonna attack, and then WHAM--Dan gives 'em a good smack! ======================================================================= DAN'S SPECTACULAR SPECIAL MOVES ======================================================================= --------------------------------------------------------------------- SAIKYOU SEOI NAGE (Strongest Style Shoulder Throw) --------------------------------------------------------------------- COMMAND: When close, press B / F + MP / HP. This move can be done in the air, too. DESCRIPTION: Dan grabs his opponent, turns, and pulls them over his shoulder before throwing them. In the air, he does the same thing but holds onto them after he turns, slamming them into the ground. HOW TO USE: This throw is very predictable and so easy to Tech. Hit out of. I prefer the Punch and Launch because it's harder for someone to Tech. Hit out of it (they're usually surprised to find themselves flying upward and get the Tech. Hit wrong). --------------------------------------------------------------------- --------------------------------------------------------------------- COMMAND: When close, press B / F + MK / HK. DESCRIPTION: Dan grabs his opponent and uppercuts them, sending them into the air (he basically does his crouching HP as a throw). HOW TO USE: This move isn't a launcher; if you want to Super Jump after your opponent, you have to press all three Kicks or tap D,U. However, if you're fast enough and they don't block, you can jump after them and smack them, or if you're in a corner, simply Super Jump up after them and do a normal Aerial Rave easily. The best reason to use this move is that your foe flies upward, and this will usually throw them off and they won't Tech. Hit it correctly. You can hit your opponent with a special move after launching them, assuming they don't block. --------------------------------------------------------------------- GADOUKEN (Self Taught Fist) --------------------------------------------------------------------- COMMAND: Press QCF + any Punch button. DESCRIPTION: Dan thrusts his arm out with his fingers open, and a small ball of light bursts from his fingertips, flies forward a very short distance, and sputters out. The strength of the button used determines how far the Gadouken is thrown. HOW TO USE: The Gadouken does pitiful damage, and has a very bad range, making it hard to connect with even in a combo. It's main use should be to negate fireballs; even though it's small, it can still cancel out even a large projectile like Ryu's Hadouken. This move is good for humiliating your opponent with a smack to the face, otherwise, it's not that hot an attack, only because of the lag after the move finishes. --------------------------------------------------------------------- KOURYUUKEN (Shiny Dragon Fist) --------------------------------------------------------------------- COMMAND: Press F,D,DF + any Punch button. DESCRIPTION: Dan tucks his fist against his body, turns, and leaps upward, his arm bent at the elbow with his fist outward. After a certain distance he turns, then drops back down to the ground. The strength of the button used determines how high up and how far outward Dan flies during this attack. HOW TO USE: The Kouryuuken does great damage, however, if you miss with it, you're left wide open to attack, and it has a pathetic horizontal range, which makes it difficult to stick in a combo. The easiest way to connect with it is after a jump-in attack, from a close standing MK, or comboed from Dan's launcher (D + HP). However, I only suggest using the last method if you don't think you'll be able to connect with an aerial rave (the full 5 or 6 hits does more damage than even a HP Kouryuuken). The LP version is the safest version and works nicely for anti-air attacks or just to try and get in a hit. Note that there is a 1-in-8 chance that Dan will flash white when he does a Kouryuuken. If you flash, you become invincible for the duration of the flash. Dan normally has no invincible frames in his Kouryuuken, so this is a nice bonus when it happens. --------------------------------------------------------------------- DANKUUKYAKU (Sky Cutting Leg) --------------------------------------------------------------------- COMMAND: Press QCB + any Kick button. This move hits 1 time with LK, 2 times with MK, and 3 times if you use HK. DESCRIPTION: Dan leaps forward with a knee attack. If you're using the MK version, he follows that with a flying MK, and if you're using the HK version, he does both kicks followed by a flying HK kick. HOW TO USE: The Dankuukyaku is Dan's best special move--it does a lot of damage if all the hits connect, it's easily comboed, and it's the only move in his whole arsenal that isn't too risky. In fact, it can (and should) be used frequently. The LK version is good for hopping over most normal-sized fireballs and for in-close pressure tactics, while the MK version is also good for pressure tactics and block damage. The HK version has the most lag, but you should really only be sticking it in combos or perform it alongside a Variable Assist, anyway. All varieties of this move can be ducked under by average-sized characters or smaller, so keep it in mind when you perform this move. This can be used for your advantage, though (such as doing an LK Dankuukyaku across your opponent and then throwing or launching them from the other side). --------------------------------------------------------------------- PREMIUM SIGN --------------------------------------------------------------------- COMMAND: Press QCF + any Kick button. DESCRIPTION: Dan takes out a picture of himself, autographs it with the kanji "Dan", then shows it to his opponent and throws it at them. The button used determines how long Dan spends signing the picture, as well as the distance and direction in which it flies (LK for a slightly downward angle, MK for a straight ahead toss, or HK for a slightly upward angle). Using LK has the shortest range for the throwing of the autograph, while HK has about a full screen length. HOW TO USE: The Premium Sign is a classic "sucky Dan" move that actually has it's uses. It's downfalls are readily apparent; it's slow (so slow that if you do the HK version from the other end of the screen, your opponent can walk up to you and hit you), even if it hits the damage is pitifully small, and once thrown, it can be destroyed by normal punches and kicks (like Rolento's Stinger knives from SFA2)! Plus, the angled versions (LK and HK) are really too shallow to make much of a difference and an enemy can still avoid them from the proper distance (or in the case of the HK version, simply by ducking). Like I said, though, it does have it's uses. It can hit during the showing _and_ throwing of the picture, which allows you to knock around your opponent a bit if they touch you. Secondly, it has insane priority while Dan's showing it (not when he's thrown it). It can even knock your opponent out of some special moves and Hyper Combos, if they're close enough. So, this move is best used not as a projectile, but as a counterattack. True, the recovery is so bad that your opponent can probably just hit you with another attack afterwards, but in a last-ditch situation or in the face of certain destruction, it's certainly worth a shot. --------------------------------------------------------------------- TACHI / SHAGAMI / JUMP CHOUHATSU (Standing / Crouching / Jump Taunt) --------------------------------------------------------------------- COMMAND: Press Start while standing, crouching, or jumping. DESCRIPTION: While standing, Dan shakes his forearm and taunts his opponent. Crouching, he does the same thing while kneeling, but says something different. In the air, he holds his fist over his head and yells "Yahooey!" while jumping. Dan recovers from the jumping taunt the fastest, and the crouching one the slowest. HOW TO USE: Ah...the taunts. Seemingly useless beyond a shadow of a doubt, taunting is actually Dan's secret method for success. When you taunt while standing or crouching, you earn a HUGE amount of HC energy. You earn less when you're jumping (because it's usually safer), but it's still a good amount. The only method to rack up more HC power faster is to Super Jump and tap HK rapidly (not that I frown upon it, it's pretty useful). In any case, what you need to do is taunt, taunt, and taunt some more! Taunt all the time and you'll always have plenty of HC power to spare. The only risk of course, is that you're a sitting duck while taunting. --------------------------------------------------------------------- ZENTEN CHOUHATSU (Forward Rolling Taunt) --------------------------------------------------------------------- COMMAND: Press QCF + the Start button. DESCRIPTION: Dan rolls forward a short distance, crouches, and taunts. HOW TO USE: This move only has one real benefit--it gives you the biggest increase to your HC gauge than any other move or taunt. However, it's not that much bigger than the energy earned from the Shagami Chouhatsu, and you might want to keep that in mind, because the Zenten Chouhatsu is also incredibly slow, isn't invincible in the least, and is basically Dan begging for a free hit. I think you're personally better off with crouching taunts, but if you need a big boost to your HC gauge immediately, then do this move or the Kouten Chouhatsu. The one nice thing about this move is that you get the HC energy right when you start, so if you're hit out of it (and you almost assuredly will, unless you're far away), you still retain the extra HC energy. --------------------------------------------------------------------- KOUTEN CHOUHATSU (Backward Rolling Taunt) --------------------------------------------------------------------- COMMAND: Press QCB + the Start button. DESCRIPTION: Dan rolls backwards a short distance, crouches, and taunts. HOW TO USE: This move is just like the Zenten Chouhatsu in every way, except that you roll backwards. It's not really better than the Zenten Chouhatsu, but not worse, either. ======================================================================= DAN'S AWESOMELY OVERPOWERED HYPER COMBOS ======================================================================= --------------------------------------------------------------------- SHINKUU GADOUKEN (Shaking Sky Self Taught Fist) --------------------------------------------------------------------- COMMAND: Press QCF + any two Punch buttons (requires 1 level of HC energy). This move hits 8 times, suppoedly 10 if you mash on the buttons, but I've never been able to do it. DESCRIPTION: Dan performs a Gadouken, however, the ball of energy actually goes forward a good distance before fizzling out (about 1/4th of the screen's length). HOW TO USE: The Shinkuu Gadouken is Dan's best Hyper Combo, in terms of damage. If all the hits connect, it will drain at least 35%-45% damage effortlessly. That makes it one of the most damaging HCs in the game, alongside Shuma's Chaos Dimension and Hulk's Gamma Wave. It also does good block damage, and someone who tries to use Advancing Guard against this attack is more likely to "flub" the block and get hit than with other HCs. This makes the Shinkuu Gadouken very handy in the corners, since someone will have little room for evasion and will either have to take the full block damage or try and AG successfully. The Shinkuu Gadouken is very easy to connect with if you know when and how to use it. The best way is to stick it in a combo (the easiest is off either hit of his standing MK), against most Variable Moves (after a blocked Variable Attack, or during Variable Assist if you know it's gonna miss or you want to try and predict it and attack first). If you can get behind your opponent during a Variable Combination, this move is also the HC of choice to use, since it will damage both characters for a good amount of life. It also works well against someone jumping in after their partner has been killed, or if someone is jumping towards you and you're not within their hit range, since this HC juggles very easily. There are many downsides to the Shinkuu Gadouken, though. It has a pathetic range compared to any other projectile attack, some characters can duck under it and not even take damage (and smaller characters can even walk or attack under it), and it moves very slowly--if someone is within range and you throw it, they can get out of range easily unless you're right next to them. --------------------------------------------------------------------- KOURYUUREKKA (Shiny Dragon Conflageration) --------------------------------------------------------------------- COMMAND: Press QCF + any two Kick buttons (requires 1 level of HC energy). This move hits twice, once if you OTG with it. DESCRIPTION: Dan moves forward while performing a LP Kouryuuken, then turns around again and does an HP Kouryuuken. HOW TO USE: The Kouryuurekka is a very useful HC because although it is not easy to connect with, there are many times during a battle when using the Kouryuurekka is the best thing you can do. This move has a pathetic range, but it does okay damage and comes out _incredibly_ fast. Fast enough to beat out most any other attack, even. The best time to use this move are if someone is jumping over you (or if they are jumping elsewhere on the screen, roll under them and do this move). In fact, you should always be ready to move in close if you think they'll jump towards you, so you can smack them from behind with this HC. If you've just finished a laggy move (like the Dankuukyaku), and think they're going to attack, the Kouryuurekka will usually hit first because it's so fast. The only real sure-fire way to connect this HC is from a combo (if you're close, since the range sucks), of if you've knocked your opponent to the ground, although you only get one hit (this works best in the corners, after a c. HK or even better, after a Hisshou Buraiken). This move has another advantage--it can knock an enemy really high into the sky and set them up for a special move hit on the way down (like a Dankuukyaku), or you can manually Super Jump after them and perform an Aerial Rave. However, this only works if you hit an airborne opponent (after a launcher, while jumping in, after the Punch and Launch, etc.) You don't want the Kouryuurekka to hit deep, you just want it to connect. If you did it correctly, the second hit will vault your enemy way off into the air. This is especially useful in combos (see the combo section for details). --------------------------------------------------------------------- HISSHOU BURAIKEN (Certain Victory Without Trust Fist) --------------------------------------------------------------------- COMMAND: Press QCB + any two Kick buttons (requires 1 level of HC energy). This move hits 10 times. DESCRIPTION: Dan give his opponent the beatdown, both vocally and physically :) He strikes with a swift series of normal punches and kicks (some standing, some crouching), then finishes with a HP Kouryuuken, while shouting the entire time. Probably Dan's flashiest attack. HOW TO USE: The Hisshou Buraiken is a good Hyper Combo, but it doesn't have anything that makes it stand out. It's not as fast as the Kouryuurekka, but has slightly better range. It's more of a sure hit than the Shinkuu Gadouken since it hits high and low. It works well in a combo if you're close when you do it, and works well if someone gets next to you without attacking (like when Wolverine misses a Drill Claw or Fatal Claw, or when someone is falling from an uppercut-type move like the Shouryuuken or Stars & Stripes). It works well as a subsitute for the Kouryuurekka if someone jumps over you, but only if you have sufficient time to move or roll a ways past them so that they can't turn and clobber you when they land (since the Hisshou Buraiken has a rather slow start-up). If Dan lands nearby after the Buraiken finishes, he can OTG his enemy with a crouching LK or MK, or Kouryuurekka, etc.) This move also has a rather useful "vacuum" effect that will drag in people if they are a little bit out of hit range, although it doesn't always work that well. Another interesting quirk of this move is that it may sometimes hit someone who is right behind Dan, like the Crawler Assault will, but this doesn't happen often and even if it does, it won't amount in a lot of damage, anyway. --------------------------------------------------------------------- CHOUHATSU DENSETSU (Legendary Taunt) --------------------------------------------------------------------- COMMAND: Press QCF,QCF + the Start button (requires 1 level of HC energy). DESCRIPTION: Dan rolls forward several times, taunting his opponent the first two times, then showing his portrait to them a la the Premium Sign (he doesn't throw it, though), then he jumps, taunts, lands, and does his "Youyutchi!" win pose. HOW TO USE: This move has no practical use in terms of gameplay--it does no damage, and Dan is totally defenseless and can be hit by the attack of your opponent's choice. However, it's a great way to show your contempt for scrubs and turtlers, or to just infuriate your foe and show them that you put shaming them publicly before winning the match. ^^; I enjoy using this if I have a lot of life left, especially in the face of an oncoming Variable Combination, or if I'm going to win (or lose) by time out. If your opponent is braindead enough to let you finish the whole thing, whack them upside the head with an attack the moment Dan stops. --------------------------------------------------------------------- OTOKO MICHI (Path of Man) --------------------------------------------------------------------- COMMAND: Press HP,LK,B,LP,LP (requries 3 levels of HC energy). DESCRIPTION: Dan slides forward in his Advancing Guard pose for about the same distance as an MK Dankuukyaku. If he gets close to his opponent, he grabs them and holds them tightly while gathering his power. With a yell of "Oyaji!" he explodes and sends himself and his opponent flying away. HOW TO USE: Dan's parody of the Shun Goku Satsu is truly a move that only Dan could have. Not only is the range pathetic, but this attack can be Tech. Hit out of! Even if Dan does connect, it does poor damage, less than even a throw. And on top of that, Dan LOSES all of his remaining life, except for one single sliver (so he'll die even if he blocks a special move). All of that lost damage is _not_ recoverable, either, so he's stuck like that for the rest of the round. If you perform another Otoko Michi afterwards, Dan won't lose any more life, though. So you're probably wondering by now, "What the hell is the point of this move?" Well, it's great if you want to lose, and that's about it! :) It's only value to me is for causing your opponent some considerable embarassment, even more so if you don't kill them with it but then go on to beat them using Dan. This move can't be comboed, but you can always have someone take or block the two hits of Dan's standing MK while you enter the commands and then they'll still be in range to get hit (especially if they're in the corner). ======================================================================= DAN, THE COMBO MAN? ======================================================================= --------------------------------------------------------------------- AERIAL RAVE COMBOS --------------------------------------------------------------------- Dan's aerial rave type is the Hunter Chain, which means you can press LP-> LK-> MP-> MK-> HP-> HK when Super Jumping, or after Dan's launcher (Down + HP), or after a corner Punch and Launch (it's easier than it looks, trust me). Since Dan doesn't have any special moves that can be used in air, the best you can manage is 5 hits in air (it's pretty hard to connect an HK after an HP because the HP knocks your opponent down really quickly, although you can connect them in the corner). It's not much to speak of, but it does okay damage, so you should always go for it when possible. --------------------------------------------------------------------- GROUND COMBOS --------------------------------------------------------------------- Despite what you might think, Dan can cancel any normal move into a special move or HC, the majority of which will hit. So, he has an okay arsenal of ground combos. He's also a fantastic Blackheart or Mephisto killer, see below for details. Now that I own the Saturn version of this game, I can finally add in a combo section (wasting quarters on combos is not my idea of fun!) 1 - jump LP, stand MP, LK Premium Sign. [3 hits] 2 - jump MK, stand HP, HP Gadouken. [3 hits] 4 - standing MK, any strength Gadouken / Dankuukyaku / Kouryuuken. [3-5 hits] 5 - jump MK, stand LP, crouching LP, LP Kouryuuken. [4 hits] 6 - Any jump attack, crouching HP, HP Kouryuuken. [3 hits] 7 - stand / crouch LP (x3), HK Dankuukyaku [6 hits] 8 - Cross-up with any move, crouch HK. [2 hits] 9 - stand / crouch LP, stand / crouch MP, HP Shinkuu Gadouken [10 hits] 10 - jump MK, crouch LP, crouch HP, Aerial Rave. [4-8 hits] 11 - Hisshou Buraiken, Kouryuurekka (OTG). [11 hits] 12 - Hisshou Buraiken, crouch LK / MK (OTG), Hisshou Buraiken or Variable Combination. [21 or 12+ hits] 13 - Hisshou Buraiken, crouch LK / MK (OTG), Kouryuurekka, then any special move except the Premium Sign (you'll need to roll forward to hit with the Gadouken or Kouryuuken, or to get full hits from the Dankuukyaku). [15+ hits] 14 - Hisshou Buraiken, crouch LK / MK (OTG), Kouryuurekka, then Super Jump up-forward and perform a Aerial Rave. [13-18 hits] 15 - Punch and Launch, Shinkuu Gadouken, Shinkuu Gadouken. [16 hits] 16 - Punch and Launch, Shinkuu Gadouken, Kouryuurekka. [10 hits] 17 - Punch and Launch, Shinkuu Gadouken, Hisshou Buraiken, crouch LK / MK (OTG), any Level 1 HC (or on the Saturn in Full Combo Gauge mode, you can use a Variable Combination). [20-29 hits for arcade, 20-54 hits for Saturn using Norimaro or Dhalsim as your VC partner] 18 - Punch and Launch, Shinkuu Gadouken, Hisshou Buraiken, crouch LK / MK (OTG), Kouryuurekka. From here you can finish the combo as in #10 or #11 (special move or Aerial Rave). [22-27 hits] Notes on the combos: - "Aerial Rave" means that you can jump up and perform an Aerial Rave any way you like. For Dan, the usual best you can get is
    LP -> LK -> MP -> MK -> HP or HK, but in the corners, it's
    sometimes possible to finish with HP -> HK as you fall.  Or,
    you can always opt for an air throw (easiest way is to wait a
    moment after the LK or after the MP).

  - Combo #5 only works on large characters, such as the Hulk or
    Zangief.

  - Combos #11 through #14 must be done w/ your enemy in the corner.

  - For combos #15 through #18, your opponent must be Blackheart or
    Mephisto.  He must be in either corner of the screen, not all
    the way against the edge of the screen but _almost_ in the
    corner.  This is because otherwise, the Shinkuu Gadouken won't
    get the full 8 hits.  Do the Punch and Launch on Blackheart, then
    immediately do the Shinkuu Gadouken (you should interrupt Dan's
    yelling from the throw).  From this point, you'll have to juggle
    your opponent with a Hyper Combo.  With practice, you can tell if
    you got the timing right; if you do the motion for the HC of your
    choice the moment the combo meter reads "7", it should seem as if
    you just interrupted the Shinkuu Gadouken with the move of your
    choice (although in fact you'll still get the full 8 hits).
    There should only be a millisecond of time wasted before the
    combo meter starts increasing again once your HC starts.

  - From here, if you did the Hisshou Buraiken, it's a simple matter
    of OTG'ing your enemy once you land and continuing the combo.
    The interesting thing is if you did combo #12 (the double Shinkuu
    Gadouken).  Now, it's still possible to get all 16 hits if you
    mess up the timing (you'll know if this happened because the hits
    from the second Shinkuu Gadouken will hit faster, as if your
    opponent was on the ground).  But, if you got it right, the 2nd
    Shinkuu Gadouken will have the same timing as the first one.
    And since Dan and his opponent are still the same distance away,
    it seems as if you should be able to combo afterwards, right?
    I haven't been able to connect anything, but it _seems_ so
    aggravatingly possible! :)

  - Combos #15 through #18 don't officially begin until the Shinkuu
    Gadouken hits, because your enemy can block while falling during
    the Punch and Launch.  You can also attempt these combos after
    Dan's launcher (all you have to do is adjust your timing), but
    for the same reason, the combo doesn't begin until the HC because
    your enemy can block on the way down.  Using the throw or launcher
    is necessary because your opponent needs to bounce off the Shinkuu
    Gadouken (I suppose if Blackheart jumped up and landed on your HC,
    that would also work, but the timing would be pretty hard).
  

 =======================================================================
 USING DAN EFFECTIVELY IN THE FACE OF DANGER
 =======================================================================

  I'll say right now that using Dan for fun is the name of the game.
  If you play with Dan to win, you'll be sorely disappointed at first,
  until you've really gotten to know his moves well.

  There are four key elements to keep in mind when playing with Dan:

  a) Don't play him as a purely offensive or defensive character.
  b) Remember to switch from time to time to let him gain back life,
     even if you're on a roll.
  c) Keep a firm strategy in mind and never do something blindly.
  d) Taunt as needed, frequently if possible.

  Point A is a rather obvious one.  Dan lacks the ability to inflict
  big damage with most of his moves, so if you don't worry about
  getting hit in order to land an attack, you'll quickly find that
  Dan is almost dead and you haven't done much damage at all.  On the
  other hand, Dan is rather lacking in defensive terms and doesn't
  have much to help him out against a poking opponent, or if he
  becomes trapped in the corner (in most cases the best thing to do
  is block a hit and use the Variable Counter).  What you want to aim
  for when you use Dan is a balance of the two.  Learn the ranges of
  your opponent's characters and stay just beyond that, poking and
  comboing here and there (and taunting, too).  If you want to move
  in against a turtler, you can do so, and if the action's getting
  a little too hot, you can move away, but the important point is
  that you're never doing too much of either one.  This way you can
  avoid taking too much damage, and you can do a fair amount yourself,
  usually without your opponent noticing since you're not being too
  agressive.  That's when you can go in for the kill with a Shinkuu
  Gadouken or other high-damage attack.

  Another important aspect of Point A is the "poking -> throwing" way
  of playing.  This is for non-aggressive players or those who wait
  for you to slip up before attacking.  For people like this, poke
  at them constantly with the crouching LP and LK, or from further
  away, the standing MK.  Use MK Dankuukyakus to nudge them around a
  bit, or an LK one to move close or even behind them (for a free
  attack).  Keeping the pressure on them will unnerve them and give
  you more chances to attack.  However, if they keep turtling, you
  can employ the "throwing technique":

   - If an enemy is in or near the corner and is blocking, walk up
     and Punch and Launch them.  Jump up after them and press f +
     MP / HP just as you reach the height of your jump to do the
     air throw (since technically, both characters have to be
     descending in order for an air throw to connect).  If you think
     your opponent won't block upon landing, attack them (no, you
     can't combo off a corner air throw, sadly).  Or, just walk up
     to them when you reach the ground, Punch and Launch throw them,
     air throw, and repeat!  The timing is tricky, but unless your
     enemy Tech. Hits, you can keep doing it (even if they do, you
     can just get close and attempt another throw).

   - You could jump up and Aerial Rave them after the Punch and
     Launch (it'd do more damage), but if you use an air throw you'll
     land quicker, which I personally find preferrable.  You could
     always just Punch and Launch -> Aerial Rave -> and repeat,
     though....

  By mixing your pokes and throws, you can keep wearing down your
  opponent with little danger to yourself, then plow into them when
  they mess up.

  Point B is important because Dan, like Akuma, takes extra damage
  from attacks.  Not a lot extra, but enough to make it add up in the
  long run.  If you're so intent on finishing off your opponent that
  you don't bother switching out when you've lost a lot of life,
  you're not only passing up a chance to earn back some free energy,
  but you're putting yourself at risk of losing Dan should he get
  hit by some high-power assault.  As long as Dan keeps his life as
  full as he can manage, you don't have to worry about playing a
  perfect game and can screw around a bit if you'd like.  If you
  don't, you may find yourself with the time running out, and your
  only surviving character is Dan with not much life left, which is
  probably the worst situation you can get yourself into in this game.

  Point C is advice for those of you who are serious about winning
  with Dan (I think that's the wrong mindset to have, but oh well).
  Actually, it applies to everyone in some ways.  If you want to get
  a long win streak with Dan, you need to focus more on what works
  rather than what might.  I'm not trying to put down experimentation
  (it's what helped me to write this FAQ), but throwing out moves
  blindly or taunting someone in their face is gonna get you injured
  really quickly.  If you think someone is gonna bite your HP
  Kouryuuken as they jump in, you might as well try for the crouching
  HP or standing HK because it's safer.  Since you have to keep tabs
  on Dan's life and make sure that what damage you can inflict adds
  up, it's a good idea to play solidly.  On the other hand, if you're
  like me, all that really matters is doing the Super Taunt (Chouhatsu
  Densetsu) in someone's face and juggling them with the Premium Sign.
  To those people, all I can say is, have fun!

  Point D is probably the most important bit of insight I can offer.
  As mentioned before, taunting gives Dan lots of HC energy to use.
  That's one of Dan's major and unique assets--he can max out his HC
  levels incredibly quickly, and unlike, say Wolverine's super jumping
  repeated MPs, your opponent is not really gonna take heed of it
  unless you go overboard with the taunting, which is useful because
  suddenly they find themselves getting a Variable Combo stuffed down
  their throat when the match has barely begun.  If you want to be
  sneaky about taunting, do it when it seems appropriate--after you
  blast an enemy with a ferocius attack, or if they mess up a move or
  miss you.  Those of you who want to earn more HC energy can do it
  while jumping or walking forward, or at the odd random moment, just
  to seem infuriating.  That's really about all I'd recommend, if you
  taunt a lot, it's advantageous to you but even the dimmest of your
  opposition will catch on that you're earning lots of HC power.


 =======================================================================
 DAN'S PARTNER SHOULD BE...?
 =======================================================================

  When picking a partner for Dan, you should pick one that compliments
  him (and vice versa), not an overpowered character to make up for
  his weaknesses.  Unless you are a very good player with both of
  them, you won't do as well with an Akuma / Dan team than you would
  with say, a Shuma / Dan team.  Here are my four favorite team-ups:

  ---------------------------------------------------------------------
  DAN AND SHUMA-GORATH
  ---------------------------------------------------------------------

  This may be Dan's most effective partner.  When using Dan, Shuma's
  Variable Assist (the Mystic Smash), is great for setting up a HK
  Dankuukyaku or Shinkuu Gadouken.  His Variable Counter (again, a
  Mystic Smash) is also good because it's quick.  Shuma's Variable
  Combination, the Hyper Mystic Smash, works well with Dan's Shinkuu
  Gadouken providing Dan starts the HC first.  Last but not least,
  Dan's ability to rack up lots of HC energy quickly through taunting
  makes it easy to earn enough power for Shuma's Chaos Dimension HC,
  which is a Level 3 Hyper Combo.

  Shuma also provides a big contrast to the style of gameplay you'd
  use with Dan; his long-ranged attacks and Mystic Stare let you poke
  at an enemy from afar without much risk, and he can play with the
  best of them up close with his Devitalization grab and Kick throw
  (which earns back Life gauge energy, BTW).  If your opponent is
  using an agile character like Wolverine or Spider-Man, Shuma is
  better equipped to beat them, so you can use him to attack them
  while Dan regains some life, then switch back when you think Shuma's
  had enough.  Shuma's Chaos Dimension, aside from being incredibly
  damaging, can also be connected easily if you hit with the startup,
  then jump forward and use any punch or kick (exluding LP or LK).
  Or, you can simply combo his LP (or link his crouching LK) into
  MK / HK for the Dimension grab, even if the LP is blocked.


  ---------------------------------------------------------------------
  DAN AND DHALSIM
  ---------------------------------------------------------------------

  The often-overlooked Dhalsim is a powerful companion who works well
  with Dan.  His Variable Assist (a Yoga Fire) gives Dan the long range
  attack power he needs, and Dhalsim's Yoga Inferno VC is slow enough
  to combo nicely with Dan's Shinkuu Gadouken VC, no matter who goes
  first.  If there is a fault with this team, it's that Dhalsim earns
  HC power rather slowly, so you'll have to rely on Dan to keep your
  gauge full most of the time.  Plus, Dhalsim, like Dan, is pretty
  slow and can't get around the screen quickly.

  Dhalsim's long-range attacks make him a prime candidate for Dan's
  partner because he can keep dangerous foes at bay and slowly whittle
  down their life, or if they try to stay close, he can play pressure
  games with slides and HK Yoga Drills.  Plus, Dhalsim's Yoga Strike HC
  is very damaging, but easy to connect, since he can do it every time
  off a close MP launcher if you wait a moment before putting in the
  command.  Dhalsim is a good 'healer' character since he can make
  matches last a long time by playing keep-away, allowing Dan to tank
  up on lost life.


  ---------------------------------------------------------------------
  DAN AND BLACKHEART / MEPHISTO
  ---------------------------------------------------------------------

  This is a good team for people who like to play pressure games with
  their opponents.  Blackheart is a very aggressive character and so
  works well when you tire of playing footies with Dan.  Blackheart's
  Variable Assist (LP Dark Thunder) is a good way to keep opponents
  wary, and Dan can hit someone while they are getting hit, too, since
  the attack is so slow.  Blackheart's Variable Combination is an
  Armageddon, which is hard to use well along with Dan's Shinkuu
  Gadouken, unless you're able to hit them from the ground with it,
  in which case they'll keep getting pegged by meteorites until Dan's
  attack comes along and pushes them out of range.

  Blackheart, as I mentioned before, is at his best when you use him
  to apply pressure, and this is easily done with his jumping MP or
  HK.  Once your opponent is trapped by the HK demons or juggled by
  a crouching HP, you can combo that into whatever you please (using a
  standing MP, then quickly cancelling into an Armageddon will work
  well, if you're close.  You need to master the timing so that the
  MP launches your opponent into the diagonal path of the metorites).
  Blackheart does not fare very well from up close, but, like Shuma
  and Dhalsim, he can do just fine from a distance.  Plus, his
  extended ground dashes and air dashes / backsteps enable him to
  move around quickly.


  ---------------------------------------------------------------------
  DAN AND HULK
  ---------------------------------------------------------------------

  This is probably the most-damaging team you can assemble using Dan.
  Of important note is their Variable Combination--start it with Dan
  so that his Shinkuu Gadouken will smack someone full in the face
  for several hits, then Hulk will do the Gamma Wave.  If you can do
  this with your back to the edge of the screen, the Gamma Wave will
  juggle Dan's foe all the way across the playing field for immense
  damage, in addition to what's already been inflicted by the Shinkuu
  Gadouken.  We're talking in excess of 80% damage here, easily,
  usually enough to kill someone outright if they've been injured
  previously.  Hulk's Variable Assist, a Gamma Charge (Taichi), is
  easily punishable but is the perfect setup for a HK Dankuukyaku.

  The Hulk's strength is being able to do lots of damage in only a hit
  or two.  This is great for Dan, because he normally can't do a lot
  of damage without resorting to his HCs.  I will often switch
  repeatedly between Dan and Hulk in order to wear down turtlers with
  Dan's pokes, then smack them silly with the Hulk.  The Hulk also has
  a better air game than Dan due to his damaging Hunter chains and
  anti-air Gamma Charge, so he can be of great help if your opponent
  keeps jumping or triangle jumps a lot.
                                 

 =======================================================================
 SECRETS AND TRICKS
 =======================================================================

  ---------------------------------------------------------------------
  PLAY AS THE HIDDEN CHARACTERS
  ---------------------------------------------------------------------

  To use a hidden character, at the character select screen, move to
  the character you want and input the code as listed.  You can put
  two hidden characters in your team if you want, but since this is a
  Dan FAQ, I have to recommend that you use Dan along with one of the
  hidden guys ;)

   SHADOW
    Go to Dhalsim, hold Up + Start for 6 seconds, then press together
    LP + HP or LK + HK.
    
   HIYAKESHITA SAKURA
    Go to Hulk, hold Right + Start for 6 seconds, then press together
    LP + HP or LK + HK.

   ARMOR SPIDER-MAN
    Go to Spider-Man, hold Down + Start for 6 seconds, then press
    together LP + HP or LK + HK.  Note that technically, you need to
    press Down + Start when on Ryu so that you'll be highlighting
    Spider-Man.

   MEPHISTO
    Go to Omega Red, hold Down + Start for 6 seconds, then press
    together LP + HP or LK + HK.

   MEGA ZANGIEF
    Go to Blackheart, hold Left + Start for 6 seconds, then press
    together LP + HP or LK + HK.

   US AGENT
    Go to M. Bison, hold Up + Start for 6 seconds, then press together
    LP + HP or LK + HK.

  The key when selecting a hidden character is to count slowly (one
  thousand one....one thousand two....)  Those of you who want a
  reference, it's the amount of time it takes Blackheart to breath in
  and out (watch his standing animation).


  ---------------------------------------------------------------------
  BEAT UP YOUR OPPONENT
  ---------------------------------------------------------------------

  After winning the match (both opponents are dead), press Start to
  break out of your win pose and regain control of your character.
  You can now bust up your defeated challenger with any attack you
  desire, including Hyper Combos, if you have some HC energy left.
  Note that if you do this after beating the game (when your partner
  comes onscreen), you can attack him or her until the ending starts
  up.  Neat.


  ---------------------------------------------------------------------
  SWITCH YOUR FIGHTING ORDER
  ---------------------------------------------------------------------

  Simply hold all three Punch buttons during the "Vs." screen that
  appears between matches and you'll start off with the character you
  picked second.  To go back to using the first character at the start,
  just hold all three Punch buttons again at the next "Vs." screen.


  ---------------------------------------------------------------------
  DAN'S SECRET INTRODUCTION
  ---------------------------------------------------------------------

  Make sure that Dan will be up first, then hold LP during the "Vs."
  screen that appears before a match begins.  Dan will land on the
  ground in a huge explosion!  This doesn't affect gameplay at all but
  is fun to do.


  ---------------------------------------------------------------------
  DAN'S SECRET PREMIUM SIGN FINISH
  ---------------------------------------------------------------------

  If you kill someone via the Premium Sign (even if it's block damage),
  you'll get the black flash normally reserved only for Hyper Combo and
  Variable Combination finishes.  Note that this only works for the
  throwing part of the move and not when Dan is showing it.


 =======================================================================
 DAN'S HUMILIATING QUOTES AND HIS VICTORIUS ENDING
 =======================================================================

  Nothing in here is word for word, it's just how I remember it.

  Win Quotes:   I'm sorry.  No, you are!
                The only master I need is myself!
                Fear the mighty power of my Super Taunt!
                It's more fun to mock you than to defeat you!
                Hah, you're weak!  Just like me!
                I'm not stronger than you...just better than you!

  Apocalypse:   I will put the Big Hurt on you! - Dan
                Who is this posturing idiot? - Apocalypse

  Teammate:     I envy your power, _name_! - Dan

  Ending:       (Dan's holding Cyber-Akuma by his gi)

    Dan   -     I'll make you pay for what you've put me through!
    Girl  -     Wait!

                (Dan looks shocked to see a young girl standing next
                to him, who looks like Dan with a long ponytail in a
                sailor suit).

    Girl -      He, he's our....

                (A picture of a large question mark appears)

    Screen -    The End?

    Note that this ending is intended to be a parody of the ending of
    Art of Fighting, in which Ryo is just about to finish off Mr. Karate
    when his sister, Yuri shows up and tells him that he is their father,
    Takuma Sakazaki.


 =======================================================================
 REVISION HISTORY
 =======================================================================

  Version 1.6 released on 11/20/98
   - More corrections, and some additions to the combo section.

  Version 1.5 released on 10/15/98
   - The FAQ has been rewritten for clarity, and some stuff has
     been added and removed in the process.  People generally don't
     like my rewrites (see my FF7 or KoF '97 FAQs for examples), so
     if you want me to put the old FAQ back up, just lemme know. ;)
                                                               
  Version 1.3 released on 9/16/98
   - Some corrections and additions.

  Version 1.2 released on 8/3/98
   - A few fixes and additions made.

  Version 1.1 released on 4/29/98
   - More general strategy updates.

  Version 1.0 released on 4/10/98
   - More strategy and hyper combo usage notes, as well as many minor
     additions and some corrections.

  Version 0.8 released on 3/18/98
   - General corrections and strategy updates.

  Version 0.7 released on 2/27/98
   - Included the 'Premium Sign' trick as well as Super Taunt info.

  Version 0.6 released on 1/28/98
   - Added the correct name and command for Dan's Autograph move and
     entered in the Easy Mode commands.

  Version 0.5 released on 1/22/98
   - More small corrections.  Not much left to add.

  Version 0.4 released on 1/1/98
   - A lot of minor stuff corrected.

  Version 0.3 released on 12/17/97
   - Fixed that glaring error about Dan's Otoko Michi.  Excuse me! :)

  Version 0.2 released on 12/11/97
   - Dan's second throw and energy info. for his rolling taunts added.

  Version 0.1 released on 11/30/97
   - First release.

  Version 0.0 created on 11/9/97
                                           

 =======================================================================
 SPECIAL THANKS
 =======================================================================

  Jess Ragan  
   - For quote corrections and other miscellaneous information.

  Tomas Wilde  
   - For info. on using the Shinkuu Gadouken vs. Variable Assist
     attacks.

  Scott Kinoshita  <717424@ican.net>
   - For the Premium Sign trick.

  James Kuroki  
   - Provided the translation for 'Otoko Michi'.

  Rylan Hilman  
   - Notes and corrections on Dan's moves.

  Orochi Herman  
   - Notes on the hidden characters.

  Yow Hong Chieh  
   - Hidden Character codes taken from his Codes FAQ.

  Charles Washington  
   - Move terminology taken from his MSH vs. SF FAQ.

  (Both of these FAQs are available at www.gamefaqs.com)


 =======================================================================
 THE FINAL WORD ON THE KING OF STREET FIGHTERS, DAN HIBIKI!
 =======================================================================

  If you've been avoiding Dan because of his reputation, or because you
  see other Dan players get creamed, then I hope reading this FAQ has
  changed your mind.  Dan is a very skilled character and while I may
  over-hype his abilities, it's only because he's a ton of fun to play
  and you're guaranteed to get respect when you start playing and
  winning with him.  Also, Dan is probably the only character in the
  game who didn't get the 'crazy combo and supermove' Marvel treatment,
  meaning that it takes real skill to play with him, not how fast you
  can spaz on the buttons for extra hits during a Hyper Combo or how
  quickly you can tap the buttons for some cheesy Air Combo (well, okay,
  some people do this!)  If you've played MSH vs. SF to death, then try
  picking Dan--you'd be surprised how much fun he adds to a match.  

  Above all, remember to have fun!  That's the best part of using
  Dan, the King of Street Fighters!

  That's all!

 Unpublished work Copyright 1997-2001 Chris MacDonald