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• Fireball (Gadouken) •
It's difficult to actually call this a fireball, it's more of an extension of Dan's fist than anything. But, it has a fast start up time and does surprisingly solid damage which make it useful in combos — as long as your enemy isn't too far away. Hard Punch Fireballs stay on screen for a slight bit longer than their Light counterparts, but both types do the same damage.
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• Dragon Punch (Kouryuuken) •
Like Ryu's Dragon Punch except it doesn't have much range on it, making it difficult to combo with because all too often your opponent will be too far away and you'll miss. Every now and again you'll get the random flash which makes Dan invulnerable for a short period of time though.
Damage is good on this, and it works alright as an anti air attack.
(Can also be done in the air)
• Hop Kicks (Dankuukyaku) •
Your Hard Kick Hop Kicks end up actually being pretty good because they hit 3 times and can be done in the air. They work well when added on to the end of an air or ground combo. One of Dan's few good attacks.
The Light Kick version only hits one time, but it has a faster start up time.
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• Premium Sign •
Dan signs his autograph and throws it at the other player. This is basically a taunt that happens to be a move, there's a horrible amount of start up time, and using the Hard Kick version makes it even worse.
or
(Taunt Button)
• Rolling Taunt (Kouten/Zenten Chouhatsu •
Dan either rolls backwards or forwards and does his taunt. Like most of his other taunts, this gives him a healthy chunk of Hyper bar.
(Taunt Button)
• Super Taunt (Chouhatsu Densetsu) •
Dan does a series of taunts, and if you manage to get through all of these without getting nailed by an attack — your opponent may have fallen asleep.
• Hyper Fireball (Shinkuu Gadouken) •
An improved(?) version of your regular fireball, as it travels a bit further but is still very slow. If all of the hits actually land, this does OK damage, the problem is you're not going to land all of the hits unless your enemy is in the corner, and sometimes not even then. You can try and use it in combos, you might get lucky have it hit a couple of times.
• Hyper Dragon Punch (Kouryuu Rekka) •
Suffers from the same problem as Dan's regular Dragon Punch in that it has VERY little range and means you'll more than likely miss if you try to combo with it.
• Hisshou Buraiken •
Dan does a series of melee attacks. This will only connect from close range, but like most of his other moves it has a lot of start up time making it really difficult to combo with.
(Requires 3 Hyper bars)
• Raging Dan (Otoko Michi) •
Best thought of like Akuma's Raging Demon move, except it also drains your power. Dan winds up and slowly moves forward and attempts to grab the other player. This is unblockable and if Dan connects he'll do a TON of damage, but he'll also be left with a sliver of life in the process.
It's worth paying almost any price to land this in a match though. Sure, it costs you 3 Hyper bars, but if you connect with it your opponent will be amazed at how much life you take off — and that you almost managed to kill yourself in the process.
| Type | Partner Assist | Variable Counter | Variable Combination | |
| A | Projectile Type | (H) Fireball | (H) Fireball | Hyper Fireball |
| B | Anti air Type | (H) Dragon Punch | (H) Dragon Punch | Hyper Dragon Punch |
| Y | Variety Type | (H) Premium Sign | (H) Hop Kicks | Hisshou Buraiken |
| Name | Viewers |
| Level|Up | 1,221 |
| PJS Winning | 233 |
| CafeID Korea | 173 |
| Finest K.O. | 131 |
| Sherryjenix | 67 |
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