DAN HIBIKI COMBOS P, P, P, P Just the basic four hit punch combo - but with one slight difference. This is DAN, remember - his final hit is his forearm taunt that works like an uppercut. P, K, K, K Dan starts with a slapping palm, and then changes into a white leisure suit, swings a microphone around, and dances around, imerpsonating Elvis for the next three hits. As usual, the last hit is delayed in coming out and has long recovery. P, K, P, P This flash combo ends with Dan doing a special throw where he traps his opponent and then sings into a microphone for a second. Because Dan can't sing, this stuns them so much they're turned into stone for a second, allowing Dan to get another hit in. MOVES Standing Taunt Start while standing Jumping Taunt Start while jumping Dancing Taunt D+Start while standing. Apparently Dan shouts and dances around - I haven't tried this one yet but it sounds like he changes into his white leisure suit again. Gadouken QCF+P Can be powered up with red gems. Dan throws a fireball horizontally - and it goes only about one inch on the screen. It goes this short a distance no matter how powered up it is... Level 1 - small and slow and does only one hit. Level 2 - A little bit larger and does 2 hits. Level 3 - Large (but medium sized relative to some other fireballs) and does 3 hits. Kouryuuken F, D, DF+P Can be powered up with yellow gems. Dan rises up into the air, with his fist extended. However, his fist isn't quite as extended compared to Ryu and Ken's Shouryuken moves. Occasionally, he'll flash white when doing this move - when this happens he's totally invulnerable. Level 1 - Rises a very short distance and does only one hit. Level 2 - Rises about half a screen's distance and does 2 hits. Level 3 - Rises about a screen's distance and does 3 hits. Dankuukyaku QCB+K Can be powered up with blue gems. In this move, Dan leaps forwards at his opponent and kicks out at them. I've had a very hard time trying to put it into a traditional 2in1 combo, as it seems to take too long to come out to go into a combo well. Level 1 - Goes about a third of the screen and kicks out twice, doing two hits. Level 2 - Goes about half a screen and kicks out three times, doing three hits. Level 3 - Starts with the Level 2 version, and then finishes off with a Kouryuuken. The level you have the Kouryuuken charged up to has no effect on the Kouryuuken done in the Level 3 Dankuukyaku. Be CAREFUL with the Dankuukyaku at this level, it leaves you very vulnerable. Special throw QCF+P+K Can't be powered up. This is the throw Dan does in his PKPP flash combo - he grabs his opponent, traps them, making them a captive audience, and then sings to them. Because his singing is so bad, this somehow turns them to stone for a brief second, opening them up for a free hit. SUPER MOVES Kouryuurekka QCF, QCF+K OR F, D, DF+S Dan does a grounded Kouryuuken that slides along the ground, and then follows it with a Kouryuuken that rises up into the air. This does a total number of seven hits. Shinkuu Gadouken QCF, QCF+P OR QCF+S Dan releases a powered up version of the Gadouken that goes further than the normal one (but not by much) and does five hits. Just as effective in combos as anybody else's super fireballs. Oyaji blast HCF+S Dan hops back, and a masked figure appears in front of him. This figure is supposed to be Dan's dad (even though he's also supposed to be dead - undead! undead!) Dan's dad then fires a narrow laser beam attack from the nose of the mask that does 10 hits. Because of the long startup time this can't be put into combos but it stops damn near everything - but despite how impressive it looks it does very little actual damage. Funeral Cry Kill HCB+S This is a level 3 super move. Dan hops back and his father appears in front of him. His dad then glides forward a short distance - if he hits Dan's opponent, whether blocking or not, the screen whites out, there's the sound of fifteen hits, and then the normal scene appears, with Dan's opponent at his dad's feet. Basically this is Akuma's 'Shungokusatsu' with a twist. If this move finishes off the opponent, then the background changes to a picture of the sea and a mighty wave, with the chinese character for 'father' superimposed over it, and Dan's dad stays around with his back turned, much like Akuma. People are VERY surprised when Dan uses this, they just don't expect it from him. It also implies some connection between Dan and Akuma, first hinted at in Dan's ending in MSHvsSF. The Legend of Taunt QCF, QCF+Start This is a SUPER TAUNT! Yes, you can waste a whole level of super energy to just mercilessly taunt your opponent! In this, Dan will roll forward a short distance, then go into one taunt for about half a second, do another short roll forward, come up and go into another taunt, and so on. Dan unleashes about seven different taunts like this, the last one being him changing into his white leisure suit and dancing around. He finishes off by jumping into the air and doing a jumping taunt, lands, then does the thumbs-up gesture, grins hugely, and says 'yoyutchi' (meaning "piece of cake.") Incredibly funny, but none of it will hit your opponent and most people won't let you finish it. SPECIAL NOTES ABOUT DAN Dan has a MAJOR handicap - when he knocks gems from his opponent, they're only ever red gems. He has to get other coloured gems by hitting the characters on the clouds, getting the gems from the chests, or picking up the gems knocked out from him by the opponent. This means that often the Gadouken charges up to level 3 very quickly but the Kouryuuken and Dankuukyaku stay at level 1 a long time. I've also noticed that the damage he does is PITIFUL, even with his level 3 Funeral Cry Kill supermove. It looks like Capcom has been trying to weaken Dan considerably in this incarnation. But then again, the damage he does seems to be about the same as the damage others can do, so...