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DDDD  DDDDD          AAAAAAA            NNNNN   NNNN
DDDD   DDDDD         AA  AAAA           NNNNN   NNNN
DDDD    DDDD        AAA   AAAA          NNNNNN  NNNN
DDDDD    DDDD       AAA   AAAA          NNNNNNN  NNN
DDDDD    DDDD       AAAAAAAAAAA         NNNNNNNNNNNN
DDDD    DDDDD       AAAAAAAAAAAA        NNNNNNNNNNNN
DDDD   DDDDD        AAA     AAAA        NNNNNNNNNNN
DDDD  DDDDD         AAA     AAAA        NNNN NNNNNN
DDDD DDDDD          AA      AAAAA       NNNN  NNNNN
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Hibiki All-Purpose Super-FAQ v1.0
=======================
For Marvel vs. Capcom 2
============================
By Matt DelGiudice (noamattd@aol.com)

Issues of Legalness

     This FAQ was created, edited, proofread, maintained, and nurtured by me, 
Matt DelGiudice (noamattd@aol.com).  It is to be used only for private and 
personal purposes.  Under no circumstances is this FAQ to be used for 
promotional or profitable purposes, including being used in any way by or in 
magazines, strategy guides, newspaper articles, mini-series on FOX, etc.  This 
FAQ may be used on a web site as long as this disclaimer appears in full, and 
the content remains UNCHANGED.  Other copyrights and trademarks are 
acknowledged.  Don't steal from me.  My FAQ.  In layman's terms: This document 
Copyright 2000 Matthew DelGiudice.

     The Street Fighter series and all related characters and indicia are 
Copyright Capcom of Japan.  All Marvel characters are Copyright Marvel Company.


*****************
Table of Contents
*****************

- Just who IS this guy in the pink gi? 
- FAQ Vocabulary List
- Dan-at-a-glance
- Universal moves and how they apply to Dan
- Saikyo-Ryu basics (Normal moves)
- Advanced Saikyo-Ryu (Special moves) 
- REALLY Advanced Saikyo-Ryu (Hyper Combos)
- How to put Spidey and Strider to shame (Combos)
- How to taunt and look good doing it (Strategy)
- What the hell is he SAYING, anyway? (Translations)
- Stuff you probably know but I have to say anyway (Secrets)
- Once upon a time... (True Stories)
- Revisions
- Upcoming events
- Acknowledgements

************************************
Just who IS this guy in the pink gi?
************************************

     Dan Hibiki.  Master of Saikyo-Ryu.  Easy to beat computer opponent who 
likes to throw pictures.  A man who can taunt like none other.  The guy most 
people try because he wears the same outfit as Ryu, Ken, and Gouki, and never 
choose again because he has a small fireball.  Subject of endless ridicule for 
wearing a pink gi.  In short, Dan exudes the aura of a sucky character. And 
indeed, he is...right?  Kao Megura put it best when, after calling Dan sucky, 
said, "Sucky, that is, unless you've mastered him, in which case he's a pink-
clad killing machine!"  
I can't help but agree ^_^

     I'm sure this sounds weird to those of you who prefer "good" characters, 
like Ryu, Jill Valentine, Iceman, Sentinel, etc.  Who the heck wants to waste 
their time with Dan?  I don't know about everyone, but here are my reasons:  
Being as weak as he is, it's a real challenge to win against a skilled opponent.  
So at least in my happy little world, any and all victories with Dan are great 
testaments to my skill as a player.  By the same token, winning with Dan 
commands respect from both your opponent and all those people who like to crowd 
around the machine and watch.  But most importantly, Dan is just plain FUN to 
play!

     I'm hoping to accomplish one thing and one thing only with this FAQ: To 
show all you non-believers that Dan is a serious character with serious butt-
kicking potential, and when used correctly, is just as dangerous and powerful as 
any other character.  This is my first ever FAQ effort, so bear with me.


*******************
FAQ Vocabulary List
*******************

F - Forward (The direction Dan is facing) 
Dan walks towards his opponent.

B - Back (The direction opposite the way Dan is facing)
Dan walks away from his opponent or blocks if being attacked.

U - Up
Dan jumps up.

D - Down
Dan crouches.

UF - Up-Forward
Dan jumps forward.

UB - Up-Back
Dan jumps backward.

DF - Down-Forward
Dan crouches; no different from pressing down.

DB - Down-Back
Dan crouches or blocks low if being attacked.

LP     LK     Light (jab) Punch       Light (short) Kick
HP     HK     Hard (fierce) Punch     Hard (Roundhouse) Kick
A1     A2     Assist Button 1         Assist Button 2

QCF   QCB     Rotate the joystick/D-Pad D,DF,F or D,DB,B.
PP    KK      Press both punch buttons or both kick buttons.

(air)            Move can be done in the air as well as on the ground.
D.               Dashing
J.               Jumping
SJ.              Super Jumping
C.               Crouching
AC Finisher      Move that ends an air combo.
HC/Super         Hyper Combo/Super move
VC               Variable Combination (Team Super)
DHC              Delayed Hyper Combo
OTG              Off-the-Ground (Hits opponent after a knockdown)
/\               Super jump
(land)           Land from your jump before continuing the combo
XX               Cancel into...
DC               Dreamcast

***************
Dan-at-a-glance
***************

Gadou-ken           QCF + Punch
Koryuken            F,D,DF + Punch
Dankukyaku          QCB + Kick (air)
Premium Sign        QCF + Kick
Zenten Chouhatsu    QCF + Start, or LK + Start on Dreamcast
Kouten Chouhatsu    QCB + Start, or LK + Start on DC.
Tachi Chouhatsu     Press Start, or LK + Start on DC.
Jump Chouhatsu      Jump and press Start, or LK + Start on DC.
Saikyo Seoi Nage    When close, press F + HP (air)
Punch 'n Launch     When close, press F + HK or B + HK

Shinkuu Gadou-ken   QCF + PP
Koryurekka          QCF + KK
Hisshou Burai-Ken   QCB + KK
Chouhatsu Densetsu  QCF, QCF + Start, or LK + Start on DC.
Otoko-Michi         HP, LK, B, LP, LP (Takes 3 Levels)

Alpha Assist        Normal: HP Gadou-ken
                    Variable Counter: HP Gadou-Ken
                    Variable Combination: Shinkuu Gadou-ken
                    
Beta Assist         Normal: HP Koryuken
                    Variable Counter: HP Koryuken
                    Variable Combination: Koryuurekka

Gamma Assist        Normal: HK Premium Sign
                    Variable Counter: HK Dankukyaku
                    Variable Combination: Hisshou Burai-Ken


Snapback attack     Standing HK
Launcher            C. HP
Knockdown Attack    C. HK
AC Finishers        HP, HK, LK or HK Dankukyaku, Jumping Chouhatsu, 
                    air throw (F + HP)

Chain combos:
Ground - Stronger (LP, MP, HP or LK, MK, HK)
Jumping - Stronger
Super Jump - Hunter (LP, LK, MP, MK, HP, HK)

Outfit Colors

LP - Pink gi & Brown Gloves
FP - Dark Purple gi & Brown Gloves
A1 - Neon Yellow gi & Purple Gloves
LK - Orange gi & Purple Gloves
RK - Minty Green gi & Pink Gloves
A2 - Sky Blue gi & Yellow Gloves

*****************************************
Universal moves and how they apply to Dan
*****************************************

Super Jumping:  Press KK or D,U quickly, or press U after a launcher.
	
     A super jump is exactly what you're thinking: Performing one causes Dan to 
jump about 2 and a half times higher than normal.  Super jumps are good for 
getting across the screen relatively quickly, as well as making some distance 
between you and your opponent to give yourself some breathing room.  Super 
jumping after a launcher can be done simply by pressing up, but since Dan's 
launcher also knocks your opponent forward a bit, you have push UF slightly as 
well.  Be careful not to roll the joystick/D-Pad forward before you hit up, or 
you'll end up canceling your launcher into a Gadou-Ken and missing the chance to 
do an air combo.

Dashing:  Press PP or quickly tap the direction you want to dash in twice.  
	
     For his dash, Dan curls up into a small ball, rolls forward a short 
distance, and stands up.  Dashing is useful for leading into a ground combo or 
making/reducing distance between you and your opponent.  Dan's dash is a little 
slower than most other characters, but it's still quicker than his usual walk.  
Also, since he's rolled up, he can pass under certain attacks.

Variable Attack (Tag-in): Hit LP and LK to switch in your middle character, or 
HP and HK to switch in your bottom character.

     Tag-ins are the simplest way to change characters.  When switched in, Dan 
will fly onscreen with a jump kick and, if he connects, will stun your opponent 
and knock him high up into the air, giving you a free chance to combo him.

Push Blocking / Advancing Guard:  Press PP while blocking an attack.

     Push blocking is a useful tactic, but be careful not to overuse it.  When 
you press both punch buttons while blocking an attack, a blue circle of light 
flashes over Dan, and his opponent is forced backwards.  During beam supers, 
push blocking will prevent Dan from being pushed away, so he will be close 
enough to capitalize when the super is finished.
     Be careful not to go too crazy with push blocking, as it leaves you unable 
to move for a split second afterwards.  Also, push blocking a cross-up super 
like Ryu's Shinkuu Tatsumaki-Senpuu-Kyaku at the wrong time might result in 
Dan's getting hit.


Recovery Roll:  As you hit the ground from a knockdown attack, rotate the 
joystick/D-Pad B,DB,D + P or K.

     As Dan hits the floor, he'll roll away from his opponent.  While rolling, 
you are invincible to any attack, but you can be hit as you come out of it.  
Mastering how to recovery roll is an essential survival technique in Marvel vs. 
Capcom 2, as tag-ins now knock your character up into the air to set up combos.  
While rolling is usually very safe, there are those times where you may roll 
right into the fists of your waiting opponent, such as after being thrown.

Tech Hit:  As you're thrown or grabbed in a hold, press any direction but U + HP 
or HK.

     Tech hitting causes Dan to leap away from his opponent before they can 
throw him, causing him to take little or no damage, and land on his feet instead 
of his back.  This applies to ground and air throws.

Character Assist:  Press A1 or A2.

     One of Dan's partners will leap onto the screen, perform an attack 
determined by their assist type, taunt, and leap away.  You can do this on the 
ground or in the air, but you cannot call a character in while blocking, 
attacking, or being hit.  If your characters are hit during an assist, they will 
take damage, but they will not lose any recoverable life, and leap away at the 
first available moment.  Assists are a lot more useful than in MSH vs. SF 
because your current character is not lagged at all, so he/she can attack in 
unison with his/her partner.  When called upon for an assist, Dan will do his 
regular standing taunt after performing his attack.  Character assists are very 
helpful, but don't overuse them, as the potential for your other characters to 
get hurt is quite high.

Snapback:  QCF + A1 or A2.  A snapback takes one level of HC energy.

     After performing the motion for a snapback, the screen will freeze as a 
cluster of black and yellow lights emit from Dan.  He'll then perform a standing 
HK which, if it connects, will knock your opponent's current character out of 
the action and force in their middle or bottom character, depending on which 
assist button you hit (A1 forces in your opponent's middle character, A2 forces 
in the bottom one).  The snapbacked character will be unable to be tagged in or 
perform an assist for about ten seconds.  The best use for a snapback is to 
force in characters with a lot of recoverable life (such as those who have just 
tagged out), so they lose the chance to regain their life.

Variable Counter: While blocking, move the joystick/D-Pad B,DB,D + A1 or A2.  
Variable counters take one level of HC energy.

     Performing a variable counter will cause your current character to leap out 
and have one of your other characters enter the fray while performing an attack.  
Though they take an entire level of super, they're a very safe way to switch 
characters.  Which attack performed is determined by the assist type you 
selected.

Delayed Hyper Combo:  While one character is performing a hyper combo, input the 
motion for one of your next character's HCs.

     Ahh, DHCs.  These essentially replace the 2 on 1 mode in Marvel vs. Capcom 
as the quickest, cheapest way to do a lot of damage.  The best way to explain 
these is to give an example.  So...
     Let's say I'm using my usual dream team of Guile, Dan, and Gambit.  They're 
set up the same way; Guile is fighting now, Dan is in the middle, and Gambit's 
on the bottom.  Now, while fighting, I connect with a Sonic Hurricane.  BEFORE 
the Hurricane ends, I do a QCB + KK, the motion for Dan's Hisshou Burai-Ken.  
The Sonic Hurricane stops, Dan and Guile switch places, and Dan smacks the 
opponent with a Hisshou Burai-Ken.  Now, if I have a THIRD level of super, I can 
do QCF + PP for Gambit's Royal Flush before Dan nails the final hit, to add even 
MORE damage.  DHCs can be done up to three times, and each one takes a level of 
HC energy.  They're good for safely switching while doing a lot of damage, but 
don't forget about damage buffering; the more hits in a combo, the less damage 
each successive one will do.

Instant/Double/Triple Variable Combination:  Hit A1 + A2.  

     2 or 3 of your characters leap in and simultaneously perform a 
predetermined HC.
     The assist type you choose determines which HC your characters will 
perform.  Dan pretty much has to ALWAYS start a VC because his range is really 
bad, and his HC won't hit the opponent at all if another character starts it (Of 
course, there are exceptions).  If you only have one level of HC energy, you'll 
simply do your predetermined HC by yourself.

********************************
Saikyo-Ryu Basics (Normal Moves)
********************************

Light Punch (Jab):

Standing:  Dan's jab; a quick, low damage palm strike.  It's your standard jab, 
except Dan has his fingers opened up a little, so it looks like he's trying to 
poke your eyes out.  Good for starting quick ground combos and sets up a LP 
Koryuken quite nicely.

Crouching:  Exactly like his standing jab, only it hits low.

Jumping:  Dan throws a punch diagonally downwards.  It's good to use for 
starting his air combo, and actually works pretty well as defense while in the 
air, because it sticks out for a long time (for a jab, anyway).

Medium Punch (Strong):

Standing:  Being a medium attack, you'll only see this in a combo.  Dan throws a 
hook punch aimed for your opponent's stomach.

Crouching:  Pretty much the same as his crouching LP, except he uses his other 
arm.  More combo filler.

Jumping:  Air combo filler.  Exactly like his jumping LP, but delivered with his 
other arm.

Hard Punch (Fierce):

Standing:  An overhead axe chop.  It's got a pretty slow startup, but it'll 
still combo off a MP.  It's not bad against jump-in attacks, but remember to 
compensate for the lag.

Crouching:  Dan's launcher!  It's your basic uppercut.  It has pretty high 
priority against jump-ins, but the horizontal range leaves something to be 
desired.  It knocks your opponent up into the air, and sends them flying forward 
a bit as well.  

Jumping:  The same as the standing version but with a LOT of lag.  To ensure a 
hit, you have to hit the button early.  Being a hard punch, it does good damage, 
but the lag makes it really hard to connect with.  Best used as an AC finisher.

Light Kick (Short): 

Standing:  Dan does a quick knee at your opponent's gut/groin area.  While your 
standing LP has more speed, use this to combo into Dan's standing MK.

Crouching:  Dan does simple, quick kick to the feet.  It has great range for a 
light attack and can be used to combo into any of his specials or HCs if you 
cancel quickly enough.  

Jumping: Dan does a weird jump kick that makes it look like he's trying to push 
you away with his foot.  Decent range but low priority.  Use the jumping LP for 
starting jump-ins instead.

Medium Kick (Forward)

Standing:  Dan does a knee attack like his standing LK, but follows through for 
a straight-legged kick. Both the knee and the follow-through connect, so you can 
combo off either hit.  It's a very useful attack, so work it in whenever you 
can. 

Crouching:  Crouch combo filler.  Looks exactly like his crouching LK but lasts 
longer and knocks the opponent further away.

Jumping:  Air combo filler. Just a quick jump kick that looks exactly like the 
second hit of the HK Dankukyaku.

Hard Kick (Roundhouse)

Standing:  A spinning heel kick that doubles as Dan's snapback.  It's fairly 
slow to hit, but works pretty well as an anti-air attack.  

Crouching:  A foot sweep that knocks the opponent down (this is Dan's only 
knockdown).  It's a good follow-up attack for a jump-in combo, and isn't too 
risky to use since Dan recovers fairly fast.

Jumping:  Probably Dan's best regular attack, this is an EXTREMELY fast, high 
priority jump kick.  Though it only stays out for a moment, it also come out 
very quickly, meaning you can't hit the HK button too early or you'll miss.  
Since it's fast, it's a good (non-taunting) way to earn HC energy.  It's an all-
around useful move, especially since your opponent will usually get lured into 
thinking you won't try anything, and then find themselves eating foot.

***********************************
Advanced Saikyo-Ryu (Special Moves)
***********************************

Gadou-ken: QCF + P

     Pathetic as ever, the Gadou-ken is Dan's tiny fireball.  It flies from his 
fingers, moves forward a short distance, and fizzles out.  The strength of the 
punch determines how far it goes.
     The lag time is about the same as a normal fireball, but since the Gadou-
ken doesn't travel very far, you have to be careful.  It's good to stick in at 
the end of a ground combo, or just give your foe a nice third degree burn to the 
face.  It can negate normal projectile attacks, but won't do anything against 
beams.  You can use it to hold your own in a fireball war if you have good 
timing, but try not to go for too long, because your enemy has nothing to fear, 
while you'll get hit the second you lose your rhythm. Therefore, think of the 
Gadou-ken not as a projectile, but as an extension of Dan's hand; a standing HP 
or HK with less start-up time and a little more recovery.  As far as fireballs 
go, it does above average damage.

Koryuken: F, D, DF + P
	
     Dan's rising uppercut differs from those of the shotokans in two ways: he 
doesn't have his arm fully extended while rising into the air, and he has almost 
no horizontal range whatsoever.  Punch strength determines how high and far Dan 
leaps; HP is a small hop, while HP causes him to go about 2/3 the entire 
vertical length of the screen, and move forward about one full step.
     Dan will flash white every fourth Koryuken, and will be completely 
invincible for the duration of the flash.  The count will only reset if you 
switch Dan out...so try and keep track as best you can.  This way, you'll know 
when he'll be invincible, and you can use that knowledge to avoid damage in 
situations where you normally wouldn't be able to do so.
     The Koryuken has a lot of priority, but the lack of horizontal range means 
it will only work when your opponent is almost directly above you, and missing 
the HP version leaves you wide open.  The LP version is *GREAT* for countering 
cross-up attempts, and makes for a good two in one combo when preceded by a 
standing LP.  It also has deceptive range and can send a dashing opponent flying 
right back where he came from.  The HP version is okay for trying to catch 
airborne opponents off guard, but again, don't try it too often because of the 
low range.  It's also good as a follow-up for his launcher if you aren't good at 
connecting with air combos yet.  When used sparingly, it's a very useful 
maneuver, and it still deals out good damage.

Dankukyaku: QCB + K (air) 

     Using LK causes Dan to do a short knee hop towards your enemy, using HK 
makes him do the knee hop followed by two kicks that look like his jumping MK 
and HK, respectively, causing him to glide across the screen.  The air versions 
are the same as the ground ones.
     The Dankukyaku always has been and still is Dan's best special move.  It's 
not very risky, it hits hard, and there's practically no startup delay.  Plus, 
he can now do it in the air, as in Street Fighter Alpha/Zero 3.  There are lots 
of practical uses for the Dankukyaku; it's good for putting the pressure on a 
cornered opponent, getting across the screen quickly, it's his strongest and 
flashiest AC finisher, and the air version is great for both evasion and 
defense.  The HK air version isn't a very practical offensive move when used 
outside of an air combo, but since Dan glides almost straight through the air, 
it's extremely useful for getting behind an attacking opponent (or keeping 
yourself in the air to fake them out and cause them to whiff on an anti-air 
move).  It also has great defensive potential; if you want to make some 
distance, but your opponent tries to come after you, jumping backward and doing 
the move causes Dan to kick as he flies backwards.  It also has the odd ability 
to hit opponent that gets behind Dan while he's kicking, so someone who tries to 
cut an air version off by getting behind you will still get knocked around.  The 
LK air version has a lot of air-to-air priority, so use it to keep a jumping 
opponent at bay.  Overall, the Dankukyaku is a great move with lots of 
functions, so use it well.  Its only drawback is that most regular and all 
smaller sized characters can duck under it.

Premium Sign: QCF + K
	
     Dan whips out a picture of himself giving a thumbs up, autographs it with 
the kanji for "Dan", shows it to your opponent while grinning like an idiot, 
then throws it.  The LK version makes Dan sign it quickly, and it travels slowly 
at a downward angle when thrown.  The HK version causes Dan to take his sweet 
time signing the picture, and when thrown, it flies upwards extremely fast.  The 
time spent showing the autograph is the same for both versions.
     The Premium sign, at first glance, appears to be a useless, stupid move 
designed for a useless, stupid character.  However, it actually comes in handy 
in certain situations, because the autograph can hit during the showing AND the 
throwing.  While Dan is holding it up, it has unbelievable priority and can 
cancel out almost anything it comes in contact with, except for projectiles and 
beam supers.  However, it will cancel out any auto-combo supers (i.e. Midare 
Zakura, Final Justice etc) and most rushing ones as well (Crawler Assault, 
Shoryureppa etc).  It doesn't knock your opponent very far and they usually 
recover in time to hit you before you throw it, but oftentimes they'll be 
surprised they were hit and block until you recover.  Both hits do very little 
damage and any attack can destroy the thrown picture.

Zenten Chouhatsu:  QCF + Start (LK + Start on DC)

     Dan rolls forward, crouches, flexes his arm at a 90 degree angle,
shakes it as he says, "Namen ja ne zo!"  Fills a little under 25% of one HC 
meter level.

Kouten Chouhatsu:  QCB + Start (LK + Start on DC)

     Same as the Zenten Chouhatsu, only Dan rolls backwards, and says "Ousha!"

Tachi Chouhatsu:  Start (LK + Start on DC)

     Dan does his arm flexing and shaking while saying, "Ikozura!"  Fills about 
one seventh of one HC meter level.

Jumping Chouhatsu:  While in mid-air, hit Start (LK + Start on DC)

     Dan flexes and shakes his arm and shouts, "YAHOOI!"  Even though it only 
fills a little of the HC meter, it's easily his most annoying (and fun!) taunt.  
Even though it can't hit, I like to think of it as an "alternative" AC finisher; 
you'll usually end up getting punished, but it's a great way to frustrate an 
opponent after knocking them around in the air.  Note that you can taunt at any 
time until Dan reaches the apex of his jump; you won't taunt if you hit the 
button as you're descending.

Saikyo Seoi Nage:  When close, press F + HP (air)

     On the ground, Dan grabs your opponent and throws them over his shoulder.  
The air version causes Dan to grab your opponent by the collar and hold onto 
them, slamming them face-first into the ground.  In MSH vs. SF, this was the 
strongest throw in the game.  I don't think that still applies, but it still 
does a lot of damage.  Plus, it's possible to use the air version as an AC 
finisher...and it looks so damn COOL!

Punch 'n Launch:  When close, press F + HK or B + HK

     Dan grabs his opponent and gives them a quick uppercut that sends them 
flying into the air.  It doesn't function as a launcher, since you have to hit 
D, U or KK to super jump after performing one.  If you're quick, though, you can 
still jump up and perform an air combo or smack them with an air Dankukyaku.  In 
the corner, you can follow up with an HP Koryuken as well.  The damage is about 
equal to his HP throw, but Dan's range seems to be a little better on the Punch 
'n Launch, and since the other player probably won't expect to get sent flying 
into the air, there's a good chance they'll mess up a tech hit.
     I also just found out that if you hold B and hit HK, and Dan will switch 
sides with his enemy before launching them!  This is the perfect way to turn the 
tables on an opponent who has you trapped in a corner, or even function as a 
cross-up technique, as they'll be expecting to get hit forward and may be 
holding back to block a follow up attack.  But by the time they realize they've 
been sent the other way, you should already be up there comboing the cheese out 
of them.

*****************************************
REALLY Advanced Saikyo-Ryu (Hyper Combos)
*****************************************

Shinkuu Gadou-ken:  QCF + PP (8 Hits)

     Dan gathers his ki and throws a powered up Gadou-ken that travels almost 
halfway across the screen before dying out.
	Damn.  This move has been beefed up a LOT.  First of all, it knocks the 
opponent away on the last couple of hits, so they can't just take the damage and 
then hit you right back as in MSH vs. SF.  It juggles very easily, and the 
recovery time has been greatly reduced.  It's also "immune" to push blocking, as 
Dan will be sent back, but his enemy will simply push right through the Gadou-
ken and take the full block damage. 
	Shinkuu Gadou-kens are best used right when your opponent is right in your 
face, or as a ground combo finisher, as it moves very slowly and won't catch 
your opponent if you use it from a distance.  Also, the fact that it knocks your 
enemy away at the end sometimes means that all 8 hits won't connect (I haven't 
had this happen to often, but it only seems to occur with the smaller sized 
characters).

Koryurekka:  QCF + KK (2 Hits)

	Dan spins around in place, doing a LP Koryuken, then spins around again 
and does an HP Koryuken.
     The Koryurekka is one of Dan's most useful supers.  It OTGs, does excellent 
damage, has no startup lag, and hits immediately.  Of course, being one of Dan's 
moves, it has its weaknesses.  Like all of Dan's HCs, the low horizontal range 
requires you to be right in your opponent's face when you do it, or you may only 
get one hit and they'll be waiting to make you pay when you land.  Also, you 
have to cancel JUST as your opponent hits the floor in order to OTG for both 
hits.  
 
Hisshou Burai-Ken:  QCB + KK (10 hits)
	
	Dan beats the living crap out of your opponent with a wild series of 
punches and kicks, finishing with an HP Koryuken, and shouting his head off the 
entire time.  This has always been my favorite move ^_^
	The only way I can describe the HBK is that it's like a half auto-combo 
HC.  Dan will perform the entire attack whether he connects or not, but if he 
hits the opponent at any point, they'll be sucked into range and the rest of the 
moves will hit.  It has a very slight vacuum effect (like Ryu's Shinkuu 
Tatsumaki Senpuu-Kyaku) that will drag a nearby opponent into it when it starts.  
If you do this close enough to the corner so that you land right next to your 
opponent after the final Koryuken, you can OTG him for more mayhem.

Chouhatsu Densetsu:  QCF, QCF + Start, or LK + Start on DC.

     This move embodies everything that Dan stands for: totally humiliating your 
opponent while annoying the hell out of them!  It goes like this:  Dan does a 
standing taunt, rolls forward and does a crouching taunt, rolls forward again 
and does Chun-Li's taunt, rolls forward AGAIN, signs and shows an autograph 
(which can't hit), leaps into the air and does his jumping taunt, and finally 
lands and does his thumbs up win pose.  So, if you couldn't see the screen, 
you'd hear:

"Ikozura!  Doushita doushita!  Gomen ne!  Doongda!  YAHOOI!  Yoyutchi!"

     It's almost impossible to pull this of on an opponent who's seen it before, 
or some real jerk that can't be bothered to wait until the end of it to punish 
you for it.  Still, it's a great way to get a laugh from the crowd, waste a 
level of super, display your contempt for turtlers, or show off right before you 
win (or lose).  For the maximum effect, stick it in the middle of a DHC and 
taunt away as your opponent reels from your last character's attack, or DHC into 
ANOTHER character's move as your opponent comes up to whack you.

Otoko-Michi:  HP, LK, B, LP, LP (Takes 3 Levels)
	
     Dan gets into blocking stance and powers up, then slowly glides forward.  
If he comes in contact with his enemy, he'll grab them, power up some more, and 
with a cry of "OYAJI!", he'll explode, sending both him and his enemy flying in 
opposite directions.
     Okay, in MSH vs. SF, Dan's parody of the Shun Goku Satsu did could be tech-
hitted out of, had pitiful range, left Dan with one pixel of life (none of which 
could be recovered), and the damage was nowhere NEAR worth three levels of 
super.  In MvC2, the Otoko-Michi can STILL be tech-hitted out of, STILL has 
pitiful range, STILL leaves Dan with one pixel of life (none of which can be 
recovered), and is the single strongest super in the game.  That's right.  The 
STRONGEST super in the game!  Not only does it knock about 70$ of your enemy's 
life (depending on the character it's used on), it's easily the most humiliating 
move there is.  Due to the huge amount of damage it does, it's now more of a 
tradeoff move than a joke, since you're essentially sacrificing Dan to beat one 
of your foe's characters.  Still, he can't lose any more life after the first 
Otoko-Michi, so you can perform another one later in the match and Dan will be 
all right.



***********************************************
How to put Spidey and Strider to shame (combos)
***********************************************

     Dan's comboability has been increased from previous games; he's now able to 
perform weak to strong chains on the ground (meaning he can chain up to three 
punches or kicks in a row, going from the weakest to strongest), and can still 
perform full hunter chain combos during super jumps.  Also, in addition to 
canceling normal moves into special moves, everyone in MvC2 can cancel certain 
special moves into super moves as well.  What does this mean for Dan?  Read on!
     
     To avoid confusion, I'll use MP and MK instead of using LP or LK twice in a 
row.  The medium hit will come out automatically when you push the light button 
a second time, after connecting with a light attack.  Attacks without a prefix 
(like D. or SJ.) are understood to be standing attacks.

Easy Combos:
-J.LK, LK, MK, HK Dankukyaku (6-7 hits)
-LK, MK, Snapback (3-4 hits)

Intermediate Combos:
-LP, MP or LK, MK XX Shinkuu Gadou-ken (10-11 hits)
-C.HK, Koryurekka (2-3 hits)
-HP, Otoko-Michi (2 hits, Otoko-Michi not counted)
-C.LP, C.HP /\ LP, LK, MP, MK, air throw, C.HP /\ etc... (6+ hits)

Difficult Combos:
-LP, MP, LK Premium Sign XX Shinkuu Gadou-Ken (11 hits)
-C.LK XX Hisshou Burai-Ken, C.HK (OTG), Hisshou Burai-Ken/Team Super (22/12+
 hits)
-J.LP,J.MP (land), C.HP /\ SJ.LP, SJ.LK, SJ.MP, SJ.MK, HK Dankukyaku (10 Hits)

Fake-Outs:
-HK Premium Sign, Koryurekka. (2 hits)
-Chouhatsu Densetsu, DHC into another super (hits vary)

Combo Notes:

Easy 
#1:  Nothing much here.  It's better to cancel the standing MK as soon as you 
can in order to ensure the Dankukyaku will hit.

#2:  Because Dan's standing HK is fairly slow to hit, this is a sure fire way of 
getting a snapback to connect.  It may be a close call sometimes, but the 2 hits 
of his MK should give you enough time to cancel.

Intermediate
#1:  Simple, effective way to work in the very damaging Shinkuu Gadou-Ken.  You 
can use punches or kicks to lead into it; punches are a little faster, but kicks 
give you more time to cancel.

#2:  Cancel into the Koryurekka JUST as your opponent hits the floor, and you'll 
nail both hits.  You can precede it with a crouching LK or LK, MK if you want.

#3:  Here we go!  Connect with the standing HP, then hit LK, B, LP, LP.  If 
you're fast enough, Dan will cancel into the Otoko-Michi, and grab your opponent 
before they can recover from the first hit.  Since the Otoko-Michi isn't counted 
in the combo, there's no buffering and you'll get the full damage out of it.  
You need to be fairly close in order to pull this off, but if you cancel into 
the move quickly enough, you may be able to hit it from further away. 

#4:  This nifty little juggle will only work in a corner.  After you land from 
the air throw, wait a second for Dan's opponent to come within range of his 
C.HP, then launch them and repeat.  Your opponent can block after Dan has 
smashed him into the ground, but if he tries to counter-attack, your launcher 
should beat him out and you can repeat the combo.

Hard
#1:  This one is tricky.  Start the combo deep in order to ensure you'll connect 
with the Premium Sign, then cancel IMMEDIATELY.
#2:  This only works in the corner.  You have to cancel right away to hit the 
HBK after the C.LK.  As soon as your opponent lands, do the C.HK and cancel 
immediately into the second HBK, or do a VC.  This gets really cool when you 
have four or five levels of HC energy and do two Hisshou Burai-Kens, then DHC 
and let your other characters get in on the action!
#3:  This bad boy is Dan's bread and butter (that's a fun phrase, isn't it?)
"jump-in -> launcher -> air combo" combo.  Try and hit the jump-in part as deep 
as you can because of the low range on Dan's launcher.

Fake-Outs (These are just a few tricks I like to use on fellow players.  They're 
pretty risky, but they're a lot of fun to try, and in times of desperation 
anything's worth a shot!)
#1:  Use the HK Premium Sign to lure your opponent into coming up to you, then 
cancel it into the Koryurekka.  They'll never know what hit 'em. 
#2:  The same principle applies here; cancel when they come up to hit you.  If 
you want, you can even DHC INTO the Chouhatsu Densetsu, taunt until they realize 
what you're doing, and then DHC into the next character's move.   

**********************************************
How to taunt and look good doing it (Strategy)
**********************************************

     First and foremost, never forget that Dan isn't your only character.  If 
you're really getting hammered, switch out at the earliest moment.  If doing a 
normal tag-in isn't safe, don't forget about Variable counters, or even DHCing.  
They take up valuable levels of super energy, but it's worth it to keep your 
characters alive.
     When using Dan, you should always use the Variety Type/Gamma assist (The 
Premium Sign).  No, I'm not crazy.  The poor range of the Gadou-ken and Koryuken 
is even more apparent when used for an assist, since Dan will jump in slightly 
BEHIND your current character (of course, the Premium Sign is every bit as 
useless).  The main reason for choosing the Gamma type assist is because Dan 
will do a Hisshou Burai-Ken for a VC, which means that connecting will hold your 
opponent in place while Dan and his partners simultaneously obliterate him (Beam 
and rushing supers may knock your opponent out of Dan's grasp, I've yet to see 
if this holds true).  And while all of Dan's supers are good for starting a VC, 
the HBK lasts the longest, and is the only one that keeps your opponent in one 
spot.  Also, the Gamma type assist will make Dan's variable counter an HK 
Dankukyaku, which is much more useful than a Gadou-ken or Koryuken because of 
its better range and speed.
     Remember, all of Dan's taunts all give you huge amounts of HC energy, so 
smack that taunt button whenever you have an opening.  Don't get overzealous, as 
Dan is completely vulnerable while he is taunting and opponents will catch on 
quickly.  Taunt when it's applicable, like after a snapback, a big combo, or if 
your opponent is hiding in the corner and turtling.  As long as you're careful, 
Dan and his two partners will always have plenty of HC energy.
     Both the Gadou-Ken and the Premium Sign can be cancelled into an HC.
     When being chipped to death or hounded by a barrage of fireballs, you have 
two main options.  The first, and safest, option, is to jump towards your 
opponent and smack them with an HK or LK air Dankukyaku when you get close.  You 
may take a little block damage, but most of the time, you'll end up right in 
their face, which is where you need to be.  A second (and slightly riskier) 
option is to super jump at them while calling in another character for an 
assist.  This forces your opponent to stay on the ground and block, allowing you 
to get in close, or meet you in the air.  Most often, they'll try the latter, so 
be ready to block until you land.
     Remember, the best way to get good with ANY character is to use them 
consistently.  After a lot of matches, you'll be able to feel out when to use 
which moves, and that's the most important part of doing well with a character: 
the ability to feel out their attacks and instinctively know when to use which 
ones.
     If you've just missed an attack or performed a move you didn't mean to and 
your opponent is definitely going to attack, don't forget that the Koryurekka is 
probably fast enough to beat whatever they might try.  At the very worst, you'll 
miss it and get hit anyway.  But more often, you'll simply trade hits and endure 
a lot less pain.
     Most importantly: Never get discouraged!  Anyone can master any character 
with enough practice (Even Dan)!
     If, after all this, you still feel Dan isn't the character for you, that's 
OK.  Just remember that you don't always have to play to win.  Often times, I 
won't use a single character from my usual team and just have fun with some of 
the others.  With 56 characters, you're cheating yourself if you don't at least 
TRY more than three of them.  More than anything, Dan is meant to be a *fun* 
character, and should be played for that reason.  Even though I've become very 
good at using him, playing Dan is something I always enjoy, win or lose.
	

**************************************************
What the hell is he SAYING, anyway? (Translations)
**************************************************

Gadou-ken:              Self-taught fist
Koryuken:               Shiny dragon fist
Dankukyaku:             Sky-cutting kick
Zenten Chouhatsu        Forward rolling taunt
Kouten Chouhatsu        Backward rolling taunt
Tachi Chouhatsu         Standing taunt
Saikyo seoi nage        Strongest style shoulder throw
Shinkuu Gadou-ken       Sky-shaking self-taught fist
Koryurekka              Shiny dragon conflagration
Hisshou Burai-ken       Complete and total victory relying on nobody but
                        myself-fist
Chouhatsu Densetsu      Legendary taunt
Otoko-Michi             Path of man
"Tadaima, sanjo!"       "I'm home,/Here I am, [expletive]! (Ok, I'm not sure
                        about what "sanjo" means.  But it's probably some
                        Japanese cuss word.)
"Ikozura!"              "Let's go!"
"Doushita doushita!"    "What's the matter?"
"Namen ja ne zo!"       "Don't lick me! (Slang for, 'Don't think I'm lower      
                         than you!')"
"Ousha!"                "All right!"
"YAHOOI!"               "YAHOOI!"
"OurarararaRARARARA!"   "Come on come on come on COME ON etc..."
"Todome-daiya!"         "This is the finishing blow!"
"Yattaze..."            "I did it..."
"OYAJI!"                "FATHER!"
"Gomen ne!"             "I'm sorry!"
"Rakushou!"             "Easy win!"
"Yoyutchi!"             "Piece of cake!"

**************************************************************
Stuff you probably know but I have to say anyway (Secrets)
**************************************************************

Switch Your Starting Fighter:  When the "Team 1 versus Team 2" comes up, hold A1 
to start with your second fighter or A2 to start with your third.

Beat Them Up After the Match:  After winning, press start to get out of your win 
pose and continue to punish your defeated enemy.  Make them pay for messing with 
Dan!
 
Dan's Secret Intro:  Hold LP before the match starts, or LP and whichever assist 
button would start the match with Dan if you didn't select him first.  Dan falls 
to the ground from offscreen, and his sandals fly into the air and disappear.  
It's always good for surprising your opponent and getting a laugh before the 
match begins.  The only difference from his secret into in MSH vs. SF is that he 
no longer explodes.  Personally, I think the explosion was funnier because it 
was more unexpected, but what're you gonna do?  

Dan's Secret Premium Sign Finish:  If you manage to kill your final opponent 
with a THROWN Premium Sign (whether you're controlling Dan or you call him in 
for an assist), you'll get the swirling, multi-colored background that appears 
when you win with a HC or VC, and the announcer will say, "Hyper Combo Finish!"  
It won't occur if the showing part kills your foe, so it's a pretty rare 
occurrence.  Still, there's nothing funnier than watching the autograph bounce 
off your foe and getting the HC win screen ^_^

**********************************
Once upon a time... (True Stories)
**********************************

     My two little brothers and many of my friends are all huge fans of Street 
Fighter; some prefer the original, but most of us play the Versus games.  While 
I've had lots of great matches, there have been a few truly unforgettable 
moments, most of them involving my friend Nick having a run of bad luck in 
Marvel Super Heroes vs. Street Fighter...(These are all 100% TRUE!  Enjoy!)

"Saikyou Mind Games" (MSHvsSF)

     Nick was fairly close to being finished off, and being the jerk I am, I was 
hopping around with Dan and toying with him.  The thing is, I hadn't noticed I 
had a full 3 levels of HC energy.  And out of NOWHERE, I hear him shout, "You 
try to Otoko-Michi me and I'll f***ing kill you!"  He actually believed I was 
trying to screw with his head!  I didn't get the Otoko-Michi off, but I did win.  
The most important thing I learned from this match is that I have successfully 
conditioned Nick to fear Dan at all times.

"The Little Gadou-Ken that could" (MSHvsSF)

     It had come down to Nick's Ryu and my Dan, with a little under one third of 
our respective energy bars remaining.  We were both on the defensive, waiting 
for an opening, when I made the first move and went for a Shinkuu Gadou-Ken.  A 
SPLIT SECOND later, Nick powered up for a Shinkuu Hadou-Ken.  I figured I was 
finished, seeing the huge blue bolt heading through my little puff of a 
fireball, but my brave little Gadou-Ken forced its way through the scary beam 
super and knocked him out of it!  Since I was too far away, I only caught him 
with the tail end of it, and we ended up getting two hits apiece.  I forget who 
won that one...but the important part is that I didn't lose at that moment.

"Shinkuu...   SHINKUU...
 Hadou-Ken!   Gadou-Ken!" (MSHvsSF)

     Again, Nick has Ryu with little energy, I have Dan with little energy.  
Being across the screen, I tried to super jump over to Nick.  Thinking he'd get 
a little extra chip damage, he dashed backwards and fired off a Shinkuu Hadou-
ken as I descended, figuring I'd land right in front of him.  Unfortunately, he 
misjudged my position, and I landed right BEHIND him.  So the second he released 
his Shinkuu Hadou-Ken, Dan reared up and sent a Shinkuu Gadou-Ken smack-dab into 
the middle of Ryu's back.  I flexed my arm and taunted mightily; Nick collapsed 
into a heap and pounded on a couch cushion while groaning, "Dammit, dammit, 
dammit!"

"Maximum Spid...nope." (MvsC2)

     My current character was Guile, and I had accidentally called (gamma) Dan 
in for an assist when I meant to do a snapback.  My little brother Justin, 
seeing the opportunity to put the hurt on Dan and Guile, went for a Maximum 
Spider as Dan threw the Premium Sign.  I figured both of my characters were in 
for a good amount of pain, but since Dan's gamma assist is an *HK* Premium Sign, 
it quickly flew upwards, right at Spider-Man.  Spidey flew off the 
wall...AND...bounced harmlessly off the autograph.  We had to pause the game 
because we were laughing at him so hard.

"YAHOO!  ::WHAP::" (SFZ3)

     Nick and I were having a pretty good X-Ism Dan vs. Z-Ism Evil Ryu in Street 
Fighter Zero 3, but it was pretty clear that I was about to lose the round.  We 
both jumped at each other and I, remembering you can't air block when in X-Ism, 
figured an air throw would be my best bet.  Since I'm not used to L and R being 
throw and taunt instead of PPP and KKK, I held forward and tried to hit HP.  The 
problem was that I was using an arcade stick, so my finger slipped and I hit R 
by accident.  As Dan shouted, "YAHOO!", I groaned, figuring I was done for.  
Then, I heard someone get hit, and Evil Ryu fell to the ground as Dan followed, 
flexing his arm.  A dumbfounded Nick only managed a completely confused "WHAT?!" 
before we both broke out laughing and had to pause the game.  I had completely 
forgotten that X-Ism Dan's taunts can hit!  Needless to say, X-Ism became my 
favorite style right then and there.

*********
Revisions
*********

Version 1.0 - May 30, 2000: Initial version finished.

Version 1.1 - June 10, 2000: Fixed some bad grammar and typos (the "S" key 
thinks it can just stop working whenever it wants).
     Reworded some move descriptions and strategy so they read better.
     Added a new story ^_^
     Added some combo notes and a description for tag-ins.

Version 1.2 - June 13, 2000: Had a chance to play and find out what Dan's 
variable counters are.  I figured I may as well send in another quick update.

***************
Upcoming Events
***************

Do eventually:  
- More combos, more specific strategy, more detail on HCs.
- Test if beam supers knock an enemy out of the HBK during VCs.
- Get the rest of his quotes and the translations.
- Acknowledge the people I didn't acknowledge yet.
- Put in more stuff.
- Something about how other characters work with Dan?  Something about how to 
fight against other characters with Dan?  I've always felt that these are kinda 
pointless, since everyone has varying amounts of skill with each character, and 
therefore it's difficult to give advice for either situation. Outside of VCs 
that compliment one another, I think any combination of characters can work.  
Like the SFZ3 announcer says, "It all depends on your SKILL!  Go for broke!"  


****************
Acknowledgements
****************

Jess Ragan: For pulling me out of the "Dan sucks" crowd and into the Saikyo 
elite.  I shudder to think who I'd be using today if it hadn't been for you!

Chris Kohler: Thanks a bunch for letting me "research" Dan on your DC (and being 
one of the more challenging Dan punching-bags in our inner circle ^_^)!

Kao Megura: For writing a killer Dan FAQ for MSH vs. SF (among many others) that 
helped inspire this one.  

Nick Civitello: For providing me with so many wonderful Dan stories to tell, and 
sacrificing his house for game days.  

The www.saikyo.com crew: Dave, Marc and all the other Hibiki junkies out there!

Marvel Comics and Capcom: For putting Dan back in MvC2 and beefing him up to the 
point where it's impossible to lose!  Well...almost.

CJayC: Is there anyone who ISN'T grateful for this man?  There's no way to you 
for all the work you put into GameFAQs, but...umm...thanks!

