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Ah yes students, it is time to cut to the chase! It is here that you can discover some of my most powerful Saikyo techniques, and become a true master of Streetfighting! |
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Did I hear someone say something about being a Master of Streetfighing? I wish to fight this man! |
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I recognise that voice! It seems we meet again Ryu! Want a fight? |
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Look, will you two Shotokan Jokers get out of my Dojo? |
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I say we should take care of this guy before our fight, don't you Ken? |
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Sure do Ryu! Ha-do-ken! |
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Oh will you people stop interrupting me on MY website! |
(*Dan jumps the fireball and it hits Ryu with such force that he is sent, express delivery, to a village community in Nepal. Dan lands next to Ken and blasts him into next week with the Shinkuu Gadoken.*) |
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Phew! That's better....now, on with the guide! |

Credit for this guide goes to "Militant" Mike Atkins, self-proclaimed
King of the Streetfighters at De Montfort University. Thanks Mike.
Punches
Standing Jab: Standard Jab. Good for stopping charge forward type moves. Can also stop some jump ins.
Crouching Jab: Same as the standing jab in most respect. Can be useful to two-in-one into a Kouryuuken.
Jumping Jab: Weak punch that is useful for some mid-air counters and not much else.
Standing Strong: Close range punch to stomach. Poor range, not recomended.
Crouching Strong: Similar to Dan's jab, but not as useful. Quite bad lag on this.
Jumping Strong: Good priority on this move, a useful air-to-air counter. The punch is out for quite a while on this move.
Standing Fierce: Good all round attack. Comes out fast and with timing, is an excellent counter to jump-ins. Also useful on the ground with its surprising range.
Crouching Fierce: Reasonable anti-air uppercut, but vulnerable to some moves e.g. Hurricane Kicks. Use with caution.
Jumping Fierce: Slow version of Dan's chop. Good damage but requires pretty sharp timing to use it.
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JAB (LP) |
STRONG (MP) |
FIERCE (HP) |

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Kicks
Standing Short: Very short ranged knee which can be used to start off a combo.
Crouching Short: Slow moving kick that comes out low and has decent range. Useful to catch an unwary opponent or for poking.
Jumping Short: This move has some cross up value but requires good timing as it stays out for quite a while.
Standing Forward: At close range this two part kick hits with the knee, at long range with the extended foot. At close range even if you connect the lag is shocking. Try to steer clear of this one.
Crouching Forward: A stronger version of Dan's short, this attack has great poking value.
Jumping Forward: Good utility attack. Works very well in air-to-ground attacks and can be used to cross up quite nicely too. Has decent range too.
Standing Roundhouse: Powerful kick best used at longer ranges, as it has a tendency to miss up close. Useful as a counter move too.
Crouching Roundhouse: Classic Sho-ryu-ken sweep. Takes an opponent off their feet if it connects and is an effective follow up after a jump in.
Jumping Roundhouse: Hard hitting roundhouse kick with a disappointingly short range. Some cross up use, although you're probably better off with the Forward version.
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SHORT (LK) |
FORWARD (MK) |
ROUNDHOUSE (HK) |

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First off, a quick key:
DP = Dragon Punch motion (ie, forward, down, down forward)
QCF = Quater Circle Forward (ie, down, down forawrd, forward)
QCB = Quater circle back (ie, down, down back, back)
A=A-Ism, V=V-Ism, X=X-sim
Lk=Light kick, LP=light punch etc.
Dan's Special Moves (Alpha 3)
QCF+P = Gadouken
DP+P = Ko-ryu-ken
QCB+K = Sky Cutting Leg (can be performed in the air, except X-Ism)
QCF+Select or OCB+Select = Rolling Taunt
Forward + 3Punches (while blocking, V-Ism only) = Saikyo-Ryu Guard
Dan's Super Moves
2 x QCB+K= Certain Victory Relying on Nobody Bur Myself Fist (A and X-Ism)
2 x QCF+P= Shinkuu Gadoken (A-Ism only)
2 x QCF+K= Koryu Rekka (A-Ism only)
2 x QCF+select= Taunting Legend (A-Ism only)
2 x QCB+select= Mythic Taunt (Level 3 only!) (A-Ism only)
Combos for Dan in Alpha 3
Combos:
(1)For a cool 4 hit combo, jump with a medium kick when your opponent is in the air, then do a hard Sky Cutting Leg Kick for a very easy 4 hits! Also, Use the Sky Cutting Leg kick to your advantage against Guy and Vega players, as they are naturally succeptible to the Sky Cutting Leg Kick.
(2) Dan can perform a Shotokan like combo using his Ko-ryu-ken instead of the Dragon punch. The method is the same - Jump in with a late hard kick, land with a medium punch before going into the Ko-ryu-ken. Works like a dream. You can also substitute the Ko-Ryu-Ken for a Gaddoken.
(3) A good combo for A-ISM Dan is a jumping medium kick, standing medium punch, standing hard punch, then a Level 2 Koryu Rekka. It takes off a second of your life, but if you have another level, whip out a Super Taunt [Taunting Legend] for added effect.
General Strategies:
Dan is highly underestimated within the Streetfighter Alpha series. The greatest mistake
you can make with him is being decieved by his looks into using him like a Shotokan
fighter. This he certainly is not, he has his own unique strenghts (he deals alot of damage)
and weaknesses (he takes alot too.....)
His uppercut [Ko-ryu-ken] is fast and has high priority. His Sky Cutting Leg [Cut-Off Kick] is quick, goes far and does a wicked amount of damage. Also, a light kick version of the move can actually jump fireballs with good timing. His Gadoken is still an extension of his punch, but it has quite a large area
of effect and is good enough to stop the odd fireball as well as being used in combos. In particular, his
standing hard kick and medium kick both combo into the Gadoken very easily. Don't forget this includes
the Shinkuu Gadokken too!
Of course, never underestimate the power of Dan's taunting! Even the best players
can be infuriated by continuous taunting!
In particular, whenever you jump a fireball and look like you are going to
land out of range of your opponent, perform an air taunt! An extra annoying variation
of this is if you manage to jump a Raging Demon attack and do a jump taunt (ain't that right Spence?)
Apart from that, practice makes perfect!

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Thank you Mike, you have done a great service to the study of Saikyo, even if your favourite characters are Cammy (which I can forgive) and Charlie! |
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You got a problem with that? I'm a US Air Force pilot y'know! |
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(*Studies combo guide*) Yes I do as a matter of fact! Certain Victory Relying on Nobody But Myself Fist! |
(Charlie is sent flying off into the great blue yonder at a speed of Mach 2) |
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But why can you forgive Mike liking me? |
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Well, there's two reasons actually.... |
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(*Large sweatdrop appears*) |
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