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Dan Ultra Street Fighter 4 Moves, Combos, Strategy Guide

Guide last updated on
June 2, 2014 at 9:09 p.m. PDT


Dan Ultra Street Fighter 4 Character Guide


Character Overview
Guide by Nyoronoru

Dan is a unique character in that he is canonically the worst character in the game, but it is quite possible to win and even dominate with him. He has an okay reversal game, a good armor-breaking move, a decent approach move along with some frame traps (and a good Focus Attack).

The only problem is that his normal moves are absolutely horrible, unquestionably the worst ever with nearly all of them being incredibly slow with very few being able to combo into special moves at anywhere but super-close range.

Dan is the only character with the deadly Legendary Taunt though. He also has the best and most varied Personal Actions in the game. Though he might have been completely ignored in previous Street Fighter titles, Dan is here to prove he's no joke.

Strengths
+ Legendary Taunt.
+ Only character who can cancel a Super's animation into an Ultra.
+ Personal Action #9 is the best in the game.
+ Has some useful frame traps.
+ Long-range backdash.
+ Has the most annoying Hurricane Kick in the game.

Weaknesses
- Normal moves are really slow.
- Hurricane Kick is his only decent approach option.
- Weak mid-screen combos and weak juggles.
- Projectile has pathetic range.
- Ultras are either weak or really hard to land.
- Extremely few link combos.

Special Moves
or
Gadouken (Fireball)
Damage
Light
70
Medium
70
Hard
70
EX
110

Properties

Dan's fireball. The startup and recovery are both faster than Ryu's Hadouken, but the range is kind of bad. It can still cancel out other fireballs though, and if the opponent is forced to block the fireball then Dan is safe from counter-attacks. This property makes the fireball more like a normal poke than a projectile.

Despite the appearance of these tiny green fireballs, they actually do a lot of damage. More than Sagat's Tiger Shots if you want to make a comparison.

The strength of the button pressed determines the distance the fireball travels. The Light and Medium version are pretty worthless but the Hard version travels a decent enough distance to be useful. Great for building meter if you are full screen. Alternate between taunts and fireballs for maximum effect.

EX Version: EX Gadouken is much better in that it hits twice, travels farther than the Hard version, does a lot of hitstun and sets up some FADC shenanigans for Dan. It also allows Dan to recover much faster than his opponent if this is blocked, giving you some time to close the distance or apply more pressure.

or
Koryuken (Uppercut)
Damage
Light
110
Medium
120
Hard
140
EX
130

Properties

Dan's uppercut attack. The recovery of this move is awful, but the Medium and Hard versions have startup invincibility and all versions can be Focus Attack Dash Canceled. As a late anti-air, this move is really solid and gives Dan excellent air defense.

The Light version is almost completely worthless because of the long recovery and zero invincibility. However, if you land this on a jumping opponent you can combo into Ultra 2 easily.

EX Version: This uppercut has invincibility until the peak of the move and hits twice on startup. This will blow straight through any jumping attack. This might be the one EX attack you would save meter for if you weren't already collecting EX for your Legendary Taunt. Also, both hits of the EX uppercut can be canceled with a Focus Attack.

or
Dankukyaku (Hop Kicks, Dan Kicks)
Damage
Light
90
Medium
100
Hard
150
EX
120

Properties

Unquestionably Dan's best move and the one you will be abusing to win. The button pressed determines how far Dan travels, with the Medium version hitting twice and the Hard version three times. This attack breaks armor and all versions are safe on block to the point where Dan can tech all throw attempts.

This attack is dutifully named Hop Kicks because it can avoid low attacks completely. This attack can also hit crouching characters, making it much better than Ken and Ryu's Hurricane Kick moves.

The Medium and Hard versions are safe on block except against Zangief's SPD, T.Hawk's Typhoon, Hakan's Ultra 1 and a few Super Moves. The Light version of the Dan Kicks is really weird in terms of trajectory, but it leaves both players at even frames on block meaning it is a completely safe move against even grapplers. Against characters with poor normals and/or reversals Dan can dominate them up close with this move and its wonky moving hitbox.

The aerial version of this move is similar to the other Hurricane Kicks in the game. If you catch someone in the air with it they will be knocked down where you can juggle them with a single hit of EX Koryuken or Ultra 2 in the corner.

EX Version: EX Dankukyaku is slightly more unsafe on block than the regular Dan Kicks but when it is used from the right ranges it is almost impossible to punish. It auto-combos the opponent and knocks them down in front of Dan, but it does less damage than the regular versions.

EX Hop Kicks also starts up faster than the Medium and Hard versions of this move, letting you combo a bit easier from some normal attacks. The EX Aerial Dankukyaku stops Dan's forward or backward momentum completely, allowing him to avoid some ground traps or anti-airs.

Super and Ultra Moves

Super 1 — Legendary Taunt
Damage
Super 1
Anger, Confusion

Properties: None

The best Super in the game. You can cancel into this Super just like any other. It's also the only Super in the game that you can cancel into an Ultra, allowing you to set up some combo shenanigans and fakeout tricks. After all, who would expect a man taunting, hollering and whooping to pull out a nasty surprise attack?


Super 2 — Hissho Buraiken
Damage
Super 2
350

Properties

The second-best Super in the game. Dan does a bunch of attacks that end in an uppercut. If you whiff with this Super, Dan performs an expert Saikyo dance meant to bait the opponent into falling into the nest of punches and kicks.

Dan's hit confirms are the worst in the game, so your only hope of landing either of these Supers is through a miracle and/or luck, the basic tenets of Saikyo.


Ultra 1 — Shisso Buraiken
Damage
Ultra 1
320-465

Properties: None

Dan runs at his opponent for about half of the screen and if he connects with his flailing body he performs his ultimate Saikyo Secret Technique. The startup run of this Ultra has a good chunk of startup invincibility allowing you to use it as an anti-projectile move or reversal.

You can combo into this Ultra in the corner using EX Gadouken FADC methods. If you're gutsy enough you can also use this Ultra as an anti-air, though you have to have really fast reactions.


Ultra 2 — Haoh Gadouken
Damage
Super 2
368

Properties

Dan summons the almighty Saikyo no Hadou power and fires off a big green fireball that fizzles out pretty quickly. It's not too hard to combo into this Ultra and amazingly enough, it's almost totally safe on block in case you fail. The epic explosion of power causes Dan's body to fly out of the range of quite a few attacks. Be sure to taunt if your opponent is helpless to punish you.

Combos
Important note: Not every possible combo is listed here. Instead, you'll find the most common and helpful combos that you should know. There are many variations to these as well.

Cancel into Hard Gadouken
2 Hits
140 Damage
You must be reasonably close for this to work.


Cancel into EX Dankukyaku
4 Hits
185 Damage
Easy combo that gives Dan a mid-range option.


Cancel into Hard Dankukyaku
4 Hits
245 Damage
Your best punish combo from the ground without using meter.


Jump

Hard Dankukyaku
5 Hits
315 Damage
Regular jump-in combo.


EX Dankukyaku
5 Hits
266 Damage
Corner-only juggle combo.


Jump

Hard Koryuken
3 Hits
252 Damage
Cross-up combo. You can go for heavier attacks after the crossup if you are confident it will land.


Hard Gadouken Legendary Taunt Ultra 1
9 Hits
422 Damage
Saikyo Combo. Bonus points for running away for the rest of the match if you land this.


EX Gadouken, Focus Attack Level 2, Dash Forward, Ultra 1
11 Hits
453 Damage
Only works in the corner.


Hissho Buraiken
19 Hits
435 Damage
A quick and powerful Super punish.


Hard Koryuken Dash Forward, Ultra 2
6 Hits
387 Damage
Dan's most straightforward and consistent way to combo into Ultra 2.


Hard Koryuken Dash Forward
Jump

2 Hits
240 Damage
A method for tacking on extra damage after a Koryuken FADC combo.


Hard Gadouken Dash Forward      
Hard Dankukyaku
6 Hits
322 Damage
Dan does have good FADC combos that utilize his close standing Medium Punch.
Notable Normal Moves and Unique Attacks

Standing Medium Kick
One of Dan's few worthwhile pokes.

Jumping Medium Kick
Dan has a good crossup. No joke.

Close Standing Medium Punch
This move is important for extended FADC combos because it does a huge amount of hitstun.

Taunt (Personal Action)
Your most important move as it causes great mental distress to your opponent. Before each game, you must make a crucial decision of which taunt to use, so choose wisely. Recommended taunts are Personal Action #9 and #5. There are certain scenarios where taunts achieve their maximum effectiveness. Performing them after achieving a large life lead. After landing an Ultra or a reversal uppercut. Try to find the best scenario to activate your taunt in.

Jumping Taunt (Yahoo)
Taunting while jumping gives Dan the power of the Saikyo Super Jump. You can also hit the opponent with your jumping taunt to interrupt an attack. Taunting in the air takes a lot more effort than a regular taunt so watch your ground recovery.

Crouching Taunt
Another taunt variation. Like the Jumping Taunt this also has a hitbox on Dan's fist. It doesn't do any physical damage, but it wounds pride. Bonus points if you interrupt an Ultra.
Taunt and Win
If you beat someone with Dan without taunting, then you have not truly won. There's no downside to taunting excessively with Dan. Make sure to taunt after knockdowns, after running away, after landing an Ultra and so forth. Out of all the shoto characters it appears only Dan has the tools to abuse the psychological high ground in a fight. To Taunt Cancel, just tap your joystick quickly to flee to safety. Backdashes already have invincibility, so running away is encouraged.

To perform the Ultimate Saikyo Finish, you must perform the final KO by canceling into your Legendary Taunt. This used to be easy in Street Fighter 4, but with the creation of Super Street Fighter 4 and the removal of post-hit KO attacks it has become a little harder. Instead, you must cancel into the Super right before KO flashes on the screen. The easiest way to make sure of this is to cancel from a Gadouken (using a fireball as the finishing move gives you the most time to cancel). This will force your opponent to endure the pain of the Legendary Taunt while having no recourse to avoid it other than a ragequit.

Other Resources and Credit
You can find more information about playing Dan on the Central Character Discussion Thread on the EventHubs.com forums
Contributions to this guide by Nyoronoru.


Comments

xnj said on March 13, 2010 at 3:38 p.m.

Dan is improved alot in Super Street Fighter 4. He has a longer fireball range and his shoryuken is better.

#1
Danielq94 said on May 1, 2010 at 3:41 p.m.

Dan is one of my favorite characters i just love his awfulness, there's nothing better than trouncing a sagat or a ryu with dan, feel the power of sakyio!

#2
ManOwarKills said on May 4, 2010 at 4:06 p.m.

shoryuken beats kens in close every time!!!

#3
Draga said on May 10, 2010 at 1:33 a.m.

I beat Seth on Hardest with Dan. It took me a while before I could stop laughing.

#4
Qorn said on May 17, 2010 at 10:47 a.m.

DAN HIBIKI TIER LIST
S+++++++++++++++++++++++++++++++++++: DAN HIBIKI, DAN HIBIKI, DAN THE MAN

F-: everyone else

#5
mach1545 said on June 11, 2010 at 1:39 p.m.

Dan's super combo is awesome.

#6
ninponinj said on June 28, 2010 at 12:27 a.m.

BEHOLD THE GLORY OF SAIKYO!!!

#7
Super_Shoto_Fighter_4 said on July 12, 2010 at 1:33 p.m.

Dan is one of my mains from now. Screw Tiers. I like his pressure game and corner tricks.

#8
Mrb20028 said on September 5, 2010 at 1:08 p.m.

Does anyone knoww of any pro Dan players?

#9
FanOfDanTheMan said on September 7, 2010 at 2 a.m.

Super Taunt is the best thing ever.

#10
Spaghetti_Time said on September 8, 2010 at 11:55 a.m.
#11
SF4junkie said on September 9, 2010 at 1:40 a.m.

Dan's Super Taunt stops alot of moves...too bad the only good way to combo it in is right before his ultras. They should speed up his c.hk.

Any strong foes?

Random vs Random?

PSN: OoDemonSeedoO
XBL: GotDemonSeed

#12
MikeDanger said on October 12, 2010 at 11:26 p.m.

I just beat a Zangief with Dan! Yes I'mproud of it and it's in my replay saves alright!

#13
J said on February 9, 2011 at 10:21 a.m.

You can lk Hop Kick into U2 in the corner, but it's very hard.
Try it out.

#14
KizaruOfLight said on February 9, 2011 at 10:34 a.m.

Dan's taunts are too beastly... stopping ultras and wounding prides.

#15
darkspirit138 said on February 9, 2011 at 11:28 a.m.

Koryuken, FADC, Low Taunt is the best combo in the game, btw.

#16
SnakeX said on February 9, 2011 at 11:31 a.m.

If I recall correctly, Dan supposedly got some major buffs to a lot of his normals in AE, which means one of his biggest problems was improved upon!

#17
YoshinatorZ said on February 9, 2011 at 12:42 p.m.

Awesome guide. Points for being hilarious.

#18
cordova said on February 9, 2011 at 2:31 p.m.

the MASTER of the OTOKO MICHI.........

#19
cordova said on February 9, 2011 at 2:33 p.m.

the MASTER of the OTOKO MICHI........

#20
Gibo1984 said on February 9, 2011 at 5:02 p.m.

can you combo/cancel to taunt/super and taunt/super to ultra? like makoto

#21
MaysTheCraze said on August 5, 2011 at 10:39 p.m.

This has to be the best guide on the site! I MUST switch my main to Dan, immediately!

#22
SteveTheTurtle said on August 6, 2011 at 10:41 a.m.

I may have to switch to Dan, since my Fu is a joke anyways.

#23
smokey said on February 1, 2012 at 2:06 a.m.

If you beat someone with Dan without taunting, then you have not truly won.

Genius =D

#24
klyz806 said on May 4, 2012 at 7:20 p.m.

dan has 2 good combos for at close range. he has close st.medium punch , link cr. medium punch cancel to fire ball. and st.close light kick link cr.medium punch cancel to fire ball

#25
melongod said on November 29, 2012 at 3:41 a.m.

Finally hit B- on XBL with Dan. Completed all his trials. Im on my way to the top of Saikyo, baby!

#26
Spaghetti_Time said on December 23, 2012 at 12:42 p.m.

Guide needs an update for combos. (Note: A jump in attack is viable at the start of these combos)

Crouching MP -Link-> Crouching MP -Cancel-> Gadouken/EX Dankuu Kyaku

Close HK -Link-> Close MP -Link-> Crouching MK -Cancel-> EX Dankuu Kyaku

Close HK -Link-> Close MP -Cancel-> H. Koryuken -FADC-> Ultra 2

OR TO REALLY RUIN SOMEONE'S DAY

Close HK -link-> Close MP -Cancel-> H. Koryuken -Cancel-> Legendary Taunt -Cancel after one roll-> Ultra 2

IT'S SAIKYO BABY

#27
chubbyfingerz said on December 26, 2012 at 11:16 a.m.

Been working on my taunts

#28
Gastlis said on December 8, 2013 at 10:11 a.m.

When I entered my first tournament, I was immediately put into losers bracket when my Sakura lost to an Akuma player. Because I'd already given up at that point, and I actually knew somewhat how to use Dan, I decided to use him and losers and won a round. It was the best victory of my life.

#29
EpicElijahSpeedy said on March 27, 2014 at 8:17 p.m.

Unfortunately, Dan doesn't have any overheads unless you're jumping. Dan is the best character to turtle against. He does have some pretty neat combos though, and if his range was a bit farther on some of his moves, you could pull off some sweet combos (LP->LP->MP->Crouching MK->Gadoken for example). You can make do with what you have (MP->Crouching MK-c>Gadoken). I'm trying to chain MP to MP to Crouching MK but my timing is off. Like the guide said, Dan is a pretty cool charter, but like Dudley, he doesn't have anything really good, and he's more of a character for show, but DANG is he fun to play.

#30
mundaney said on May 26, 2014 at 9:55 a.m.

"+ Only character who can cancel a Super's animation into an Ultra."
That is no longer true, as Makoto can cancel her Super into Ultra.

#31
DurpiePie said on July 1, 2014 at 8:37 a.m.

ok in AE I can do Dans jump M kick to st.H punch, did they slow down standing H punch start up in ultra..... seems like a more likely combo to land.... even doing jump M kick to st.H punch, DP, FADC Jump N.H punch would be a good bnb to list over the combos they have on here.

His M kick is like his best ariel move next to his jump neutral fierce punch next to using dan kicks against ariel opponents in general. That and his taunts =P

I feel the combo section needs to be updated, if your gonna do a jump in round house and land close then you would wanna do something like st.H kick,cl.M punch, cr.M punch, H godoken, FADC, H punch dan kick or DP or if you are really good at the st.H kick, cl.M punch link do it again to his dankik or H DP

#32
ThatKidFlash said on September 1, 2014 at 1:03 a.m.

Has anyone noticed how dans crouching medium kick doesnt hit as fas as it should? Every other character gets buffs and that would be something Dan would need to hve a better footsie game beacuse how does dans toe gp through leg instead of connecting! He needs at least that buff

#33


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