888    888       888
          88888  88888   88888       Master the power of Saikyo-ryuu!
8888888888   888    888   888
8888888888  8888888888888888888  77  77  7777  77777   7777  77  77  7777
      888  888     888     888  77  77   77   77  77   77   77  77   77
      888  888     888     888  77  77   77   77  77   77   77 77    77
 88888888  8888888888888888888  777777   77   77777    77   7777     77
 88888888  888     888     888  77  77   77   77  77   77   77 77    77
 888       888     888     888  77  77   77   77  77   77   77  77   77
 88888888  8888888888888888888  77  77  7777  77777   7777  77  77  7777
 88888888          888
      888          888           --------------------------------------
      888 888888888888888888888  THE ALMIGHTY DAN HIBIKI MINI-FAQ  v1.6
    88888 888888888888888888888  --------------  for  -----------------
    8888           888           Marvel Super Heroes vs. Street Fighter
 888888            888                     by Chris MacDonald
 888888            888

Unpublished work Copyright 1997-2001 Chris MacDonald

This document is protected by US Copyright Law, and the Berne Copyright
Convention of 1976.  It is for private and personal use only--it cannot
be reprinted in part or in whole, or reproduced in any way or in any
form (written or otherwise).  It is a free document that cannot be used
in any sort of commercial transaction, including selling it or giving
it away as a gift.  This FAQ cannot be referenced, altered, or used by
anybody (including webmasters, publishers, and magazine staff) without
my express written permission.  This FAQ was created and is owned by
me, Chris MacDonald <kmegura (at) yahoo (dot) com>.  It can be found
exclusively at (www.GameFAQs.com).  All copyrights and trademarks are
acknowledged and respected that are not specifically mentioned herein.

I expressly forbid the following publishers/publications from using this
FAQ, namely: Ziff-Davis Video Game Group (publishers of Expert Gamer),
Future Publishing, Ltd. (publishers of PlayStation Power, Official UK
PlayStation Magazine, etc.), IDG Media, Game 13th Magazine, Brady Games,
and Prima Games.  Remember, plagiarism is a crime and is punishable by
law.

The Street Fighter game series is (c) Capcom of Japan and (c) Capcom
of America.  The Marvel characters are (c) Marvel Company.


========
CONTENTS
========

 - Introducing the master of disaster!
 - FAQ terminology
 - A quick list of Dan's outstanding repetoire of moves
 - Universal moves that even Dan can do
 - Dan's mind-numbing array of normal attacks
 - Dan's spectacular special moves
 - Dan's awesomely overpowered hyper combos
 - Dan, the combo man?
 - Using Dan effectively in the face of danger
 - Dan's partner should be...?
 - Secrets and tricks
 - Dan's humiliating quotes and his victorious ending
 - Revision history
 - Special thanks
 - The final word on the king of street fighters, Dan Hibiki!


=======================================================================
INTRODUCING THE MASTER OF DISASTER!
=======================================================================

Ever wondered who that guy in pink is who nobody ever uses and who you
can beat really easily when the CPU picks him?  Ever ponder why that
mysterious fellow has loud and annoying taunts?  Well, wonder no more!
That fighter is Dan Hibiki, self-proclaimed master of Saikyou-ryuu
(his method of fighting, it means "Strongest Style"), and all around
sucky character.  Sucky, that is, unless you've mastered him, in which
case he's a pink-clad killing machine!

The purpose of this FAQ is to show would-be Dan fanatics the finer
aspects of using a character as weak as Dan, and to encourage non-Dan
users to give him a try.  If you think this is a joke, it's not, keep
reading to learn the mightiness of Dan!


=======================================================================
FAQ TERMINOLOGY
=======================================================================

  UB   U   UF      Up-Back         Up               Up-Forward
    \  |  /
 B --  N  -- F     Back            Neutral          Forward
    /  |  \
  DB   D   DF      Down-Back       Down             Down-Forward

 Up-Back       :  Dan jumps backward.
 Back          :  Dan walks backwards or blocks if he's being attacked.
 Down-Back     :  Dan crouches or crouch blocks if he's being attacked.
 Up            :  Dan jumps straight up.
 Neutral       :  Dan does nothing.
 Down          :  Dan crouches.
 Up-Forward    :  Dan jumps up-forward.
 Forward       :  Dan walks forward.
 Down-Forward  :  Dan crouches, same as if you press Down.

 Remember to reverse the back and forward directions if you're facing
 left.


 LP   MP   HP      Light Punch     Medium Punch     Hard Punch

 LK   MK   HK      Light Kick      Medium Kick      Hard Kick

 Light Punch / Kick   :  A fast attack that does little damage.
 Medium Punch / Kick  :  A slow attack that does average damage.
 Hard Punch / Kick    :  A very slow attack that does heavy damage.

 QCF / QCB   :  Rotate the joystick D,DF,F or B,D,DB.
 HCF / HCB   :  Rotate the joystick B,DB,D,DF,F or F,DF,D,DB,B.
 Rotate 360  :  Rotate the joystick in a full circle.
 PPP / KKK   :  Press all 3 Punch or Kick buttons.
 PP / KK     :  Press any 2 Punch or Kick buttons.
 X~X         :  Any range indicated (UB to UF / MP through HK, etc.)


=======================================================================
A QUICK LIST OF DAN'S OUTSTANDING REPETOIRE OF MOVES
=======================================================================

 Dash / Backstep                 F,F / PPP or B,B / B + PPP
 Super Jump                      D,U / KKK or U from a launcher
 Block / Mid-Air Block           Hold B / DB  (air)
 Advancing Guard                 While blocking, tap PPP rapidly
 Tech. Hit                       Any dir. but U + MP~HK when thrown
 Down Kaihi                      B,DB,D + P / K when reversed
 Variable Attack                 Press HP + HK
 Variable Assist                 Press MP + MK
 Variable Counter                Block, B,DB,D + HP + HK  (at Level 1)
 Variable Combination            QCF + HP + HK  (at Level 2)

 Gadouken                MP      QCF + Punch
 Kouryuuken              HP      F,D,DF + Punch
 Dankuukyaku             MK      QCB + Kick
 Premium Sign            HK      QCF + Kick
 Zenten Chouhatsu                QCF + Start
 Kouten Chouhatsu                QCB + Start

 Tachi Chouhatsu                 Press Start
 Shagami Chouhatsu               D + Start
 Jump Chouhatsu                  Jump, press Start
 Saikyou Seoi Nage               When close, B / F + MP / HP  (air)
 (Punch and Launch)              When close, B / F + MK / HK

 Shinkuu Gadouken       MP+HP    QCF + any 2 Punches
 Kouryuurekka           MK+HK    QCF + any 2 Kicks
 Hisshou Buraiken                QCB + any 2 Kicks
 Chouhatsu Densetsu              QCF,QCF + Start
 Otoko Michi                     HP,LK,B,LP,LP  (at Level 3)

  - The buttons listed in the middle (MP, MK+HK, etc.) indicate
    what you can tap or press in order to perform that move in Easy
    Mode.

 Aerial Rave Launcher  :  Crouching HP
 Ground Chain          :  None
 Jumping Chain         :  None
 Super Jumping Chain   :  Hunter Chain
 Aerial Knockdown      :  HP, HK
 Variable Assist       :  LP Gadouken
 Variable Counter      :  HK Dankuukyaku
 Variable Combination  :  Shinkuu Gadouken

  - The Hunter Chain is LP,LK,MP,MK,HP,HK.  However, most of the
    time the best Dan can do is to end with HP or HK, since the HP
    knocks his enemy down so fast that the HK is all but impossible
    to connect with (unless you're in the corner and have good
    timing).


=======================================================================
UNIVERSAL MOVES THAT EVEN DAN CAN DO
=======================================================================

 ---------------------------------------------------------------------
 DASH / BACKSTEP
 ---------------------------------------------------------------------

 COMMAND:
  (Dash)      Press F,F or press all three Punch buttons at once.
  (Backstep)  Press B,B or press B + all three Punch buttons at once.

 DESCRIPTION:
  Dan tucks himself into a ball and rolls forward or backward,
  accordingly, then stands up.

 HOW TO USE:
  Dan's dash and backstep are both a little slower than the average
  character's dash.  Also, you have to wait for Dan to recover before
  you can throw out an attack, unlike other characters.  Because he
  gets so close to the ground, some attacks can pass over him while
  he's rolling, though.  This move is best used for passing under
  someone if they're jumping over you.  You can also use them to try
  and fake out your opponent after a Zenten / Kouten Chouhatsu. :)


 ---------------------------------------------------------------------
 SUPER JUMP
 ---------------------------------------------------------------------

 COMMAND:
  Press D,U or press all three Kick buttons at once.  If you have just
  connected with Dan's crouching HP, you can also Super Jump simply by
  pressing U.  You can control your ascending and descending path by
  holding B / F as you jump, too.

 DESCRIPTION:
  Dan leaps high into the air, white marks trailing him to let you
  know that you've just Super Jumped.

 HOW TO USE:
  The Super Jump is one of the most important moves to master in any
  Versus game.  You can use it to escape from the corners or to get
  away when someone is trying to apply pressure, or simply to take
  the battle to the air or to get close to your opponent quickly.
  From a launcher (Dan's crouching HP), you can use it to follow up
  with an Aerial Rave combo.


 ---------------------------------------------------------------------
 BLOCKING AND MID-AIR BLOCKING
 ---------------------------------------------------------------------

 COMMAND:
  (Block)          Hold B when attacked to block high attacks.
  (Low Block)      Hold DB when attacked to block low attacks.
  (Mid-Air Block)  When airborne, hold B / DB to block attacks.

 DESCRIPTION:
  Dan holds his arms crossed over his upper torso and face in an 'X'
  shape.

 HOW TO USE:
  When you block an attack, you will take no damage from a normal
  attack, and reduced damage from special moves or Hyper Combos.
  Therefore, it's always to your advantage to block any attack that
  comes your way.  Note that when you block, you are still susceptible
  to low attacks (slides, etc.), and when you low block, you can be
  hit by jumping attacks and overhead attacks (these moves look like
  they hit high but actually hit low).  Blocking in the air works
  against both high and low attacks.  Not all moves can be blocked,
  including throws, special move throws, and some Hyper Combos.


 ---------------------------------------------------------------------
 ADVANCING GUARD
 ---------------------------------------------------------------------

 COMMAND:
  While blocking an attack (any type of block), press all three Punch
  buttons.  To continue to use this move against a multi-hit attack,
  keep tapping the three Punch buttons.

 DESCRIPTION:
  Dan leans forward while still blocking.

 HOW TO USE:
  When you do the Advancing Guard animation, two things happen.  One
  is that the next (if any) successive hit from the attack you
  blocked is dodged, meaning that you don't even take block damage.
  The other effect of using the Advancing Guard is that when you
  move forward, your opponent will be pushed back by a certain
  amount (usually, the stronger the attack and the more times it hits,
  the further back your attacker is pushed).  This can be good for
  making some breathing room and for getting out of harm's way.
  Sometimes you'll be pushed backwards at the same time as well.
  Using Advancing Guard against a single-hit attack or an attack that
  does no damage when blocked only serves to try and make more room
  between you and your opponent.  This can be useful sometimes, but
  you don't have to use this move against such attacks if you don't
  want to.

  Advancing Guard is not a technique to be misused.  For one thing,
  it's not always easy to shrug off successive hits, and even if you
  do, you will return to your blocking stance after evading a hit
  and will have to use the Advancing Guard again to evade future
  hits (which is why you see people tapping the Punch buttons
  rapidly when they're blocking a multi-hit move).  Furthermore,
  you aren't blocking during the Advancing Guard animation, so there's
  always the small chance that you are hit just as the Advancing Guard
  ends, meaning you take the rest of that attack's hits for full
  damage.  Also, you won't always be able to push your opponent away
  during this move, there is sort of a random element to it.  Finally,
  it's not always in your interest to use this move as you may want
  to be close to your opponent when they're done attacking so you can
  get in an attack of your own.


 ---------------------------------------------------------------------
 TECH. HIT
 ---------------------------------------------------------------------

 COMMAND:
  As you're thrown, press in any direction but U + MP / HP / MK / HK.
  This will work against all normal throws as well as the following
  special moves:

       - Cyclops' Running Neckbreaker Drop
       - Dan's Otoko Michi
       - Hulk's Gamma Tornado
       - Spider-Man's Web Throw
       - Zangief's Flying Powerbomb / Air Spinning Piledriver
       - Zangief's Running Throw (either version)
       - Cyber-Akuma's Air Shining Gou Shock
       - Shadow's Final Mission

  Tech. Hits also work against grab-type throws like Sakura's Sailor
  Shime / Sailor Choke (B / F + MP / HP when close), etc., and air
  throws.

 DESCRIPTION:
  Dan leaps away from his opponent, undamaged.

 HOW TO USE:
  Basically, there's no excuse not to use this when you're thrown,
  since it prevents you from taking any damage or ending up on the
  floor where you're prone to attack.


 ---------------------------------------------------------------------
 DOWN KAIHI  (Down Evade)
 ---------------------------------------------------------------------

 COMMAND:
  When you're knocked to the ground, floored by a sweep attack, or
  have just air blocked an attack and are heading towards the ground,
  press B,DB,D + P / K just prior to landing.  You can use this after
  the Otoko-Michi, too :)

 DESCRIPTION:
  Dan will roll forward a certain distance the moment he hits the
  ground.

 HOW TO USE:
  Since you can be hit again while you're down, the Down Kaihi can
  be used to keep that from happening and to get away from or closer
  to your foe.  However, since you can be attacked the moment you
  stand up, it's also somewhat risky as you can end up standing the
  moment your opponent breaks out with an attack and get hit.


 ---------------------------------------------------------------------
 AERIAL RAVE KAISHI  (Aerial Rave Starter / Launcher)
 ---------------------------------------------------------------------

 COMMAND:
  Press D + HP.  In Easy Mode, you have to use LP + LK instead.  This
  only works while standing or crouching.  If it connects, press Up
  to jump after your opponent.

 DESCRIPTION:
  Dan throws a ducking Hard Punch which launches his opponent into
  the air, then leaps after his opponent.

 HOW TO USE:
  This is probably the easiest way to start an Aerial Rave (an air
  combo).  You can preceed the HP with a jump-in attack, if you wish.


 ---------------------------------------------------------------------
 VARIABLE ATTACK
 ---------------------------------------------------------------------

 COMMAND:
  Press HP + HK at the same time.  Both of your teammates must be
  alive in order for you to do this attack.

 DESCRIPTION:
  Dan taunts and leaps away as his opponent leaps in with an attack.
  If you're using someone else, then that person taunts and jumps
  offscreen while Dan comes flying in with a jumping MK, lands, and
  does his Perfect win pose from SFA2.  Afterwards, you are in
  control of the other person (the one you weren't using).

 HOW TO USE:
  The Variable Attack is the simplest way to switch characters.  The
  main problem with it is that while the character leaving the
  screen is invincible, the one coming in is not and is vulnerable
  while they pose.  Therefore, it's very easy to block a Variable
  Attack and then blow away your new foe with an attack.  If you need
  to switch characters, try launching your enemy, then tagging them
  with Variable Attack while they're in the air.  Or, do it when
  they're in the air and not in a position to attack you.  Note that
  it's sometimes possible to hit someone as they switch out with
  their partner--if this happens, the switch may not occur at all.


 ---------------------------------------------------------------------
 VARIABLE ASSIST
 ---------------------------------------------------------------------

 COMMAND:
  Press MP + MK at the same time.  Both of your teammates must be
  alive in order for you to do this attack.

 DESCRIPTION:
  While his teammate performs a taunt, Dan leaps onscreen and throws
  a LP-strength Gadouken, then leaves.  If you're using Dan, he will
  taunt while his partner appears, performs an attack, and leaves.

 HOW TO USE:
  The Variable Assist is very useful, but is also punishable if your
  opponent knows it's coming.  Both characters (the one taunting and
  the one attacking), are vulnerable to attacks.  However, if the
  attacker is hit, he or she will leap off screen as soon as they
  are able to in order to minimize damage.  While this move does okay
  damage by itself, it's best used as a blind or follow-up to your
  own attack, since you (the taunting character) will finish the
  taunt before your friend leaves.  So, you can perform a Variable
  Assist and then manuever yourself or attack while your opponent
  is blocking or dodging your ally's attack, or you can hit them
  with a move while they're being beaten up by your friend.  Some
  characters can do more than just inflict damage (for instance,
  Captain America can negate projectiles).


 ---------------------------------------------------------------------
 VARIABLE COUNTER
 ---------------------------------------------------------------------

 COMMAND:
  While blocking an attack (any type of block), press B,DB,D + HP + HK
  at the same time.  This move costs 1 level from the Hyper Combo
  gauge, and both of your teammates have to still be alive, too.

 DESCRIPTION:
  Dan will leave the screen while his ally appears and attacks.  Or,
  if you're using Dan's partner, he'll come on-screen while using
  a HK Dankuukyaku.  Afterwards, you are in control of the other
  person (the one you weren't using).

 HOW TO USE:
  I generally suggest that you only use this when your opponent has
  very little life left, or if one character is about to die and you
  really have to switch.  It's a safer way to switch characters than
  the Variable Attack, but at the cost of a whole HC level, it's not
  really worth it.  Plus, there's always the risk that you or your
  ally are hit by an attack while one escapes and the other attacks.
  As with the Variable Attack, you may not end up exchanging
  characters if they or you are hit.


 ---------------------------------------------------------------------
 VARIABLE COMBINATION
 ---------------------------------------------------------------------

 COMMAND:
  Press QCF + HP + HK at the same time.  This move costs 2 levels
  from the Hyper Combo gauge.  Also, it can only be used if both you
  and your teammate are still alive.

 DESCRIPTION:
  Dan throws a Shinkuu Gadouken, and his opponent appears on-screen
  and does a particular Hyper Combo as well.  Or, if you're using
  someone else, they begin their particular HC, and Dan leaps onto
  the screen and performs a Shinkuu Gadouken.  Afterwards, you'll be
  in control of the other person (the character you weren't using).

 HOW TO USE:
  Most Variable Combinations don't do as much damage as a well-placed
  Shinkuu Gadouken.  However, they still do good damage and are a
  flashy way to finish an opponent.  Plus, they can be comboed easily.
  I ususally use this when I want to cause lots of block damage to
  an almost dead opponent or if they are wide open for an attack (but
  I don't think I can nail them with one of Dan's Hyper Combos).  One
  really important thing to remember is that your partner doesn't
  attack at the same time you do; he or she comes on screen a moment
  later and then attacks.  This is important for Dan since he has
  a bad range on his Shinkuu Gadouken and if you start a VC with
  someone else first, Dan's Shinkuu Gadouken may miss his opponent
  entirely.   While a Variable Combination is a relatively risk-free
  way of switching characters, if either you or your ally or hit, the
  switch may not occur.


=======================================================================
DAN'S MIND-NUMBING ARRAY OF NORMAL ATTACKS
=======================================================================

 ---------------------------------------------------------------------
 LIGHT PUNCH
 ---------------------------------------------------------------------

 On the ground or crouching, this is a quick forward jab.  Actually,
 it looks pretty cool, since Dan's holding his fingers like he's
 trying to rake your eyes out.  In the air, it's a downward-angled
 punch, which, if nothing else, sticks out for quite a while and is
 good for starting a short air combo.


 ---------------------------------------------------------------------
 MEDIUM PUNCH
 ---------------------------------------------------------------------

 As a standing attack, this is a gut punch that Dan throws with his
 knuckles out.  Crouching or jumping, it's a standard punch attack.
 This is a fairly useful and underrated move, because in the air,
 it has a good duration, and while crouching it recovers quicker than
 the crouching MK, even though it has less range.


 ---------------------------------------------------------------------
 HARD PUNCH
 ---------------------------------------------------------------------

 In the air or standing, this is a downward chop with _bad_ lag.
 You'll have to press the button early in the air if you want it to
 come out in time for a jump-in combo, and on the ground, that
 moment of lag is not what Dan needs.  However, being a Hard attack,
 it does good damage, and of course you can combo off the standing
 or jumping version easily, as long as the move you use has sufficient
 range (say, an HP Gadouken or HK Dankuukyaku).  Crouching, this is
 Dan's aerial rave launcher, which is all that needs to be said.


 ---------------------------------------------------------------------
 LIGHT KICK
 ---------------------------------------------------------------------

 In the air, this is a bent-knee kick that has good priority and tends
 to override lots of other attacks.  Standing, it's a knee strike that
 isn't too useful at all, and crouching, it's a low foot strike that
 Dan puts his whole body into.  The standing and crouching versions
 are good for pressure tactics, but you'd be better off using a MK.


 ---------------------------------------------------------------------
 MEDIUM KICK
 ---------------------------------------------------------------------

 (This move hits twice when standing.)

 On the ground, this is a knee-and-leg strike that hits twice, Dan's
 only double-hit.  It's great because you can combo off it during
 either hit.  It's also a really great move to combo off of (although
 any of Dan's attacks can be comboed from).

 This kick has excellent range and speed, and works well as an anti-
 air move, believe it or not.  This move works great with a
 Dankuukyaku for pressure tactics (Medium Kick into MK Dankuukyaku,
 repeat, then do a LK Dankuukyaku and throw if they haven't messed up
 already).  Crouching, it's a slower version of the crouching LK but
 it does more damage and is also good for poking.  The jumping MK uses
 the same frames as the crouching version, and is handy if you don't
 like using Dan's jumping Fierce or Roundhouse, as it has a good
 attack range and duration.


 ---------------------------------------------------------------------
 HARD KICK
 ---------------------------------------------------------------------

 The standing HK is a high turning heel strike that makes Dan move
 forward a tiny bit every time you press it.  It's so fast that it's
 good for raising your HC energy, but it looks like you're spazzing
 out when you do it :)  It makes for good anti-air (surprisingly) and
 combos rather nicely, although it's sort of laggy at the beginning.
 The crouching version is your standard Shoto-scrub sweep.  It's very
 useful, since a sweep now and then is always a good way to sap life
 fast.  The jumping version works like the opposite of Dan's jumping
 HP; Dan performs a kick that lasts for only a brief moment, so
 you have to press the button late or he'll end the move too early.
 This move is really useful, because your opponent may think you're
 not gonna attack, and then WHAM--Dan gives 'em a good smack!


=======================================================================
DAN'S SPECTACULAR SPECIAL MOVES
=======================================================================

 ---------------------------------------------------------------------
 SAIKYOU SEOI NAGE  (Strongest Style Shoulder Throw)
 ---------------------------------------------------------------------

 COMMAND:
  When close, press B / F + MP / HP.  This move can be done in the
  air, too.

 DESCRIPTION:
  Dan grabs his opponent, turns, and pulls them over his shoulder
  before throwing them.  In the air, he does the same thing but holds
  onto them after he turns, slamming them into the ground.

 HOW TO USE:
  This throw is very predictable and so easy to Tech. Hit out of.  I
  prefer the Punch and Launch because it's harder for someone to
  Tech. Hit out of it (they're usually surprised to find themselves
  flying upward and get the Tech. Hit wrong).


 ---------------------------------------------------------------------
 <PUNCH AND LAUNCH>
 ---------------------------------------------------------------------

 COMMAND:
  When close, press B / F + MK / HK.

 DESCRIPTION:
  Dan grabs his opponent and uppercuts them, sending them into the
  air (he basically does his crouching HP as a throw).

 HOW TO USE:
  This move isn't a launcher; if you want to Super Jump after your
  opponent, you have to press all three Kicks or tap D,U.  However,
  if you're fast enough and they don't block, you can jump after
  them and smack them, or if you're in a corner, simply Super Jump
  up after them and do a normal Aerial Rave easily.  The best reason
  to use this move is that your foe flies upward, and this will
  usually throw them off and they won't Tech. Hit it correctly.
  You can hit your opponent with a special move after launching them,
  assuming they don't block.


 ---------------------------------------------------------------------
 GADOUKEN  (Self Taught Fist)
 ---------------------------------------------------------------------

 COMMAND:
  Press QCF + any Punch button.

 DESCRIPTION:
  Dan thrusts his arm out with his fingers open, and a small ball of
  light bursts from his fingertips, flies forward a very short
  distance, and sputters out.  The strength of the button used
  determines how far the Gadouken is thrown.

 HOW TO USE:
  The Gadouken does pitiful damage, and has a very bad range, making
  it hard to connect with even in a combo.  It's main use should be
  to negate fireballs; even though it's small, it can still cancel
  out even a large projectile like Ryu's Hadouken.  This move is good
  for humiliating your opponent with a smack to the face, otherwise,
  it's not that hot an attack, only because of the lag after the move
  finishes.


 ---------------------------------------------------------------------
 KOURYUUKEN  (Shiny Dragon Fist)
 ---------------------------------------------------------------------

 COMMAND:
  Press F,D,DF + any Punch button.

 DESCRIPTION:
  Dan tucks his fist against his body, turns, and leaps upward,
  his arm bent at the elbow with his fist outward.  After a
  certain distance he turns, then drops back down to the ground.
  The strength of the button used determines how high up and how
  far outward Dan flies during this attack.

 HOW TO USE:
  The Kouryuuken does great damage, however, if you miss with it,
  you're left wide open to attack, and it has a pathetic horizontal
  range, which makes it difficult to stick in a combo.  The easiest
  way to connect with it is after a jump-in attack, from a close
  standing MK, or comboed from Dan's launcher (D + HP).  However,
  I only suggest using the last method if you don't think you'll
  be able to connect with an aerial rave (the full 5 or 6 hits does
  more damage than even a HP Kouryuuken).  The LP version is the
  safest version and works nicely for anti-air attacks or just to
  try and get in a hit.  Note that there is a 1-in-8 chance that Dan
  will flash white when he does a Kouryuuken.  If you flash, you
  become invincible for the duration of the flash.  Dan normally has
  no invincible frames in his Kouryuuken, so this is a nice bonus
  when it happens.


 ---------------------------------------------------------------------
 DANKUUKYAKU  (Sky Cutting Leg)
 ---------------------------------------------------------------------

 COMMAND:
  Press QCB + any Kick button.  This move hits 1 time with LK, 2 times
  with MK, and 3 times if you use HK.

 DESCRIPTION:
  Dan leaps forward with a knee attack.  If you're using the MK
  version, he follows that with a flying MK, and if you're using
  the HK version, he does both kicks followed by a flying HK kick.

 HOW TO USE:
  The Dankuukyaku is Dan's best special move--it does a lot of
  damage if all the hits connect, it's easily comboed, and it's
  the only move in his whole arsenal that isn't too risky.  In
  fact, it can (and should) be used frequently.  The LK version is
  good for hopping over most normal-sized fireballs and for in-close
  pressure tactics, while the MK version is also good for pressure
  tactics and block damage.  The HK version has the most lag, but
  you should really only be sticking it in combos or perform it
  alongside a Variable Assist, anyway.  All varieties of this move
  can be ducked under by average-sized characters or smaller, so
  keep it in mind when you perform this move.  This can be used for
  your advantage, though (such as doing an LK Dankuukyaku across
  your opponent and then throwing or launching them from the other
  side).


 ---------------------------------------------------------------------
 PREMIUM SIGN
 ---------------------------------------------------------------------

 COMMAND:
  Press QCF + any Kick button.

 DESCRIPTION:
  Dan takes out a picture of himself, autographs it with the kanji
  "Dan", then shows it to his opponent and throws it at them.  The
  button used determines how long Dan spends signing the picture,
  as well as the distance and direction in which it flies (LK for a
  slightly downward angle, MK for a straight ahead toss, or HK for
  a slightly upward angle).  Using LK has the shortest range for
  the throwing of the autograph, while HK has about a full screen
  length.

 HOW TO USE:
  The Premium Sign is a classic "sucky Dan" move that actually has
  it's uses.  It's downfalls are readily apparent; it's slow (so
  slow that if you do the HK version from the other end of the
  screen, your opponent can walk up to you and hit you), even if it
  hits the damage is pitifully small, and once thrown, it can be
  destroyed by normal punches and kicks (like Rolento's Stinger
  knives from SFA2)!  Plus, the angled versions (LK and HK) are
  really too shallow to make much of a difference and an enemy can
  still avoid them from the proper distance (or in the case of the
  HK version, simply by ducking).

  Like I said, though, it does have it's uses.  It can hit during
  the showing _and_ throwing of the picture, which allows you to
  knock around your opponent a bit if they touch you.  Secondly, it
  has insane priority while Dan's showing it (not when he's thrown
  it).  It can even knock your opponent out of some special moves
  and Hyper Combos, if they're close enough.  So, this move is best
  used not as a projectile, but as a counterattack.  True, the
  recovery is so bad that your opponent can probably just hit you
  with another attack afterwards, but in a last-ditch situation or
  in the face of certain destruction, it's certainly worth a shot.


 ---------------------------------------------------------------------
 TACHI / SHAGAMI / JUMP CHOUHATSU  (Standing / Crouching / Jump Taunt)
 ---------------------------------------------------------------------

 COMMAND:
  Press Start while standing, crouching, or jumping.

 DESCRIPTION:
  While standing, Dan shakes his forearm and taunts his opponent.
  Crouching, he does the same thing while kneeling, but says something
  different.  In the air, he holds his fist over his head and yells
  "Yahooey!" while jumping.  Dan recovers from the jumping taunt the
  fastest, and the crouching one the slowest.

 HOW TO USE:
  Ah...the taunts.  Seemingly useless beyond a shadow of a doubt,
  taunting is actually Dan's secret method for success.  When you
  taunt while standing or crouching, you earn a HUGE amount of HC
  energy.  You earn less when you're jumping (because it's usually
  safer), but it's still a good amount.  The only method to rack up
  more HC power faster is to Super Jump and tap HK rapidly (not that
  I frown upon it, it's pretty useful).  In any case, what you need
  to do is taunt, taunt, and taunt some more!  Taunt all the time
  and you'll always have plenty of HC power to spare.  The only risk
  of course, is that you're a sitting duck while taunting.


 ---------------------------------------------------------------------
 ZENTEN CHOUHATSU  (Forward Rolling Taunt)
 ---------------------------------------------------------------------

 COMMAND:
  Press QCF + the Start button.

 DESCRIPTION:
  Dan rolls forward a short distance, crouches, and taunts.

 HOW TO USE:
  This move only has one real benefit--it gives you the biggest
  increase to your HC gauge than any other move or taunt.  However,
  it's not that much bigger than the energy earned from the Shagami
  Chouhatsu, and you might want to keep that in mind, because the
  Zenten Chouhatsu is also incredibly slow, isn't invincible in
  the least, and is basically Dan begging for a free hit.  I think
  you're personally better off with crouching taunts, but if you need
  a big boost to your HC gauge immediately, then do this move or the
  Kouten Chouhatsu.  The one nice thing about this move is that you
  get the HC energy right when you start, so if you're hit out of it
  (and you almost assuredly will, unless you're far away), you still
  retain the extra HC energy.


 ---------------------------------------------------------------------
 KOUTEN CHOUHATSU  (Backward Rolling Taunt)
 ---------------------------------------------------------------------

 COMMAND:
  Press QCB + the Start button.


 DESCRIPTION:
  Dan rolls backwards a short distance, crouches, and taunts.

 HOW TO USE:
  This move is just like the Zenten Chouhatsu in every way,
  except that you roll backwards.  It's not really better than
  the Zenten Chouhatsu, but not worse, either.


=======================================================================
DAN'S AWESOMELY OVERPOWERED HYPER COMBOS
=======================================================================

 ---------------------------------------------------------------------
 SHINKUU GADOUKEN  (Shaking Sky Self Taught Fist)
 ---------------------------------------------------------------------

 COMMAND:
  Press QCF + any two Punch buttons (requires 1 level of HC energy).
  This move hits 8 times, suppoedly 10 if you mash on the buttons,
  but I've never been able to do it.

 DESCRIPTION:
  Dan performs a Gadouken, however, the ball of energy actually goes
  forward a good distance before fizzling out (about 1/4th of the
  screen's length).

 HOW TO USE:
  The Shinkuu Gadouken is Dan's best Hyper Combo, in terms of damage.
  If all the hits connect, it will drain at least 35%-45% damage
  effortlessly.  That makes it one of the most damaging HCs in the
  game, alongside Shuma's Chaos Dimension and Hulk's Gamma Wave.
  It also does good block damage, and someone who tries to use
  Advancing Guard against this attack is more likely to "flub" the
  block and get hit than with other HCs.  This makes the Shinkuu
  Gadouken very handy in the corners, since someone will have little
  room for evasion and will either have to take the full block
  damage or try and AG successfully.  The Shinkuu Gadouken is very
  easy to connect with if you know when and how to use it.  The
  best way is to stick it in a combo (the easiest is off either hit
  of his standing MK), against most Variable Moves (after a blocked
  Variable Attack, or during Variable Assist if you know it's gonna
  miss or you want to try and predict it and attack first).  If you
  can get behind your opponent during a Variable Combination, this
  move is also the HC of choice to use, since it will damage both
  characters for a good amount of life.  It also works well against
  someone jumping in after their partner has been killed, or if
  someone is jumping towards you and you're not within their hit
  range, since this HC juggles very easily.

  There are many downsides to the Shinkuu Gadouken, though.  It has
  a pathetic range compared to any other projectile attack, some
  characters can duck under it and not even take damage (and smaller
  characters can even walk or attack under it), and it moves very
  slowly--if someone is within range and you throw it, they can get
  out of range easily unless you're right next to them.


 ---------------------------------------------------------------------
 KOURYUUREKKA  (Shiny Dragon Conflageration)
 ---------------------------------------------------------------------

 COMMAND:
  Press QCF + any two Kick buttons (requires 1 level of HC energy).
  This move hits twice, once if you OTG with it.

 DESCRIPTION:
  Dan moves forward while performing a LP Kouryuuken, then turns
  around again and does an HP Kouryuuken.

 HOW TO USE:
  The Kouryuurekka is a very useful HC because although it is not
  easy to connect with, there are many times during a battle when
  using the Kouryuurekka is the best thing you can do.  This move
  has a pathetic range, but it does okay damage and comes out
  _incredibly_ fast.  Fast enough to beat out most any other attack,
  even.  The best time to use this move are if someone is jumping
  over you (or if they are jumping elsewhere on the screen, roll
  under them and do this move).  In fact, you should always be ready
  to move in close if you think they'll jump towards you, so you
  can smack them from behind with this HC.  If you've just finished
  a laggy move (like the Dankuukyaku), and think they're going to
  attack, the Kouryuurekka will usually hit first because it's so
  fast.  The only real sure-fire way to connect this HC is from a
  combo (if you're close, since the range sucks), of if you've
  knocked your opponent to the ground, although you only get one hit
  (this works best in the corners, after a c. HK or even better, after
  a Hisshou Buraiken).

  This move has another advantage--it can knock an enemy really high
  into the sky and set them up for a special move hit on the way down
  (like a Dankuukyaku), or you can manually Super Jump after them and
  perform an Aerial Rave.  However, this only works if you hit an
  airborne opponent (after a launcher, while jumping in, after the
  Punch and Launch, etc.)  You don't want the Kouryuurekka to hit
  deep, you just want it to connect.  If you did it correctly, the
  second hit will vault your enemy way off into the air.  This is
  especially useful in combos (see the combo section for details).

 ---------------------------------------------------------------------
 HISSHOU BURAIKEN  (Certain Victory Without Trust Fist)
 ---------------------------------------------------------------------

 COMMAND:
  Press QCB + any two Kick buttons (requires 1 level of HC energy).
  This move hits 10 times.

 DESCRIPTION:
  Dan give his opponent the beatdown, both vocally and physically :)
  He strikes with a swift series of normal punches and kicks (some
  standing, some crouching), then finishes with a HP Kouryuuken,
  while shouting the entire time.  Probably Dan's flashiest attack.

 HOW TO USE:
  The Hisshou Buraiken is a good Hyper Combo, but it doesn't have
  anything that makes it stand out.  It's not as fast as the
  Kouryuurekka, but has slightly better range.  It's more of a
  sure hit than the Shinkuu Gadouken since it hits high and low.
  It works well in a combo if you're close when you do it, and
  works well if someone gets next to you without attacking (like
  when Wolverine misses a Drill Claw or Fatal Claw, or when someone
  is falling from an uppercut-type move like the Shouryuuken or
  Stars & Stripes).  It works well as a subsitute for the
  Kouryuurekka if someone jumps over you, but only if you have
  sufficient time to move or roll a ways past them so that they
  can't turn and clobber you when they land (since the Hisshou
  Buraiken has a rather slow start-up).  If Dan lands nearby after
  the Buraiken finishes, he can OTG his enemy with a crouching LK
  or MK, or Kouryuurekka, etc.)

  This move also has a rather useful "vacuum" effect that will drag
  in people if they are a little bit out of hit range, although it
  doesn't always work that well.  Another interesting quirk of this
  move is that it may sometimes hit someone who is right behind Dan,
  like the Crawler Assault will, but this doesn't happen often and
  even if it does, it won't amount in a lot of damage, anyway.


 ---------------------------------------------------------------------
 CHOUHATSU DENSETSU  (Legendary Taunt)
 ---------------------------------------------------------------------

 COMMAND:
  Press QCF,QCF + the Start button (requires 1 level of HC energy).

 DESCRIPTION:
  Dan rolls forward several times, taunting his opponent the first
  two times, then showing his portrait to them a la the Premium Sign
  (he doesn't throw it, though), then he jumps, taunts, lands, and
  does his "Youyutchi!" win pose.

 HOW TO USE:
  This move has no practical use in terms of gameplay--it does no
  damage, and Dan is totally defenseless and can be hit by the attack
  of your opponent's choice.  However, it's a great way to show your
  contempt for scrubs and turtlers, or to just infuriate your foe
  and show them that you put shaming them publicly before winning
  the match.  ^^;  I enjoy using this if I have a lot of life left,
  especially in the face of an oncoming Variable Combination, or if
  I'm going to win (or lose) by time out.  If your opponent is
  braindead enough to let you finish the whole thing, whack them
  upside the head with an attack the moment Dan stops.


 ---------------------------------------------------------------------
 OTOKO MICHI  (Path of Man)
 ---------------------------------------------------------------------

 COMMAND:
  Press HP,LK,B,LP,LP (requries 3 levels of HC energy).

 DESCRIPTION:
  Dan slides forward in his Advancing Guard pose for about the
  same distance as an MK Dankuukyaku.  If he gets close to his
  opponent, he grabs them and holds them tightly while gathering
  his power.  With a yell of "Oyaji!" he explodes and sends himself
  and his opponent flying away.

 HOW TO USE:
  Dan's parody of the Shun Goku Satsu is truly a move that only Dan
  could have.  Not only is the range pathetic, but this attack can
  be Tech. Hit out of!  Even if Dan does connect, it does poor damage,
  less than even a throw.  And on top of that, Dan LOSES all of his
  remaining life, except for one single sliver (so he'll die even if
  he blocks a special move).  All of that lost damage is _not_
  recoverable, either, so he's stuck like that for the rest of the
  round.  If you perform another Otoko Michi afterwards, Dan won't
  lose any more life, though.  So you're probably wondering by now,
  "What the hell is the point of this move?"  Well, it's great if you
  want to lose, and that's about it! :)  It's only value to me is
  for causing your opponent some considerable embarassment, even more
  so if you don't kill them with it but then go on to beat them using
  Dan.  This move can't be comboed, but you can always have someone
  take or block the two hits of Dan's standing MK while you enter the
  commands and then they'll still be in range to get hit (especially
  if they're in the corner).


=======================================================================
DAN, THE COMBO MAN?
=======================================================================

 ---------------------------------------------------------------------
 AERIAL RAVE COMBOS
 ---------------------------------------------------------------------

 Dan's aerial rave type is the Hunter Chain, which means you can
 press LP-> LK-> MP-> MK-> HP-> HK when Super Jumping, or after Dan's
 launcher (Down + HP), or after a corner Punch and Launch (it's
 easier than it looks, trust me).  Since Dan doesn't have any special
 moves that can be used in air, the best you can manage is 5 hits in
 air  (it's pretty hard to connect an HK after an HP because the HP
 knocks your opponent down really quickly, although you can connect
 them in the corner).  It's not much to speak of, but it does okay
 damage, so you should always go for it when possible.

 ---------------------------------------------------------------------
 GROUND COMBOS
 ---------------------------------------------------------------------

 Despite what you might think, Dan can cancel any normal move into a
 special move or HC, the majority of which will hit.  So, he has an
 okay arsenal of ground combos.  He's also a fantastic Blackheart or
 Mephisto killer, see below for details.  Now that I own the Saturn
 version of this game, I can finally add in a combo section (wasting
 quarters on combos is not my idea of fun!)

   1 - jump LP, stand MP, LK Premium Sign.
       [3 hits]
   2 - jump MK, stand HP, HP Gadouken.
       [3 hits]
   4 - standing MK, any strength Gadouken / Dankuukyaku / Kouryuuken.
       [3-5 hits]
   5 - jump MK, stand LP, crouching LP, LP Kouryuuken.
       [4 hits]
   6 - Any jump attack, crouching HP, HP Kouryuuken.
       [3 hits]
   7 - stand / crouch LP (x3), HK Dankuukyaku
       [6 hits]
   8 - Cross-up with any move, crouch HK.
       [2 hits]
   9 - stand / crouch LP, stand / crouch MP, HP Shinkuu Gadouken
       [10 hits]
  10 - jump MK, crouch LP, crouch HP, Aerial Rave.
       [4-8 hits]
  11 - Hisshou Buraiken, Kouryuurekka (OTG).
       [11 hits]
  12 - Hisshou Buraiken, crouch LK / MK (OTG), Hisshou Buraiken or
       Variable Combination.
       [21 or 12+ hits]
  13 - Hisshou Buraiken, crouch LK / MK (OTG), Kouryuurekka, then
       any special move except the Premium Sign (you'll need to roll
       forward to hit with the Gadouken or Kouryuuken, or to get full
       hits from the Dankuukyaku).
       [15+ hits]
  14 - Hisshou Buraiken, crouch LK / MK (OTG), Kouryuurekka, then
       Super Jump up-forward and perform a Aerial Rave.
       [13-18 hits]
  15 - Punch and Launch, Shinkuu Gadouken, Shinkuu Gadouken.
       [16 hits]
  16 - Punch and Launch, Shinkuu Gadouken, Kouryuurekka.
       [10 hits]
  17 - Punch and Launch, Shinkuu Gadouken, Hisshou Buraiken, crouch
       LK / MK (OTG), any Level 1 HC (or on the Saturn in Full Combo
       Gauge mode, you can use a Variable Combination).
       [20-29 hits for arcade, 20-54 hits for Saturn using Norimaro
       or Dhalsim as your VC partner]
  18 - Punch and Launch, Shinkuu Gadouken, Hisshou Buraiken, crouch
       LK / MK (OTG), Kouryuurekka.  From here you can finish the
       combo as in #10 or #11 (special move or Aerial Rave).
       [22-27 hits]

 Notes on the combos:

 - "Aerial Rave" means that you can jump up and perform an Aerial
   Rave any way you like.  For Dan, the usual best you can get is</pre><pre id="faqspan-2">
   LP -> LK -> MP -> MK -> HP or HK, but in the corners, it's
   sometimes possible to finish with HP -> HK as you fall.  Or,
   you can always opt for an air throw (easiest way is to wait a
   moment after the LK or after the MP).

 - Combo #5 only works on large characters, such as the Hulk or
   Zangief.

 - Combos #11 through #14 must be done w/ your enemy in the corner.

 - For combos #15 through #18, your opponent must be Blackheart or
   Mephisto.  He must be in either corner of the screen, not all
   the way against the edge of the screen but _almost_ in the
   corner.  This is because otherwise, the Shinkuu Gadouken won't
   get the full 8 hits.  Do the Punch and Launch on Blackheart, then
   immediately do the Shinkuu Gadouken (you should interrupt Dan's
   yelling from the throw).  From this point, you'll have to juggle
   your opponent with a Hyper Combo.  With practice, you can tell if
   you got the timing right; if you do the motion for the HC of your
   choice the moment the combo meter reads "7", it should seem as if
   you just interrupted the Shinkuu Gadouken with the move of your
   choice (although in fact you'll still get the full 8 hits).
   There should only be a millisecond of time wasted before the
   combo meter starts increasing again once your HC starts.

 - From here, if you did the Hisshou Buraiken, it's a simple matter
   of OTG'ing your enemy once you land and continuing the combo.
   The interesting thing is if you did combo #12 (the double Shinkuu
   Gadouken).  Now, it's still possible to get all 16 hits if you
   mess up the timing (you'll know if this happened because the hits
   from the second Shinkuu Gadouken will hit faster, as if your
   opponent was on the ground).  But, if you got it right, the 2nd
   Shinkuu Gadouken will have the same timing as the first one.
   And since Dan and his opponent are still the same distance away,
   it seems as if you should be able to combo afterwards, right?
   I haven't been able to connect anything, but it _seems_ so
   aggravatingly possible! :)

 - Combos #15 through #18 don't officially begin until the Shinkuu
   Gadouken hits, because your enemy can block while falling during
   the Punch and Launch.  You can also attempt these combos after
   Dan's launcher (all you have to do is adjust your timing), but
   for the same reason, the combo doesn't begin until the HC because
   your enemy can block on the way down.  Using the throw or launcher
   is necessary because your opponent needs to bounce off the Shinkuu
   Gadouken (I suppose if Blackheart jumped up and landed on your HC,
   that would also work, but the timing would be pretty hard).


=======================================================================
USING DAN EFFECTIVELY IN THE FACE OF DANGER
=======================================================================

 I'll say right now that using Dan for fun is the name of the game.
 If you play with Dan to win, you'll be sorely disappointed at first,
 until you've really gotten to know his moves well.

 There are four key elements to keep in mind when playing with Dan:

 a) Don't play him as a purely offensive or defensive character.
 b) Remember to switch from time to time to let him gain back life,
    even if you're on a roll.
 c) Keep a firm strategy in mind and never do something blindly.
 d) Taunt as needed, frequently if possible.

 Point A is a rather obvious one.  Dan lacks the ability to inflict
 big damage with most of his moves, so if you don't worry about
 getting hit in order to land an attack, you'll quickly find that
 Dan is almost dead and you haven't done much damage at all.  On the
 other hand, Dan is rather lacking in defensive terms and doesn't
 have much to help him out against a poking opponent, or if he
 becomes trapped in the corner (in most cases the best thing to do
 is block a hit and use the Variable Counter).  What you want to aim
 for when you use Dan is a balance of the two.  Learn the ranges of
 your opponent's characters and stay just beyond that, poking and
 comboing here and there (and taunting, too).  If you want to move
 in against a turtler, you can do so, and if the action's getting
 a little too hot, you can move away, but the important point is
 that you're never doing too much of either one.  This way you can
 avoid taking too much damage, and you can do a fair amount yourself,
 usually without your opponent noticing since you're not being too
 agressive.  That's when you can go in for the kill with a Shinkuu
 Gadouken or other high-damage attack.

 Another important aspect of Point A is the "poking -> throwing" way
 of playing.  This is for non-aggressive players or those who wait
 for you to slip up before attacking.  For people like this, poke
 at them constantly with the crouching LP and LK, or from further
 away, the standing MK.  Use MK Dankuukyakus to nudge them around a
 bit, or an LK one to move close or even behind them (for a free
 attack).  Keeping the pressure on them will unnerve them and give
 you more chances to attack.  However, if they keep turtling, you
 can employ the "throwing technique":

  - If an enemy is in or near the corner and is blocking, walk up
    and Punch and Launch them.  Jump up after them and press f +
    MP / HP just as you reach the height of your jump to do the
    air throw (since technically, both characters have to be
    descending in order for an air throw to connect).  If you think
    your opponent won't block upon landing, attack them (no, you
    can't combo off a corner air throw, sadly).  Or, just walk up
    to them when you reach the ground, Punch and Launch throw them,
    air throw, and repeat!  The timing is tricky, but unless your
    enemy Tech. Hits, you can keep doing it (even if they do, you
    can just get close and attempt another throw).

  - You could jump up and Aerial Rave them after the Punch and
    Launch (it'd do more damage), but if you use an air throw you'll
    land quicker, which I personally find preferrable.  You could
    always just Punch and Launch -> Aerial Rave -> and repeat,
    though....

 By mixing your pokes and throws, you can keep wearing down your
 opponent with little danger to yourself, then plow into them when
 they mess up.

 Point B is important because Dan, like Akuma, takes extra damage
 from attacks.  Not a lot extra, but enough to make it add up in the
 long run.  If you're so intent on finishing off your opponent that
 you don't bother switching out when you've lost a lot of life,
 you're not only passing up a chance to earn back some free energy,
 but you're putting yourself at risk of losing Dan should he get
 hit by some high-power assault.  As long as Dan keeps his life as
 full as he can manage, you don't have to worry about playing a
 perfect game and can screw around a bit if you'd like.  If you
 don't, you may find yourself with the time running out, and your
 only surviving character is Dan with not much life left, which is
 probably the worst situation you can get yourself into in this game.

 Point C is advice for those of you who are serious about winning
 with Dan (I think that's the wrong mindset to have, but oh well).
 Actually, it applies to everyone in some ways.  If you want to get
 a long win streak with Dan, you need to focus more on what works
 rather than what might.  I'm not trying to put down experimentation
 (it's what helped me to write this FAQ), but throwing out moves
 blindly or taunting someone in their face is gonna get you injured
 really quickly.  If you think someone is gonna bite your HP
 Kouryuuken as they jump in, you might as well try for the crouching
 HP or standing HK because it's safer.  Since you have to keep tabs
 on Dan's life and make sure that what damage you can inflict adds
 up, it's a good idea to play solidly.  On the other hand, if you're
 like me, all that really matters is doing the Super Taunt (Chouhatsu
 Densetsu) in someone's face and juggling them with the Premium Sign.
 To those people, all I can say is, have fun!

 Point D is probably the most important bit of insight I can offer.
 As mentioned before, taunting gives Dan lots of HC energy to use.
 That's one of Dan's major and unique assets--he can max out his HC
 levels incredibly quickly, and unlike, say Wolverine's super jumping
 repeated MPs, your opponent is not really gonna take heed of it
 unless you go overboard with the taunting, which is useful because
 suddenly they find themselves getting a Variable Combo stuffed down
 their throat when the match has barely begun.  If you want to be
 sneaky about taunting, do it when it seems appropriate--after you
 blast an enemy with a ferocius attack, or if they mess up a move or
 miss you.  Those of you who want to earn more HC energy can do it
 while jumping or walking forward, or at the odd random moment, just
 to seem infuriating.  That's really about all I'd recommend, if you
 taunt a lot, it's advantageous to you but even the dimmest of your
 opposition will catch on that you're earning lots of HC power.


=======================================================================
DAN'S PARTNER SHOULD BE...?
=======================================================================

 When picking a partner for Dan, you should pick one that compliments
 him (and vice versa), not an overpowered character to make up for
 his weaknesses.  Unless you are a very good player with both of
 them, you won't do as well with an Akuma / Dan team than you would
 with say, a Shuma / Dan team.  Here are my four favorite team-ups:

 ---------------------------------------------------------------------
 DAN AND SHUMA-GORATH
 ---------------------------------------------------------------------

 This may be Dan's most effective partner.  When using Dan, Shuma's
 Variable Assist (the Mystic Smash), is great for setting up a HK
 Dankuukyaku or Shinkuu Gadouken.  His Variable Counter (again, a
 Mystic Smash) is also good because it's quick.  Shuma's Variable
 Combination, the Hyper Mystic Smash, works well with Dan's Shinkuu
 Gadouken providing Dan starts the HC first.  Last but not least,
 Dan's ability to rack up lots of HC energy quickly through taunting
 makes it easy to earn enough power for Shuma's Chaos Dimension HC,
 which is a Level 3 Hyper Combo.

 Shuma also provides a big contrast to the style of gameplay you'd
 use with Dan; his long-ranged attacks and Mystic Stare let you poke
 at an enemy from afar without much risk, and he can play with the
 best of them up close with his Devitalization grab and Kick throw
 (which earns back Life gauge energy, BTW).  If your opponent is
 using an agile character like Wolverine or Spider-Man, Shuma is
 better equipped to beat them, so you can use him to attack them
 while Dan regains some life, then switch back when you think Shuma's
 had enough.  Shuma's Chaos Dimension, aside from being incredibly
 damaging, can also be connected easily if you hit with the startup,
 then jump forward and use any punch or kick (exluding LP or LK).
 Or, you can simply combo his LP (or link his crouching LK) into
 MK / HK for the Dimension grab, even if the LP is blocked.


 ---------------------------------------------------------------------
 DAN AND DHALSIM
 ---------------------------------------------------------------------

 The often-overlooked Dhalsim is a powerful companion who works well
 with Dan.  His Variable Assist (a Yoga Fire) gives Dan the long range
 attack power he needs, and Dhalsim's Yoga Inferno VC is slow enough
 to combo nicely with Dan's Shinkuu Gadouken VC, no matter who goes
 first.  If there is a fault with this team, it's that Dhalsim earns
 HC power rather slowly, so you'll have to rely on Dan to keep your
 gauge full most of the time.  Plus, Dhalsim, like Dan, is pretty
 slow and can't get around the screen quickly.

 Dhalsim's long-range attacks make him a prime candidate for Dan's
 partner because he can keep dangerous foes at bay and slowly whittle
 down their life, or if they try to stay close, he can play pressure
 games with slides and HK Yoga Drills.  Plus, Dhalsim's Yoga Strike HC
 is very damaging, but easy to connect, since he can do it every time
 off a close MP launcher if you wait a moment before putting in the
 command.  Dhalsim is a good 'healer' character since he can make
 matches last a long time by playing keep-away, allowing Dan to tank
 up on lost life.


 ---------------------------------------------------------------------
 DAN AND BLACKHEART / MEPHISTO
 ---------------------------------------------------------------------

 This is a good team for people who like to play pressure games with
 their opponents.  Blackheart is a very aggressive character and so
 works well when you tire of playing footies with Dan.  Blackheart's
 Variable Assist (LP Dark Thunder) is a good way to keep opponents
 wary, and Dan can hit someone while they are getting hit, too, since
 the attack is so slow.  Blackheart's Variable Combination is an
 Armageddon, which is hard to use well along with Dan's Shinkuu
 Gadouken, unless you're able to hit them from the ground with it,
 in which case they'll keep getting pegged by meteorites until Dan's
 attack comes along and pushes them out of range.

 Blackheart, as I mentioned before, is at his best when you use him
 to apply pressure, and this is easily done with his jumping MP or
 HK.  Once your opponent is trapped by the HK demons or juggled by
 a crouching HP, you can combo that into whatever you please (using a
 standing MP, then quickly cancelling into an Armageddon will work
 well, if you're close.  You need to master the timing so that the
 MP launches your opponent into the diagonal path of the metorites).
 Blackheart does not fare very well from up close, but, like Shuma
 and Dhalsim, he can do just fine from a distance.  Plus, his
 extended ground dashes and air dashes / backsteps enable him to
 move around quickly.


 ---------------------------------------------------------------------
 DAN AND HULK
 ---------------------------------------------------------------------

 This is probably the most-damaging team you can assemble using Dan.
 Of important note is their Variable Combination--start it with Dan
 so that his Shinkuu Gadouken will smack someone full in the face
 for several hits, then Hulk will do the Gamma Wave.  If you can do
 this with your back to the edge of the screen, the Gamma Wave will
 juggle Dan's foe all the way across the playing field for immense
 damage, in addition to what's already been inflicted by the Shinkuu
 Gadouken.  We're talking in excess of 80% damage here, easily,
 usually enough to kill someone outright if they've been injured
 previously.  Hulk's Variable Assist, a Gamma Charge (Taichi), is
 easily punishable but is the perfect setup for a HK Dankuukyaku.

 The Hulk's strength is being able to do lots of damage in only a hit
 or two.  This is great for Dan, because he normally can't do a lot
 of damage without resorting to his HCs.  I will often switch
 repeatedly between Dan and Hulk in order to wear down turtlers with
 Dan's pokes, then smack them silly with the Hulk.  The Hulk also has
 a better air game than Dan due to his damaging Hunter chains and
 anti-air Gamma Charge, so he can be of great help if your opponent
 keeps jumping or triangle jumps a lot.


=======================================================================
SECRETS AND TRICKS
=======================================================================

 ---------------------------------------------------------------------
 PLAY AS THE HIDDEN CHARACTERS
 ---------------------------------------------------------------------

 To use a hidden character, at the character select screen, move to
 the character you want and input the code as listed.  You can put
 two hidden characters in your team if you want, but since this is a
 Dan FAQ, I have to recommend that you use Dan along with one of the
 hidden guys ;)

  SHADOW
   Go to Dhalsim, hold Up + Start for 6 seconds, then press together
   LP + HP or LK + HK.

  HIYAKESHITA SAKURA
   Go to Hulk, hold Right + Start for 6 seconds, then press together
   LP + HP or LK + HK.

  ARMOR SPIDER-MAN
   Go to Spider-Man, hold Down + Start for 6 seconds, then press
   together LP + HP or LK + HK.  Note that technically, you need to
   press Down + Start when on Ryu so that you'll be highlighting
   Spider-Man.

  MEPHISTO
   Go to Omega Red, hold Down + Start for 6 seconds, then press
   together LP + HP or LK + HK.

  MEGA ZANGIEF
   Go to Blackheart, hold Left + Start for 6 seconds, then press
   together LP + HP or LK + HK.

  US AGENT
   Go to M. Bison, hold Up + Start for 6 seconds, then press together
   LP + HP or LK + HK.

 The key when selecting a hidden character is to count slowly (one
 thousand one....one thousand two....)  Those of you who want a
 reference, it's the amount of time it takes Blackheart to breath in
 and out (watch his standing animation).


 ---------------------------------------------------------------------
 BEAT UP YOUR OPPONENT
 ---------------------------------------------------------------------

 After winning the match (both opponents are dead), press Start to
 break out of your win pose and regain control of your character.
 You can now bust up your defeated challenger with any attack you
 desire, including Hyper Combos, if you have some HC energy left.
 Note that if you do this after beating the game (when your partner
 comes onscreen), you can attack him or her until the ending starts
 up.  Neat.


 ---------------------------------------------------------------------
 SWITCH YOUR FIGHTING ORDER
 ---------------------------------------------------------------------

 Simply hold all three Punch buttons during the "Vs." screen that
 appears between matches and you'll start off with the character you
 picked second.  To go back to using the first character at the start,
 just hold all three Punch buttons again at the next "Vs." screen.


 ---------------------------------------------------------------------
 DAN'S SECRET INTRODUCTION
 ---------------------------------------------------------------------

 Make sure that Dan will be up first, then hold LP during the "Vs."
 screen that appears before a match begins.  Dan will land on the
 ground in a huge explosion!  This doesn't affect gameplay at all but
 is fun to do.


 ---------------------------------------------------------------------
 DAN'S SECRET PREMIUM SIGN FINISH
 ---------------------------------------------------------------------

 If you kill someone via the Premium Sign (even if it's block damage),
 you'll get the black flash normally reserved only for Hyper Combo and
 Variable Combination finishes.  Note that this only works for the
 throwing part of the move and not when Dan is showing it.


=======================================================================
DAN'S HUMILIATING QUOTES AND HIS VICTORIUS ENDING
=======================================================================

 Nothing in here is word for word, it's just how I remember it.

 Win Quotes:   I'm sorry.  No, you are!
               The only master I need is myself!
               Fear the mighty power of my Super Taunt!
               It's more fun to mock you than to defeat you!
               Hah, you're weak!  Just like me!
               I'm not stronger than you...just better than you!

 Apocalypse:   I will put the Big Hurt on you! - Dan
               Who is this posturing idiot? - Apocalypse

 Teammate:     I envy your power, _name_! - Dan

 Ending:       (Dan's holding Cyber-Akuma by his gi)

   Dan   -     I'll make you pay for what you've put me through!
   Girl  -     Wait!

               (Dan looks shocked to see a young girl standing next
               to him, who looks like Dan with a long ponytail in a
               sailor suit).

   Girl -      He, he's our....

               (A picture of a large question mark appears)

   Screen -    The End?

   Note that this ending is intended to be a parody of the ending of
   Art of Fighting, in which Ryo is just about to finish off Mr. Karate
   when his sister, Yuri shows up and tells him that he is their father,
   Takuma Sakazaki.


=======================================================================
REVISION HISTORY
=======================================================================

 Version 1.6 released on 11/20/98
  - More corrections, and some additions to the combo section.

 Version 1.5 released on 10/15/98
  - The FAQ has been rewritten for clarity, and some stuff has
    been added and removed in the process.  People generally don't
    like my rewrites (see my FF7 or KoF '97 FAQs for examples), so
    if you want me to put the old FAQ back up, just lemme know. ;)

 Version 1.3 released on 9/16/98
  - Some corrections and additions.

 Version 1.2 released on 8/3/98
  - A few fixes and additions made.

 Version 1.1 released on 4/29/98
  - More general strategy updates.

 Version 1.0 released on 4/10/98
  - More strategy and hyper combo usage notes, as well as many minor
    additions and some corrections.

 Version 0.8 released on 3/18/98
  - General corrections and strategy updates.

 Version 0.7 released on 2/27/98
  - Included the 'Premium Sign' trick as well as Super Taunt info.

 Version 0.6 released on 1/28/98
  - Added the correct name and command for Dan's Autograph move and
    entered in the Easy Mode commands.

 Version 0.5 released on 1/22/98
  - More small corrections.  Not much left to add.

 Version 0.4 released on 1/1/98
  - A lot of minor stuff corrected.

 Version 0.3 released on 12/17/97
  - Fixed that glaring error about Dan's Otoko Michi.  Excuse me! :)

 Version 0.2 released on 12/11/97
  - Dan's second throw and energy info. for his rolling taunts added.

 Version 0.1 released on 11/30/97
  - First release.

 Version 0.0 created on 11/9/97


=======================================================================
SPECIAL THANKS
=======================================================================

 Jess Ragan  <[email protected]>
  - For quote corrections and other miscellaneous information.

 Tomas Wilde  <[email protected]>
  - For info. on using the Shinkuu Gadouken vs. Variable Assist
    attacks.

 Scott Kinoshita  <[email protected]>
  - For the Premium Sign trick.

 James Kuroki  <[email protected]>
  - Provided the translation for 'Otoko Michi'.

 Rylan Hilman  <[email protected]>
  - Notes and corrections on Dan's moves.

 Orochi Herman  <[email protected]>
  - Notes on the hidden characters.

 Yow Hong Chieh  <[email protected]>
  - Hidden Character codes taken from his Codes FAQ.

 Charles Washington  <[email protected]>
  - Move terminology taken from his MSH vs. SF FAQ.

 (Both of these FAQs are available at www.gamefaqs.com)


=======================================================================
THE FINAL WORD ON THE KING OF STREET FIGHTERS, DAN HIBIKI!
=======================================================================

 If you've been avoiding Dan because of his reputation, or because you
 see other Dan players get creamed, then I hope reading this FAQ has
 changed your mind.  Dan is a very skilled character and while I may
 over-hype his abilities, it's only because he's a ton of fun to play
 and you're guaranteed to get respect when you start playing and
 winning with him.  Also, Dan is probably the only character in the
 game who didn't get the 'crazy combo and supermove' Marvel treatment,
 meaning that it takes real skill to play with him, not how fast you
 can spaz on the buttons for extra hits during a Hyper Combo or how
 quickly you can tap the buttons for some cheesy Air Combo (well, okay,
 some people do this!)  If you've played MSH vs. SF to death, then try
 picking Dan--you'd be surprised how much fun he adds to a match.

 Above all, remember to have fun!  That's the best part of using
 Dan, the King of Street Fighters!

 That's all!

Unpublished work Copyright 1997-2001 Chris MacDonald