DAN by Lord Hollow Danc

(Send comments and suggestions to wizard16@ix.netcom.com)
  



Table of Contents:

 1. INTRODUCTION.

 2. PROFILE.

 3. BASIC ATTACKS.

 4. SPECIAL ATTACKS.

 5. SUPER COMBOS.

 6. COUNTERS.

 7. STRATEGY.

 8. TOP 20 REASONS DAN IS BETTER THAN KEN AND RYU.



I. INTRODUCTION

      This is an extensive faq on one of the most underated characters in any
fighting game in history.  Who, you say?!?   Dan.   What?!  You mean someone
actually took the time to put out a faq on Dan,  let alone play him?   Yes.
My name is Kevin M. Hicks.  I am nineteen yrs old, and have often been
fascinated by gaming faqs, especially those that elaborate on individual
characters.  I have often thought of putting out a faq of my own, but on
what?  On who?  Then, after months of hearing incessant praising, my uncle
suggest I let everyone know how I feel.  I have found Dan to be a
surprisingly solid character, who isn't prone to leave himself open to
opponents.  He's a very compact character.  The main problem I had was that I
was  playing him like I play the other Shotokan fighters.  That is the
mistake many people make in using Dan.  You must develop your own style when
playing him. It's not just a fireball/dragon punch technique.  It takes skill
to win with Dan. Let's face it people, don't you get tired of using Ken and
Ryu?  I know I do.  Hell, My little sister can throw a fireball.   Keep in
mind this faq was written for those who have a general to extensive knowledge
of Street Fighter Alpha II,  as well as general knowledge of Ken and Ryu in
particular.  So I challenge all of those Ryu/Ken masters(Please, no
disrespect) to master someone who is, in some ways, more powerful,  and alot
more fun.   So, enjoy the faq, I encourage any feedback, letters and such.


2. DAN'S PROFILE


                Not much is really known about Dan.  Apparently he trained
                with Ken and Ryu for a time, but left before he could perfect
                his fighting technique.  He obviously left before Ken, and
                well before Ryu,  to find the man who killed his father in
                battle. That man was Sagat, who also lost an eye in that
                fateful battle.  Dan is now one a quest for revenge.  Being
                exceedingly arrogant (even more-so than Ken), Dan feels he is
                completely prepared for the fight to the death with Sagat.




3. BASIC ATTACKS

   I.PUNCHES 
          
        JAB 
                  Standing, ducking or jumping, this is a quick punch with
                  the back of his hand.  Nothing special about this.  I
                  mostly use it to irritate the opponent.  Can always be
                  followed up with a fireball.  It can interrupt alot of
                  regular moves, but you're better of going with the short
                   or forward.  O.K., it just looks cool, I mean he just
                   nonchalantly throws his hand out like he really doesn't
                   give a....
    
                  
        STRONG
                  Standing, its a vicious punch to the mid-section. Its
                  like Dan is gutting his opponent.Decent range and can
                  be followed up with a fireball.  Definitely best if used
                  to jump in on your opponent, as opposed to the fierce.

       
        FIERCE
                  This is without a doubt one of the most embarrassing basic
                  moves to ever get hit with. It seems to overule alot of
                  regular attacks.  Has unseen range, meaning its range is
                  never as short as you remember it, and hits when the
                  opponent thinks he's out of range.  Dan steps forward,
                  bringing his hand down in a hard, quick motion.   He kinda
                  just flops, (for lack of a better word), his hand at
                  you.  Ducking, its a standard punch up to the sky, ala
                  Ryu/Ken.   Avoid jumping in with this punch unless you hit
                  the button early.



    II. KICKS

         SHORT
                   Standing, its a nice knee to the nuts.   Not much range,
                   but I use it just for cool points.  Ducking, it can
                   stretch much farther than alot of regular attacks.  Use
                   this to irritate the opponent, since it overules alot.
                    Can also be used to open them up for a super move.


         FORWARD
                   Dan's standing forward kick is beautiful.  It is faster
                   and has more range than the lesser Shotokan fighters,
                   (heh, heh).  Dan swings his foot up, and out.  At times,
                   I have used it to take people out of the air, or when
                   they walk in.    I use this most frequently to jump in,
                   seeing that the range is one of the best he has.    Dan's
                   crouching forward is slightly shorter than standing,  but
                   still has nice range.   Can be followed up with a fireball.
                     Noticable damage, excellent counter.


         ROUNDHOUSE
                     This move more or less shows the coolness of Dan.   He
                     violently spins backwards, bringing his back foot across
                     the opponent's face, his arms up.  A beautiful reverse
                     cresent kick. Excellent counter.   Highly stylish.
                     Hard to knock someone out of the air, but has the same
                     range as Ryu's roundhouse.  Does nice damage.
                     Crouching, its a standard roundhouse, like Ken and Ryu's.



4. SPECIAL ATTACKS

        

           SELF-TAUGHT PUNCH  (GADOKEN)      D-F + P


     O.K. Its a fireball.   This is the aspect of Dan's arsenal that many
     say puts him at a disadvantage.This is, in fact, a half-truth.  Gen,
     Birdie, Adon and Sodom don't have projectiles, yet they are not at
     any less disadvantage than Dan.  And furthermore, a disadvantage
     compared to who? You can't compare him to the "others".   Dan's
     "fireball" has a different purpose.  I use it to "lock the opponent
     down".   This means you use it to keep your adversary where you want
      him.    It is very hard to keep Dan off of you.   Dan walks in, you
      throw a fireball.  Dan either negates your projectile with his, hops
      over it, or Alpha counters it.    His recovery time is slightly less
      than Ryu's, and has a much faster release.   It is highly unlikely that
      your projectile will be jumped over.   It is a solid projectile.
      There is not much risk in throwing it.   Just don't become predictable
      with it.



           GALE "GUCHI" KICKS  (DANKUUKYAKU)   D-B + K


    This is more or less an exact replica of Mizoguchi'skick from Fighter's
    History. (how many out there remember that one?).    Using the
    roundhouse, Dan jumps forward with his knee,kicks  with the alternate
    leg, and follows up with the first leg.  Be warned, all but the big
    fellas can simply duck under the kicks, with the exception of the short
    kick. This serves well, not as a means of attack,but as a counter method.
    The short Gale kick can be used to get over some projectiles.   On
    occasion, I have use it to take opponent's out of the air.   It should
    be the most frequently used gale kick.


           TAUNTING DRAGON  (KORYUKEN)   F,D,DF + P


    Well, you can call it what you want.   It's my faq, and I'll call it what
     I want. Dan's dragon can't be used as well as the "others".    This is
     because he has a delay in his.   It doesn't come out as fast.   I tend
     to use it when the opponent jumps in, and I have ample time to execute
     the move.    In order to hit someone with it, you must perform the move
     when the enemy is roughly an inch above your head.    This will ensure
     you will get, at lease, a trade-off.   Because it isn't as "invincible"
     as someone else's dragon, you aren't as prone to use it to save your
     proverbial ass all the time.   Dan forces you to use other means to
     take your adversary out of the air.   After all, who needs
     invincibility??? (seriously)


5. SUPER ATTACKS



      SUPER FIREBALL  (SHINKUU GADOKEN)   D-F,D-F + P
                  LEVEL 1: 3 HITS   LEVEL 2: 4 HITS   LEVEL 3: 5  HITS
              
     This is by far the super you should use the most, especially Level 1.
     This inflicts heavy damage.    I use it primarily as a counter.
     This super is perfect for a trade-off.    If you have an opportunity
     to use it, yet run the risk of getting hit, go for it.   Use the higher
     Levels at your discretion.  Use the fireball unpredictably, and there's
     virtually no risk in throwing it.


      DAN'S "DEMON"     (HISSHO MURAI KEN)  D-B, D-B + K
                 LEVEL 1: 5 HITS   LEVEL 2: 7 HITS   LEVEL 3: 11 HITS

     Dan blocks, the screen dims, then goes into a beautifully orchestrated
     display of nearly every punch and kick in his arsenal.   With any Level,
     he ends with a Taunting Dragon to the top of the screen.    Its like
     a Raging Demon you can see.   Use this move sparingly; at any Level Dan
     leaves himself open, and you will be punished severily if its blocked.
     But      when it hits, it hurts.The damage inflicted is more than
     moderate.  Anytime you have an opportunity to use this super, take it.
     You won't see it often, but when you do...  I will elaborate on every
     punch and kick ASAP.


      DAN'S CONTINUOUS TAUNTING DRAGON (SUPER KORYUKEN)   D-F, D-F + K
                 LEVEL 1: 4 HITS   LEVEL 2: 5 HITS   LEVEL 3: 6 HITS
   
    Contrary to popular belief, this super is very effective.   You simply
    have to know when to use it.   It has one redeeming quality; it doesn't
    push the opponent back as much as other supers.   This super is highly
    effective when the opponent jumps over your head.    If contact is made
    in the air, the opponent is knocked into the air, but not away from Dan.
    They actually go straight up.   Levels 2 and 3 enable Dan to slide out
    on the initial attack, increasing his range.     Did I mention it hurts?
    If this super hits, it takes a substantial amount of damage(nearly half
    at Level 3), and on top of that, it looks nice.    Be warned, if you miss
    its a free hit(s) for the opposition.   



6. COUNTERS


   My definition: A counter is any attack that enables you to attack your
   opponent after you block their attack.


ALPHA COUNTERS

   Alpha Counters are the attacks in Alpha II specifically designed to
   counter the opponent's onslaught.   They're attack varies depending
   on the character.



ALPHA COUNTER          B-D + P

  With the arrogance of Ken, and the power of Ryu, Dan breaks his block
  stance, and defiantly gives his trademark forearm taunt as the enemy
  is tossed back from whence he came.   This is primarily used for
  jumping opponents.     It makes them think twice before jumping again.
  It doesn't leave you as open as "other" counters.    Dan doesn't
  unnecessarily go up to the top of the screen like some.    It can also
  be used for close projectiles, but your much better off going with...

ALPHA COUNTER         B-D + K
       
  Dan breaks his block stance, and executes a low roundhouse. I can't
  think of any situation where you could possibly be at risk while using
  the counter.      "Yeah, what ever.  Alot of people have a low roundhouse
  as a counter."     But what sets Dan apart from the rest??      Dan
  executes his kick in reverse.    If you look closely, you will se Dan
  swings backward, which looks ten times better, with no animation after
  the kick.  This is perfect for close projectiles, any punch or kick,
  some super moves, and quick jumpers when they come down. eg, Chun Li,
  Rolento, Guy....


SUPER COUNTERS
 
  Yes, you can use super moves like Alpha Counters!!
  You must be extremely fast, and think faster.     Block, and
  immediately perform the super.    Dan will interrupt his block
  stance, and do the super move.   This works best if your
  opponent jumps in.     I have often blocked a jump kick then
  performed a super dragon punch before they hit the ground.
  It shocks the hell out of them.  A Shinkuu Gadoken after
  blocking a low roundhouse really deters them from attacking.

REGULAR COUNTERS
 
  Here is a list of Dan's best counters, that do and don't interrupt (DI)
  the block stance.   Some are more effective than others.   Some are just
  to look good.    Well, here they are:


       Gadoken: No risk, weak damage, nice range  (DI)
              
       Shinkuu Gadoken: no risk, beautiful damage, nice range
             
       Low roundhouse: Everybody does it, oh wow!  (DI)
              
       Standing roundhouse: nice range, nice damage, no risk (DI)
                            cool points
              
       Dan's Demon: high risk, beautiful damage, nice range
              
       Dan's Dragon: high risk, nice damage, no range (DI)
                            cool points
              
       Dan's Super Dragon: little or no range, beautiful damage, high risk

       Standing Fierce: no risk, nice damage, interesting range (DI)
          makes them look stupid when you "smack" them and then walk away!!!
              
  All of these should become second nature to you.   Use them at your
  discretion.      And remember, have fun.


7. STRATEGY

   "There are no useless characters, just those you can't play with yet."

   That is the philosophy I live by, and its true.    Until you attempt to
   find out what he is good for, you can't say he sucks.     Even you
   people from the "gaming" magazines.   I'm talking to you, too. People,
   You can judge Dan by what others say.    How many of you out there,
   who say Dan is weak, have actually played him???    Probably not many.
   You can't pass judgement on him until you have walked a mile in
   his....umm, feet.  I have found a strategy that suits Dan remarkably
   well.    If there are any other strategies out there, or any other
   people who see the potential this character has, write me.    Let me
   know you're out there.  My overall strategy with Dan is to "shut 'em
   down", meaning keep you opponent wherever you want him to be.   Dan
   is extremely capable of controlling the match.   He doesn't leave
   himself open.    Contrary to his personality, Dan is a highly
   disciplined character.    Do nothing unnecessarily.   when you
   attack, make sure it hits, or is blocked. No projectiles from across the
   screen here.     Dan is neither offensive nor defensive.  He defends with
   indifferance.    He attacks nonchalantly.    When there is an opening,
   Dan hits his adversary with the most damaging attack that requires the
   least effort.      Dan doesn't strain  himself.     Dan's patience is
   tempered to block an attack until hell freezes over, taunt the opponent,
   then destroy them.    I have a habit of using nothing but regular attacks,
   and Level 1 supers (gadokens, mostly), and it usually works. Never
   rush through a round.   Every round must be carefully planned out.Your
   ongoing goal should be to stay within a half-screen at all times.
   Here, Dan is in his element.



 8. TAUNTS  (Saturn: 3p+ 3k buttons. PSX: Select. Arcade: Start)


   Yes, I am devoting an entire section on taunts.   Why?   I have found when
   I get away with a taunt, the opponent has a habit of attacking
   relentlessly to ensure I don't do it again.    It's all psychological.
   Dan's whole personality is defiant no matter what, and its constantly
   displayed in his taunts.     Unlike every other character in the game,
   Dan is capable of taunting indefinitely.   Not only that, he can taunt
   in many different ways!!!       Dan has the standard standing taunt, a
   ducking taunt, and can taunt in the air.   He also can taunt after he rolls
   back or forward.    Simply do a fireball motion in the direction you want
   to roll, and hit the corresponding buttons.     Last, but certainly not
   least, Dan can do a "super taunt."    This takes one Level, and lasts
   about 15-20 seconds.    Dan proceeds to do every taunt in his arsenal,
   ending it with a jumping taunt, then a "thumbs up."     It is highly
   unlikely you will get this off in combat unless the opponent lets you.
   Once executed, it can't be interrupted by you in any way.     The
   opponent can hit you out of it, though.  I once got away with it in
   combat, because the person I was playing had never seen it, and thought
   I cound hit him with the "forearm."


9. TOP 20 REASONS DAN IS BETTER THAN KEN AND RYU

   1. People tend to underestimate Dan, which makes it easier to annihilate
        them
   2. He's seeing Eliza on the side
   3.Unlike some people, actually takes skill to play
   4. Too cool for invincibility
   5. Its just something about a fireball to thte face that really
               irritates your opponent
   6. Just try to jump over his fireball
   7. Doesn't need to hide behind his projectile
   8. Its really fun to taunt them endlessly
   9. When you win with Dan, you feel you have actually earned the victory,
               unlike some characters
  10. Using Dan forces you to rely on other aspects of your game, thus
               strengthening them
  11. Many won't think of playing Dan, which will help you stand out in a
               crowd
  12. I know your tired of boring fireball fights
  13. No irritating fireball/dragon punch matches
  14. Super moves look way cooler
  15. [insert your favorite Ken/Ryu flame here!]
  16. Dan vs. Dan matches are way more fun to watch
  17. Dan's special moves don't leave him as open as the "others"
  18. Dan can manage, in close, alot better than Ryu and Ken
  19. He's quicker than Ken and Ryu
  20. Chances are, he's a lot cleaner than Ryu