=============================================================================== STREET FIGHTER ALPHA 2 DAN HIBIKI CHARACTER GUIDE v0.1 for the PC / Sega Saturn =============================================================================== Written by Shadow Dragon [shadow_dragon98@usa.net]. Unpublished work Copyright 1999-2000 Shadow Dragon. Proudly written with TextPad [http://www.textpad.com]. My third attempt at writing an FAQ. :) I know, SFA2 is rather old now, but as I don't own a Playstation or Saturn, all I can hope is that Capcom will decide to release a PC version of SF Alpha 3, which is not very likely. Okay, this FAQ is copyrighted. This file, or any part of it, will not be used for promotional or profitable (I don't care if you fail to make any money from it) purposes. This includes being incorporated into books, flyers, magazines or any physical reading matter. Copying this file (or part of it) into your own file under your name is strictly NOT allowed. Basically speaking, this file can only be reproduced by electronical means -- like if you want a local copy or want to give (not sell!) a copy to your friends or whoever else. Putting this file on your website is okay, but please drop me a note informing me of your action first, and make sure that this disclaimer and the above copyright notice appears in full. Think I'm joking? Let's just say this is not exactly an occasion for mirth. People have been sued for this kind of thing before, so if you have ripped off my work, don't let me find out.. or else. Dan Hibiki and the Street Fighter series are (c) Capcom of Japan and (c) Capcom USA. There. I've fulfilled my obligations. On to the FAQ. But beforehand, I recommend you switch your text to a truetype font -- I suggest Courier New, size 9 -- for easy viewing. ----------------- TABLE OF CONTENTS ----------------- 1. THE BASICS 2. MOVES QUICKLIST 3. UNIVERSAL MOVES * Blocking and Airblocking * Throw * Tech.Hit * Grab Recovery * Escape Roll * Alpha Counters * Custom Combos 4. BASIC ATTACKS 5. SPECIAL MOVES 6. SUPER COMBO MOVES 7. DAN'S BOSSES 8. VS. STRATEGIES 9. MISCELLANEOUS * Start and Winning Poses * Quotes * Gi Colours * Stage Description * Ending 10. CREDITS 11. REVISION HISTORY 12. AUTHOR'S NOTE ****************************************************************************** ============================================================================== 1. THE BASICS ============================================================================== Note that although the directions are pre-set and cannot be altered, the attack buttons can be reconfigured to suit your liking. The main purpose of this section is that you'll be able to comprehend the instructions later in this FAQ. UB U UF \ | / The standard North American joystick layout. This diagram B- N -F assumes you're facing right. If you're facing left, reverse / | \ the back and front controls. DB D DF UB = Up-back (Dan jumps backwards) U = Up (Dan jumps straight up) UF = Up-front (Dan jumps forward) B = Back (Dan walks away from his opponent, or blocks any incoming attacks) N = Neutral (Dan stands in place, doing nothing) F = Forward (Dan walks towards his opponent) DB = Down-back (Dan crouches, or blocks any incoming low attacks) D = Down (Dan crouches down) DF = Down-front (Dan crouches, like as if you pressed Down) Refer to the "Universal Moves -- Blocking and Airblocking" for more info on blocking attacks. LP / LK = A quick attack that does slight damage MP / MK = A not-so-quick attack that does average damage HP / HK = A slow attack that does heavy damage Refer to the "Basic Attacks" section for more info on these attacks. ABBREVIATIONS USED IN THIS FAQ: SC = Super Combo c. = Crouching Lvl. = Level AC = Alpha Counter s. = Standing (air) = This move can be CC = Custom Combo j. = Jumping done in mid-air QCF = Quarter Circle Forward; slide the joystick D,DF,F QCB = Quarter Circle Back; slide the joystick D,DB,B PPP = Press all 3 Punch buttons KKK = Press all 3 Kick buttons PP = Press any 2 Punch buttons KK = Press any 2 Kick buttons Speaking of which, does anyone wonder why 'abbreviations' is such a long word? ****************************************************************************** ============================================================================== 2. MOVES QUICKLIST ============================================================================== Just a quick, short list of moves for those of you who just want a quick look at Dan's moves and don't want to waste time browsing through the Special Moves section. Block : B or DB when attacked (air) Throw : F / B + MP / HP when close Tech.Hit : F + MP / HP / MK / HK when thrown (air) Grab Recovery : Tap B,F + MP / HP / MK / HK when grabbed or dizzied Escape Roll : B,DB,B + Punch when knocked down Alpha Counters : B,DB,B + Punch / Kick when blocking (at Lvl. 1) Custom Combos : PP + Kick / KK + Punch (air) (at Lvl. 1) Gadouken : QCF + Punch Dankuu Kyaku : QCB + Kick Kouryuuken : F,D,DF + Punch Tachi Chouhatsu : Press Select Shagami Chouhatsu : Press Select while crouching Jump Chouhatsu : Press Select while jumping Zenten Chouhatsu : QCF + Select Kouten Chouhatsu : QCB + Select SHINKUU GADOUKEN : QCF,QCF + Punch (LP + LK in Automatic Mode) KOURYUU REKKA : QCF,D,DF + Kick (MP + MK in Automatic Mode) HISSHOU BURAIKEN : QCB,QCB + Kick (HP + HK in Automatic Mode) CHOUHATSU DENSETSU : QCF,QCF + Select ****************************************************************************** ============================================================================== 3. UNIVERSAL MOVES ============================================================================== Included in the game engine, these moves can be done by every character in the game, not just Dan. All of these moves have their own special purposes, and it is advisable to use them all the time. ----------------------------------------------------------------------------- - BLOCKING AND AIRBLOCKING ----------------------------------------------------------------------------- COMMAND [To block high attacks] Press B when attacked by a high attack. [To block low attacks ] Press DB when attacked by a low attack. [To block in mid-air ] Press B when attacked in mid-air. DESCRIPTION Dan holds his arms in an 'X' in front of his face and torso. HOW TO USE When blocking, you receive no damage from basic attacks and reduced damage from Special and SC attacks. However, you can't block throws, Special throws and Akuma's Shun Goku Satsu SC. It is always favourable to block any and all attacks that get thrown in your way. Note that when blocking low, you can be hit by Overhead Strikes and jumping attacks; and when blocking high, you leave yourself open to crouching attacks, but airblocking can successfully protect you from both high and low attacks. As easy as it seems, blocking does take some time to learn properly. Airblocking is an innovation added since SFA, allowing you to block attacks in mid-air. Unfortunately, it only works against certain attacks: - Projectiles - Jumping Basic attacks - Horizontal moves, like Sakura's Shunpuu Kyaku - Special uppercut moves, like Ryu's Shouryuuken (sometimes) - Special moves that lift your foe off the ground, like Adon's Jaguar Kick - Akuma's Tenma Gou Zankuu SC - Charlie's Sonic Blade SC (sometimes) LP / LK uppercut moves generally cannot be airblocked, as so are SCs. If you are given a choice between airblocking or striking back with your own attack I recommend counter-attacking, since airblocking isn't that reliable. ------------------------------------------------------------------------------ - THROW ------------------------------------------------------------------------------ COMMAND Press F / B + MP / HP when close. DESCRIPTION Dan grabs his opponent and hauls them over his shoulder, performing a basic shoulder toss. The direction used (F or B) determines which way Dan throws his foe. The B + MP / HP throw is a useful way of switching positions with your opponent. HOW TO USE Throws are an easy way to quickly drain your foe's life away without funky joystick motions and button presses. Throws can come in handy in just about any situation, such as to escape from corners. Throws also come out fast, which makes them good for ending the laggy Dankuu Kyaku or as reversals. Now for the bad news. Although fast, throws have extremely low priority. A throw can be beaten by almost every other attack in the game. Dan's throw in particular is also very very predictable, which means your foe can Tech.Hit out of it easily. Use them at your own discretion. However, a very very nifty trick is to time your throw down to the last split-second before executing it to throw your opponent out of any moves he/she is pulling off, excluding 'invincible' moves (such as the Shouryuuken) or SCs. Cool! Thanks to Zero1 for this info. ------------------------------------------------------------------------------ - TECH.HIT ------------------------------------------------------------------------------ COMMAND Press F + MP / HP / MK / HK when thrown by your opponent. You can Tech.Hit out of all normal throws, but not Special and SC throws. My friends tell me it is possible to Tech.Hit out of Zangief's Flying Powerbomb, but I've never been able to do it. DESCRIPTION Dan leaps away, taking reduced damage. HOW TO USE Every time, of course! Unless you fancy landing on the ground where you're open to meaty attacks. ------------------------------------------------------------------------------ - GRAB RECOVERY ------------------------------------------------------------------------------ COMMAND Tap F,B + MP / HP / MK / HK when you are grabbed by your opponent. This move works against all normal grabs in the game. DESCRIPTION Dan leaps away, taking reduced damage. HOW TO USE As with the Tech.Hit, all the time. The only reason I gave this move it's own section was because it had a different motion. Also, when you get dizzied, do this to shake off the headache faster. As a final sidenote, you can also do this as you grab your foe to to more damage. Not that Dan has a grab move, anyway. ------------------------------------------------------------------------------ - ESCAPE ROLL ------------------------------------------------------------------------------ COMMAND Press B,DB,D + Punch as you get knocked down by an attack, or after airblocking. DESCRIPTION Dan tucks himself into a ball and rolls forward on hitting the ground. The Punch buton used determines how far you roll. HOW TO USE Uhh.. the only purpose I can think of for this move is to evade meaty attacks when you are knocked down. However, you can still be whammed by your foe the moment you get up on your feet. Great for slipping away from Akuma players who like to time the Shun Goku Satsu as meaty attacks. However, if you are hit by the Shun Goku Satsu, you cannot perform the Escape Roll. ------------------------------------------------------------------------------ - ALPHA COUNTERS ------------------------------------------------------------------------------ COMMAND Press B,DB,B + Punch / Kick when blocking. This move requires at least one Lvl. of SC Gauge energy. DESCRIPTION Dan interrupts his block stance and does his Tachi Chouhatsu if you press Punch, or his c.HK attack if you press Kick. The Punch AC hits high while the Kick AC hits low. ACs can knock down your opponent. HOW TO USE Ordinarily useless with other characters, but this can turn into a lifesaver when you play with Dan, since Dan's defences aren't really that good. Still, this moves costs you one Lvl. of the SC Gauge, so use it sparingly. Not all attacks in the game can be countered by ACs, and you need VERY good timing to use ACs properly, or else you'll cancel your block and eat your opponent's attack. The move of choice when your opponent is trying to kill you off with a Special or SC move's block damage. ------------------------------------------------------------------------------ - CUSTOM COMBOS ------------------------------------------------------------------------------ COMMAND Press PP + K or KK + P. This attack costs one Lvl. of the SC Gauge, and can be done in mid-air. DESCRIPTION Dan does a funky stance which looks like Akuma's begin stance while a halo of light emanates from his back and dissipates. Dan then slides forwards towards his opponent. HOW TO USE One of the craziest moves ever. When Dan slides forward during a CC, several things happen. First, every attack that Dan has in his arsenal comes out with lighting speed and has no lag at all, and are all comboable into each other. Second, a small timer appears above your SC Gauge, which empties after some time. The more SC Gauge energy used, the longer the timer takes to empty. And third, Dan will keep sliding forward, no matter what. Even of your opponent jumps or teleports behind you, Dan will ignore them and keep sliding. As with point no. one, Dan can do awesome combos during CCs. Just pull off any moves you like: they will all combo. But that's about all of the good news. Seriously, CCs are not worth your SC Gauge energy. First of all, Dan keeps sliding forward as if he's in a trance. If your foe gets behind you, not only have you wasted precious energy, but are also left wide wide open for any and all attacks. Second, you cannot control how much SC Gauge energy you want to use for CCs: activating a CC will drain ALL available energy. If you kill your foe before the timer has run out, you don't retain the leftover energy: your Gauge goes empty on the next round. And third, CCs only last for a very brief period. Even at Lvl. 3, the timer lasts for about a few seconds before running out, which translates to a big waste of energy. I guess I make myself pretty clear here: I _detest_ CCs. Which is why you don't see any combos for CCs here. If you want them, look somewhere else. ******************************************************************************* =============================================================================== 4. BASIC ATTACKS =============================================================================== LP (Jab): Standing or crouching, Dan throws a quick backhand swipe at his foe. With decent range but excellent speed, this attack outprioritizes most other attacks in the game. Makes a good anti-air attack and can be used to open them up for a Gadouken. In mid-air, the LP is a downward punch which makes a good combo starter. Can be chained into itself. MP (Strong): Dan swings a fist at his opponent's midsection. Decent speed and priority. Crouching, this is a standard forward punch with less speed but better recovery than the MK. If used in the air, the MP has a good duration. In my opinion, the LP would be a better choice. Can be chained into the LK or LP. HP (Fierce): Dan performs a downward chop at his opponent. This move has a bad lag after it, but, being a hard attack, the HP inflicts a considerable amount of damage. If used when Dan is jumping, the lag is even worse, so hit the button early. Crouching, it is a standard uppercut, which makes a good anti-air attack. LK (Short): Standing or jumping, Dan shoves a knee into his opponent's waist. The crouching version is a low foot strike which Dan puts his whole body into, and is perfect for opening them up for a Gadouken or a Lvl. 2 or 3 Kouryuu Rekka. Like the LP, this move has good range, speed and priority. Good for in- close presure tactics, but I'd recommend the MK. This move is Dan's main weapon for chain combos. MK (Forward): Dan brings his foot forward and up in the standing version, which makes a good anti-air attack. Crouching, it behaves exactly like the c.LK but with more lag and better damage and range. It turns into a j.HK if used in mid- air without the lag, and is a good combo starter. Like the LK, the MK is a good attack for pressuring your opponent. (MK -> MK Dankuu Kyaku, LK Dankuu Kyaku, land and throw, Kouryuuken if they haven't messed up already.) HK (Roundhouse): Dan turns and smashes his heel into his opponent's face with the standing version, which is another of Dan's numerous anti-air attacks. In the air, Dan sticks out his foot downward after a short lag. Crouching, Dan performs your standard Shoto-scrub c.HK, swinging his foot in a full circle which will knock down your foe if it connects. This attack packs the damage of the HP without the lag, but at the cost of it's inferior range. ******************************************************************************* =============================================================================== 5. SPECIAL MOVES =============================================================================== ------------------------------------------------------------------------------ GADOUKEN (SELF TAUGHT FIST) ------------------------------------------------------------------------------ COMMAND Press QCF + any Punch button. This move only hits once. DESCRIPTION Dan steps forward and thrusts an open palm towards his opponent, throwing forth a burst of energy which travels a slight distance before dissipating. The Punch button used determines how far the Gadouken goes. HOW TO USE Remember that although this is a projectile, do not treat it as one because it doesn't go anywhere. The Gadouken inflicts decent damage for a projectile, but it comes out very fast, making it ideal for ending combos or negating enemy projectiles. Other than it, the Gadouken is pretty much useless except for a quick slap to the face when your opponent gets within range. However, be careful not to use this when you trap your opponent in the corners because the Gadouken is easily punishable in that situation. The Gadouken also has an interesting quirk: if your opponent is crouching, the Gadouken will pass harmlessly over your opponent's head UNLESS you are a step away or two. ------------------------------------------------------------------------------ DANKUU KYAKU (SKY-CUTTING LEG) ------------------------------------------------------------------------------ COMMAND Press QCB + any Kick button. This move hits 1, 2 and 3 times when you use the LK, MK and HK version respectively. The Dankuu Kyaku will also knock down any foe. DESCRIPTION Dan does a knee press with the LK version, which can pass over most projectiles if timed correctly. Dan follows with one and two flying kicks if you use the MK and HK version respectively. HOW TO USE The Dankuu Kyaku is arguably Dan's best Special move, doing heavy damage and doesn't leave Dan open if all hits connect. The LK Dankuu Kyaku can also be used as an air counter. This move should be used frequently if your opponent leaves himself open for it, but it can be punishable if you get too predictable. The LK Dankuu Kyaku is especially good for close-in fighting since it can easily pressure your opponent. The MK version achieves the same effect, but with more damage. However, use the HK version with caution since it has the most lag, but then again you should only be using it in combos anyway. Keep in mind that all characters in the game can crouch under the Dankuu Kyaku except for the bigger-sized fellows, but this can lead to some interesting effects (such as using an LK Dankuu Kyaku to fly across your foe and using a throw or Kouryuu Rekka from the other side). ------------------------------------------------------------------------------ KOURYUUKEN (SHINING DRAGON FIST) ------------------------------------------------------------------------------ COMMAND Press F,D,DF + any Punch button. This move only hits once, and will knock your foe down. DESCRIPTION Dan crouches while clenching a fist, then leaps upwards in an uppercut attack with his fist pointing at the sky and his arm bent at the elbow. The Punch button used determines how high and how far forward Dan leaps. HOW TO USE The Kouryuuken does excellent damage for a Special move, yet unlike the other Shotokan warriors', this move is not invincible at all during the rise. The Kouryuuken also comes out relatively fast, making it good for reversals. Yet the range is pathetic, which means you'll have a hard time squeezing this move into combos. Additionally, if you miss, you will be left wide open to attack, especially with the HP version. Good anti-air, but does pathetic damage if used for that purpose unless you use the LP version. Take note that there is a 12.5% probability that Dan will flash during a Kouryuuken. If this happens, Dan is totally invincible for the duration of the flash. No move in the game has better priority than a flashing Kouryuuken. This is a nice bonus when it happens, for Dan normally isn't invincible during the Kouryuuken. ------------------------------------------------------------------------------ TACHI / SHAGAMI / JUMP CHOUHATSU (STANDING / CROUCHING / JUMPING TAUNT) ------------------------------------------------------------------------------ COMMAND Press Select when standing, crouching or jumping. Use the Start button if you are playing the Saturn or Arcade version. DESCRIPTION Dan shakes a forearm at his opponent while standing, crouching or jumping. Dan also says a different quote for each taunt. Dan can taunt infinitely during a match, and can earn SC Gauge energy from his taunts except from the Jump Chouhatsu. HOW TO USE Dubbed the King of Taunts, Dan's secret weapons are his taunts, as useless as they might seem. Aside from aggravating your opponent, Dan's taunts earn you a substantial chunk of SC Gauge energy, enabling you to charge up Dan's intensely damaging SCs quickly. In the game, taunt all the time and you'll have plenty of energy to spare. Of course, the only risk is that Dan's a sitting duck whe he taunts. For this reason, I only recommend taunting when Dan knocks down his foes -- preferably with a c.HK or Dankuu Kyaku -- since Dan will recover just before his foe does, allowing you to block whatever attacks that get thrown your way. ------------------------------------------------------------------------------ ZENTEN CHOUHATSU (FORWARD REVOLVE TAUNT) ------------------------------------------------------------------------------ COMMAND Press QCF + Select (Start if you are playing the Saturn or Arcade version). DESCRIPTION Dan tucks himself into a ball, rolls forward for a short distance and does his Tachi Chouhatsu. Dan is invincible during the roll, but not during the taunt. The Zenten Chouhatsu can also roll under most projectiles. HOW TO USE Being incredibly slow, doing this move is basically begging for your foe to hit you. It only has one real benefit -- it earns Dan the most SC Gauge energy. But you might want to keep in mind that it isn't really that much of an increase compared to Dan's normal taunts. I'd recommend the Tachi or Shagami Chouhatsu, but use this if you need a quick boost to your SC Gauge immediately. Doing this move to counter SC projectiles also looks hilarious, especially against Akuma's Messatsu Gou Hadou. ------------------------------------------------------------------------------ KOUTEN CHOUHATSU (BACKWARD REVOLVE TAUNT) ------------------------------------------------------------------------------ COMMAND Press QCB + Select (Start if you are playing the Saturn or Arcade version). DESCRIPTION Dan tucks himself into a ball, rolls backwards for a short distance and does his Tachi Chouhatsu. Unlike the Zenten Chouhatsu, this taunt is NOT invincible at all during the roll. HOW TO USE Basically, this move is identical to the Zenten Chouhatsu except that Dan rolls backwards, and Dan is NOT invincible during the roll, so this cannot be used to pass through attacks. It does, however, do a good job of escaping from moves with little range, such as Ken's Shinryuuken SC or Ryu's Vacuum Hurricane SC. ******************************************************************************* =============================================================================== 6. SUPER COMBO MOVES =============================================================================== Super Combos (SCs) are immensely damaging moves. As a tradeoff, they require the energy from a charged SC Gauge. When your Gauge fills up to at least one Lvl., the energy can be used for ACs, CCs or, in this case, SCs. The damage dealt by Dan's SCs depends on how much SC Gauge energy you have available and how much of it you decide to use. With the exception of the Chouhatsu Densetsu (which only costs 1 Lvl. of energy) all of Dan's SCs can be used at Lvl. 1, 2 or 3, provided you have enough Gauge energy. To unleash a Lvl. 2 SC, you need to tap PP or KK, depending on the SC. Similarly, to use a Lvl. 3 SC, PPP or KKK must be used. ------------------------------------------------------------------------------ SHINKUU GADOUKEN (SKY-QUAKING SELF TAUGHT FIST) ------------------------------------------------------------------------------ COMMAND Press QCF,QCF + any Punch button / PP / PPP. This move hits 3, 4 or 5 times when used at Lvl. 1, 2 or 3 respectively. DESCRIPTION Dan does a Gadouken, but this time the burst of energy travels for a good distance before dissipating. The distance the Shinkuu Gadouken travels depends on what Lvl. it is used at. HOW TO USE The Shinkuu Gadouken is Dan's best SC in terms of range, but not that the damage is terrible anyway. In fact, this SC does awesome damage for an SC projectile. The Shinkuu Gadouken connects easily, especially if you open them up first with a c.LK. THe Lvl. 1 version has excellent juggling ability, and will connect with all hits even if your opponent is in the air. But basically this move is identical to the Gadouken except that it has more range, damage and requires SC Gauge energy. Just a note of caution: DO NOT time this attack as a meaty attack unless you're a distance away, or, for some reason, it will miss all the time. ------------------------------------------------------------------------------ KOURYUU REKKA (SHINING DRAGON CONFLAGERATION) ------------------------------------------------------------------------------ COMMAND Press QCF,D,DF + any Kick button / KK / KKK. This move hits 4, 5 or 6 times at Lvl. 1, 2 or 3 respectively. DESCRIPTION Dan throws an LP Kouryuuken, then doubles back for a HP Kouryuuken. At Lvl. 1 Dan will do the two Kouryuuken attacks in place, not moving forward at all. At Lvl. 2 and 3, Dan will slide forward for a distance during the first Kouryuuken before doing the second Kouryuuken in place. HOW TO USE Rather hard to connect with due to it's pathetic range, but there are certain situations where using the Kouryuu Rekka is the best thing you can do. This attack excels in speed. In fact, the Kouryuu Rekka is so fast it will cancel almost all other attacks in the game, a trait which makes it perfect for ending a Dankuu Kyaku, where it makes a more reliable alternative to the throw. The Lvl. 1 Kouryuu Rekka has BEAUTIFUL juggling ability, but I don't recommend using it for that purpose for you'll miss with the first few hits, which do the most damage. The Kouryuu Rekka also tends to push your foe up instead of back, leaving them open for a Kouryuuken or even a second Kouryuu Rekka on their way down. Finally, this SC does massive amounts of damage, chipping off about 45-50% of their Lifebar if all hits connect at Lvl. 3. Were it not for it's lack of range at Lvl. 1, this would undoubtedly be Dan's best SC move. ------------------------------------------------------------------------------ HISSHOU BURAIKEN (UNRELIABLE CERTAIN VICTORY FIST) ------------------------------------------------------------------------------ COMMAND Press QCB,QCB + any Kick button / KK / KKK. This move hits 5, 7 and 11 times at Lvl. 1, 2 and 3. DESCRIPTION Dan does his block stance for a split-second, then proceeds to dish out every basic attack he's got, some crouching, some standing. He finishes with a HP Kouryuuken which hits once at Lvl. 1 and 2, twice at Lvl. 3. This attack also has a 'vacuuming' effect that will suck his opponent in if they are hit by the first few hits. HOW TO USE Dan's most powerful SC in terms of damage. A good SC, but nothing special about it. This move has better reach than a Lvl. 1 Kouryuu Rekka, but it is slow, and has insanely low priority for an SC; I've been beat out of it by Sakura's s.MK once. Very hard to time correctly, due to it's pathetic range, so use it as reversals or when you've trapped your opponent in the corner. Personally, I don't use this SC much, but sometimes I replace the Shinkuu Gadouken with this for it hits both high and low, making it more reliable. Don't rely too much on the vacuuming effect, because it doesn't work all the time. Even if it does, your opponent will be given ample time to block, and the Hisshou Buraiken simply does PATHETIC block damage. Also, if you miss, you leave yourself open due to the HP Kouryuuken attack. Use this at your own discretion, but it still does awesome damage and is a flashy way to kill off your opponent. ------------------------------------------------------------------------------ CHOUHATSU DENSETSU (LEGENDARY TAUNT) ------------------------------------------------------------------------------ COMMAND Press QCF,QCF + Select (Start if you are playing the Saturn or Arcade version). DESCRIPTION Dan does his Shagami Chouhatsu, followed by five Zenten Chouhatu taunts, with Dan saying a different quote each time. Dan then performs his Jump Chouhatsu, lands and does his "Yoyutchi" win pose. The whole SC lasts for about 15-18 seconds. HOW TO USE Not at all. Enough said. This move has no use in terms of gameplay. Dan does absolutely NO damage at all to his opponent, and leaves himself wide wide wide open for any and all attacks (the Shun Goku Satsu comes to mind). On top of that, this move blows one whole, hard-earned Lvl. of SC Gauge energy away all for nothing. If you're one of those weird guys who play Dan for the fun of it, this attack looks pretty hilarious, and is good for showing how contemptful you are for those turtling losers or fireball-chucking weenies. I've only got away with it once; my opponent had never seen the Chouhatsu Densetsu and allowed me to finish it out of curiosity. A funny thing to do is to wear down the TimeCounter, then perform the Chouhatsu Densetsu just before time runs out. Credits to Zero1 (again) for this trick. ******************************************************************************* =============================================================================== 7. DAN'S BOSSES =============================================================================== ------------------------------------------------------------------------------ FINAL BOSS: SAGAT ------------------------------------------------------------------------------ No code is required to fight Sagat; he is Dan's eighth challenger by default. Dan : Nice eye Sagat! Would you like the other one to match? Sagat : The fool who took my eye paid with his life. Dan : That was my father, you murderer! Sagat : Tsk! So young to be without a father. Perhaps you should join him. Note that if you finish Sagat with a Lvl. 3 Hisshou Buraiken, Dan says "Yatta ze!" instead of his usual "Yahooey!" ------------------------------------------------------------------------------ MID-BOSS: GUY ------------------------------------------------------------------------------ To fight Guy, you will need to finish five rounds with any of Dan's SCs and pick up three Perfects along the way. When you have done this, Guy will appear on the next stage instead of the stage's normal fighter and challenge you. Guy : You have some cute moves. Dan : What ever! Guy : I'm wandering the earth to become stronger. Dan : Well Grasshopper you asked for it. Yes, I know that there are two spelling mistakes, and they are intentional. I'm just typing it the way it appeared on the screen. ------------------------------------------------------------------------------ SECRET BOSS: SHIN-GOUKI (SUPER AKUMA) ------------------------------------------------------------------------------ To fight Shin-Gouki, pick Dan's gi colour with a Kick button (see "Miscellaneous -- Gi Colours"). Like to fight Guy, pick up five SC wins and three perfects. You are not allowed to lose a single round. If you accomplish this, Shin-Gouki will teleport into the screen when you reach the final stage, kill Sagat with the Shun Goku Satsu SC and challenge you. Prepare for the fight of your life. Note that if you defeat Shin-Gouki, you'll still get Dan's normal ending (see "Miscellaneous -- Ending"). No special ending here. Dan : Who are you? Shin-Gouki : I am power made fleash! Fell how weak you truly are! *groan* Capcom screwed up on the spelling again. ******************************************************************************* =============================================================================== 8. VS. STRATEGIES =============================================================================== This section includes how the CPU plays each warrior to give you an easier time beating the game. These tactics have been tested against 4-star difficulty and on harder or easier settings, the CPU may use different tactics. ------------------------------------------------------------------------------ ADON ------------------------------------------------------------------------------ Like his master, Adon is no easy fight. CPU Adon plays very offensively, relying on Jaguar Kicks and his basic attacks to wear you down. Beat him out of his HK Jaguar Kicks or just block and c.HK him. Gadouken attacks are okay here, but don't keep throwing them for no apparent reason for Adon will hit back with a Jaguar Strike. If you do use the Kouryuuken or HK Dankuu Kyaku, make sure they count or else Adon will counter with a Rising Jaguar, which he also uses if he traps you in the corners. If he walks back, expect him to use either a HK / LK Jaguar Kick or crouching basic attacks. Watch out for the Jaguar Elbow, which he will do every once or so. Adon also likes to throw you repeatedly -- especially when he jumps without attacking -- with random F or B motions to confuse you. Don't jump too much for Adon enjoys beating you back with a Rising Jaguar or his ACs if you overdo it. As for SCs, Adon only uses the Variable Jaguar Kick if he's not ACing constantly. If he gets low on life, prepare for his Lvl. 1 Jaguar Fury which he will use as a last-ditch effort to turn the match around. ------------------------------------------------------------------------------ AKUMA ------------------------------------------------------------------------------ Akuma plays a lot like Ryu except that he has a mid-air projectile and warp move. Try to keep him away with Gadouken and MK Dankuu Kyaku attacks, and try to use the Kouryuuken to beat him back if he gets close. Use the HK Dankuu Kyaku with caution since Akuma will stop you with a Gou Shouryuuken, but use it to force your way out of corners for Akuma can literally murder you there. For some reason, he rarely blocks the Kouryuu Rekka, so use it all the time against him. Akuma throws his projectiles frequently, so counter accordingly. Don't get into the habit of blocking all the time for like Adon, Akuma likes throws a lot, especially when he walks in (but will also do it sometimes after he teleports). Trapping him in the corners is useless, because he will use his Hurricane Kick against you or simply teleport away. Speaking of which, if you see him teleport, time a Dankuu Kyaku to smack him the moment he stops. Akuma likes to use his double-hitting s.MK and Zugai Hassatsu after walking forward. Either that, or it's the Shun Goku Satsu, which he also uses after teleporting forwards for a short distance. Other than that, the only SC he uses is his Messatsu Gou Shouryuu, which he will use after attempting to open you up with a c.MK or c.LK or to pass through a Lvl. 2 or 3 Shinkuu Gadouken. Finally, never go for an anti-air when Akuma jumps for he has a habit of starting a combo with his Zankuu Hadouken. ------------------------------------------------------------------------------ BIRDIE ------------------------------------------------------------------------------ To win against Birdie, you'll need to play keep-away or pressure games with him. NEVER stay close to Birdie for sooner or later he'll hit you with his s.HP or his Bandit Chain. Get in close, smack him with an attack or two and clear off immediately. Since Birdie is a Pile Driver character, don't use stray HK Dankuu Kyaku attacks against him for if he blocks it, his Bandit Chain is 100% inescapable. The same applies to Gadouken attacks. If you're not in range, never throw one; Birdie will just jump if you do and counter with his Bandit Chain. At close range, Birdie relies primarily on his Bandit Chain, c./s.HP and his grab. From far away, he will do tricks with Bullhorns and Bullheads, which isn't that hard to counter. Otherwise he'll combo his s. LK into either his Choke Chain or Bandit Chain. The CPU throws caution to the wind when it comes to swapping hits -- which is to your disadvantage because Birdie can deal out more damage and take less than you can -- so if he misses a Falling Angel, Choke / Bandit Chain or j.HK, think again before countering. Don't stay too close to him after knocking him down for his Choke Chain acts as a deadly reversal. Birdie never uses his The Birdie SC, but he will attack with the Bandit Revenger SC if you miss a Lvl. 2 or 3 Shinkuu Gadouken. If he maxes out his SC Gauge during the first round, Birdie sometimes will nail you with a Lvl. 3 Bandit Revenger right at the start of the second round. ------------------------------------------------------------------------------ CHARLIE NASH ------------------------------------------------------------------------------ Although Charlie is equipped with only two Special moves, he makes ample use of his basic attacks, throws and combos, which means you need to be very good at blocking them, ESPECIALLY his crouching kicks. Charlie relies on Sonic Booms from far away to whittle your Lifebar away. If you see him crouch for about two seconds or jump backward twice, a Sonic Boom is coming your way. You need to remember that Charlie has insanely short lag after his Sonic Boom, so the old jump-in tactic won't work very well against him. Do not use stray HK Dankuu Kyaku attacks for he will simply knock you out of it with his Back Fist or Step Kick attacks. As said earlier, Charlie excels in close-in fighting, using his basic attacks to pester the heck out of you. Charlie's throw is unusually fast that sometimes it will beat your Kouryuuken, so be careful. Try to make your Kouryuuken attacks count, or Charlie will counter with his Flash Kick, a move he also uses if you try to jump in on him when he is in the corners. When Charlie jumps over you in the middle of the screen, it means he will combo any two basic attacks into a Lvl. 1 SC, usually his Flash Justice, but he will occasionally switch to his Crossfire Blitz or Sonic Barrage. Last but not least, keep an eye for his Top Kick which he will use if you crouch too much. ------------------------------------------------------------------------------ CHUN-LI ------------------------------------------------------------------------------ Deadlier than before, Chun-Li can put up a good fight before going down. She now relies on her Kikouken more than she previously did. She will precede a Kikouken by crouching (if she's in the corners) or jumping backward several times, usually twice. She is especially vulnerable to jumping kicks, but tends to break through large combos with her ACs. Chun-Li spends most of her time in the air, so cut loose with Dan's anti-air attacks. Like Charlie, she likes to do multiple c.MK or c.HK attacks. Watch out for that. She doesn't combo very much, but will use a series of punches and kicks -- usually ending in a Kikouken -- as replacement. It is imperative you escape from the corners for Chun-Li can kill you there. Don't stay too near to her for then she will do a Flip Kick followed by an Axe Kick and you won't know which way to block. Never jump in on her if she's crouching in the corners. Although it's tempting, Chun will nail you with her Tenshou Kyaku or Hazan Tenshou Kyaku SC. Strangely enough, she will also use her Kikoushou SC as an air-counter, or when you trap her in the corners. If she taunts you from half a screen away, back off immediately for she will follow with a Lvl. 1 Senretsu Kyaku. ------------------------------------------------------------------------------ DAN HIBIKI ------------------------------------------------------------------------------ Nope, no human Dan vs. CPU Dan in this game. Sorry. ------------------------------------------------------------------------------ DHALSIM ------------------------------------------------------------------------------ An easy fight for Dan. Dhalsim is a sucker for jumping and crouching kicks, so jump in a lot. However, jump too early and Dhalsim will burn you with a Yoga Blast. Dhalsim can be very annoying, since he will use repeated Drills to hit you continously. Counter this with a Punch AC or Kouryuu Rekka, or wait until Dhalsim does a Slide or Yoga Fire, which will leave him open to c.HK attacks. Watch him carefully. If he does any of his long-limbed attacks, he will follow with a Yoga Fire. You should stay close to Dhalsim to win, since he seems rather sluggish at close combat, but this is very hard to do for he will Drill or teleport constantly to keep away from you. An interesting quirk is that he seldom blocks after he does a Yoga Teleport or Yoga Escape, so hit him hard with Dankuu Kyaku attacks. But if blocks it (or the Kouryuuken), Dhalsim will grab or throw you as you land, then time the Yoga Flame as a meaty attack. He can time the Yoga Inferno SC flawlessly, so keep your guard up. Dhalsim rarely uses the Yoga Strike SC unless you jump over him when he has little life left and is trapped in the corners. Defeating Dhalsim requires patience. ------------------------------------------------------------------------------ GEN ------------------------------------------------------------------------------ Dangerous: one word sums it all up. Gen is equipped with a multitude of basic attacks, and is probably better at using them than Charlie. In Souryuu Style, Gen is especially susceptible to jumping attacks, but he will use his Mantis Kick which he will use to stop you if you jump too early. Gen is especially dangerous in this form for he can use any of his 79 chain combos against you, all of which are especially damaging and difficult to block correctly. Also, back off when you knock him down for he will often reversal with his Lightning Chi Fist as a reversal attack, a move he also uses to punish missed Dankuu Kyaku attacks. In this form, watch out for his Zanei and Shitenshu SCs which he will use unpredictably, but mostly comboed into his basic attacks. In Kiryuu Style, Gen doesn't chain that much, but the main danger is that he moves faster and will aim for repeated kicks constantly. Gen also counters jumps with the Lauch Kick, a move which he also uses randomly if he gets close to you. He rarely takes advantage of the Ouga, but will use the Jyasen as his main Special attack. Watch out for random Jyakoha SC attacks in this form. As a final sidenote, the Gadouken is pretty much useless against him for he tends to evade it easily. ------------------------------------------------------------------------------ GUY ------------------------------------------------------------------------------ If you are familiar with Guy's tactics in SF Alpha, you shouldn't have too hard a time beating him. Guy moves around a lot using his Bushin Dashes, Bushin Suplexes and Wall Leaps. As of such, don't waste your time trying to corner him for he can hop out again fairly easily. Jump too much and sometimes Guy goes for his Whirlwind Kick, a move which, along with his Turn Punch, he will use frequently, so punish him when he misses. Bushin Dashes, if used from far away, are usually LK Dashes which he uses to move in and throw you. Close Dashes, on the other hand, are HK Dashes. If you are using a move which has lots of lag -- such as the Gadouken -- Guy will try to trip you up with a Slide or MK Bushin Dash. Avoid blocking low too much, for Guy has a variety of unfairly fast overhead hits, which he will use constantly. The Dankuu Kyaku is quite useful against Guy for it can counter almost all of his attacks, and especially his jumps and Bushin Dashes. If Guy jumps backwards, stay back for he will follow with a Bushin Dash, Whirlwind Kick, Turn Punch or Flip Kick. As for SCs, Guy sometimes uses the Shadow Barrage to punish missed jump attempts. If you're stuck in the corner, be careful for Guy will often beat you out of your slower attacks with his Bushin Hassouken SC. ------------------------------------------------------------------------------ KEN MASTERS ------------------------------------------------------------------------------ CPU Ken can be very offensive, due to the fact that Ken is fast and most of his moves can hit multiple times. Note that Ken will still do repeated Dragon Punches, or pull off the LP Dragon Punch, HP Dragon Punch, Hadouken series, which means free hits for you. Ken rarely uses the Hadouken, but he can wage a fireball war with you if necessary. Never jump too much, or Ken will counter with a Dragon Punch or air throw. He also likes to follow up a Hurricane Kick with a second one or switch instantly into his Dragon Punch, so don't try to counter unless you are confident of your timing. Ken uses his Shouryuu Reppa very unpredictably, but he will ALWAYS use it after Rolls. Also, use crouching attacks sparingly for sometimes Ken will use the Shinryuuken SC to suck you in. ------------------------------------------------------------------------------ M. BISON ------------------------------------------------------------------------------ Another hard fight for Dan, especially against the CPU. Bison likes to Warp constantly to evade attacks -- especially projectiles and crouching kicks. If you see Bison teleport, go for a throw or SC since, for some reason, Bison will always reappear behind you. Bison relies mainly on his Psycho Shot, which he will do after crouching for about two seconds. The LK Dankuu Kyaku CANNOT pass over this, so watch it. Bison tends to fall to combos easily, and this is one of those rare circumstances where CCs become useful. If you knock him down keep away from him since he will do either his Double Knee Press or Psycho Crusher SC as a reversal attack. Never jump into him for he will use his Psycho Crusher SC exclusively as an air counter. Bison will ocasionally go for basic attacks and Slides to annoy you. He never uses his Knee Press Nightmare, but will charge his Psycho Crusher all the time. When he does this, keep in mind that a Gadouken or Shinkuu Gadouken will easily stop the Crusher dead still. ------------------------------------------------------------------------------ ROLENTO SCHUGERG ------------------------------------------------------------------------------ A very, very easy fight. Rolento jumps all the time, so cut loose with Dan's anti-air attacks. Rolento likes to use the Mekong Delta Air Raid all the time, which leaves him open to attacks. Rolento also uses his Super Jump and Mekong Delta Escape to evade attacks constantly, which may become annoying since Dan is not as fast as Rolento. Although his Patriot Circle is deadly, it is easily blocked, made even more so that Rolento only uses it when he's in the middle of the screen. The Circle has lots of lag, so hit him with any SC when he stops. If you do manage to get close, watch out for repeated Stinger attacks which he will use to try to push you away. One thing you don't want to do is to trap him in the corners for Rolento can hop out again instantly, making it a waste of time, and if you jump too much in the corners, Rolento will use his Grenade Sweeper SC as an air counter. Rolento also has an awesome array of basic attacks which he will use often, or with the Mekong Delta Escape. If Rolento jumps at you with a MK or HK attack, a Chain Killer SC is sure to follow, so back off. ------------------------------------------------------------------------------ ROSE ------------------------------------------------------------------------------ A relatively easy fight. Still, don't let your guard down too much. Rose uses her Soul Spark constantly from far away. You can start a fireball war while working your way to her, but keep an eye for her Lvl. 2 Aura Soul Spark if you press her too hard. Rose relies heavily on her chain combos from in close,
 usually after jumping in on you or Slides, which you can counter with an LP
 Kouryuuken. Another thing to watch out for is her Soul Throw which she will
 use if you jump when you're too near to her. Sometimes, Rose will do a chain
 combo even if you're a full screen's range away; jump in on her with a combo
 before she's not finished and still vulnerable. If she has a full SC Gauge,
 DON'T throw Shinkuu Gadouken attacks or she will reflect them with her Lvl. 3
 Aura Soul Spark. Dankuu Kyaku attacks don't seem to work too well against her,
 for the tends to block and throw you every time, or counter with her Aura Soul
 Throw if she has a Lvl. 2 SC Gauge or more. Rose only uses her Lvl. 3 Soul
 Illusion only if there's little time left in a last-ditch effort to kill you;
 otherwise the only SCs she'll use is a Lvl. 2 or 3 Aura Soul Spark when she
 jumps behind you without attacking.

 ------------------------------------------------------------------------------
 RYU
 ------------------------------------------------------------------------------
 Although Hadouken attacks are Ryu's most used form of attack, it is also his
 major weakness, since you can easily jump over them and start a combo. Watch
 out for his Hadouken. Ryu will throw it every now and then, but if he

 a) walks back into a corner
 b) does a Hurricane Kick in mid-air
 c) does a Fake Surge

 prepare yourself for that bolt of blue light. Don't wage a fireball war with
 him or he will break through with a Shinkuu Hadouken, a move he will also use
 if you trap him in the corners. Don't get too long-winded on combos or Ryu
 will strike back with one of his own. Funnily enough, jumping tends to work
 better than walking although Ryu has a multitude of anti-air attacks. A note
 of caution is to NEVER use the Dankuu Kyaku against Ryu or he will counter
 with an LP Shouryuuken, which he also uses to pass through your Gadouken
 attacks at close range. Ryu prefers the Hurricane Kick than the Shouryuuken
 when it comes to anti-air, which is good news because the Hurricane Kick is
 air-blockable. If you jump forwards too early Ryu will knock you back with his
 j.MP or s.HK every time. If Ryu jumps at you, that means he's going for a 3-
 or 4-hit combo ending in a Hadouken. Watch out for his Shinkuu Hadouken more,
 but he will sometimes buffer his s.MK into a Lvl. 3 Vacuum Hurricane when you
 are in the middle of the screen.

 ------------------------------------------------------------------------------
 SAGAT
 ------------------------------------------------------------------------------
 Sagat's main weapons are his Tiger Shots, which he will use constantly. DO NOT
 match fireballs with him with your Gadouken for you WILL lose. Even in the
 rare case that this doesn't happen, Sagat will break out with his Tiger Cannon
 SC, so stay away from fireball wars. Instead, you should jump and crouch to
 work your way through the barrage of projectiles and engage him in close
 combat. You should never jump in at him for Sagat will destroy you with his
 awesome Tiger Uppercut which deals ridiculous amounts of damage, even more
 than a Lvl. 1 SC. However, once you're in close, Sagat is susceptible to
 almost all attacks, but use Dankuu Kyaku attacks without caution and Sagat
 will reply with a Tiger Uppercut. If Sagat walks up to you, he will almost
 always do a cross-up ending in a Tiger Crush or LP Tiger Uppercut. When he
 does a jump kick, a combo is coming your way. As for SCs, the Tiger Cannon is
 his most-used SC, but will sometimes throw in a Tiger Raid SC as well. Sagat
 rarely touches his Tiger Genocide SC, so that's one less worry.

 ------------------------------------------------------------------------------
 SAKURA KASUGANO
 ------------------------------------------------------------------------------
 Incredibly easy fight, but remember to block her attacks correctly. The Flower
 Kick and Shunpuu Kyaku must be blocked high, while her crouching kicks and
 Haru Ichiban SC must be blocked low. Sakura tends to use her Special moves
 constantly, all of which are very punishable. If Sakura jumps, she will do a
 short combo ending in a Shunpuu Kyaku, so don't confuse your blocks. Anything
 she does, Dan has a counter for. Also, her Shinkuu Hadouken SC is incredibly
 weak, even if you do get hit by it once or twice. If you trap her in the
 corners, prepare for her Midare Sakura SC. She only uses her Haru Ichiban SC
 if she misses a hit when you're in the middle of the screen. Just don't get
 distracted by the sight of her panties, and you should be okay. :)

 ------------------------------------------------------------------------------
 SODOM
 ------------------------------------------------------------------------------
 Sucker. This is the only Pile Driver character in the game you shouldn't worry
 about. The Butsumetsuu Buster is one of Sodom's favourite attacks, and he will
 jump forward and try to use it every time. A note of caution is not to jump at
 him too much or he will use an LK Jigokuu Scrape or c.HP to push you back. The
 Jigokuu Scrapes are also used by Sodom frequently to pressure you, buffered
 into his combos or after he throws an LK or MK (he does both if he's going for
 a Mega Jigokuu Scrape SC). If it's a HK, watch out for his Daikyou Burning,
 which he will also use if he knocks you down. Don't stay too close to him if
 you hit him down or he will reversal with a Butsumetsuu Buster or Tenchuu
 Satsuu SC. Basically, all you have to do with Sodom is let him take the
 initiative and respond accordingly. Finally, the Dankuu Kyaku attack works
 especially well against Sodom for he cannot crouch under it.

 ------------------------------------------------------------------------------
 ZANGIEF
 ------------------------------------------------------------------------------
 Like Birdie, keep away from Zangief if you intend to win. Slap him back with
 the Gadouken if he gets close, and go for a Kouryuuken if he jumps. Try not to
 jump, because if you manage to dodge that Spinning Lariat, you will be easy
 target for any of Zangief's throw moves once you are near him. If he traps you
 in the corner, forcing you to fight up close, simply push him back with any of
 Dan's moves, preferably the Gadouken or Shinkuu Gadouken. Cross-up attacks are
 not a bad idea against Zangief, but if you miss, you're left an easy target
 for the Final Atomic Buster.. ouch! Like Birdie, Zangief doesn't care if he
 eats one or two moves as long as he can get in close and use his Pile Driver
 moves.. sometimes he'll use the Flying Powerbomb or the Screw Piledriver if he
 misses an attack in the middle of the screen. This hulking wrestler is NOT to
 be underestimated.
 
 ------------------------------------------------------------------------------
 SHIN-GOUKI (SUPER AKUMA)
 ------------------------------------------------------------------------------
 Oh man.. tough fight. Shin-Gouki relies heavily on his fireballs, especially
 his vastly-improved Bolt Zankuu Hadouken. Learn to evade those. Shin-Gouki
 warps and rolls more often than regular Akuma, so smack him with an attack the
 moment he stops. Forget combos here; Shin-Gouki will bust through with a Gou
 Shouryuuken. Stick to basic and Special attacks. A note of caution is to NEVER
 AC, since many of his moves hit more than once; if you AC the first hit, you
 will be a sitting target for the remaining ones. Also, never jump or use the
 Dankuu Kyaku here unless you absolutely, absolutely have to. Shin-Gouki has
 superhuman speed and AI, so try not to use any slow attacks. Also, attack when
 you are certain that you will score a hit or Shin-Gouki will simply stop you
 with a Gou Shouryuuken or, worse, Messatsu Gou Shouryuu. Like regular Akuma,
 Shin-Gouki relies on the Messatsu Gou Shouryuu for the most part, but will
 sometimes punish missed Shinkuu Gadouken attacks with a Tenma Gou Zankuu SC.
 The bad news is that he will use the Shun Goku Satsu constantly when he is
 close to you (I give you permission to get hit by it here). Block Shin-Gouki's
 aggressive attacks constantly, but once he traps you in the corners, stop or
 he will go for the Shun Goku Satsu or throw you then juggle you in mid-air.
 For God's sake LEARN TO BLOCK CROSS-UPS!! Shin-Gouki utilizes them extensively
 in close quarters.

*******************************************************************************

===============================================================================
9.  MISCELLANEOUS
===============================================================================

 ------------------------------------------------------------------------------
 - START AND WINNING POSES
 ------------------------------------------------------------------------------
 You can determine which winning pose you want; just hold Select and press the
 following buttons:

 LP: Dan does his Tachi Chouhatsu pose, saying "Huh!"
 MP: Dan takes his gi half-off, revealing his shoulder and does his Tachi
     Chouhatsu pose, his whole arm shaking.
 HP: Dan does his Tachi Chouhatsu pose while crying, saying "Yatta ze! Oyajii!"
     This pose occurs automatically if you defeat Sagat.
 LK: Dan turns towards the screen with his legs placed together. He stretches
     one arm behind him and gives a thumbs-up with the other while saying
     "Yoyutchi!" This pose occurs automatically if you get a Perfect victory.

 Start Pose: Dan does his Zenten Chouhatsu, saying "Roshaa!" as he taunts.

 ------------------------------------------------------------------------------
 - QUOTES
 ------------------------------------------------------------------------------
 "My dad could beat you, and he's dead!"
 "Don't even try to get up!"
 "For a loser, you did pretty well."
 "Keep your day job!"

 Heh heh.. my favourite's number 3. Too bad you can't select winning quotes. :(

 ------------------------------------------------------------------------------
 - GI COLOURS
 ------------------------------------------------------------------------------
 Colours are selectable. To choose Dan's colours, highlight him and press the
 following buttons

 LP - Pink (standard)         LK - Mint Green
 MP - Orange                  MK - Yellow
 HP - Dark Pink               HK - Turquoise

 What a wardrobe.

 ------------------------------------------------------------------------------
 - STAGE DESCRIPTION
 ------------------------------------------------------------------------------
 The background of Dan's stage is that of a night-market which are very popular
 in Hong Kong. There are several stalls selling fruits and various stuff. At
 the right end of the stage there is a man selling t-shirts. See the man with
 the white towel leaning against the stall? Yep, it's Fei Long. Standing next
 to a fruit stall in the middle of the stage is an old man holding a basket.
 He will wince when you attack Dan. If you do an SC or CC, the man will drop
 something from his basket, then bend down to pick it up.

 ------------------------------------------------------------------------------
 - ENDING
 ------------------------------------------------------------------------------
 A close-up shot of Dan crying and doing his taunt is shown.

 Dan      : I've made it... Yahoo! I've finally avenged your death. I'm the
            strongest now, and the best!

 The next picture shows a building with a sign saying "Saikyo-Ryu Karate Dojo".
 There is also a picture of a man doing a flying kick painted on the sign. The
 words "Karate", "Kung-Fu" and "Judo" are written on the left window. A few
 people are walking on the street in front of the dojo.

 Narrator: Back in Hong Kong, Dan opens a school where he can teach his style.
 Dan     : (for you, my father...)
           (People all over the world will soon know my powerful moves!!)

 Dan is standing inside the dojo with his arms crossed and a smile on his face.
 Behind him is a shelf where several trophies are placed, and the words on the
 window appear in reverse. Standing before him are five young men throwing
 punches.

 Dan     : What's the problem? You must focus to be a Saikyo style warrior!!
 Narrator: With blind ambition, Dan pursues worldwide fame. Is this his
           destiny?

*******************************************************************************

===============================================================================
10. CREDITS
===============================================================================

A whole heap of thanks and praise to these people, who have contributed,
however small, to the completion of this FAQ.

- Myself
Rather obvious, huh? After all, I wrote this thing.

- Kao Megura  [kmegura@hotmail.com]
To his MSH vs. SF Dan FAQ, where I borrowed a few text formatting ideas plus
move translations. Also his SFA2 guide where I found info on fighting the
secret fighters.

- Zero1 [wale01@mailcity.com]
For a counter-throw technique, plus bits of information on taunts. Great 'fic
you're writing, Zero, keep it up!

- Capcom [http://www.capcom.com]
Great character design! I especially love the taunts.

- SNK [????]
For ripping off Ryu to incorporate into their own games, infuriating Capcom and
therefore inspiring them to do the same.

- Dan Wells [ladiflyer@aol.com]
For dubbing Dan as a sucky character in his SFA2 guide, piqueing my curiosity
into playing Dan. I shudder to think how close I came to neglecting such a
great character!

- Helios Software Solutions  [http://www.textpad.com]
For creating TextPad, a kickass text editor I wrote this with.

- GameFAQs [http://www.gamefaqs.com] and Fighters.Net [http://www.fighters.net]
For hosting this guide.

Honestly my mind runs blank here. If you are left out, e-mail me and I'll add
you to the list.

*******************************************************************************

===============================================================================
11. REVISION HISTORY
===============================================================================

- Version 0.0
FAQ first edition created.

- Version 0.1
Added throw and taunt info (thanks, Zero-1) plus "Vs. Strategies -- Shin-Gouki",
"Author's Note" and "Revision History" sections.

*******************************************************************************

===============================================================================
12. AUTHOR'S NOTE
===============================================================================

Whew.. three months' worth of toiling finally came to fruition. I must admit
I'm rather happy with this third attempt of mine, but what my readers think
remains to be seen. Seriously Dan isn't that bad as many people would like to
think he is.. especially you, Tigeraid. If you've been playing SFA2 to death,
give Dan a try; you'd be surprised how much fun and variety he adds to a match.
Dan does require more skill to play, I'll readily admit that, but that doesn't
mean he sucks. Played properly, Dan can hold his own against those Ryu and Ken
players out there, no joke. I hope this FAQ of mine changed your views on
"Sucky Dan" a bit, and I wholeheartedly encourage you to try him out. Where I
come from, people in the arcade actually cheer for me when I win with Dan! :)
Thanks for the support, guys.

Of course, I wrote this FAQ carefully.. well, at least I think I did. Any and
all feedback would be most appreciated. Want combos? Versus human opponents
strategies? Errors and corrections? Mail me! I'm all ear.. uh, eyes. All
writers appreciate feedback, you know.


Unpublished work Copyright of Shadow Dragon [shadow_dragon98@usa.net].