- Saikyo-Ryu Dojo -

Dan's moves are very powerful in fighting if you know how to use them. Master Dan Hibiki himself has offered to show you his Saikyo style. Use this opportunity wisely and you will be a master of Saikyo in no time.
Special Moves

Gadoken (Self Taught Wave Punch)
QCF + punch button - Dan's projectile assist. Throws his hips into the move and creates a wave fist with one hand. It is very close range, however, it is good to halt jumping opponents and can combo easily.

Koryuken (Shiny Dragon Punch)
Z motion F + punch button - Dan's anti air assist. Do not confuse this move with the Shoryuken, as it is very different. Dan does not go as far forward as he would if the Shoryuken was used, and is therefore a better above the head cover move. Dan also does not extend his arm, but bends it in a right angle fashion. When Dan builds his ki up just right, he will flash white when he starts the move, making him totally invincible.

Dankukyaku (Dan's Cutting Kick)
QCB + kick button - This move is a very variable move. A weak kick version will get Dan to jump and do a single blow to the upper body with a knee, and may also jump projectiles. The middle kick version will follow the knee to the face with a kick to the gut. The strong kick version will do a three kick combo which Master Dan is demonstrating to you now. However, only the weak kick version will hop over projectiles, but this move covers a lot of ground, and is also useable in the air.



Chohatsu (Taunt)
taunt button - The very base of Saikyo-Ryu is the art of the taunt. Dan may do a wide variety of taunts. He may do:
- taunt button - a standing taunt
- hold down + taunt button - a crouching taunt
- QCF + taunt button - a forward rolling taunt (Master Dan is demonstrating)
- QCB + taunt button - a backward rolling taunt
- jump + taunt button - a jumping taunt (Master Dan is also demonstrating)
Each of these taunts charges up Dan's ki when they are used. Since the jumping taunt is the least dangerous, it charges the least amount of ki. Likewise, since the rolling taunts leaves Dan wide open for attack for a longer time, it charges the most amount of ki. The other two charge a fair amount of ki. Taunt when you can. Fighting is not only physical, it is mental as well.

Premium Sign
QCF + kick button - Dan's variety assist. Dan pulls out a picture of himself, signs it, and throws it at the opponent. Although seemingly harmless, this move has unbelievably high priority and can be cancelled out of very easily. This move has its uses which leaves it earn its place in Saikyo-Ryu. Use it wisely and you may get a finish no one will expect.
Super Combos
Shinkuu-Gadoken (Vacuum Self Taught Wave Punch)
Two QCF + punch button OR QCF + all punch buttons - Dan's projectile super assist. A concentrated gadoken which is projected a little farther than the gadoken. It moves very slowly, so it is important that the opponent is not to far away from Dan. If in the corner, you may use it as a juggle into an air combo, or even another Super Combo.
Koryurekka (Shiny Violent Dragon)
Two QCF + kick button OR QCF + all kick buttons - Dan's anti air super assist. Two koryukens in succesion, the first one where Dan does not jump, the second one he does. Extreme damage. A very good anit air move because it does have an invincibility window throughout the start up of it. Try to only use it on jump-in opponents or combos. Dan does move over very slightly during the move, but make sure your opponent is close.

Hissou-Buriaken (Victory Relying on the Self)
Two QCB + kick button OR QCB + all kick buttons - Dan's variety super assist. A very excellent super combo. Dan releases his rage in the form of random punches and kicks ending with a koryuken. It sucks in the opponent, so if any of the hits connect, the rest that follow will also. Short ranged, but very powerful. Also a very good delay hyper combo. This is my personal favorite super combo.

Chohatsu Densetsu (Legendary Taunt)
Two QCF + taunt button - The ever so powerful super taunt. This is a very dangerous super because it is a direct blow to the ego of the opponent. This can either make or break a fight. Use it when you feel you need to (or when you want to ^_^). It has its practical uses as well. It can be delay hyper comboed which can catch the opponent off guard. Be sure to delay hyper combo before he jumps in the air for his "Yahoi!" taunt. That is the point of no return.
Otoko Michi (The Way of Man)
Fierce Punch, Short kick, Tap away from opponent, Jab punch, Jab punch, in that order - Dan's kamikaze attack. It takes a lot of disipline and practice to make this move function properly, but Master Dan has completely mastered this move. It costs 3 levels of combo energy and will leave Dan with only 1 point of life and 0 points of recoverable life. However, this attack is the most damaging hyper combo known. It can be tech hit and moves similar to the Shun Goku Satsu (Instant Hell Murder) that Akuma uses, so use it when you know it will connect.