#############################################################
               *** The Saikyo Handbook v1.4***                        
   (How to play Dan in MvC2 (DC) and look semi-pro at it!)
         Written by: Evil Matt-MUN (Ar9Matt@aol.com)
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I   . Introduction
II  . Version History
III . Who/What is Dan?
IV  . Know What to See and Mash
V   . The Saikyo Arsenal
VI  . Combos in Pink
VII . Dan's Drinking Buddies 
VIII. Fun With Opposition
IX  . Stuff to Add 
X   . Obligatory Credits/Legalese


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I. INTRODUCTION
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        Welcome to the Saikyo Handbook! This here is my first
FAQ I've written, and appropriately it's for a field not yet
touched - an FAQ upon Dan. There's plenty of really good 
character FAQs here in GameFaqs.com, and hopefully this is 
one of them. I've got my hands on an import copy of MvC2 and
the hacked save file, and naturally I went to give Dan a spin.
While I've yet to adjust to the DC controller fully, I believe
I'm able to gleam just enough to start on this FAQ. If you 
become (or are currently) a Dan fan, try checking out other 
FAQs on GameFaqs.com, or check out the site totally dedicated
to Dan at www.saikyo.com for more information! And now, on
with the pink parade.


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II. VERSION HISTORY
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4/26/00 - v0.6, the first version, is written. Got a lot of
basic stuff on Dan, but hopefully that'll expand soon.
5/1/00 - v1.4. "Eeto! Memo, memo..." If the Shingo 
impersonation doesn't catch your attention, the whole new
load of crap will! Okay, so I'm still missing a few bits and
pieces of what I wanted to stick into 0.9, but since I got
so much of other things I wanted, I boosted the version 
number a little more. I've got a few combos (some are only
in theory and need confirmation), a new section centered on
the ideal partners for Dan (see 'Dan's Drinking Buddies'), 
the correction of a fatal error in the Saikyo Arsenal, and
Dan's taunts have been given their japanese names... oh, I
can't forget I've got you some strategies on fighting a good
amount of the cast! I've also deleted the Strong and Forward
descriptions, as you can only use them in combos... what a
rush! 

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III. WHO/WHAT IS DAN?
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        Dan Hibiki is the twisted creation of vengeful Capcom
designers after SNK attempted to steal away the charms of the
original shotos, Ryu and Ken, in their ripoff (but amusing)
series known as Art of Fighting. Capcom could have filed a 
lawsuit, but instead they got even by creating Dan, whose 
purpose in life was to make SNK regret their actions. He came
into being as a secret character in Street Fighter Alpha.

        As for official story, Dan Hibiki is a martial artist
who swore revenge upon Sagat after the lanky kickboxer had 
put his daddy's lovely career to a sudden end. Because of 
this motive and his many degrees of arrogance, he had run 
into more than one difficulty in terms of training. Through
trial, error, and pain, he had decided to take all he 
learned into an individual style: Saikyo-ryu. "The Strongest
Style". Now running his own Saikyo dojo, he defends his 
honor and strikes fear into the hearts of many with the 
power of the taunt... and a pastel-colored wardrobe. 

        Let's get this straight: Dan is, without question,
one of the most scrub UNfriendly characters in the game, or
any game he's been in. He has absolutely no range to spare 
on his attacks, and HAS to be really close to touch the
enemy... and that's not always easy! Even worse, Dan is not
very forgiving of mistakes. Most of his moves can really 
leave him open and ready for punishment, most notably on the
Premium Sign. He's no dialer character, but any hits you can
make with Dan will add up - he's pretty strong for his size
and his small combos can be just enough to get by. Capcom has
increased his comboability from MSHvSF but is overall still a
little pressed on chain combos. Nonetheless, his damage 
potential is quite high in the right hands. 

	While I can't call myself a Dan pro, I do know quite a 
bit about how he plays, and thus I've written this FAQ. If 
you have him unlocked, give him a try! He's plenty of fun 
once you know what you're doing. I tend to play him a bit
on the defensive, but read what you will and decide for 
yourself on what suits your taste. I'd do anything to see
one less devotee to a normal Shotokan. 

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IV. KNOW WHAT TO SEE AND MASH
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        Of course, you'll want to know what I'm talking about 
when I say something like "DP+P", so here's the list of 
stuff to  read and remember. I cobbled the key together using
bits and pieces of Migs' key (check the Credits section).
Until getting to the bottom of the FAQ, here's the key!


                   ***Directions***

Up     - Up on D pad
Down   - Down on D pad
Toward - Whichever direction will get you to the enemy
Away   - Whichever direction will get you away from enemy
QCF    - Down, Down/Toward, Toward
QCB    - Down, Down/Back, Back
DP     - Dragon Punch motion. Down, Forward, Down/Forward

		
	 ***Buttons 'n Terms to Mash 'n Learn***
S.         - Standing
C.         - Crouching
J.         - Jumping
SJ.        - Super Jumping 
DJ.        - Deep Jumping
Chouhatsu  - TAUNT!!
Jab        - Light Punch
Strong     - Combo after Light Punch
Fierce     - Heavy Punch
Short      - Light Kick
Forward    - Combo after Light Kick
Roundhouse - Heavy Kick
A1         - Medium Assist
A2         - Bottom assist
2P         - 2 punches (NOT 2 player. Dufus.)
2K         - 2 kicks
---->      - Cancel into
/ \        - Super Jump (down then up, or 2K)
AC         - Air Combo
AC Finisher- Move that ends an AC

              ***Ideal DC Controller Setup***

Let's face it. The DC controller is extremely limited at just
six buttons. I'd just keep the initial setup. You don't need
3P or 3K buttons because now you only need to do 2P or 2K,and
Versus veterans have been doing that since the start. An 
alternate Chouhatsu button can be fun, but with practice you
should be okay with holding A and pressing Start. 
Auto tag out is also silly because you just press two buttons 
together like the old days. Thus, leave the DC controller 
setup alone unless you prefer placing the commands elsewhere.


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V. THE SAIKYO ARSENAL
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                ***Costume Colors***

Jab       : Classic Pink
Fierce    : Deep Purple
Short     : Orange (Personal fave) 
Roundhouse: Minty Green
Assist 1  : Neon Yellow
Assist 2  : Sky Blue

                 ***Assist Types***

        A (Projectile) - Gadoken, Shinkuu Gadoken
Decent assist, put Dan in the middle when you're close, call
him in, then cancel into another rusher or beam super. Can't
say the normal assist is good for much though. If Dan's on
your team, let HIM start the super, because he can't follow
up on most of them. 

        B (Aerial) - Koryuuken, Koryuu Rekka
Decent as well. Dan can rub out people who like to use stomp
kicks, and with the right partners (Jin comes to mind) the
Super assist can help set up tremendous damage. As always,
make sure Dan's the one who starts the super.

    C (Whatever Goes!) - Premium Sign, Hisshou Buraiken
It's my favorite, but I can't reccomend it. The Premium Sign
is good if you can foretell a rushing super, but the Hisshou
Buraiken is almost impossible to connect with... but if 
caught, you can set it up for almost ANYTHING.

                  ***Basic Moves***

                - Jab - (Weak Punch)
Standing: A good attack in the Alpha series, Dan palms you.
It aims a little upwards and could be good for air defense.
Priority could pose a problem... weak damage. It *is* a jab.

Jumping: Kind of like the standing, but aimed kind of 
downward diagonally. It's good if you get above the 
opponent because of its direction and amount of time the
attack is active. But, as with all true jabs, weak damage.

Crouching: See Standing, now in a crouch position. 


              - Short - (Weak Kick)
Standing: Dan wants to knee your groin. He does just that
here. It's aimed a little lower than the Jab, but it seems
a little slower. I think the range is otherwise about the
same.

Jumping: Looks like a stereotypical karate kick. His foot
is extended at a horizontal angle. I'd never use this if
someone was above you, and I don't think it's as good as
the J.Jab because it's not active as long either. 

Crouching: Treat it like the C.Jab, except aimed lower. 
I found it helpful when an enemy Kobun kept trying to 
bite my ankle (or whatever it's doing). 

            - Fierce - (Heavy Punch)
Standing: The mighty axe-chop! Now, I'm known for 
abusing Fierces and Roundhouses. That's also a weakness
to my playing style... anyway, the move is still kind 
of slow like in MvSF, dealing good hurt. This was able
to be canceled into the Shinkuu Gadoken in MvSF, but I
haven't tried it again yet.

Jumping: See the Standing version.

Crouching: Dan's launcher! He gives the enemy a mean
little uppercut that could also work as air defense.
The downside is that its horizontal range is weak, so
you'd need to be close to hit. 


          - Roundhouse - (Heavy Kick)
Standing: In RIu's (good) FAQ, this is Dan's snapback.
I didn't get this to hit when I tried thrice, but 
anyway... it's basically another high-aimed half 
spinkick that probably does good damage, but I still
couldn't get it to hit against several jump-ins. I can
tell that the active time on this move is low.

Jumping: I used this for jumping in. It's a lot like
the previous jumping kick attacks, just drawn to look
different. Good damage, great way to set up whatever
ground chain you'll attempt.

Crouching: Sweep! Sweep! It'll knock down and make you
look cool. Can't remember if I managed to cancel this 
one into a Dankukyaku or not. Just remember that it's
a slow attack, like most respective Roundhouses.


                ***Chouhatsu!***
Hey hey, Dan's all about pissing off opponents!	To do that,
tease 'em for their futile efforts! Dan has a taunt for every
sitch imaginable (why doesn't he do that in his C-Assist?), 
and you should learn them all so you can know the best method
for avoiding intricately-designed Hyper Combos and yell at 
them for the effort. I haven't paid much attention to the 
Hyper gauge in terms of seeing if taunting raises Super 
energy... and as of version 1.4, I STILL haven't paid much
attention. Dammit. 

Chouhatsu: (Chouhatsu)
Raise that arm and shake it! Recovers fairly quickly.	

Shagami Chouhatsu: (D+Chouhatsu)
Dan still raises his arm and makes fun of you... while 
ducking! It avoids some high attacks, but it lasts longer
than the standing version.

Zenten/Kouten Chohatsu: (QCF or QCB+Chouhatsu)
Dan will roll a short distance, sometimes past the enemy,
then stand up and tease you. It's fun for evading some 
projectile attacks, yet since a lot of fireballs are huge,
they're hard to actually roll past. A bit of foretelling on
your opponent's moves will help here. Zenten is towards,
Kouten is away. 

Tobi Chouhatu: (Jump or S.Jump+Chouhatsu)
Yahoo! Play it like a normal jump, just with the inability
to attack. It ends as you land, too. Very safe way of 
teasing. 

Chouhatsu Densetsu: (QCF+QCF+Chouhatsu)
See for yourself. Like all Super Taunts beforehand, this 
one must be seen to be believed. The greatest showoff move
of the game, without question.

                ***Special Moves***

Gadouken: QCF+P
Dan's... "fireball". Don't laugh at it! While it was never
a true projectile move, it should be treated as just a 
really flashy S.Fierce. It's a hard-hitting attack, and a
great jump-in move, too. Good for aerial defense if you
can actually time it right. Recovery delay is identical to
a normal fireball.

Koryuuken: DP+P
Dan's 100% vertical flying uppercut! You can't use it like
a Shoto DP since it has no horizontal range, but it's got
great anti-air potential! Just gotta make sure the opponent
is jumping in on you and is *really* close, because the
range is just piss poor. Still a hard hitter.

Dankuukyaku: QCB+K (now in the air, too!)
This has always been Dan's best maneuver, because of its
reach AND offensive potential. Now that he can do it in
the air (well, he could in SFA3 and MoTM), it makes him
a considerably tough customer! The startup isn't very good,
and neither is the recovery delay... but it ends up a good
combo ender or a semi-safe way to get from Points A to B
without Super Jumping. As for the actual move, Dan leaps 
and knees the opponent, then (in the Roundhouse version)
gives two more kicks before landing. Beta says that the
Short version can be used as good air defense, so why
not give it a try for that particular situation? 

Premium Sign: QCF+K 
Seems like Dan's personal take on a really old Mortal 
Kombat gag. Anyway, Dan performs this obscure move by
writing on a photograph of himself, holding it up, and
flinging it at the enemy. The Short version skips the
writing part, as where the Roundhose lets Dan put his
individual touch on the photo and gives him a huge
startup time. With little damage and high vulnerability,
what good comes out of this? Well, two things - it's the
only true projectile he has (but do you need one?), and
the Short version is extremely handy for denying pesky
jump-ins and rush-in grab supers. See, when he holds the
autograph up, it has extreme priority and cancels out 
practically anything it touches (save projectiles, unless
thrown). It does little damage. The defensive value,
in the right situation, is tremendous. 

                ***Hyper Combos***

Shinkuu Gadoken: QCF+2P
Just like in MvSF, Dan throws a tiny puffball that glows
red and blue. It was the most damaging "beam" super in 
MvSF, I have yet to see how it ranks here. It's possible
to connect only if you're in your opponent's face and can
make sure they won't block it. It still chips nicely and
push-blocking won't do much. In Team Supers, this sets up
almost any other super quite easily, making Dan one of
the game's best starters for a mean three-person super 
attack... if not the best. Hits eight times.

Koryuu Rekka: QCF+2K
As always, another low-range attack. Like the Shinkuu
Gadoken, this has to be started in your opponent's face
and must not be blocked. This doesn't really set up as 
many followup attacks as the Shinkuu Gadoken, so I don't
really bother with this. Hits twice. 

Hisshou Buraiken: QCB+2K
This has the LEAST range of all the Dan supers available
to him. Scared? Be scared. It's still incredibly strong
as a 10-hit combo that ends in a Koryuuken, but time it
right (by being in their face and make sure they're not
blocking) and this is simply the best Team Super setup
move in the game because while the opponent is being 
mauled, he's just a sitting duck for what's next. Just
make sure that Dan starts it! 

Otoko Michi (Level 3): Fierce, Short, away, Jab, Jab
Why did I forget to put this in v0.6? D'oh!  Anyway, 
Dan does his take of the Raging Demon, grabs you, brags to 
his father, and blows up. CJayC says that it does great 
damage if you mash it right, and I'm assuming it's when 
he's charging up. The ultimate finisher, with a spectacular 
explosion, high risk factor, and bragging rights achieved by 
getting this off. This move has some  downsides to consider,
however: Dan will use up those three levels of super even if 
he misses, and on top of that the enemy can Tech Hit out of 
this! If you manage to get it off, it only leaves Dan with a 
pixel of life... and none of it can be recovered! But getting
this off and winning is the mark of a master! Save this one 
for showing off or for extreme disrespect to the opponent 
by willingly blowing away 3 Super bar levels and a teammate. 

According to Ronn (spoon@home.com), this move does extreme
amounts of damage when mashed, about 70%+. It seems to
destroy the move's original purpose... but, hey! Stylish
finish! I might want some confirmation on the damage amounts
though. 

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VI. COMBOS IN PINK
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Be free to submit your Dan combos here! Most namely because
I have very little access to the game for the time being, and
I've never been the best at comboing in the first place. 
However, from playing him extensively in MSHvSF, I can tell
you that Dan has a few more chaining options and should be
easier to manage in this respect. So, what're you waiting
for? 

Theoretical combos are marked with a (T). 

Here's what I picked up from play on his combo basics,
using Migs' various keys again:

Ground Magic Series: Stronger
Jumping Magic Series: Stronger (LordWyndia confirmed this)
Super Jumping Magic Series: Zigzag/Hunter
Launcher: C.Fierce
AC Finishers: J.Fierce, J.Roundhouse, Kuchuu Dankuukyaku
(need confirmation on the K.DKK)


- I've found these by my lonesome (and mashing):

S.Fierce ----> Shinkuu Gadoken - 9 hits
 (Pretty simple, but it's not as safe as it was in MSHvSF.
Better be fast on the cancel to get it off. Theoretically
I could just start off his Ground magic series into this
now, but I'll try it next time...)

S.Fierce ----> Otoko Michi - 2 hits (OM not counted)
 (Another one I perfected in MSHvSF. Be fast on the button
mashing or you'll lose 3 levels of Super for nothing! They
can also Tech Hit, so be wary. Theoretically, you can 
combo into the Fierce then do the rest of the motion for the
OM)

C.Fierce, /\ SJ.Jab, Short, Strong, Forward, 
AC Finisher - 6 hits (8 if K.DKK can be an AC Finisher)
 (Still gotta be fast on the mashing... I'm pretty sure 
you can combo into the C.Fierce for more digital carnage.) 


- If Beta (beta@nettaxi.com) keeps these up, he may have a 
chance with him:

DJ.Roundhouse ----> Shinkuu Gadoken - 9 hits
 (Very simple, very effective. Just pray the opponent doesn't
try some form of DP or anything.)

K.Throw, Roundhouse Dankuukyaku, repeat - Makeshift infinite
 (I couldn't get this one to work. Maybe I need to use the
Short version instead? Or am I missing the mark completely?) 


- Ug the Caveman (bzcharkl@hotmail.com) stood a chance by 
defeating Sheng Long with these:

(T) Zenten Chouhatsu ----> Any super
 (I didn't get to try this one out... I need confirmation!
Ug said he saw the Zenten Chouhatsu canceled into the 
Chouhatsu Densetsu... anything else, guys?) 



- Ronn (spoon@home.com) proves that his strength is much
greater than yours with these wartoys:

(T) Team Super (2 people, close range, switched to Dan)
----> Otoko Michi
 (If the Otoko Michi is as damaging in this game as Ronn
describes it, this is almost a sure kill. I need some
confirmation, because I'm kind of skeptical. It's my
nature.)


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VII. DAN'S DRINKING BUDDIES
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          ***Current Teammate Analysist Count***
Overall: 33/56
Concrete: 22
Theoretical: 11 
Uncovered as of version 1.4: 23

              ***Actual Teammate Analysist***

Oh boy... so many characters to choose from, so many people 
to mix and match... way excessive! Most of these guys are 
from older games, so use your common sense in mixing and 
matching. For Dan, I'd give him someone who specializes in
mostly projectiles, and then someone who is best up close
but has good range. As always, make sure team supers are 
ALWAYS started by Dan. I'll list these guys alphabetically.

Ratings (based on my opinion):
- Recommended (Someone you may really want to have on the 
team with Dan, compliments him well.)
- Satisfactory (There are better choices, but this one
isn't so bad)
- Not Recommended (I wouldn't put this character with Dan,
they don't have anything to compliment one another.)

Theoretical reasoning is still marked with a (T).


AKUMA: <Satisfactory>
I've been warming up to this guy a little in recent days,
but as a drinking buddy... well, he's fair. He plays
like a mix of Ryu and Ken with the fact he has a Shinkuu
Hadoken (which lasts shorter than Ryu's), and a Shoryuu
Reppa clone (which isn't as strong as Ken's). The only
reason he got a satisfactory rating is because of the 
fact you can pretty much mold him to fit your game.

BULETTA: <Satisfactory>
I feel that Buletta plays more like Roll, except now as
a Charge character and more move variety. Her team super
has better coverage and can probably pluck off the 
Hisshou Buraiken and Koryuu Rekka setups prior to the
final uppercut, although her missiles are kind of slow
and offer only strategic benefit on a smart opponent. 
I'll let you decide for yourself. 

CABLE: <Recommended>
Dan absolutely needs at least one guy who has plenty of
projectiles, and Cable fits the bill nicely. While not
as versatile in the team supers, his alpha assist is 
considerably faster than Captain Commando's fire wave.
Cable also has a one-button fireball, his S.Fierce for
five rounds of rapid fire. Both him and Captain Commando
are really top notch for being Dan buddies, but in the
end I took Captain Commando over him. You need to be 
fast to catch the foe before Dan launches them away in
a Hisshou Buraiken or Koryuu Rekka.

CAPTAIN COMMANDO: <Recommended>
His team super, the Captain Sword, is very good for its 
ability to hit at any range, and follows practically any of
Dan's own supers perfectly. Plus, he has one of the meanest
keep away games ever created, so he can fit the "dedicated
projectile person" niché just fine. I prefer playing his
Alpha assist style for the long-reaching Captain Fire, 
as Dan already has a good anti-air and a kick to get him
places. That aside, Captain Commando may end up being the
best drinking buddy Dan has ever come across. 

CYCLOPS: <Satisfactory>
Cyclops was a projectile king in XvSF and MSHvSF, but 
here... well, I found other guys to go around with. To
his credit, the Mega Optic Blast can pretty much follow
after any Dan setup, but make sure the final uppercut of
the Hisshou Buraiken and Koryuu Rekka doesn't land too
long before Cyclops turns on the heat. In addition to
having good normal assists, Cyclops does just fine in
melee combat too. An all-arounder, but there are better
people for either melee bashing or fireball warmongering.

DAN (Clones?!): <Not Recommended>
It's certainly a lot of fun, but I'd never have Dan
follow up on another Dan's super. Dan's already very
limited in range, and this hampers his ability to 
follow up supers. Dan should always be the one starting
a team super, and never be a followup. Thus, having more
than one Dan on your team is kind of silly. 

DHALSIM: <Recommended>
Very seriously, he's extremely underrated... even moreso
than Dan, which should tell you a lot! Dhalsim should
serve as your melee fighter with good range. He's slow,
but packs some of the best poking tactics in the game,
plus his defensive capabilities are quite high. To be
fair, though, he is a little cheap. There are ways to
abuse his poking game, but those who play him more 
often will probably forego the potential cheapness.
As for following up attacks, Dhalsim is a little 
limited - I've only ever been able to follow up the
Shinkuu Gadoken with Dhalsim. That's his main weakness
to consider. 

DR. DOOM: <Satisfactory> (T)
CC and DD... arch-rivals? LordWyndia says that Dr. Doom
has the best keep away game in MvC2, but at a glance the
professed Photon Shots are too slow despite covering him
at nearly all imaginable angles. He's also got a really
fast beam attack, but his team supers all seemed a little
slow and missed the mark once. Then again, I suck. I don't
think it's fair for me to rank him when I haven't played
as him for more than a single match, but he has good
potential as your ranged combat member. 

GAMBIT: <Satisfactory>
There's no denying that Gambit works well with almost
anybody. However, between Dan and Gambit I think something
is a little missing. Gambit's team super is great with 
almost anything Dan throws (provided he beats Dan to the
final uppercut of both the Hisshou Buraiken and the Koryuu
Rekka), but his actual assists in my case had been a tad
slow and a bit late to the punch. I've mixed feelings,
but he's good if you want a combo character. 

HAYATO: <Not Recommended>
He's masher friendly, yes... but the one super I've found
on him has terrible priority. He could be hard hitting if
only they didn't keep knocking him off with his every 
attempt. He can follow Dan's Shinkuu Gadoken with ease,
and maybe even the Hisshou Buraiken (before the uppercut),
but I'm not going to bother. I found better. 

HULK: <Recommended> 
Hulk's always been too fast for a really big guy (TM).
But, I guess it can work in your favor. I have yet to see
of Hulk's assists, but the Gamma Charge one allows him to
punch through projectiles and whack a fireballer, and 
his Gamma Crush/Quake supers can sucessfully follow up
Dan's Koryuu Rekka and Hisshou Buraiken, although I'm
kind of iffy on the actual timing. The Gamma Wave follows
up a Shinkuu Gadoken nicely. For the most part he's pretty 
good, but you'll need to pay attention to Assist types.

ICEMAN: <Recommended>
I've seen this guy in action, and I fear him. If Captain
Commando doesn't fit your tastes, try this guy. He's
immune to chip damage, has EXTREMELY mean keep away skills,
and can instantly pick up after Dan's supers with the
right timing. I only use Captain Commando over him because
I do believe Iceman is severely overpowered and with the
fact the Captain Sword will follow up any super in the 
game. But, hey, I'm not the one choosing for you. Iceman
is an awesome character to pair up to Dan, without 
question. 

IRON MAN: <Satisfactory> (T)
I think him and War Machine are the same, so I'll say the
same thing - wide array of projectile moves, but the team
supers all suffer due to inane startup. I can't remember
if any of them had a War Destroyer team super, but if they 
did, it would allow them to follow up ANY Dan move 
regardless. I need to experiment more, so that's why it's
theoretical. 

JIN SAOTOME: <Satisfactory>
Jin can follow up almost any of Dan's supers with one of
his own. He can get to and from quickly, but the fact is
that he both doesn't have the best range, and his chipping
is still weak. He's faster than he was in MvC, so he can 
reap up damage quickly. There's better, but Jin isn't that
bad for a drinking buddy. 

JUGGERNAUT: <Recommended> (T)
I haven't had too much exposure in playing him, but from
what I have seen... his moves are fast for a big guy, 
despite being a huge target. He does have considerable lag
time, but most of his moves knock the enemy away to prevent
an easy counterattack. He follows up almost any Dan move
well, namely the Shinkuu Gadoken. Besides, the big guys are
a tad overpowered in this game... so, why not? You have an
excuse to include one cheapo if you're playing as Dan. 
Who doesn't love a really big guy (TM)?

MORRIGAN: <Satisfactory>
Who doesn't love this perverse succubus? Morrigan is a
Shoto-clone with a testerone flavor, but otherwise she's
an average Dan buddy. Her Soul Laser (not Eraser) follows
up Dan's Shinkuu Gadoken easily, and can catch people 
right before Dan launches them in the Hisshou Buraiken and
Koryuu Rekka. There's still better to be found, but
otherwise isn't truly bad. 

OMEGA RED: <Recommended> 
He PERFECTLY fits the bill as the good melee fighter. He
can fight well at any range, although missing is nothing
you'd want to do, as he has horrid recovery delays that
make Jin look faster than an eight-star turbo speed
Wolverine. He has a theoretical infinite that works well
on the really big guys (TM) which makes him cheap, but it
really does take practice to truly master him. The good
old Omega Destroyer follows up almost any Dan super well,
just make sure he beats Dan to the launching uppercut of
both the Koryuu Rekka and the Hisshou Buraiken. 

KEN: <Not Recommended>
Treat him like Dan, just with a fireball that is still a
bit lacking in range. Well, he still has more range on 
other attacks too, but I don't think he compliments Dan
that well. On the other hand, Ken's supers can follow up
Dan's with fair ease, but maybe it's just I don't like 
Ken that much in the Versus games. 

KOBUN (ServeBot here): <Recommended> 
This guy is a bigger bully than he looks. Why? He's just
so bleeding confusing! If you forget to pay attention and
this guy brings in his buddies, you may find yourself 
thwacking the wrong Kobun and, consequently, allow the 
real guy to hit you some more. He's almost obtained Dan's
lack of range, but not quite... he has a few fast, sneaky
projectiles that will catch you off guard. Absolute terror
in the hands of a master. 

ROCKMAN (Megaman here): <Satisfactory>
Another big-time fireballer with okay brawling skills,
Rockman's team super should be treated like Cyclops'
Mega Optic Blast. His normal assists aren't as fast
as Cyclops' or even Captain Commando's for that reason. 
He's still a very good character when mastered, but as
a teammate there are better people you can share Dan's
bottle of sake with. 

ROLL: <Not Recommended>
Curses to Capcom for what they did with one of my favorite
characters! Roll simply cannot follow up many of Dan's 
supers, although I think her Hyper Roll can tag someone out
of the Hisshou Buraiken. Still, her assists are a little
bit lagging in both speed and power. Why'd they give her
flower bomb a DP motion now? Another one bites the dust, I
suppose... but, she is okay against really big guys(TM). Yet,
nobody I know is a fan of the really big guys to begin with.

RYU: <Satisfactory>
Plain ol' Ryu. Well, it's tradition that he's an average
guy. The Shinkuu Hadoken can follow up the Shinkuu Gadoken
easily, and should be used to stop Dan from launching the
opponent in a Koryuu Rekka or Hisshou Buraiken. The various
assist types available to Ryu can help Dan get close to his 
opponent, but there's better people suited for the job. 
However, I would particularly rely on this guy to take care
of tiny guys that like to duck under big beams. 

SENTINEL: <Not Recommended>
He's got fast supers and an instant projectile that hits
up high. But, he's the game's largest character outside of
the third Abyss, and doesn't have the blessing of being
too fast for his size like Hulk and Juggernaut. I haven't
been able to connect his attacks with Dan's for favorable
results, but I'm not choosing to look into him too much
further. You've got a whole bunch of other Really Big 
Guys (TM) anyway.

SABRETOOTH: <Not Recommended> (T)
I haven't seen too much of him, but he's basically a
really big guy (TM) without super armor (I think). 
He's both fast and strong, but he's a big target and
is easy to stop cold by a stray shot. I can't really
say what I've seen for his supers. As of now, I just don't
see him as a great contributor to Dan's crusade to 
increase his opinion of himself. I'll rewrite this
later. 

SAKURA: <Satisfactory> (T)
Sakura is a bit difficult to use as her normal self, 
but she's one of the few people that can follow up on
Dan's Koryuu Rekka or Hisshou Buraiken even after the 
launch if timed right. Her dark self is pretty much no
different from Ryu or Akuma, take your pick. Not too 
much to say, but you may as well give her a try. 

SHUMA-GORATH: <Satisfactory> (T)
Shuma is still a really good character to be allied with,
as he has a nice variety of moves and supers to mix and 
match with. I haven't seen all of his supers yet, but the
Mystic Bash appears to have been toned down from the MSHvSF
rampage. He still gives you vertigo, plays ball, 
impersonates Kirby's stone ability, and sucks life out of
you. He doesn't really follow up many of Dan's supers that
well from my observations, but I'm assuming LordWyndia is
going to bite my face off and force me to say different in
a future update. 

SPIDERMAN: <Satisfactory> (T)
I've seen him in action... he's incredibly fast and plays
a great offensive game. The Crawler Assault, used in all 
of his Assist types in team supers can follow up Dan's
well, although I think it's best if it interrupts Dan's
Koryuu Rekka or Hisshou Buraiken before the final uppercut.
I think there's better for this category, but he'll do
fine for you. 

STRIDER HIRYUU: <Satisfactory> (T)
I've seen Hiryuu in action a lot. He's not as much of a
dialer as he used to be, and his off-screen normal assists
are a joke. His team supers are decent if you're fast,
though. Legion may or may not follow up the Shinkuu 
Gadoken, but can afford to be a little late to pick up
after a Hisshou Buraiken or maybe the Koryuu Rekka. I'm
not the best Strider player, so this one is just a logical
overview. 

TRON BONNE: <Satisfactory> 
I played as her a few times, but can't make up my mind.
She plays a game of confusion with all those two-step
combos, and she does switch a lot between a grappler and
semi-dialer to a long range fighter. I'd play as her with 
the King Kobun assist, since it can follow up most of
Dan's supers (gotta beat him to the final uppercut in 
the Koryuu Rekka or Hisshou Buraiken). This is another
character I'll leave for you to decide. 

VENOM: <Satisfactory> (T)
I've played as him a good deal in MvC1, so I'm sure I'd
be able to guess how he goes as a helper. He's always 
been great against fireballs, and most of his attacks
are pretty strong. I'm assuming that Death Bite wave 
is his team super in most assist types, which would
follow up anything well if you started it just shortly
after the Shinkuu Gadoken and Hisshou Burai (still have
to beat the uppercut), and if started as Dan does the
Koryuu Rekka (as always, beat the uppercut). I'll have
to rewrite this later. 

WAR MACHINE: <Satisfactory> (T)
I think him and Iron Man are the same, so I'll say the
same thing - wide array of projectile moves, but the team
supers all suffer due to inane startup. I can't remember
if any of them had a War Destroyer team super, but if they 
did, it would allow them to follow up ANY Dan move 
regardless. I need to experiment more, so that's why it's
theoretical. 

WOLVERINE (Bone Claws): <Satisfactory> (T)
He seems a lot like the older Wolverine than anything. I
have yet to see the one with that Adamantium stuff. From 
my days in MSHvSF, he was the cheapest dialer ever devised.
His dialing game has been toned down somewhat, but he's 
still lightning-fast and a good comboer. Assuming he has
the Berserker Barrage X as a team super, it won't stop the 
Koryuu Rekka launch, but it may catch the Hisshou Buraiken.
I'm not sure if he could immediately tag after the Shinkuu
Gadoken with it. I'll check MSHvSF about that one later.  

ZANGIEF: <Not Recommended>
Zangief is a great character, but not really the best helper.
He's just as range challenged as Dan, but also quite slow.
He can't follow up Dan's Shinkuu Gadoken, and I'm not sure
if that twirling Lariat can even follow up on Dan's other
supers of choice. As a helper out of team supers, he might
be okay with the Running Bear Grab for turtlers, but I don't
find many positive applications for using him. 

#############################################################
VIII. FUN WITH OPPOSITION
#############################################################

Current Opposition Analysis Files Accounted: 31
Concrete: 24
Theoretical: 7
Unaccounted: 25 (maybe 29?)

Now you've picked your friends and picked your nose, but did
you have the chance to pick your friend's nose? ...Silliness
aside, you've now got a whole world of foes that will pick
a fight with you. Thus, you need to know how to pick your
shots against Capcom's 56 (CJayC still supects there's 60)
picked combatants. Pick to memorize this section, as Dan is
really picky about his combat strategy. 

I rate the difficulty of fighting other characters on a 
scale of 1 to 5, with 1 being a piece of cake and 5 being
extremely difficult. These are based on my experiences,
so mileage may difficulty with your playing style. In my
case, Dan faces at least a reasonable challenge from
most characters due to the extreme handicap of a lack of
range.

Theoretical strategies are rated with a (T). Again.

         ***Those Other Guys That Don't Like You***

AKUMA: 5
Don't get me wrong. I now hold severe respect for those
who play a mastered, fair Akuma... especially a local
friend of mine. And when mastered, he IS trouble. He
plays like a mix of Ryu and Ken with some of his own
original moves mixed in, such as fairly useful teleports
and the tactical weapon that rules if used sparingly, 
his air fireball. He can keep you away if he desires,
but should you want a chance to win... master Dan's
dash-in. Since Dan rolls, he'll be likely to get under
the fireball so you can catch Akuma as he falls. Akuma
still has some good brawling skills to consider when
up close, especially with his Senpuukyaku. Going 
defensive when close isn't a bad idea... block, counter,
and prepare for the next onslaught. It's hard for me
to get reeeeeeeeaally specific, but that's the general
idea. Akuma still dies really easily, so every hit 
will count! 

BULLETA: 3
She's not terribly hard, but must still be approached with
caution. She's a charge-type projectile person, but her
attacks are generally a bit slow and can be countered with
fair ease. If they get missle-happy, jump it and block to
see if they nail you with her Cheer of Fire (the bottle of
fire). If they fail to do this within several jump-ins,
the only thing you need to worry about is if they know the
timing on Cruel Hunting. If they don't either, plain ol'
jumping in should work. If not, keep most of your game to
the ground. A Dankuukyaku to get over a low missile when
close isn't a bad idea for her, either. I've yet to see
a reliable anti-air move in her basic arsenal... besides
the Cheer of Fire. 

CABLE: 4
If you're a massive fireballer with a good amount of 
options for offense, you'll give Dan a hard time if played
right. In my case, though, Cable had one or two holes to 
his game. Sure, Cable has the Scimitar DP move to knock 
you out of the air, but those who abuse his S.Fierce can
be rolled up to from mid-range and beat up on. A mistimed 
Shadow Grab should be rewarded with (perhaps) a super or
something. However, if Cable does start beating upon you
with his heavy weaponry... jump the beam and stay in the 
air with the Dankukyaku, and try to get over him. Chances
are the player will try a Scimitar and miss, canceling out
your lag time so you can beat him around. Just don't let
up. Never do that. 

CAPTAIN COMMANDO: 5
He's not only one of Dan's best partners, he's also one of 
Dan's greatest fears. Captain Commando plays one of the best
keep away games ever devised, and Dan has to fight up close.
So, what to do? This is pretty tough pickings, becaue a good
CC player will never allow you to get in his face. If he 
gets Fire happy, jump the next volley and land just out of
the range of his Corridor. When he misses, punish as you
see fit. If he does the Captain Kick, duck and block... then
pull down his pants and mock him. Patience and being able to 
foretell an opponent's move is essential, because otherwise 
Dan is hopeless here.

CYCLOPS: 3
Cyclops has a good mix of close and distant moves, but the
CPU and most players concentrate too much on Cyclops' 
keep away game. Take advantage of this. Have Dan roll
under a standing Optic Blast, block the next move...
jump the low one if possible, block... then when you're
close enough, jack him up with whatever can come out fast
enough (or launch the turd into LA airspace. Yeah, that'll
do the trick). If the CPU and Cyke's players were more
varied, I'd probably rank him as more difficult. 

DAN: 4
Against the CPU, Dan's twin brother doesn't really do too
much other than sign you autographs every five seconds.
Against another HUMAN played Dan is a different story.
You can count on at least one of you to act rather 
defensive and abuse every defensive aspect possible of 
Dan. Don't cower - improvise! I'd go out on the offensive
against a fellow Dan player, since backing off allows him
a clear shot with a beam helper (same goes for you), so
keep close and try not to let up. A good strategy is kind
of tough, really... just wait for the right mistake to
blow him out of the water. 

DHALSIM: 4
He's not AS projectile oriented as some of the others...
he just likes to touch things from a distance. Anticipate 
this - if the foe gets abusive of his Fierces or Roundhouses,
jump them and block until he or you gets close, and counter
with a fast, reliable move. The Yoga Flame can be an annoying 
barrier, but Dhalsim's recovery from it allows you to get
even closer to him so that you can tie his arms into a 
pretzel. Many Dhalsim players will play on the defensive,
so this time you might want to try an offensive approach. 

DR. DOOM: 4
I haven't seen the fullest extent of his powers, but what 
I see is air turtling and slow but useful projectiles...
which he thinks keeps him safe from Dan! It doesn't
protect him at ALL fronts, though! If he proves to indeed
throw Photon Shots all over the place, choose a good 
opening to Koryuuken him out of the air, or get gutsy and
Kuchuu Dankuukyaku out of there. On the ground he has a
nasty, fast beam which you should be prepared for - leap
it, get in with a DJ.Roundhouse and stick your chewing 
gum on his forehead, point, and laugh. I'll revise this
later, but for now I think it's good to go. 

GAMBIT: 3
Hmm... a medium-sized combo demon with a lot of coolness
to spare and a really nasty long-handle toilet brush. 
What you should do depends on the situation. If his player
is someone who throws cards all day, don't hesitate to 
give him a DJ.Roundhouse into a launcher or worse, 
assuming the player doesn't know of his many anti-air 
moves. If he does, you need a different approach. Dashing
helpers as a human shield can help to advance, or you
can blast him with a beam helper so you can get in and
do your nastiness. Against the Cajun Strike, Koryuuken
to your heart's content. Since Gambit rarely stays in one
place for more than a few seconds, you might want to also
keep on the move and make sure he doesn't slip from your
grasp. A Gadoken should stop the Cajun Slash, but I'll
need to look into that one later. Don't forget... if 
he knocks you down, ROLL OUT OF THERE!! Otherwise you're
in for more Hell.

HAYATO: (T)
I only played as him, and never had a chance to fight 
against him, per se. But from what I can tell, he's a bit
masher friendly, but has a lot of missing priority. It's
basically a matter of cleverly faking out Hayato to do
something he really shouldn't. Try throwing a Shinkuu 
Gadoken into thin air... then as he gets close, beam him
about. Eh, I need to study him more, I'm just going by my
mistakes when I played him. 

HULK: 5
He was a nightmare for me in MSHvSF. Why? Because he's
too fast for a Really Big Guy (TM). He's also got Super 
Armor, so punishing him with Gadokens when he charges at
you isn't an option. Instead, I'd take advantage of some
of his recovery delays and play defensive. Once he gets 
too close, start a team super... or combo into your 
launcher. If he keeps trying to jump in at you, attempt
a valiant Koryuuken and pray for the best. If the Hulk
starts crying about his yucky birthday presents and tears
up the floor, jump over the shards of the floor and give
him a DJ.Roundhouse if you're close, or block and wait
if you come just a bit short. Be patient! 

ICEMAN: 5
An extremely mean keep-away character that practically
rivals CC for the position of the game's best distance
fighter. He's got an insanely fast beam, takes nearly
no form of chipping damage, is pretty fast himself,
and has an easy to use super to make sure the Saikyo
master never gets close. I've only seen scrubs use
him, and your only chance from what I see... is 
jumpng in on him. I have yet to see a reliable basic
anti-air attack, because otherwise all Dan can do is
block, leap in, block, and leap in until he's close
enough to toss him about. I'd call for the help of
a beam buddy here too... patience is STILL a virtue.
You just might lose it on him, though. 


IRON MAN: 4
Iron Man and War Machine are the same in my eyes, so they
both get the same treatment. They're also projectile-based
characters, so keep that in consideration. If they don't
know the Repulsor Blast (test by trying to jump in on them
a few times), it's a matter of jumping over the toy bottle
rockets and shiny lasers and setting them up for an air
combo. If they DO know the Repulsor Blast, you can roll
underneath the high shoulder beams and possibly get into
range to do your nastiness. Just in case, block on the way
down, because War Destroyer will wreck you. As for the
Proton Cannon, wait for the wire frame to show, block it,
then pay him back in his recovery delay, if you're close
enough.

JIN SAOTOME: 4
Jin's got a sword, and he's very afraid to use it. Instead,
he isn't afraid to show off his body and thus should be 
approached with extreme caution. Jin has to fight in nearly
the exact same conditions as Dan, and in fact has quite a
few advantages over you. He outprioritizes you in most 
situations, and he can play a real confusing switch-up game.
Keep an eye out for patterns. If Jin decides to twirl about
on his toes and cyclone you away, block and counter with a
quick, hard hitting move (Gadoken is a favorite). If he keeps
trying to slide you out, block low and launch. If you see 
that his player knows the Dynamite cancel, wait for him to 
pull it... THEN whack him. Another counter-oriented game...

JUGGERNAUT: (T)
Against Really Big Guys (TM) with Super Armor, you're in 
deep trouble. But now that Dan can chain on the ground, it's
not as troublesome as it used to be. The CPU and a player
Juggernaut were pretty liberal with that earthquake punch
thing and the body flop, so that's all I got to see and
counter. Jump the 'quake punch and smack him with a DJ.
Roundhouse and launch him, and when he belly flops, I think
it's okay to try a Koryuuken. I'll look more into this one
later.

KEN: 2
The CPU doesn't play him very smart, and neither does most
of the human players I come across. Ken plays kind of like
Dan, with less taunting and more range. But, most Ken 
players forget that their fireball only goes half screen.
Taunt mercilessly if they forget it. His Shoryuuken is
trouble for anti air, but fake him out in the air and
block so that you catch him on the way down. If he misses
with his Senpuukyaku, then punish him with the super of
your choice. Maybe I'm just too hard on him?

KOBUN (ServeBot here): 5
Maybe it's because I suck, but this guy... ARGH!! He takes
damage like a wuss, so every hit you make will count. ALWAYS
KEEP AN EYE ON HIM. That is the anti-Kobun Fool Golden Rule. 
Otherwise, you'll have problems figuring out which Kobun on
screen is the one you're supposed to hit. Dan's best offensive
options include sweeps, his launcher, and the Koryuu Rekka.
Both Gadokens go over his head (I'm sure of it!). Don't try
jump-ins too much, this guy has an incredibly fast air 
counter that can take you by surprise. He's a bigger menace
than he seems...

OMEGA RED: 5
He's tough for all the reasons Dhalsim is, although messing
up with him has even more serious consequences. Omega Red
leans himself towards the offensive, and if you're not 
careful he'll be throwing you around with his tentacles
endlessly. The main idea againt Omega Red is to wait for
an opening due to his poor recovery times to beat him down.
He has fairly fearsome jump-ins and a very deadly super,
the Omega Destroyer, which will prevent Dan from getting 
in close. Block and let a beam super buddy do the talking
if you get too far away. When you're in close, be
prepared to block immediately and hit him with a launcher
or a Koryuu Rekka (which, I think, is Dan's fastest super).

ROCKMAN (Megaman here): 4
Much more deadly than his sister because he's faster and has
more reliable anti-air moves. He's a great projectile guy,
but certainly not the best. Still, against a skilled player
you should not take the Blue Bomber lightly. If he charges 
the Rock Buster, just try to leap over him (and block in
case he does a super or the Rocker). If the enemy is
too busy fireballing you, you should be able to get in a 
few free jump-in hits. Rockman loves his slide, so block
low and launch him for trying to display his foot odor. The
Tornado Hold can stop your jump-in game, so stick to the
ground until he begins to endlessly fireball you. As for his 
supers, try to be as close as possible to Rockman when
he starts the Hyper Rockman... and block. This way when it
ends, you have a free shot of making him kiss Shinkuu 
Gadoken. Treat the Rush Drill and Beat Plane the same.

ROLL: 2
Well, I'd probably be a good anti-Roll analysist since I was
a frequent player of her in MvC. Here's the deal - she's 
still a tad slow and weak, and in fact Dan has better reach
than she does in melee attacks, so remember that. Dash under
flower boquets and launch her. Jump the Roll Buster and wait
for her reaction - if she cancels into Hyper Roll, you'll 
know not to use jump ins... so keep to the ground and try to
avoid getting thrown! I don't worry about the predictable
Rockball or the slow Leaf Shield too much. If the opponent is
acting really dumb and you know it's not a fake-out game, 
just go on the offensive and launch her frequently. 
The Koryuu Rekka can work well because it'll hit low targets 
too. 

RYU: 3
In the hands of a smart player (I've met one!), he's damn
deadly without being cheap. The stereotypical joe will
fireball to death with him, but if that's the case... 
jump over a fireball, but get just far away enough that 
a Shoryuuken will miss. Prove Saikyo superiority by then
countering with your own Koryuuken for style. If the player
abuses a Shinkuu Hadoken, try to make it that you're able to
anticipate, leap, and land near him by the time it ends so
that you can show him how real men use beams. Against the
super Senpuukyaku, just try to stay close (but out of 
reach!) and counter with a Dankuukyaku when it ends.
Or you can tag him with a beam super from one of your
drinking buddies. Pretty simple strategy, just be 
prepared. I've been crossed up once or twice by a Ryu
player in surprise.

SABRETOOTH: (T)
Another Really Big Guy (TM)! I know he's got a really 
slow projectile and plenty of quick, powerful dash-ins.
But, I need to see him a lot more before I can make
a real judgement. I'm not sure if he has Super Armor
or not... confirmation?

SAKURA: 1
Am I pulling something cheap? I usually have a field day
with her... but, I'm mostly going by her MSHvSF form here.
To her credit, she's got a decent anti-air attack AND
super, and a nice advancing move if used sparingly, but
both CPUs and players do this all wrong. Because of her
barrier when doing her DP, don't Gadoken. Block and counter.
If they try to pull off her odd fireball out of the blue,
roll on in and launch her around. I don't find her 
Senpuukyaku a problem unless you constantly duck-block.
Dark Sakura proves to be more of a challenge, except
now you can Gadoken her if she rushes in with her DP. 
Other than that, she's kind of like Akuma in that 
respect. I await a good Sakura player to teach me
that I was wrong with these remarks.

SHUMA-GORATH: (T)
I'm not an expert of the hentai tentacle demon. I'll bug
LordWyndia about stuff on this subject. I can tell you 
that a smart Shuma-Gorath player is to be feared, for his
sheer range of moves and ways to keep you on your toes is
incredibly startling. 

SPIDERMAN: 4
He's also got a Dan-type up close game, but he has that
Web Toss just in case. Test his anti-air defenses and 
leap in on him. If he doesn't do the Spider Sting, then
the fight will be easy with just normal jumpins. If not,
then you'll have to face off with his killer offense. He
can dial pretty easily, so block accordingly. Block a
Maximum Spider if he tries it, same goes with the
Ultimate Web Throw. In case of Crawler Assault, the 
Shinkuu Gadoken should work. The Web Swing should be
met either with a Dankuukyaku or a Gadoken, whichever you
prefer. 

STRIDER HIRYUU: (T)
I've played against him quite a bit in MvC, so I'm gonna 
draw my rants from that. Strider loves his ground chains
and jump ins... plus, the teleport. The teleport might be
able to be Koryuuken'd out of the sky. Don't try to Gadoken
his charge-in slashes, it makes for a really unhappy little
Danny when he gets a booboo on his palm. Once you block off
his attempted chains, hit him with a really fast move and 
prepare for the defensive again. The "orbs protect me"
thing is quite cheap, but a little air turtling never hurt
anybody... I'll have to look more into this guy.

TRON BONNE: (T)
Tough call... I need clarification (I'm such a whiner). She's
almost a Really Big Guy (TM), but comes with a game of mucho
confusion and two button attacks. She has a decent anti-air
attack, some good ground moves... well, uh, I haven't seen
it all yet and I can't determine what's really effective.
For now, I find it prudent to keep to the ground, beat away
any incoming Kobuns (KILL!), and stick foreign objects in 
her eye if you catch her in some of her lag times. 

VENOM: 3
I'm still going by my MvC knowledge of Venom. If that's 
the case, Dan needs to pick his shots pretty carefully -
Venom is fine with Venom Biting over your Gadoken, and
the little wave of fangs can stop your Dankuukyaku cold.
He's still a little slow and lacks Super Armor (and he's
a Really Big Guy (TM)). If players get abusive of his
Venom Web, block it and counter with whatever you like.
Not too much to say for now... I'll fix this one up later.

WAR MACHINE: 4
Iron Man and War Machine are the same in my eyes, so they
both get the same treatment. They're also projectile-based
characters, so keep that in consideration. If they don't
know the Repulsor Blast (test by trying to jump in on them
a few times), it's a matter of jumping over the toy bottle
rockets and shiny lasers and setting them up for an air
combo. If they DO know the Repulsor Blast, you can roll
underneath the high shoulder beams and possibly get into
range to do your nastiness. Just in case, block on the way
down, because War Destroyer will wreck you. As for the
Proton Cannon, wait for the wire frame to show, block it,
then pay him back in his recovery delay, if you're close
enough.

WOLVERINE (Bone): (T)
He still can dial most combos with general ease. But,
I've been told he's actually different from the norm,
so I'm just gonna cut it off there and do more 
research. Can you help me here?

ZANGIEF: 5
He's a nightmare when played by someone who knows how to
dance to the Russian beat. However, both of you want to
play close up, so it's all a matter of who knows how to 
brawl better. 'Gief will try to grab you whenever the
opportunity arises... but be ready for all his other moves.
Beat on a Spinning Lariat with a low move or a beam assist.
Avoid a Running Bear Grab by giving him a Dankuukyaku. Just
get the hell away from a Final Atomic Buster, but be free
to counter it with a super of your own. The metallic 
version is a nightmare because he can knock you out of 
any move you throw, and he has a (d'oh!) fireball-like
defense. Since he can't guard, though, be free to use
team up attacks to your heart's desire... but if you
wanna duke it out like a real player, just follow the 
strategies I gave you for normal 'Gief, and prepare to
go hit and run. 
 

                      ***Abyss***

1st Form: Animated Garbage Can 
Dan does a decent job with this guy. The big tin can is kind 
of slow and telegraphs nearly all his moves, but avoid 
getting flashy and stick to a modest sweeping move or 
something to  that effect. Dan's specials are a little slow 
to be of great use here, but use your common sense and you 
should be okay.

2nd Form: <Insert mucus joke here>
DAN IS NOT MADE FOR THIS GUY! Characters that specialize 
in rapid-fire projectiles are, but Dan... should you attempt
this feat, try to super jump to the other side where Abyss 
is, and whack him as hard as you can. Then, you cower! The 
bubbles can be popped with Gadokens, but they're overall 
too fast for that. I'd just switch out.

3rd Form: They Didn't Have Any Blue Paint
Dude, this guy really does play hide and seek a 
lot. Whenever he shows up, hurry to either give him an
aerial rave, or go under him and smack him with some of
Dan's supers. After that, block until you have an opening.
Lava will fly freely and toss you about if you're not
careful, among other things. Patience is a virtue. 

#############################################################
IX. STUFF TO ADD
#############################################################

For the next version:
* Fill in gameplay mechanics I still haven't mentioned. Yet.
* Play with the basic moves even more. Come up with more
applicable uses for them. Fill in more extra blanks.
* Polish off the Drinking Buddies section. I'll need input
for the characters I don't have and the theoretical ratings.
* Complete the Fun With Opposition section.
* May make a new section concerning Dan's voice track in
MvC2. Well, it really hasn't changed from MSHvSF...
* Ask RAW64life about rating Dan using his system.
* Most importantly, see if Dan STILL gets Hyper Combo
energy from taunting. 
* Get my own (foul word used as adjective) Dreamcast. 
Maybe. 

Be free to submit your findings to me! I can't possibly
get extensive strategies on all 56 (CJayC suspects there's
60) characters on my own, as both friend AND enemy. Lend a
helping hand or two, credit will be justly given for helpful
pieces of information. 

#############################################################
X. OBLIGATORY CREDITS/LEGALESE
#############################################################

Thanks goes out to:

- CJayC (at www.gamefaqs.com, can't find direct e-mail)
For his awesome FAQ skills and hosting this FAQ (and many 
others) on his site. Got some assist info from here, too.
Whatever I put for the Drinking Buddies section, you can
credit both my personal expereince and assist info from
CJayC. 

- RIu (robertsmac@aol.com)
Obtained info on Dan's snapback here. I've now managed to
strike with it twice. Check out his FAQ either at
GameFAQs or in www.geocities.com/liquidfists/. 

- Miguel Rustia (www.miggy.net, can't find his e-mail
address 'cause his site is down)
Stole his combo notation. Also is a good source for stuff
on MHvSF or MvC. Mostly compared Dan's moves from his 
MSHvSF site. When will his server increase its maximum
bandwidth, anyway? 

- Marc and David at www.saikyo.com
Fellow Saikyo enthusiasts, visit their site to get even MORE
Dan stuff! And say EM-M sent you. Borrowed the concept of 
being technical on Dan's basic moves. Also got the story of
Dan from these guys as well. This time around, I stole a
few of their move translations. 

- LordWyndia (LordWyndia@aol.com)
Castle Keep is awesome. Get rid of that Rock and Dan image
or I'll do my Geese impression. See the Castle Keep at
http://members.aol.com/zephblayze/main.html. Oh, he also
helped me confirm Dan's normal jumping magic series. 
I bet he'll soon fill me in on applicable uses for 
Shuma-Gorath as a teammate too.

- Beta (beta@nettaxi.com)
Had some miscellaneous Dan move info, also suggested
a few combos. He loved the S.Forward. So did I. 
R.I.P., S.Forward. We salute you. 

- Ug the Caveman (bzcharkl@hotmail.com)
For being one of three people to remind me I forgot to put
in the Otoko Michi. He also threw in a combo I
need confirmed, because I was lazy and didn't try it. 

- Ryan Nakagawa (lnr18@hotmail.com)
For being one of three people to remind me I forgot to put
in the Otoko Michi.

- Ronn (spoon@home.com)
The third guy to bug me about missing the Otoko Michi,
also told me of its damage in this installment and
brought up a theoretical combo I could use some bits
of clarification on.

- The guys at Power Gamer in Glen Burnie
Why was I ignorant in getting the actual address? 
...next version I'll correct that. Anyway, these guys 
get credit for letting me extensively play with their
imported DC and hacked VMU. Without them, you wouldn't
be getting such quality info on MvC2's Dan! They're 
pretty smart about the gaming world, too. Can you say
that about some stores nowadays? 

- All other FAQ writers for MvC2
Let's go for all 56 characters! I'll be taking Roll next
unless someone beats me to it. Capcom's put a lot into
this game, so let's not ignore any fraction of their
work! Doing a good job for what we have so far! 

- Capcom (www.capcom.com)
For making this game. It really rocks. Where's the BoF 
crew?

- Marvel (www.marvel.com)
For realizing how cute an idea it was to have Ken give 
Cyclops a wedgie. 


Legalese:
As stated in the credits, I did take a few things from the
said people. I'll remove that info and find it myself if it
is requested by the credited authors.

If you decide to place this FAQ anywhere, please contact me
first at Ar9Matt@aol.com regarding details about placing the
FAQ on your site. 

Dan Hibiki, his likenesses, and whoever else of the Capcom
universe is copyrighted by Capcom. All mentions of him in 
this FAQ are for non-profit purposes and do not intend any
offense to Capcom's rights. 

Any Marvel characters mentioned are copyrighted by Marvel,
and all mentions of any of them in this FAQ are also for 
non-profit purposes and don't intend any offense to Marvel's
rights either. 

Mortal Kombat is copyrighted by Midway. Now, I hate that game
and wish I could tear at it to my heart's content, but alas,
copyright respect should be given. In no way am I attempting
any violations upon the said copyrights. 

This FAQ is Copyright 2000 Matthew "Evil Matt-MUN" Massey
and may not be reproduced for anything other than private,
non-commercial use. I hold all rights to the distribution
and modification of this FAQ. 

#end