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Dan Hibiki (火引 弾 Hibiki Dan?) is a video game character from the Street Fighter series, first appearing in Street Fighter Alpha. He is an arrogant, overconfident and feeble self-taught martial artist that runs a failing dojo.
| This dropdown contains the synopsis of Dan Hibiki's story. Read at your own risk as you may be spoiled otherwise! | ||||||||||||
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Early History Afterward, Dan created his own variation of Gouken’s teachings, mixing them with Muay Thai influences and naming the style Saikyō-ryū, or “Strongest Style,” despite the fact that his techniques are notably ineffective. With his new fighting style, Dan set out on a personal mission to confront Sagat and avenge Go’s death. Street Fighter Alpha 2
The All About Street Fighter Zero 2 guide describes Dan’s past with a dramatic, dream-like account. Under harsh artificial light, a towering man winces in pain as another fighter rushes toward him. Dan recognizes the scene as his father’s fateful match against Sagat—the moment that ended Go’s life. The flash of red, the eruption of blood, and the violent impact all replay in Dan’s mind until he jolts awake, trembling and drenched in sweat. For ten years he has been haunted by nightmares of that day. Believing that only vengeance will silence them, Dan dedicates himself entirely to training, sharpening his anger into something he hopes will defeat Sagat. Filled with determination, he unleashes a flurry of strikes upon a punching bag, finishing with his Hisshou Buraiken and a cry of “Koryuken!!” The bag is torn apart, and Dan raises his fist, convinced that fear must be turned into strength. While traveling, Dan crosses paths with Guy, who lightly mocks his techniques before accepting a friendly match. Dan’s journey eventually brings him face-to-face with Sagat. When Dan taunts him about taking his remaining eye, Sagat remarks that the man who damaged his right eye died for it—confirming to Dan that Sagat killed his father. Furious, Dan calls him a murderer, prompting their battle. Dan emerges victorious, unaware that Sagat allowed the outcome, having learned how destructive unchecked anger can be. Believing he has avenged his father, Dan returns to Hong Kong and establishes the Saikyō-ryū Dojo. Street Fighter Alpha 3
In the All About Street Fighter Zero 3 guide, Dan is shown living out of a small tent in Hinode Park, the same place used as his stage. Sakura visits him there and asks him to accompany her to Ken’s birthday celebration, expecting a large gathering of fighters and hoping Ryu will attend. She wants Dan’s help because he can speak multiple languages—Japanese, English, Thai, Cantonese, French, and Russian—making it easier for her to interact with international fighters. Dan agrees, but only if Sakura convinces her opponents to join Saikyō-ryū. She reluctantly accepts, and after she leaves, Dan proudly declares to his father that Saikyo is finally gaining recognition. In his Street Fighter Alpha 3 arcade story, Dan travels the world advertising Saikyō-ryū. Chun-Li eventually confronts him, suspecting he might be tied to Shadaloo. Dan defeats her and escapes, later returning to Thailand where he challenges Sagat again, this time hoping to recruit him into Saikyo. Sagat refuses, and after their fight, Dan encounters M. Bison. Remembering Chun-Li’s accusations, Dan blames Bison for the trouble and ends up fighting both Balrog and Bison, winning both matches and finishing Bison with his Hisshou Buraiken. In his ending, Dan converts the Psycho Drive Facility into his new Saikyō Thailand dojo. He and his friend Blanka—whom he correctly calls Jimmy—begin practicing the Rolling Attack together. Charlie eventually arrives with an air unit and bombs the area, forcing Dan and Blanka to flee. At some later point, Dan takes Sakura on as his student. While she remains friendly toward him, Dan fails to realize she is mainly using their training as a way to stay close to Ryu. Street Fighter IV Dan joins the new tournament to boost the fame of Saikyō-ryū, barely earning enough points to sneak in at the last moment. After it ends, Dan wanders into the S.I.N. facility, bumps into Blanka, and nearly gets caught in a massive explosion. Ryu and Sakura pull them to safety, and Dan warns them to watch themselves because “even with his incredible strength,” they might not survive the next blast. He then walks off, leaving the group stunned. In Super Street Fighter IV, hoping to profit from being associated with legendary fighters, Dan records a commercial promoting the Saikyō-ryū dojo and invites viewers to sign up (despite his phone still not working). When nobody arrives, Sakura notes that the ad didn’t include the dojo’s address, leading Dan to realize the oversight and scream in frustration — something Poison later teases him about in her victory quote. Street Fighter V Dan shows up as one of the simulated fighters in Alex's character story, alongside E. Honda and Hakan. He also appears with Hakan and Elena in G’s Arcade Mode ending. Dan was the first DLC character released for Season 5 of Street Fighter V. In Dan’s Street Fighter V Route Arcade ending, he defeats G with a Dankukyaku and even helps him back to his feet afterward. He later uploads a video of himself “training” G, Blanka, Fei Long, Sagat, Vega, Balrog, M. Bison, Seth, Gill, and several other unknown fighters as the first students of his new Saikyo dojo. The final panel reveals that this entire scenario was only a fantasy he imagined after G decisively beat him, leaving G visibly annoyed with Dan’s weak effort. Power Up Saikyo-Style After talking with Sakura, Dan realizes the dolls are indeed modeled after Blanka and had been briefly popular among teens. Inspired, he borrows money from Sakura and travels to Brazil to meet Blanka. Following a sparring session, the two reunite, and Dan praises Blanka for the dolls’ popularity, even giving him a Blanka-chan doll. Dan then decides to start his own business: mass-producing “Saikyo-boy” dolls — mascots representing Saikyo-Style — to attract teenagers and convince them to become students at his dojo. Blanka repeatedly corrects him, saying the dolls aren’t creepy and that he doesn’t practice Saikyo-Style, but Dan ignores the comments and continues boasting about how cool Saikyo-Style is as the scene ends. Street Fighter 6 Dan also appears in one of Ryu’s flashbacks during a Japanese festival, set around the time Ryu began growing a beard. In this memory, Dan, Ryu, and Retsu take part in the festival’s performances as volunteers, while Sakura, Kei, and Maki cheer them on from the crowd. |
General Description: Dan is a young adult male with brown eyes and brown hair usually tied in a ponytail. He wears a traditional karate gi over a black or dark-colored undershirt. The gi color varies by appearance, often bright pink, orange, or dark blue, and may include tears or wear marks in certain designs. He wears a belt that is generally shorter than standard, and gloves that are purple in some games. Footwear ranges from traditional brown geta shoes to sneakers, depending on the costume.
Facial Features: Dan has a ponytail, light facial hair in some appearances, and brown eyes. In some alternate designs, he wears a red tengu mask covering part of his face.
Clothing/Outfit: Dan’s gi is typically worn loose, sometimes paired with a short-sleeved undershirt displaying kanji designs. The back of his gi may feature the kanji 弾 (Dan) or 強 (strength). Alternate costumes include: a battle costume with a torn orange gi and gray fingerless gloves, a story costume mascot suit resembling himself, and a dark blue-and-white short-sleeve jersey jacket with matching trousers and sneakers. Gloves, undershirt colors, and gi variations change across appearances.
Special Features: Certain kanji appear on his gi, including 弾 on the back and white kanji along the edges of his undershirt sleeves. The gi may also show wear such as tears on the pants. Gloves and footwear vary across appearances.
Alternate Forms/Disguises: Dan’s alternate appearances include variations of his gi, undershirt, gloves, footwear, and a mascot costume. Some designs feature additional accessories such as masks or modified sleeve lengths.
Name: Dan Hibiki
Origin: Street Fighter Alpha
Overall Series: Street Fighter
Greater Franchise: Capcom
First Appearance: Street Fighter Alpha
Company: Capcom
Creator: Takashi Nishiyama, Hiroshi Matsumoto
Actor
Gender: Male
Sexuality: Heterosexual
Pronouns: He/Him
Handedness: Right-Handed
Age: Late 20's in Street Fighter Alpha, in his 30's currently
3 Sizes: B113/W83/H88[2]
Birthday: November 25[3]
Birthplace: China, Hong Kong[4]
Time Period
Timeline: Main Timeline
Homeworld: Earth
Residence: Hong Kong
Story Role: Fraud
Legacy: Worldwide Legacy (Dan's dojo is well known around the world, though many do not apply to it)
Influence: Event Influence
Language: Multilingual
Ethnicity: Japanese
Religion: N/A
Classification: Martial Artist, Alpha Warriors
Species: Human
State of Being: Regular
Physiology: Humanoid Physiology
In-Universe Creator: Unknown
Occupation: Owner of Saikyo-Style dojo
Combat Style: Saikyo style
Affiliations: Yuriko Hibiki, Go Hibiki, Blanka, Sakura Kasugano, Ryu, Ken Masters, Gouken, Chun-Li
Enemies: Sagat
Status: Alive
Alignment: Neutral Good (Dan initially wanted to get revenge on his father's killer, later on he sets a dojo to spread his fighting style around the world. Dan dislikes evildoers[10])
Protection Level: Street Protector (Dan dislikes evildoers and thus will protect people from them[11])
Archetypal Tiering: The Loser
Keys: Street Fighter Alpha Series | Street Fighter IV | Street Fighter V
Key Information:
Grade: C | C | C
Tier: 9-B | 9-B | 9-B
Cardinality: Finite
Dimensionality: 3-D
Power Source: Ki (All Fighters utilize "Ki" as their primary energy source[16]. The training of "Chi" involves 3 layers and 9 steps, solidifying their trained energy into chi, realizing divinity through their trained chi, and restoring health to a void through their trained divinity, in the art of battle, fighters must cultivate and store their "chi" using the nine kou's rear gate point, in other words, a fighter is focusing all of their determination into one point of their body[17])
Attack Potency: Wall level (Potency) (Destroyed a punching bag until there was no trace left[18]. While he is the weakest character in Street Fighter, he is still a member of the cast, where the Street Fighter cast can break[19] apart cars overtime with various hits[20]. They can also destroy metal barrels[21]. Along with destroy stone walls overtime[22]. Fought and defeated a Sagat that was massively holding back[23]. Fought and defeated Alpha 3 Chun-Li[24]) | Wall level (Potency) | Wall level (Potency) (Fought against Blanka[25], with Blanka noting him to be strong[26])
Durability: Wall level (Took a hit from Blanka[27]. AFter taking one of the fatal techniques of Street Fighter 1 Era Ken Masters[28][29], he was already up and about, with Ken noting his toughness seems to be master level at the very least[30]) | Wall level | Wall level
Striking Strength: Wall Class (Potency) | Wall Class (Potency) | Wall Class (Potency)
Lifting Strength: Likely Superhuman Class (Dan is able to grapple and throw grown men over his body[31]) | Likely Superhuman Class | Likely Superhuman Class
Travel Speed: At least Superhuman (All fighters create afterimages when using their super combos[32]. Dan can outrun a wall of flames[33]) | At least Superhuman | At least Superhuman
Attack Speed: At least Superhuman | At least Superhuman | At least Superhuman
Reaction Speed: At least Superhuman | At least Superhuman | At least Superhuman
Stamina: Superhuman (Each fighter has mastered different skills and special moves, requiring more then just brute strength in order to defeat the others in the Street Fighter tournaments and earn the title of Grand Master[34]. Can go through intense battles and long periods of training)
Range: Standard Melee, Higher with Projectiles (Can harness his energy to shoot out a Gadoken, a small short form blast[35])
Intelligence: Average Intelligence
Master level (Dan is fluent in English, Thai, Japanese, Cantonese, and knows some French and Russian[36])
At most Expert level (Dan Hibiki's fighting style is considered halfbaked in comparison to the fighters in the series, though his fighting style takes from what he learned under Gouken and mixing it with other moves[37]. He also showcases his style being able to utilize various punches and kicks with his Hisshou Buraiken[38])
Each time a fighter executes normal moves and special moves, their Super Combo Gauge will build up. Their level will increase when the gauge reaches certain points, and then they will be able to perform Super Combos and Alpha Counter moves.
When performing Super Combos, the amount of damage inflicted by a successful combo can be controlled depending on the buttons pressed. With the Super Combo Level Gauge at full power (Level 3) fighters can perform the Super Combo, using 1, 2 or 3 attack buttons simultaneously to increase or decrease the number of hits inflicted. The more buttons fighters press simultaneously, the more damage will be inflicted but more power will be consumed from the fighter's gauge.
←↙↓ + any Punch button
When fighters block their opponent's attack, press the Directional Buttons, ←↙↓, in a smooth motion, then press a punch or kick button (depending on the character). This performs an Alpha Counter attack, which is a quick counter move against their vulnerable opponent. Alpha Counters consume 1 level on the Super Combo gauge.
Press Directional Button away from opponent. Fighters can even block in mid-air.
Press Directional Button toward opponent, then press either Medium or Hard Punch or Kick button. Some characters may be able to execute a grab or throw move automatically.
Fighters can recover from dizziness more quickly by pressing back and forth on the control pad and by pressing the attack buttons rapidly. Fighters can escape grab moves in this manner as well.
Through using the above throw command to reduce damage from throws where the character safely falls to the ground.
When a fighter is hit by a knock-down move (Dragon Punch, Leg Throw, etc.), press the Directional Buttons, ←↙↓, in a smooth motion, then press any punch button. The character will roll forward and avoid being floored by the opponent's move.



Fighters can avoid falling down from certain attacks, such as a Dragon Punch. By pressing the above command buttons, the fighter will roll forward and avoid being floored by their opponent's move.
When the opponent is attacking, press ← on the Control Pad instead of fighting back to avoid taking damage. Blocking also works while the fighter is in the air.


When the fighter blocks their opponent's attack, press the above command. This will perform an Alpha Counter attack, which is a quick counter move against the vulnerable opponent. Alpha Counters consume one level on the Super Combo Gauge.
When the fighter is being thrown, if they try to throw back at the right time, the amount of damage they receive will be reduced and they will fall safely to the ground.
Move toward the opponents and press either a Medium or Strong Punch or Kick button. Depending on the character, they may be able to execute a throw or grab move automatically.

To do some serious trash talking, press SELECT.
The Super Combo Level Gauge builds up as they perform moves. When it reaches a certain length, its level increases allowing the fighter to perform Super Combos, Alpha Counters, and Custom Combos.

Custom Combos are available with V-Ism characters only.
When a V-Ism character's Super Combo Level Gauge builds up to 50% or more, they can perform a Custom Combo by pressing Punch and Kick buttons of the same strength simultaneously.
When blocking an attack, press → or ← (toward opponent) + Punch and Kick buttons of the same strength
This counterattack moves uses 1 Super Combo level and shortens the Guard Power Gauge.
Block an opponent's attack by pressing a Directional Button away from it. Use a standing air or crouching block according to the attack. (Air blocks are not available with X Ism).
When knocked up in the air, press 2 Punch buttons simultaneously (not avilable with X Ism).
Use a defense fall to avoid an opponent's additional attacks.
When knocked up in the air, press 2 Kick buttons simultaneously (not avilable with X Ism).
→ or ← + 2 Punch or Kick buttons simultaneously.
This move works as a throw when the fighter is attacking, or an escape when an opponent grabs the fighter.
Press the Directional buttons, Punch or Kick buttons rapidly.
This counter move reduces the damage when the fighter is under attack or blocking.
There are three basic punches:
Press the Y button. The jab is very quick, but does little damage.
Press the X button. The strong punch does a fair amount of damage.
Press the L button. The fierce punch does a large amount of damage, but is slow.
There are three basic kicks:
Press the B button. The short kick is very quick, but does very little damage.
Press the A button. The forward kick is strong and is fairly quick.
Press the R button. This roundhouse kick is powerful, but very slow.
Close Attacks are special techniques which can only be used when two fighters are right next to each other. These techniques fall into two basic categories: THROWS and HOLDS.
Throws allow fighters to grab an opponent and toss them across the room. Some fighters can even do thorws in mid-air.
Holds allow fighters to grab an opponent and then hit or bite them again and again.
Press a Punch (P) or Kick (K) button.
Combo moves made up of a D-Button/Joystick command and a Punch or Kick button press.
Fighters can perform either a standing or crouching block. Use a right block to ward off an opponent's attack.
↓↑ Jump higher than a regular jump.
→→ or ←←

Press toward opponent for an upper attack or ↓ for a lower attack the moment the opponent's attack hits. If successful, the fighter moves first and takes the advantage.
↓ The moment an opponent knocks or throws a fighter up into the air, this technique allows them to recover.
All buttons Recovery from dizziness more quickly by rapidly pressing the Directional Buttons, punch buttons and kick buttons in any random order.
LP + LK simultaneously When close to an opponent, press the Light Punch + Light Kick buttons simultaneously to throw the opponent. Some characters have grab moves instead of throws. Also, input the command the moment the opponent grabs the fighter to escape from the opponent's throw move.
MP + MK simultaneously Jump lower than a regular jump and attack. Effective against an opponenet who is doing a crouching block.
HP + HK simultaneously Each character has an individual Personal Action with a unique effect.
Directional Button/Joystick + Punch or Kick Button A Super Art move is a super powerful special move. As the fighter attacks, their Super Art Gauge gradually fills up. When the gauge is full, the fighter can perform a Super Art move. Each fighter has three Super Arts.
2P or 2K buttons
When the Super Arts Gauge is blinking light blue, press two P or K buttons while inputting a Special Move command to perform a more powerful version of the Special Move. An EX Special Move requires a certain amount of Super Art Gauge.Press the punch or kick buttons to perform normal moves. The actual attack performed depends on the position of the fighter and the button pressed.
Inputting a specific combination of directional and attack buttons allows the fighter to perform a special move. Even if the opponent blocks a special move, they will still take a small amount of damage. Inputting the command for a special move during certain normal moves allows the fighter to cut short, or "cancel", the normal move and quickly go straight into performing the special move. Using cancelling skillfully is one way to create damaging combinations.

Pushing the directional button away from the opponent allows the fighter to block their attacks. They can block high (Standing) and low (crouching) attacks. High and low blocks can block specific attacks, but not every attack. The fighter will need to carefully and quickly swap between them to block all incoming attacks.

Press the forward directional button twice to perform a forward dash, or the backward directional button twice to perform a backward dash. Dashing allows the fighter to quickly close the distance between them and their opponent, or to fall back and reassess the situation.
If the fighter keeps getting pummeled, they will eventually become stunned. While stunned, they cannot do anything. Their only hope is to press the directional buttons and other buttons as fast as they can to recover from the stun faster.

When standing close to the opponent, pressing the light punch button and light kick buttons simultaneously allows the fighter to throw their opponent. Theyh can change the direction they throw the opponent by pressing the left or right directional buttons. They can prevent themself from being thrown by pressing light punch and light kick together when their opponent begins to throw them. This is called "throw escape".
Some characters can also perform a throw when jumping (aerial throw), or special move throws (command throws). Throw escapes cannot be performed against aerial or command throws.

When the opponent's attacks have knocked their character to the ground, they can press the down directional button twice or any two attack buttons simultaneously the instant that they hit the dirt to perform a quick recovery. A successful recovery will reduce the amount of time spent prone on the ground and make it easier to respond to the next incoming attack.
Some attacks, such as throws, do not allow a recovery to be performed after them.
While standing, the fighter can press the heavy punch and heavy kick buttons together to make sure they perform a personal action and taunt their opponent. This action in and of itself has no special properties.

Press and hold the Medium Punch and Medium Kick buttons together to charge up a Focus Attack. To perform a full strength Focus Attack, hold the buttons until the attack is unleashed automatically. If the fighter releases the button while charging, the Focus Attack will come out sooner, but weaker.

The fighter can absorb up to one enemy attack in the time between pressing the Medium Punch / Medium Kick buttons and the Focus Attack being peformed. They can then go on to counter by performing the attack.
Absorb an opponent's attack and, rather than take direct damage, a section of the fighter's vitality gauge will change color, and will regenerate over time. This damage will recover as time passes, but if they are hit again before it finishes recovering, the remaining section will vanish and can no longer be recovered.
There are three levels of charging for a Focus Attack. The levels depend on how long the fighter holds the Medium Punch and Medium Kick. The fighter will flash white each time the Focus Attack level increases.
| Levels | ||
|---|---|---|
| Attack Level | Main Benefits of Focus Attack performed | |
| Level 1 |
| |
| Level 2 |
| |
| Level 3 (Keep holding until performed) |
| |
When an opponent crumples, they are rendered totally defenseless as they fall to the floor. Follow up with extra attacks or throw to take advantage of a crumpled opponent and do further damage.
The fighter cannot move or jump during a Focus Attack, but they can perform either a forward or backward dash to cancel the Focus Attack quickly.
Hitting the opponent or performing special moves will increase the Super Combo Gauge. The gauge is divided into four segments and, when completely full, a special command can be inpute to perform an all-powerful Super Combo. Doing so will use up all of the Super Combo Gauge.
Input the Super Combo command while performing a normal move or special move and the fighter can cancel and move directly into the Super Combo. This is called a "Super Cancel". Using Super Cancels strategically allows the fighter to chain a normal move into a special move, and then into a Super Combo for massive amounts of damage.

The fighter can also perform an EX special move by pressing two or more of the required buttons (punch or kick) when inputting a special move command. This will consume one segment of the Super Combo Gauge. EX special moves are further powered up versions of the normal special moves.

When performing certain regular or special moves it is possible to press Medium Punch and Medium Kick together and cancel into a Focus Attack. This is called "EX Focus." (It will consume two segments of the Super Combo Gauge.) EX Focus has the same properties as a regular Focus Attack, aside from having no Hyper Armor effect.

The EX Focus can also be used when the fighter's special moves are blocked to protect themself from the opponent's counterattack.

The Revenge Gauge fills up as the opponent damages the fighter. Once it is over 50% full, the fighter can input a character-specific command to perform an "Ultra Combo," a devastating special move.
Performing an Ultra Combo will consume the entire Revenge Gauge. The higher the gauge is charged upon performing the attack, the more damage the ultra combo will do.Press the punch or kick buttons to perform a normal attack. The precise attack varires depending on the fighter's position and the button pressed.
Pressing the directional and attack buttons in specific combinations will perform special moves. Special moves will take off a small amount of damage even when blocked. By performing a special move during certain normal attacks, the fighter can cancel the normal attack and move swiftly into doing a special move.
These are special moves that are more powerful or have a stronger effect than normal. Fighters can perform an EX Special Move by pressing a punch or kick button (depending on the move) at the same time as the fighter inputs a special move command. This will use one stock of the fighter's Critical Gauge.
Fighters can block an opponent's attack by pressing the directional button away from them. There are two types of guard: standing and crouching. Each can be used to block different types of attacks, so they'll need to know which type of guard is best for each situation.

Pressing the medium punch and medium kick buttons simultaneously will trigger a special action with a unique effect specific to that fighter.

When a fighters V-Gauge is at MAX, press the hard punch and hard kick buttons simultaneously to trigger a special action specific to that character, consuming the entire V-Gauge. With effects like temporary power ups and teleportation, the V-Trigger can turn the tide of battle and give a fighter the upper hand.

When guarding, press all kick or punch buttons at the same time while simultaneously pressing the directional button towards the opponent to consume one V-Gauge stock and perform a counter-move.

Press Hard Punch and Medium Kick at the same time to spend 1 stock of V-Gauge and perform a backward evasive action.

If a fighter successfully parries their opponent's attack with a V-Shift, they will trigger slow motion. While in this state, press Hard Punch and Medium Kick together to perform a fighter-specific counterattack called a V-Shift Break.

When standing close to the opponent, the fighter can perform a throw by pressing the light punch and light kick buttons simultaneously. If their opponent tries to throw them, they can execute a throw escape by pressing the light punch and light kick buttons together at just the right moment.

Pressing left and right on the control pad/left control stick will let the fighter move in that direction. The fighter can move forwards or backwards with no difficulty, not losing balance even while moving backwards while fighting against an opponent.
Through double tapping the left control stick in the same direction, the fighter will perform a dash. Dashing lets the fighter cover more ground than regular advancing or retreating.
Through inputting the control pad/left joystick upwards, the fighter will perform a jump. The fighter can either jump straight up or to either side. Jump are utilized for moving while avoiding opponent attacks, though jumping around too much will make the fighter look predictable.
Normal Attacks are performed through the fighter using the punch or kick inputs, allowing them to perform attacks of different strengths depending on the input done. There are weak versions of normal attacks known as light attacks, while weak they come out quick. There are medium attacks which are well balanced and easy to use. There are heavy attacks that leave the fighter open to counter attacks, but to make up for it they deal good damage.
Through inputting the control pad/left joystick downwards, the fighter will crouch, if attacking in this state the fighter will perform a crouch attack.
Through inputting the jumping action, the fighter can also attack while jumping, performing jumping attacks.
There are two kinds of blocks: Standing Blocks and Crouching Blocks.
When a fighter cannot break through an opponent's block, they can use throws to deal damage instead. At close range press the light attack inputs at the same time for a normal throw. Throws are a great option for close-ranged offense.
If the fighter is about to get thrown, they can answer back with a throw escape, by pressing the light attack inputs at the same time.
Through a fighter doing their correct inputs, they will be able to fire off their special move. Different special moves work better in different situations for a fighter.
Super Arts depend on the Super Art gauge. The Super Art gauge can be filled up to 3 levels, if a fighter has at least one level in the bar, they can perform a Super Art.
The Level 3 Super Art is every fighter's trump card. The Super Art gauge fills up whenever the fighter's attack hits or if they're attacked.
All fighter's have a Drive Gauge which indicates a fighter's concentration and energy level. Utilizing this gauge lets a fighter perform unique actions.

The fighter presses the right two shoulder buttons at the same time to perform a powerful attack. Drive Impacts can absorb two attacks from the opponent, but there are some exceptions. When in trouble, a fighter's Drive Impact can break through any attack. Drive Impacts have a unique characteristic: They can break a cornered opponent's block.
This is performed by holding down the medium attack inputs at the same time, for a powerful defensive tool.
Drive Parries are effective against both standing and crouching attacks, and a successfull Drive Parry will replenish the drive gauge.
While Drive Parries are powerful, they can't defend against throws.
Dan hits the opponent with a flamboyant, overhead chop, almost losing balance doing it.
Dan delivers a powerful kick upwards, striking the opponent's jaw.
Dan delivers a roundhouse kick.
Dan hits the opponent with a donward chop.
Dan gets down on one knee, swinging one arm up and flexing, with his other hand on his bicep. This move can be slightly damaging on touch.
Dan jumps up, flexing, with his other hand on his bicep and yells "Woohooo!". This move can be slightly damaging on touch.
A heavy move that grants an augmented defense to the user during the execution and, if it lands, makes the opponent crumple.
Dan grabs the opponent by the collar, places his foot in-between the opponent's legs and uses it to sweep them, causing the opponent to fall back onto the ground.
Dan grabs the opponent and pulls them over his shoulder, causing them to land on their back after a bit of trouble.
Dan grabs the opponent by the collar and hits them with a punch.
Dan fires a small wave of Ki energy with one hand. The attack's general range is extremely short. However, Dan can hold his hand and charge the Gadoken, giving it additional power and range. The EX version is a stronger projectile, which maintains the same range. Sometimes, dan can randomly fire a red version of the Gadoken, which is stronger than normal and knocks the opponent down.
Dan performs a jumping uppercut.
Dan delivers a quick series of punches and finishes with two strikes with both hands. The EX version is stronger and finishes with a powerful uppercut that sends the opponent flying.
Dan jumps and delivers a knee jab, to which he can add up to two kicks. The EX version is stronger and adds a fourth roundhouse kick.
After blocking an attack, Dan dashes backward, creating distance for him to take advantage.
Dan tackles the enemy in a quick shoulder throw, and stomps on them. In the powered up version, he follows up with a downward punch.
Dan performs a powered-up version of the Gadoken.
Dan performs a quick, short-ranged Koryuken, followed by a faster and higher one immediately after.
Dan charges up a full-powered, two-handed version of his original Gadoken and shoots it at his opponent; after performing the attack, Dan is shown flying backwards, insinuating that the force of the attack itself was too much for him to handle.
Dan dashes towards the opponent and punches them in the face, proceeding to launch a barrage of blows and finishes with a Koryuken.
Dan performs a series of taunts consecutively.
Dan's strongest technique, consisting in a rapid flurry of hits. Dan delivers first a knee jab to the opponent's lower section and follows with two punches to their face. He then grabs their wrist and hits them in the midsection with a punch and a kick. Dan lets them go just to hit them in the face with two elbow strikes and two punches. After that, the opponent his forced to kneel with a low kick, which leaves them open to other two kicks in the face and the chest. Dan finishes them off with a powerful Koryuken and a disrespectful taunt.
After blocking an attack, Dan performs an evasive movement, rolling past the opponent.
Dan quickly dashes backwards to dodge an incoming attack and replies with a heavy kick, knocking the opponent down before they are able to react. He then taunts the fallen opponent.
A collection of three taunts Dan is able to perform extremely quickly, dealing a bit of damage to the opponent. The first consists in rolling forward and snap his fingers; Dan can perform this one immediately after delivering a Special Attack, either to deal additional damage or extend his combos. The second features Dan rolling backwards to evade an attack, mocking the opponent once finished. The third is an airborne taunt Dan performs by placing a hand next to his ear; its purpose is the same as the first. These taunts also have the property to raise both Dan and his opponent's energy gauge.
Dan trusts his fist out and deals a little bit of damage. The true purpose of this technique is to be used a feint, immediately canceling it out into another attack.
Dan focuses his Ki into his fists, enhancing the strength of his Gadoken and Koryuken for awhile.
The amplified version of the Gadoken. It travels farther and deals much more damage than normal.
Standard Tactics: Dan will try to constantly taunt and annoy his opponent so that they may drop their guard and allow him to attack, either rapid jabbing them, hitting them with a Gadoken, or causing them to crumble with his focus attack. If at a distance, he will charge his techniques to both boost their damage and try to reach his opponent.
Weaknesses
The following is an explanation of the abbrevations used for tehcniques in Street Fighter, an example can be found here[168]
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The following messages will appear on screen when certain conditions are fufilled, an example can be found here[169] and here[170]
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| Profiles |
Ten years ago, Dan's father was killed by Sagat. Dan has trained vigorously to avenge his father's death. Filled with incredible power, he unloads his most potent attack on those who stand in his way. He will have his revenge. |
Original Translation on left. | Street Fighter Alpha 2 |
Q: Shouldn't characters comparable to Akuma be around Tier 6 (6-C) for him sinking an island in one punch[173]?
A: Akuma's punch causes the island to start collapsing[174], and specifically causes an explosion of this size in comparisson to the island[175], there is also no direct timeframe for how long this took, making it hard to factor. On top of this, the size of the island is not that large. Playing Devil's Advocate and assuming this was to be Tier 6, this would not be consistent, as Akuma using his ultimate technique, the "Kongou-kokuretsuzan" only split Ayers Rock in half[176]. Which it should be noted as Akuma is training constantly and getting stronger, the Island feat was all the way back in Alpha 2, which is before most of the games, while III: 2nd Impact is pretty late into the timeline.
Q: Shouldn't the cast be comparable to Chun-Li's kikosho, which caused this massive crater[177], which was calculated to be 8-B?
A: While the scene is cut weirdly, a couple of things to note is for one, the consistency of kikosho. In Chun-Li's opening in Street Fighter IV, her kikosho pushes back a speeding car but does no serious damage to it[178]. Another thing is that the crater is inconsistently sized between scenes. Finally, Chun-Li is weaker then Juri where while amped had powers that can blow up the inside of a building[179] and cause a jet plane to explode[180], greatly injuring Guile, who she's comparable too in the process. Thus it does not make sense for 8-B when far lower feats affect them, and the calculation itself has issues.
Q: Shouldn't the cast be comparable to E. Honda, who destroyed a meteor[181]?
A: In the feat, it's directly noted that the two wrestlers (Hakan and E. Honda) worked together, with E. Honda being thrown at high speeds into the meteor and being greatly damaged from said feat, having bandages all over his body. Thus the feat is not usable for scaling to anyone other then throwing speed.
Q: Shouldn't the cast be comparable to Haggar, who causes an explosion seen from space[182]?
A: Haggar's attack is modeled weird as it's heavily likely for partly comedic effect, asides from this, despite said explosions, the actual stage is largely unaffected by this attack, which furthers that this is just an over the top comedic effect attack rather then being a literal explosions from Earth.
Q: Shouldn't M. Bison be comparable to Akuma and by proxy any characters comparable to M. Bison are comparable to Akuma?
A: When Akuma first appears in Street Fighter II, he easily one-shots M. Bison[183], his ending in Alpha 3 has him easily kill M. Bison[184]. The only two cases of M. Bison looking stronger is in his arcade mode he has Akuma as a rival fight[185], and ends up winning[186], and him calling the Raging Demon a pitifully weak move[187]. However there are issues with both of these, the first one being this is simply a non-canon arcade mode from M. Bison, any other showing of M. Bison and Akuma shows Akuma as the superior one (Examples include Street Fighter V M. Bison getting one-shot by Ryu while Akuma easily beat Ryu in Street Fighter 5, THe Alpha 3 Akuma Ending and Street Fighter II Secret Akuma Boss Fight), on top of this M. Bison wants the satsui no hado's power, which is weaker then Akuma's during the events of Alpha 3. For Adon's part, Bison is merely attempting to convince him to take Psycho Power so that he can control him, this is doubly clear as any time M. Bison has been depicted on screen being hit by the Raging Demon he instantly dies. Also as a last point, for the rival fight, Feel the Cool played against M. Bison[188], while Groan only plays when he's fighting Gen or Evil Ryu[189], thus meaning Akuma even in M. Bison's arcade mode wasn't taking the fight seriously.
Q: Shouldn't Evil Ryu and thus the Statsui no Hado have 7-B due to it powering M. Bison's laser to destroy Bangkok?
A: This is not a solely Evil Ryu power, every fighter in the game has this, including Dan Hibiki[190]. This also is a machine that saps all of their energy, where a persons total body energy is not comparable to the energy they produce regularly.
Q: Shouldn't all Street Fighter 6 charcters get 7-B for fighting SiRN Akuma?
A: While some statements[191] suggest it to be equal[192] in power to[193] Akuma, several[194] characters[195] note[196] that[197] it isn't[198], as strong[199] as the[200] real Akuma[201]. The real Akuma even considers SiRN Akuma a mockery[202]. C. Viper notes the simulation is only passable as a simulation[203].
Q: Isn't Menat's statement of fighters always fighting against their destiny[204] usable?
A: Menat still can't see the future well[205], having a hard time seeing fighter's futures like F.A.N.G.[206], and can't properly see into the future[207]. This is more due to her being a rookie then the fighters resistances.
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