Pocket Fighter/Dan

From Wiki
Jump to navigation Jump to search

Overview

(Special Thanks to Josué M. From the Gem Fighter discord for providing pretty much all the info)


Dan is a joke character that was made to make fun of SNK's Ryo and Robert from Art of Fighting. In this game, Dan feels he needs to teach his Saikyou Style to the world, and to do that he must get students first, so he searches for Sakura. After finding her, Sakura says she'll accept being taught the martial art if Dan wins against her. After winning, Dan teaches Sakura the pathetic fighting style, 3 days later he receives a letter from Sakura, saying that she has both mastered and decided to unlearn the Saikyou Style due to how "stupid" it looks and how useless it is in a fight.

Gameplan

Dan is a character that needs the player to always try to make the situation in his advantage, via pissing the opponent off with taunts or using the correct combo strings depending on how the opponent acts. Dan lacks options from afar, so always try to get an item. Dan also starts with the "Banana item", if it hits the ground, a banana will be placed. If the opponent walks towards it, he will get launched then knocked down.

Pros and cons

+ Decent combo strings

+ Good meter build

+ Up to 4 taunts, one of them being a super

- Lackluster and weak specials

- His supers are either very bad or just worse than average

- Normals are either decent or worse than average

- Lacks options from afar

-Has almost no combo routes for damage

- Gets worse as he levels up lmao


Combos

Hello
Application Notation Damage* Notes Demo
Poke P ?? A combo. It does damage. -
Key: () = Link / (>) = Gatling / (xx) = Cancel | (*All damage values vs. Lei-Lei)

Frame Data

Normals

5P

P
みぞおちパンチ
Mizoochi Punch
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Mid ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
7 4 18 -4 -5
Effects Notes


5K

K
我道蹴り
Gadougeri
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Mid ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
9 3 29 -9 -10
Effects Notes


Guard Crush

5S

S
放蕩斬
Houtouzan
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Crush ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
40~100 4 22 - -
Effects Notes


2S

2 + S
破天衝
Hatenshou
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Crush ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
47~107 2 + 2 34 - -
Effects Notes


6S

6 + S
道交法鬼
Doukouhouki
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Crush ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
38~98 4 33 - -
Effects Notes


Air Normals

j.P

j.P
ジャンプ掌低
Jump Shoutei
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
High ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
9 2 - +12 (Max) +11 (Max)
Effects Notes


j.K

j.K
跳び足刀
Tobisokutou
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
High ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
10 2 - +12 (Max) +11 (Max)
Effects Notes


Dash Attacks

Dash Punch

6 6 + P
サイキョーローリング
Saikyō Rolling
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Low ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
34 30 44 - -
  • Launch
  • Self Pseudo Knockdown (Block)
  • Dan enters a Pseudo Knockdown state on block. Cannot use Easy Reversal, Roll, or enable Pursuit Attacks, but can be hit off the ground by other attacks that hit low enough.
Effects Notes


Dash Kick

6 6 + K
跳びヒザ蹴り
Tobihizageri
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
High ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
18 2 32 -11 -12
  • Hits high but whiffs on most crouching characters.
Effects Notes


Throws

Throw

P + K
サイキョー背負い投げ
Saikyō Seoinage
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Throw ?? ?? ?? -
Startup Active Recovery Hit Adv. Block Adv.
6 1 24 - -
Effects Notes


Air Throw

j.P + j.K
サイキョー地獄風車
Saikyō Jigoku Fuusha
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Throw ?? ?? ?? -
Startup Active Recovery Hit Adv. Block Adv.
6 1 - - -
Effects Notes


Tomoenage

421 + P + K
巴投げ
Tomoenage
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Throw ?? ?? ?? -
Startup Active Recovery Hit Adv. Block Adv.
5 1 24 - -
Effects Notes


Saikyō Tomoenage

63214 + P + K
サイキョー巴投げ
Saikyō Tomoenage
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Throw ?? ?? ?? -
Startup Active Recovery Hit Adv. Block Adv.
5 1 24 - -
Effects Notes


Isseichidai Otokomichi

41236 + P + K
一世一代漢道
Isseichidai Otokomichi
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Throw ?? ?? ?? -
Startup Active Recovery Hit Adv. Block Adv.
29~89 1 24 - -
  • Chargeable
Effects Notes


Command Normals

2P

2 + P
しゃがみ掌低
Shagami Shoutei
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Low ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
7 3 16 +5 +4
Effects Notes


2K

2 + K
かかとキック
Kakato Kick
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Low ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
8 3 18 -7 -8
Effects Notes


3P

3 + P
号泣アッパー
Goukyuu Upper
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Mid ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
11 3 + 4 28 -12 -13
Effects Notes


3K

3 + K
足払い
Ashibarai
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Low ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
12 2 37 - -24
Effects Notes


Flash Combo

Specials

Mighty Combo

Other


P K S P(xN) j.K START
2 236 214 623 41236 360 23 89
Big Name
Small Name
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Mid ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
?? ?? ?? ±0 -1
  • Launch (Counter Hit)
  • Launch
  • Juggle
  • Knockdown
  • Wall Bounce (Counter Hit)
  • Earth Orbit (Max Stun Counter Hit)
  • Flatten
  • Treasure Chest
  • Chargeable
  • Projectile
  • Untechable Throw
  • Moves Forward
  • Must block before super flash
  • Air Unblockable
  • Cross Up Potential
  • Normal Cancel
  • Taunt Cancel
  • Special Cancel
  • Super Cancel
  • Projectile Invul. (Frame: ??~??)
  • Strike Invul. (Frame: ??~??)
  • Throw invul. (Frame: 2~??)
  • 999 Hits
  • Longer recovery animation on whiff
  • Infinite Horizontal Reach
Effects Notes