Dan Hibiki

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Street Fighter/Dan Hibiki


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.


Dan Hibiki

 
Uohhoh! Dan Hibiki... is back after the ultimate improvement!

Keep an eye on me, father! I won't let the Saikyo arts down!
~ Dan
Origin
Origin Street Fighter Alpha
Creator Takashi Nishiyama, Hiroshi Matsumoto
First Appearance Street Fighter Alpha
Voiced by Osamu Hosoi, Toshiyuki Kusuda, Kazuyuki Ishikawa, Katashi Ishizuka, Bob Papenbrook, Ted Sroka, Zach LeBlanc
Characteristics
Species Human
Gender Male
Pronouns He/Him
Sexuality Heterosexual
Age Late 20's in Street Fighter Alpha, in his 30's currently
Birthday November 25
Height 177 cm
Weight 74 kg
Ethnicity Japanese
Status Alive
Alignment Neutral Good
Archetype The Loser
Occupation Owner of Saikyo-Style dojo
Time Period Modern
Language Multilingual
Combat Style Saikyo style
Homeworld Earth
Relationships
Affiliations Yuriko Hibiki, Go Hibiki, Blanka, Sakura Kasugano, Ryu, Ken Masters, Gouken, Chun-Li
Enemies Sagat

Background

This dropdown contains the synopsis of Dan Hibiki's story. Read at your own risk as you may be spoiled otherwise!

Early History
Super Street Fighter IV’s blog states that Dan was born on November 25. His father, Go, was a mixed martial artist and longtime rival of Sagat. After Go managed to gouge out Sagat’s right eye, Sagat retaliated and killed him. Driven by the desire to avenge his father, Dan began training as a fighter, but Gouken expelled him once he realized Dan’s intent was fueled solely by revenge.

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

Artificial light shines upon the figures of two men.

One of them, over 2 meters tall, is breathing heavily, in pain.

The other man charges at him.

"Is that... my dad? It is... he's... challenging the Muay Thai champion... which... means...!? No... stop! Don't do it!"

The big man opens his eyes wide open, and a dreadful red light sets off: fresh blood, gushing out... "Stooop!!"

The man who was charging gets covered in that blood, and then he gets blown away. Everything is dyed in red...

"!!" Dan jumps up from his bed. He's shivering, and his sheets are soaked in sweat.

"That dream... again!"

His father, a martial artist, lost his life after battling the Muay Thai champion Sagat ten years before, and Dan has been having nightmares of the event ever since.

Believing that until he gets revenge, the nightmares won't stop, Dan has been desperately training, focusing hatred and intent to kill in his fists, so he could one day defeat the villain Sagat.

Dan quickly gets up, his body overflowing with fiery power...

Before his eyes, a punching bag sways. Standing before it, Dan unleashes his power.

"Ora ora ora ora oraaaa!!"

Kicks and punches, with astounding vigor, are unleashed onto the punching bag in quick succession. Every move he knows, he's throwing at lightning speed... his rage at breakpoint, Dan unleashes his unstoppable top move: the Hisshou Buraiken.

"Koryuken!!"

The punching bag scatters away, leaving no trace. In Dan's mind, fear of Sagat can no longer be found. To turn fear to rage, and terror to hatred... As if check on that promise he made to himself, Dan lifts a lone fist to the air.

~ All About Street Fighter Zero 2 Guide Excerpt

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

Dan finally defeated the man who killed his father... He made his own fighting style called Saikyō, or "strongest". But his ambitions will not rest until he achieves perfection...
~ Street Fighter Alpha 3 Dan Profile

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
In Street Fighter IV, Dan is irritated that no one told him about the second World Warrior Tournament. He questions Blanka about whether the audience must have been bored without a true star like him on stage. In truth, Blanka did try contacting him, but Dan’s phone had been shut off because he never paid his bill. Sakura later asks if he’s heard anything about Ryu, since Dan has bragged that Ryu once trained under him. Wanting to preserve that image, Dan claims that Ken is rumored to be entering the next World Tournament, and that Ryu will probably follow.

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
A message from Dan under the username "IamSaiKyo" appears on Rashid’s phone during his character story, where Dan excitedly announces that he finally paid his phone bill. He also provides short descriptions of each DLC fighter available in the shop, along with their alternate outfits and stages. These summaries occasionally break the fourth wall, such as when he brings up Street Fighter III while describing Alex.

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
Dan enters a championship tournament showcasing Saikyo-Style, though his dojo still struggles to attract students. While visiting Plaza Capcom, he overhears two schoolgirls arguing about whether something is cute or creepy. Curious, he checks what they’re discussing and notices claw machine dolls that resemble Blanka. As he presses his face against the glass, he accidentally breaks the machine, causing the girls to panic and flee. Dan runs as well, only to be pursued by Sakura, who learned about the incident. After she battles him and beats him, she warns that if anyone else had caught him, he could face jail time for breaking the machine and fighting the mall staff.

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
It is noted that Dan intends to establish a new Saikyo-style dojo in Metro City.

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.

Appearance

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.

Personality

  • Temperament: Dan is overconfident, stubborn, and prone to arrogance, often overestimating his abilities despite frequent losses.
  • Motivations: He seeks to prove himself as a superior fighter and uphold his father’s reputation, regardless of his own limitations.
  • Combat Philosophy: Dan refuses to back down from a fight and enjoys demonstrating his skills, often emphasizing showmanship over strategy.
  • Knowledge and Skill: He possesses some understanding of fighting techniques and occasionally provides guidance or tutorials to others, though his expertise is inconsistent.
  • Social Behavior: Dan is humorous, boisterous, and outgoing, often acting as a mentor or advisor to friends like Sakura and Blanka, despite their limited regard for his advice.
  • Relationships: He maintains close friendships with select individuals, though he has a competitive rivalry and underlying dislike for Ryu and Ken.
  • Personal Traits: Dan is resilient and persistent, showing dedication to his dojo and personal training, while also displaying a playful and entertaining personality.

Goals

  • Avenge his father by defeating Sagat (Completed).
  • Spread the Saikyo arts across the world (Ongoing).

General Information

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

  • Japanese Voice Actor: Osamu Hosoi (Street FIghter Alpha: Warriors' Dreams, Street Fighter Alpha 2, Super Puzzle Fighter II Turbo, Marvel Super Heroes VS Street Fighter, Pocket Fighter, Street Fighter Alpha 3, Marvel vs. Capcom 2: New Age of Heroes, Capcom vs. SNK: Millennium Fight, Capcom vs. SNK 2: Mark of the Millennium, SNK vs. Capcom: SVC Chaos), Toshiyuki Kusuda (Street Fighter IV, Super Street Fighter IV, Street Fighter X Tekken, Ultra Street Fighter IV, Street Fighter V), Kazuyuki Ishikawa (Street Fighter Alpha: The Movie), Katashi Ishizuka (Street Fighter Alpha: Warriors' Dreams)
  • English Voice Actor: Bob Papenbrook (Street Fighter Alpha: The Movie), Ted Sroka (Street Fighter IV, Super Street Fighter IV, Street Fighter X Tekken, Ultra Street Fighter IV, Street Fighter V), Zach LeBlanc (Puzzle Fighter)

Gender: Male

Sexuality: Heterosexual

Pronouns: He/Him

Handedness: Right-Handed

Age: Late 20's in Street Fighter Alpha, in his 30's currently

Blood Type: O[1]

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

Height: 177 cm[8]

Weight: 74 kg[9]

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])

Potential

Archetypal Tiering: The Loser

Codex Statistics

Keys: Street Fighter Alpha Series | Street Fighter IV | Street Fighter V

Key Information:

  • Street Fighter Alpha Series: This key covers Dan throughout the Street Fighter Alpha series.
  • Street Fighter IV: This key covers Dan during Street Fighter IV.
  • Street Fighter V: This key covers Dan during Street Fighter V.

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

Knowledge


Powers and Techniques








Notable Techniques

Super Combo Level Gauge

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.

Alpha Counter

←↙↓ + 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.

Block/Air Block

Press Directional Button away from opponent. Fighters can even block in mid-air.

Grab/Throw

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.

Recovery/Escape

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.

Defensive Fall

Through using the above throw command to reduce damage from throws where the character safely falls to the ground.

Avoid Being Floored

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.

Taunt

 
Fighters can taunt their opponent through pressing the SELECT button.

Avoid Being Floored

 
 

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.

Block/Air Block

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.

Alpha Counter

 
 

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.

Defensive Fall

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.

Throwing/Gripping

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.

Taunting

 

To do some serious trash talking, press SELECT.

Recovering/Breaking Free

If the opponent attacks the fighter continuously, the fighter may temporarily pass out. The recover quickly, press the Control Pad or any button rapidly. If the fighter does the same inputs while grabbed, they can break free from a grapple.

Super Combo

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.

  • X-Ism: The fighter can perform a Super Combo only when the Super Combo Level Gauge is full. Super Combos use the entire gauge.
  • A-Ism: Fighters have three levels of Super Combos, corresponding to the three levels of punches/kicks (light, medium, and heavy). The Punch or Kick button pressed determines the power of the Super Combo, and uses a similar amount of the gauge. The higher the gauge level when the fighter starts, the more powerful their Super Combo will be.

Custom Combo

 

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.

  • During a Custom Combo, shadow images follow the fighter and attack in the same way.
  • Fighters can continue on a Custom Combo until the Super Combo Level Gauge runs out.
  • Fighters cannot block during a Custom Combo.
  • If the fighter takes damage, the Custom Combo ends.

Alpha Counter

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

  • Standing Block: Press → or ← away from opponent
  • Air Block: Press → or ← away from opponents (A and V Isms only)
  • Croucing Block: Press ↙ or ↘ away from opponent.

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).

Defensive Fall

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.

Defensive Roll

When knocked up in the air, press 2 Kick buttons simultaneously (not avilable with X Ism).

Throw, Escape

→ 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.

Damage Reduction

Press the Directional buttons, Punch or Kick buttons rapidly.

This counter move reduces the damage when the fighter is under attack or blocking.

Guard Crash

The Guard Power Gauge shortens while blocking, or if the fighter is hit with a Guard Crush. If the fighter refrains from blocking, the gauge will gradually recover. If the gauge drains out, they won't be able to block until they recover power.

Punch

There are three basic punches:

Light Punch (JAB)

Press the Y button. The jab is very quick, but does little damage.

Medium Punch (STRONG)

Press the X button. The strong punch does a fair amount of damage.

Hard Punch (FIERCE)

Press the L button. The fierce punch does a large amount of damage, but is slow.

Kick

There are three basic kicks:

Light Kick (SHORT)

Press the B button. The short kick is very quick, but does very little damage.

Medium Kick (FORWARD)

Press the A button. The forward kick is strong and is fairly quick.

Hard Kick (ROUNDHOUSE)

Press the R button. This roundhouse kick is powerful, but very slow.

Close Attacks

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

Throws allow fighters to grab an opponent and toss them across the room. Some fighters can even do thorws in mid-air.

  • Example: It is possible for Ryu to grab Ken and throw him over his shoulder. To do the Shoulder Throw, Ryu must push forward against Ken and then he must push the Hard Punch (Fierce) button.

Holds

Holds allow fighters to grab an opponent and then hit or bite them again and again.

  • Example: It is possible for Blanka to bite Guile on the head. To do the Head Bite, Blanka must push forward against Guile and then he must push the Hard Punch (Fierce) button.

Special Moves

Each character has developed his or her own special moves for use in combat.

Regular Moves

Press a Punch (P) or Kick (K) button.

Special Moves

Combo moves made up of a D-Button/Joystick command and a Punch or Kick button press.

Block

  • Upper block: ←
  • Lower block: ↙

Fighters can perform either a standing or crouching block. Use a right block to ward off an opponent's attack.

High Jump

↓↑ Jump higher than a regular jump.

Dash

→→ or ←←

Parrying

 
  • Standing parry: → (toward opponent)
  • Crouching blocking parry: ↓

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.

Quick Standing

↓ The moment an opponent knocks or throws a fighter up into the air, this technique allows them to recover.

Dizzy Recovery

All buttons Recovery from dizziness more quickly by rapidly pressing the Directional Buttons, punch buttons and kick buttons in any random order.

Throw & Grapple

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.

Leap Attack

MP + MK simultaneously Jump lower than a regular jump and attack. Effective against an opponenet who is doing a crouching block.

Personal Action

HP + HK simultaneously Each character has an individual Personal Action with a unique effect.

Super Art

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.

EX Special Move

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.

Normal Moves

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.

Special Moves

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.

Block

 

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.

Dash

 

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.

Stun Recovery

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.

Throws and Throw Escapes

 

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.

Recovery

 

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.

Personal Action

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.

Focus Attack

Performing

 

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.

Hyper Armor

 

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.

Levels

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
  • Only does regular damage
  • Crumples opponent if a counter hit
Level 2
  • Crumples opponent if hits, allowing easier follow up
Level 3 (Keep holding until performed)
  • Becomes unblockable
  • Has Armor Break properties
  • Crumples opponent if hits, allowing easier to follow up.

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.

Super Combo

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.

Super Cancel

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.

EX Special Moves

 

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.

EX Focus

 

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.

Ultra Combo

 

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.

Normal Attacks

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.

Special Moves

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.

EX Special moves

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.

Guarding

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.

V-Skill

 

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

V-Trigger

 

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.

V-Reversal

 

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.

  • Whether the fighter need to press punch or kick button depends on the fighter.

V-Shift

 

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

V-Shift Break

 

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.

Throws and Throw Escapes

 

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.

Recovery

 
When an opponent knocks the fighter down with an attack, they can perform a quick recovery by either pressing a directional button, or pressing two or more punch or two or more kick buttons simultaneously at just the right moment.

Movement[152]

Walking

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.

Dashing

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.

Jumping

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[153]

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.

Blocking[154]

There are two kinds of blocks: Standing Blocks and Crouching Blocks.

  • Standing Block: Press the left joy stick in the opposite direction of the opponent while standing to perform a standing block. Standing blocks can guard against any attacks that aren't aimed at the fighters feet.
  • Crouching Block: For attacks standing blocks can't defend against, crouching blocks are instead viable. While facing right, input diagonally down and left with the control pad/left joy stick to block. Crouching Blocks can't defend against Overhead or Jumping Attacks, but they can deal with a lot of other attacks.

Throws[155]

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.

Throw Escape

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.

Special Moves[156]

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[157]

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.

The Drive Gauge[158]

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.

Drive Impact

 

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.

Drive Parry

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.

Perfect Parry

A Perfect Parry is the result of performing a Drive Parry the moment an opponent's attacks hits them. This is an invaluable tool for their counterattack game.

Unique Attacks

Saikyo Chop

Dan hits the opponent with a flamboyant, overhead chop, almost losing balance doing it.

Saikyo Jawbreaker

Dan delivers a powerful kick upwards, striking the opponent's jaw.

Saikyo Kick

Dan delivers a roundhouse kick.

Kachiwari Chop

Dan hits the opponent with a donward chop.

Crouching Taunt

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.

Jumping Taunt

Dan jumps up, flexing, with his other hand on his bicep and yells "Woohooo!". This move can be slightly damaging on touch.

Focus Attack

A heavy move that grants an augmented defense to the user during the execution and, if it lands, makes the opponent crumple.

Throws

Saikyo Taikuzushi

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.

Saikyo Haraigoshi

Dan grabs the opponent and pulls them over his shoulder, causing them to land on their back after a bit of trouble.

Gadou Thrust

Dan grabs the opponent by the collar and hits them with a punch.

Special Attacks

Gadoken ("Self Way Fist")

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.

Koryuken ("Clear Dragon Fist")

Dan performs a jumping uppercut.

Danretsuken ("Bullet Fury Fist")

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.

Dankukyaku ("Severing Air Leg")

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.

Saikyo Defense

After blocking an attack, Dan dashes backward, creating distance for him to take advantage.

Saikyo Tenjinsai

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.

Super Attacks

Shinku Gadoken

Dan performs a powered-up version of the Gadoken.

Koryu Rekka

Dan performs a quick, short-ranged Koryuken, followed by a faster and higher one immediately after.

Haoh Gadoken

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.

Shisso Buraiken

Dan dashes towards the opponent and punches them in the face, proceeding to launch a barrage of blows and finishes with a Koryuken.

Legendary Taunt

Dan performs a series of taunts consecutively.

Hissho Buraiken ("Certain Victory Independent Fist")

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.

V-Techniques

Saikyo-Style Kaihi Jutsu ("Strongest Style Evasion Technique")

After blocking an attack, Dan performs an evasive movement, rolling past the opponent.

Saikyo Donukigeri ("Strongest Style Penetrating Kick")

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.

Saikyo-Style Burairuten no Kamae ("Strongest Style Stance of Independent Flow")

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.

Saikyo-Style Otokoboe ("Strongest Style Manly Cry")

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.

Tenchi Saikyo no Kata ("Heaven and Earth Strongest Style Form")

Dan focuses his Ki into his fists, enhancing the strength of his Gadoken and Koryuken for awhile.

Haten Gadoken

The amplified version of the Gadoken. It travels farther and deals much more damage than normal.

Goh Koryuken
The amplified version of the Koryuken. Dan can perform it twice in a row, while dealing additional damage thanks to the focused Ki.


Other

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

Note

Explanations

The following is an explanation of the abbrevations used for tehcniques in Street Fighter, an example can be found here[168]

Abbreviations
Abbreviation Full word
P Punch
K Kick
LP Light Punch
LK Light Kick
HP Heavy Punch
HK Heavy Kick
EX EX Special version of the move is available

The following messages will appear on screen when certain conditions are fufilled, an example can be found here[169] and here[170]

Bonus Messages
Term Explanation
Technical Displayed after performing a successful quick standing recovery or throw escape.
Reversal Displayed after performing a special move, Super Combo or Ultra Combo in specific situations described below. Perform a reversal with a beat down attack and it will take on Armor Break properties, nullfying Hyper Armor.
  • In the instant the fighter can move again after recovering from taking damage, blocking or being stunned.
  • In the instant after performing a recovery org etting up from being knocked over.
  • In the instant the fighter lands after being sent flying backward but not actually knocked to the ground.
Counter A coutner hit occurs when the fighter interrupts an opponent's attack with one of their own. The opponent will take longer to recover fromt he damage caused by a Counter Hit, making it possible to perform combinations that are otherwise impossible.
FIRST ATTACK Displays when the first hit of the round lands.
COUNTER HIT Displays when an attack lands as a counter.
THROW ESCAPE Displays when a throw is escaped.
REVERSAL Displays when someone attacks after recovering from taking damage.

Profiles

Street Fighter Alpha 2

Profiles
 
Dan Hibiki

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

Trivia

  • Dan likes challenges[171].
  • Dan dislikes seaweed, bratty kids, and smug guys[172], ironic as he embodies the last part.
  • The Dan is a traditional ranking system in Japan used to indicate proficiency in classical arts and martial arts.
    • His surname, Hibiki, translates to "Echo," which plays into the joke that he mirrors or "echoes" Ryu and Ken.
    • The Dan rank is typically associated with high-level skill in martial arts, adding irony since Dan himself is far from competent.
    • When read surname first, his full name forms a phrase meaning "Dud Bullet," referencing his infamously weak projectiles.
  • Dan’s early design was intentionally reminiscent of Robert Garcia from Art of Fighting. Later artwork suggests he may also parody actor and martial artist Steven Seagal.
  • Sean mentions Dan in some of his Street Fighter III victory quotes. Their exact relationship is unknown, but Sean openly mocks Dan’s lack of strength and dislikes comparisons to him.
  • Several of Dan’s Super Street Fighter IV win quotes imply that he is unemployed, despite somehow paying for a late-night infomercial—an expense far higher than a basic phone bill—suggesting poor financial priorities.
    • Other quotes mention Dan relying on canned beans for meals and stretching instant noodles, implying that he struggles financially.
    • By Street Fighter V, Dan proudly states that he has finally paid off his overdue bills, suggesting slight improvement in his financial situation.
  • It’s possible that Sakura’s Focus Attack draws inspiration from Dan’s LK Dankukyaku.
  • Dan’s second alternate outfit in Super Street Fighter IV may reference traditional South American tribal clothing. Meanwhile, Blanka’s second alternate costume mimics Dan’s gi, highlighting the comedic bond between them.
  • Dan is one of only two characters in the Street Fighter IV games who can cancel a Super Combo into an Ultra Combo, the other being Dee Jay.
    • He is likewise one of the few fighters to possess two Super Combos, alongside Gen.
    • This versatility also applies to his Super Taunts, allowing him to bait opponents and transition directly into an Ultra Combo if timed correctly.
    • Dan is also one of the only characters to have a single rival throughout the series, that rival being Sakura.
  • In Street Fighter IV, when Dan defeats Sagat in arcade mode, he remarks, "Now I can finally visit my father's grave without being ashamed." This mirrors Guile’s classic quote after defeating M. Bison ("Now I can finally visit Charlie's grave without being ashamed").
  • Several of Kage’s normal attacks appear to draw influence from Dan’s animations in the Street Fighter IV era.
  • Dan is the only playable character included in Street Fighter Legends: Ibuki who never directly interacts with the main character.
    • He is also the only playable character in the comic who is an older sibling, whereas Makoto and Elena are the youngest in their families, and Ibuki has no siblings.

Codex Statistics Questions

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.

Battle Records

7 - 2 - 1



  • Unnamed Street Fighter - Fight[208]
    • Conditions: None.
    • Location: Japan
  • Unnamed Street Fighter - Fight[209]
    • Conditions: None.
    • Location: Japan
  • Unnamed Street Fighter - Fight[210]
    • Conditions: None.
    • Location: Japan


  • Blanka - Fight[216]
    • Conditions: None.
    • Location: Brazil


  • Sakura Kasugano - Fight[221]
    • Conditions: None.
    • Location: Overpass, East Asia
    • Note: Despite in gameplay winning, the winquote directly has Dan say that they should stop the fight as Sakura was not at all phazed by his attacks.

References

  1. Street Fighter V The Character Guides Character Guide 072: Dan Hibiki
  2. Ultra Street Fighter IV Dan Profile
  3. Street Fighter V The Character Guides Character Guide 072: Dan Hibiki
  4. Street Fighter V The Character Guides Character Guide 072: Dan Hibiki
  5. Street Fighter Memorial Archives Beyond the World
  6. Final Fight Arcade Intro
  7. Street Fighter Memorial Archives Beyond the World
  8. Street Fighter V The Character Guides Character Guide 072: Dan Hibiki
  9. Street Fighter V The Character Guides Character Guide 072: Dan Hibiki
  10. Street Fighter 30th Anniversary Collection
  11. Street Fighter 30th Anniversary Collection
  12. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  13. Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
  14. Street Fighter Alpha 3 Game Manual Page 8
  15. Street Fighter VI Trainng Tutorial
  16. Ultra Street Fighter 4 Gouken vs Dhalsim Gouken Win Quote
  17. Sakura Ganbaru!, Volume 1, Chapter 1
  18. All About Street Fighter ZERO2 Page 107
  19. Street Fighter II: The World Warrior Car Minigame
  20. Street Fighter IV: Arcade Edition Car Minigame
  21. Street Fighter II
  22. Street Fighter II Turbo 16-Bit
  23. Street Fighter Alpha 2 Dan Arcade Mode
  24. Street Fighter Alpha 3 Dan Arcade Mode
  25. Street Fighter V Dan's Story Mode
  26. Street Fighter V Dan's Story Mode
  27. Street Fighter Alpha 3 Dan Arcade
  28. Sakura Ganbaru!, Volume 1, Chapter 3
  29. Sakura Ganbaru!, Volume 1, Chapter 4
  30. Sakura Ganbaru!, Volume 1, Chapter 5
  31. Street Fighter V Dan Moveset
  32. Street Fighter Alpha Super Combos
  33. Street Fighter IV Dan Ending
  34. Street Fighter 2: Turbo Game Manual Page 10
  35. Street Fighter V Champion Edition Dan Move List
  36. All About Street Fighter Zero 3 Page 107 Street Fighter Alpha 3 Dan Story
  37. Street Fighter 30th Anniversary Collection
  38. Street Fighter Dan Hibiki's Hisshou Buraiken
  39. Street Fighter 1 Fighter Defeated Cutscene
  40. Street Fighter 1 Ending
  41. Street Fighter 1 Minigame
  42. Street Fighter 1 Minigame
  43. Street Fighter VI Karate Minigame
  44. Street Fighter VI Karate Minigame
  45. Street Fighter VI Karate Minigame
  46. Street Fighter VI Scrap Heap Minigame
  47. Street Fighter VI Scrap Heap 2 Minigame
  48. Street Fighter 6 All Jump Animations
  49. Street Fighter III 3rd Strike Game Manual Page 14
  50. Street Fighter 2: Turbo Game Manual Page 10
  51. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  52. Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
  53. Street Fighter Alpha 3 Game Manual Page 8
  54. Street Fighter VI Training Tutorial
  55. Street Fighter III: Second Impact Ryu vs Necro Ryu Winquote
  56. Street Figher V Perfect Parry
  57. Street Fighter 6 Perfect Parry
  58. Street Fighter V Stun Animation
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  65. Street Fighter 6 Perfect Parry
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  68. Street Fighter III Official Evo Moment #37, Daigo vs Justin Evo 2004 in HD
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  70. Street Fighter Alpha Game Manual page 7
  71. Street Fighter Alpha 3 Game Manual Page 12
  72. Street Fighter Alpha 3 Game Manual Page 12
  73. Street Fighter VI Training Tutorial
  74. Street Fighter VI Training Tutorial
  75. Street Fighter V F.A.N.G. Gameplay
  76. Street Fighter V F.A.N.G. Gameplay
  77. Street Fighter 6 World Tour Kimberly Cutscenes
  78. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  79. Street Fighter 6 World Tour Akuma Mastery
  80. Street Fighter IV Game Manual Page 12
  81. Street Fighter Alpha Super Combos
  82. Ultra Street Fighter IV Rose vs Abel Rose Winquote
  83. Ultra Street Fighter IV Rose vs Cammy Rose Winquote
  84. Street Fighter IV Game Manual Page 16
  85. Street Fighter 6 World Tour Lily Hawk Cutscenes
  86. Street Fighter 6 World Tour Lily Hawk Cutscenes
  87. Street Fighter VI Training Tutorial
  88. Street Fighter V Movie: A Shadow Falls
  89. Street Fighter Alpha 3 Game Over/Bad Ending
  90. Street Fighter V Karin Story
  91. Street Fighter V Karin Story
  92. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  93. Ultra Street Fighter 4 Gouken vs Dhalsim Gouken Win Quote
  94. Super Street Fighter IV - Juri OVA
  95. Super Street Fighter IV - Juri OVA
  96. Super Street Fighter IV - Juri OVA
  97. Super Street Fighter IV - Juri OVA
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  99. Street Fighter IV Game Manual Page 16
  100. Ultra Street Fighter IV Ryu Move List
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  102. Ultra Street Fighter IV Ryu Move List
  103. Street Fighter IV Game Manual Pages 15-16
  104. Street Fighter IV Game Manual Page 16
  105. Street Fighter IV Game Manual Page 16
  106. Sakura Ganbaru!, Volume 1, Chapter 1
  107. Street Fighter V Official Online Manual
  108. Street Fighters V: Champion Edition Rose vs Menat Rose's Win Quote
  109. Ultra Street Fighter IV Rose vs Guile Rose Winquote
  110. Ultra Street Fighter IV Rose vs Seth Rose Winquote
  111. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  112. Street Fighter V Menat Story Ending
  113. Winter Street, U.S.A. | Street Fighter III: New Generation
  114. Graffiti Alley, U.S.A. | Street Fighter III: New Generation
  115. Frosty Boulevard | Street Fighter V
  116. Holly Jolly Beatdown | Street Fighter V
  117. Secret Society Headquarters, Mediterranean Sea | Street Fighter III: New Generation
  118. Volcanic Rim | Street Fighter IV
  119. Street Fighter III: 2nd Impact Akuma Move List
  120. Street Fighter V Kolin's Crtical Art
  121. Street Fighter Blanka Electricity
  122. Ultra Street Fighter IV C. Viper vs Dan
  123. Street Fighter V: A Shadow Falls
  124. Street Fighter V: A Shadow Falls
  125. Street Fighter V: A Shadow Falls
  126. Street Fighter V Movie: A Shadow Falls
  127. Street Fighter V Movie: A Shadow Falls
  128. Street Fighter V F.A.N.G. Gameplay
  129. Street Fighter V F.A.N.G. Gameplay
  130. Street Fighter V F.A.N.G. vs. Laura F.A.N.G. Winquote
  131. Street Fighter V Necalli Story Mode
  132. Street Fighter Shadloo Base: The Character Guides Character Guide 115: Necalli
  133. Street Fighter VI Akuma Moveset
  134. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  135. Ultra Street Fighter IV Rose vs Guile Rose Winquote
  136. Ultra Street Fighter IV Rose vs Seth Rose Winquote
  137. Street Fighter V Menat Story Ending
  138. Street Fighter 30th Anniversary Collection
  139. Street Fighter 30th Anniversary Collection
  140. Street Fighter Dan Hibiki's Hisshou Buraiken
  141. All About Street Fighter Zero 3 Page 107 Street Fighter Alpha 3 Dan Story
  142. Street Fighter V The Character Guides Character Guide 072: Dan Hibiki
  143. Street Fighter V Rose vs Dan Hibiki Rose Winquote
  144. Marvel vs Capcom 2 Dan Move List
  145. Ultra Street Fighter IV Dan Move List
  146. Street Fighter V Champion Edition Dan Move List
  147. Street Fighter V Champion Edition Dan Move List
  148. Street Fighter V Champion Edition Dan Move List
  149. Street Fighter V Champion Edition Dan Move List
  150. Street Fighter V Champion Edition Dan Move List
  151. Marvel Super Heroes vs. Street Fighter
  152. Street Fighter VI Training Tutorial
  153. Street Fighter VI Training Tutorial
  154. Street Fighter VI Training Tutorial
  155. Street Fighter VI Training Tutorial
  156. Street Fighter VI Training Tutorial
  157. Street Fighter VI Training Tutorial
  158. Street Fighter VI Training Tutorial
  159. Street Fighter Alpha Game Manual page 4
  160. Street Fighter IV Game Manual Page 15
  161. Street Fighter IV Game Manual Page 16
  162. Street Fighter 6 Online Manual
  163. Street Fighter 30th Anniversary Collection
  164. Street Fighter 30th Anniversary Collection
  165. Sakura Ganbaru!, Volume 1, Chapter 2
  166. Sakura Ganbaru!, Volume 1, Chapter 3
  167. Sakura Ganbaru!, Volume 1, Chapter 3
  168. Street Fighter III Third Strike Game Manual Page 18
  169. Street Fighter IV Game Manual Page 12
  170. Street Fighter VI Online Manual
  171. Street Fighter V The Character Guides Character Guide 072: Dan Hibiki
  172. Street Fighter V The Character Guides Character Guide 072: Dan Hibiki
  173. Street Fighter Alpha 2 Ryu Arcade Ending
  174. Street Fighter Alpha 2 Ryu Arcade Ending
  175. Street Fighter Alpha 2 Ryu Arcade Ending
  176. Street Fighter III: 2nd Impact - Giant Attack - Akuma Ending
  177. Street Fighter IV Aftermath
  178. Street Fighter 4 - Intro: Chun Li
  179. Super Street Fighter 4 Juri OVA
  180. Super Street Fighter 4 Juri OVA
  181. Street Fighter V - E. Honda Arcade Mode Ending
  182. Final Fight Revenge Haggar Super Attack
  183. Super Street Fighter II Turbo - Shin Akuma Boss Fight
  184. Street Fighter Alpha 3 Akuma Ending
  185. Street Fighter Alpha 3 M. Bison Arcade M. Bison vs Akuma
  186. Street Fighter Alpha 3 M. Bison Arcade M. Bison vs Akuma
  187. Street Fighter Alpha 3 Adon Arcade Adon vs M. Bison
  188. Street Fighter Alpha 3 OST Feel the Cool
  189. Street Fighter Alpha 3 OST Groan
  190. Street Fighter Alpha 3 Game Over
  191. Street Fighter 6 Ryu vs SiRN Akuma Ryu Winquote
  192. Street Fighter 6 Dhalsim vs SiRN Akuma Dhalsim Winquote
  193. Street Fighter 6 Mai Shiranui vs SiRN Akuma Mai Shiranui Winquote
  194. Street Fighter 6 Jamie vs. SiRN Akuma Jamie Winquote
  195. Street Fighter 6 Manon vs. SiRN Akuma Manon Winquote
  196. Street Fighter 6 Cammy vs. SiRN Akuma Cammy Winquote
  197. Street Fighter 6 Guile vs. SiRN Akuma Guile Winquote
  198. Street Fighter 6 Ken vs SiRN Akuma Ken Winquote
  199. Street Fighter 6 Chun-Li vs SiRN Akuma Chun-Li Winquote
  200. Street Fighter 6 Terry Bogard vs SiRN Akuma Terry Bogard Winquote
  201. Street Fighter 6 Elena vs SiRN Akuma Elena Winquote
  202. Street Fighter 6 Akuma vs SiRN Akuma Akuma Winquote
  203. Street Fighter 6 C. Viper vs SiRN Akuma C. Viper Winquote
  204. Street Fighter V Menat vs. Alex Menat Winquote
  205. Street Fighter V Menat Arcade SFV Menat Ending
  206. Street Fighter V Menat vs F.A.N.G. Menat Winquote
  207. Street Fighter V Menat vs. Ed Menat Winquote
  208. Sakura Ganbaru!, Volume 1, Chapter 2
  209. Sakura Ganbaru!, Volume 1, Chapter 3
  210. Sakura Ganbaru!, Volume 1, Chapter 3
  211. Street Fighter Alpha 2 Dan Arcade Mode
  212. Street Fighter Alpha 3 Dan Arcade Mode
  213. Street Fighter Alpha 3 Dan Arcade Mode
  214. Street Fighter Alpha 3 Dan Arcade Mode
  215. Street Fighter Alpha 3 Dan Arcade Mode
  216. Street Fighter V Dan's Story Mode
  217. Sakura Ganbaru!, Volume 1, Chapter 1
  218. Sakura Ganbaru!, Volume 1, Chapter 3
  219. Sakura Ganbaru!, Volume 1, Chapter 4
  220. Street Fighter V Dan's Story Mode
  221. Street Fighter IV Dan's Story Mode