ULTIMATE DAN HIBIKI TAUNTING GUIDE!!! ------------------------------------- Ver 0.01 24/12/99 (I’m Australian and if you dont like the way I write dates too bad) For the arcade/PS/Saturn/Dreamcast versions of Street Fighter Zero3 Contents -------- 1.Intro 2.Why choose Dan?? 3.Special Moves and thier proper usage 4.Character specific stratergies (to be added,possibly) 5.Contact me 6.Join the Dan mailing list 7.Credits Intro ----- NOTE: this guide assumes you are familiar with the basics of SFZ3 Welcome to the ultimate Dan Hibiki Taunting guide! This guide is designed to teach you how to ultimately infuriate your opponent with the king of Alpha/Zero 3 fighters,Dan Hibiki,many people underestimate Dan's power......this is a BAD move on thier parts. This guide focuses on ways to annoy human oppponents to the point of cardiac arrest. If you need to find ways to beat the computer with Dan this guide is NOT the place to do so. (I highly reccomend www.saikyo.com) About the Author --------------- Regardless of what its says anywhere else my name is Mr_guy (I also use the nick !ori- and loony, but mr_guy is the most universal one) Im from Australia , if anyone cares and I like playing SF3:3rd Strike atm. I can usually be found on Saturdays and Sundays in timezone in sydney on George Street. Im impossible to miss (_TRUST_ me) I will 90% of the time be using Ken with ShinRyuKen. If you happen to see me (you poor thing) come up and say Hi, or better yet challenge me (heh)........ but DONT ask me to play A3 with you as I havent really been practicing much lately Where to get this ----------------- This Faq should be found at the following locations only http://darkfact.cjb.net http://www.gamefaqs.com http://www.console-gamer.com http://www.saikyo.com (the _BEST_ Dan site) http://www.fighters.net If this guide appears anywhere else please tell me I usually wont have a problem if you put it up,I just like to know where my work is. Disclaiming thing ----------------- Ummmm. Don't use this guide for profit (EGM!!!) and don't steal bits of it without giving me money.And ummmmm all character in this FAQ belong to whoever owns them.Again I stole bits of this disclaimer from Kao Megura but I'm giving him credit. Terminology ----------- FB: Fireball, this includes Ryu, Ken and Akuma's Hadouken Charlie and Guile's Sonic Boom, Sagat's High Tiger Shot, Rose's lil' Spark thing. Jab: light punch Strong : medium punch Fierce: heavy punch Short: light kick Forward: medium kick Roundhouse: heavy kick ARK: Akuma/Ryu/Ken QCF: Move the joystick from down to towards QCB: Move the joystick from down to back 360 motion: rotate the joystick completely 720 motion: rotate the joystick completely twice DP: Move the joystick from towards to down to down-towards Why choose Dan ---------------- i) Why the hell not?? Live a little damn it!! ii)Why,you may be asking, should I choose Dan??Cause hes good dammit!!!Also because beating a skilled opponent with Dan is a good way to get a laff from your friends (unless it was them that you beat). iii) Super Taunt!!!! iv) Mega Taunt!!!!!!!!!!!!!!!!!!!!!!!!!!! Dan also inflicts lotsa damage with each of his normal and special moves this is good and everything, but personally I dont think he needs the extra damage if you want to learn how to play to take advantage of Dans awesome strength.. ummmm go read someone elses FAQ this is the Dan Hibiki Taunting guide, not the Dan Hibiki Damage guide Basic moves. ------------- Throw B or F +PP (Note: Dan does not have a B or F +KK throw) Throws are considered cheap and annoying by many people, so all the more reason for Dan to use them!!! Throws have two advantages and two disadvantages. The first advantage is that they can be used to punish just about anything that your opponent messes up and secondly they are unblockable (NOTE: This does _NOT_ mean they cant be countered, since Classic they have been made much weaker) The two disadvantages are: 1.No range (barring special throws like Zangiefs Spinning Pile Driver) 2.No priority, for example if someone is kicking you,you cant throw them outta the kick. There is a third disadvantage and that is if your playing in an arcade with people who dont like throws they are quite likely to beat you up (at least where I live) Standing Attacks ---------------- Jab:a quick swat out with Dan’s fist useful for snuffing some attacks (Blanka’s roll comes to mind....) Strong:A gut punch......this move is _NOT_ very good aside from its deceptive range (Diego insists that this move has some uses but I just cant see it happening,if you want to know why ask him not me) Fierce: A Strong hitting downward chop. Does lots of damage Short:a low-mid section kick also useful for snuffing some attacks Forward:not much to say aout this again.....good to counter some jump-ins Roundhouse: Well like it says a roundhouse kick to the face. Can sometimes be used to juggle Jumping attacks --------------- NO!!! I refuse to do this section for he simple reason that if your in the air your hand hould be on the taunt button. Taunts are Dans bread and butter jump in. Think about it why use one of his less than useful punches or kicks when you can scream YAHOOOOOOI into your opponents face....trust me, JUMPING TAUNTS WIN MATCHES I cannot emphasise this enough. 'Course if you've been doing non stop taunts and they guy your playing is about to explode with rage then by all means use a regular jumpin. There are few enough Dan players as is without having one beaten to death with a crowbar. Crouching attacks ----------------- Jab:Similar to the standing version........ thats about it use it just prior to a standing or crouching taunt Strong:A slower, stronger version of the above (I think).Again I,suprisingly, DON’T like this if you have an opening to do this do a taunt instead. :o) Fierce: Undoubtedly Dan’s best anti air move. Pops them WAAAAAYYYYY up into the air...and we all know what comes next..... CHOHATSU DENTETSU!!!! or you could juggle I suppose...but a Super taunt is prefered Short: Similar in apperance to ARK’s (and Dan’s) crouching forward, decent speed can be followed with a taunt Forward: THE combo started for Dan. Can be used to start ANY taunt and also can be cancelled into most of his specials and supers Roundhouse: The basic trip move everyone has...best followed with the Chohatsu Dentetsu that no-one has.... Special Moves and thier proper usage -------------------------------------- 1.Gadoken: QCF-any punch button Ok,so this move is no Hadouken......Its great for stopping them tho':). If you ever happen across a FB crazy ARK (and come on, the game has been around for 8 years!! who hasnt??) jump to the other end of the screen (make sure you use a jumping taunt) and repeatedly use your Gadouken to stop their FBs, every now and then I reccomend taunting to show them what you think of thier cheap patterns.With some timing and distancing the Gadouken can also be used to thwart jumpins. 2.Kouryuken: DP-any punch Similar to ARK's famous move this has Dan performing an jumping uppercut type thing........IMHO not particularly useful although there is a 1-in-8 chance that you will flash white, during that time Dan is invincible,which is VERY useful. 3.Dankukyaku: QCB-any kick This is a variation on ARK's Hurricane kick,similar to Seans move in SF3, (Die Sean you Dan hating little SOB) useful to knock the opponent down and give them the taunting of a lifetime,also irritating as a chipping move. Super Moves (or how to make good use of the super taunt) --------------------------------------------------------- 1.Super taunt/Chohatsu Dentetsu (spelling anyone??) QCF,QCF taunt IMHO Dans best super move, when performed Dan rolls up into a ball and performs a number rolling/standing taunts, then a jumping taunt and finishes with a special taunt. Leaves you completely open to anything.....so why use it??......well some new players might not have seen it before and "block" it (hehhehehe) so when it finishes and no attack comes out they will be extremely surprised, so take the opportunity to combo them. If your playing a vetran he or she (?? not to be sexist but I have never come across a girl who could play SF well, might just be that I live in the middle of nowhere tho) will most likely let you perform the whole thing anyway. So basically the only people you have to watch out for when using this move are the semi-decent players or scrubs who will smack you in the middle of it, anyone who does this sucks, there are two ways that you can deal with this the first one is to perform it, let them do a massive combo on you then comeback and win the match (VERY hard if you're playing against someone of any skill) The second method is for using on scrubs. 1.when someone starts being a scrub leave the controls 2. Then walk behind the machine 3.Push the machine onto said scrub crushing them horribly 2. MEGA taunt/Chohatsu Shinwa (Again I’m not japanese so if some one could tell me if its spelt properly) QCB,QCB taunt Ok so this is taking it a bit far..... when you perform the motion Dan uses three levels of his super meter to perform a ‘custom taunt’ if you will, all the basic unch and kick buttons become various taunts and the taunt button does that special taunt that Dan does at the end of his normal Super Taunt. This move is fairly useless,if you want to get the highest annoyance factor possible, you must use this move like you would use Wolverine in a Vs‘game’ (i.e MASH them buttons) Dan apparently has increased agility (again making him more overpowered) while in this SC. Im not entirely sure of the commands in this mode but go have a look at Marc Concepcions guide at www.saikyo.com) And now for the super moves that actually inflict damage ^_^ 3. Shinkuu Gadouken QCF,QCF punch ok so almost every character uses this motion for one of thier supers so it should be well known. When this super is activated Dan pulls back one hand chrges massive amounts of ki energy, focuses all his years of training and put them into a super-awesome blast of death.........that travels half the screen max...... Hmmmmm ok, this super does have its advantages firstly its easy to combo and secondly as far as I know it cancels out other peoples super fireballs but only if thiers is a lower level than yours (i.e you cant use a level 1 Shinkuu Gadouken to stop a level 3 Shinkuu Hadoken) OK I apologize I dont know what I was on when I wrote this does the most damage, maybe it does in MSHvsSF but certainly not in this (dont know why tho') 4 Super uppercut aka Kyouryurekka QCF,QCF kick Hmmmmm, well controversy..... It has been pointed out to my by some fellow Dan players from the ML that this move isnt as useless as I said it to be. I apologize as I was going on my Alpha 2 perceptions of it. this move does great damage (close to half the energy bar at level 3) and is very good in juggle combos. If I find an anything else worth mentioning about this move you'll hear about it. It also has a tendency to make people wary of jumping.(but I prefer an x-ism s.Taunt) 5.Ryuko Ranbu Dan style/Hisshou Buraiken QCB,QCB kick This is Dans most visually pleasing super (cept the Super taunt obviously), when used Dan performs a stationary flurry of attacks that ends with a Kyouryuken. Looks cool does about the half the life bar when done on Level 3 (e.g use it on jumpers..must be done with good timing tho) Taunts ------ As far as I'm concerned the way you use Dans taunts are what will make or break your Dan. Dan has 3 basic taunts, 2 special taunts and 2 super taunts. Seven taunts. The basic taunts are;standing, jumping and crouching. They are all achieved by pressing select (or start in the arcade) when Dan is either standing jumping or crouching.All have various uses as descirbed here Standing: the least useful taunt IMHO.Good to rub it in if your opponent completely misses with a move. Crouching:Very useful vs. people with high hitting moves.(such as Sagats Tiger shot) Use these repeatedly everytime Sagat (or whoever) throws a high move, eventually they will become so annoyed they will stop throwing high attacks altogether an effective method for removing around half of thier arsenal Jumping: My personal fave normal taunt........everyones played against an ARK who just fireballs all day. Well the jumping taunt is an alternative to countering the FB's with yours. Make a point of just jumping over their FB's, dont try to hit them just constanly jump-taunt. Like with the crouching taunt the person will eventually stop throwing FB's altogether..... and a shoto with no FB........tsk tsk. Rolling forward taunt: only useful on people who havent seen Dan played well before, who knows they might think its an attack. Other than the surprise factor useful only for building up super meter.Style points if you can roll under someone who is jumping Rolling backward taunt: I have pretty much dedicated the entire below section to this move so see below for details Character specific stratergies ------------------------------ No actual stratergies as of yet, This is more of a guide of exactly when to taunt vs some characters Akuma/Gouki ----------- Dont ask me why but Gouki players just love the Shun Goku Satsu (Instant Hell murder, Raging Demon,Demon Rage, Bison Killer etc) which is strange because its not a very good super...... oh well thier loss is our gain eh?? If at any time an Akuma player just starts throwing random jabs and shorts, immeaditately get as far away as possible (but still in Shun Goku Satsu range) and crouch block. Your opponent will think "Yes!!, hes blocking now is my chance to hit him with this oh-so cool move" then immeaditely after you see the screen darken, input the motion for a backwards rolling taunt. Oh and dont forget to look at the other guys face *snigger* Ken:Ken is an overly offensive character and you can make him pay for it dearly.... This is one of the few times when jumping and no taunting is a good idea. If you jump and just block you can expect Ken to Shoryuken (don't worry they rarely ever learn) After blocking the Shoryuken, especially if it was a fierce Shoryuken, there is ample taunting time. You can even rollunder the fierce one after blocking it. Oh and never try to back rolling taunt out of ShinRyuKen, even with the suck-in factor reduced you will still get nailed 90% of the time Ryu: Ohhhhhhhhh FUN!!! what you wanna do is get you and the opponent on opposite screen sides then if he's a scrub ( and beatin' scrubs is what this guide is all about) he'll start the rain of fireballs. Allow yourself to be hit and frequently taunt. After a while they might throw a super, it doesnt matter. If they have resorted to this "tactic" you can afford to throw the round.(But for the love of God TAUNT!!!) next round, stop thier Fireballs with your superior Gadouken. Taunt more. The usually cool and calculated Ryu player will be getting VERY upset now. Then they fall apart *evil laugh* Zangief: Most people have trouble performing the 720 motion without jumping and then beginning the motion in the air, so if Zangief player has a full meter go defensive and make him chase you, then everytime he jumps do the rolling backwards taunt. Dan’s Ending ----------- Um ok I dont remember much about this and I don't speak any Japanese. Basically what happens is you get to see Vega (M.Bison outside of Asia) doing his old face exploding bit. Then Dan and Blanka (who were apparently friends) bust into the Psychodrive and taunt it to pieces (DAMN STRAIGHT!!!) Charlie (Nash) and Chun-li stuff around outside in thier planes and then its over. (little help with the translation please someone??) Things that Dan needs --------------------- 10.more taunts 9. Someone to be as overpowered as him 8.More Taunts 7. An SPD tpye throw which has him performing a series of throws (ala King in Tekken) which do no damage but are all followed with a taunt (heh) 6.MoRe taunts 5.a reversal of some sort 4.MORE taunts 3. To be in the next Vs game where he can ONLY be paired with Go Hibiki 2.MORE TAUNTS DAMMIT 1.A taunting move so powerful that Dan uses all of his SC gauge and all of the opponents. (wouldnt that rock?? imagine the look only other guys face when he sees youve used HIS SC energy for a taunt lol) Contacting Me ------------- Well aside from finding me in an Aussie arcade somewhere you could try emailing me at Dan_is_good@insanity.4mg.com Join The Dan mailing list!!! ---------------------------- If you have a desperate urge to join the Dan mailing list by all means email me and I'll put you on ok?? Links(I'll add descriptions when I can be bothered) ----- www.saikyo.com saikyo.gamespage.com Credits ------- Diego (ICQ#10185718) For starting the Dan mailing list and for being a great source of all things Dan related as well as someone who is very good to talk to. A genuine Dan Fan. Anyone who puts this Faq up on thier page: For putting up with this crappy Faq Anyone who reads this: Well you sure did waste your time huh????? ~fin