BH = BB Hood? She was another nice character I played well. She has a good pressure game with good assists. Impressive looking combos with her double jumps. Her bread and butter is her cool hunting, does good damage as long as you catch the opponent in both fields of fire. Does good chip damage too, but you still got to catch them in both fields of fire, which is hard to do on a blocking opponent. She has another super, I think the QCB KK one, apple for you? She trips forward, autocombo. If you miss apples still come out, which can surprise people the first time they see it. I remember comboing into it somehow, but that was ages ago. Im sure the resident specialist can tell ya some combos in detail, you can also just look at other sites like gamefaqs.com for them
Dan I can help you with more. His AAA is his best one, it actually has devent priority. It has a short range, thats what you need to be aware of. If your using his AAA, you need to be aware of Dan's Shiney Koryuken. Every 4th Koryuken gets a flashing INVINCIBLE frame. Your assist calling counts towards this, so try to keep a running tally in your head. Also, know how to do the Otoko Michi. It leaves Dan with 1 pixel of life, but if you mash it while being done its the most damage super in the game. And if Dan is almost dead, its great to pull on them, but its easy to avoid "its like a raging demon"so dont do it too much or they will start looking for it. Fun fact, the Otoko Michi can grab Akuma out of his Raging Demon. The premium sign move can hit off the "show autograph" frame, and the actual projectile. Fun fact, the showing of the autograph also has good priority, rumored to be the highest priority move in the game. However the nature of the actual move itself makes it impossible to actually use it to your advantage, its more of a fun accident kind of thing. Another fun fact, if you finish your opponent with a thrown sign, you get a super combo finish. Remember, tap kick to speed a sign up, and lk sign is the fastest. Combo wise, his Dankyukyakuu is a good air combo finisher, and he has a bunch of short combos into supers. Ducking lk lk hk into his Koryureppa is a quick OTG super but those are obsolete. You can combo the Shinku Gadoken off a lk lk, but its only worth it in the corner, also combo a Hisshou Bariken from the standing lk lk if I remember right. Its been way too long y'know.
Dan's got a nice corner trapping super thing if you can pull it off. With 5 super levels you (I always started this with certain assists, but I think you can start it with Dan by himself by) in corner, lk lk. Second lk hits twice, on the second hit Shinku Gadoken. Opponent should bounce on top of gadoken, then use Koryureppa. Opponent flies high in air, dash in, Shinku Gadoken juggle, should bounce just like before, Koryureppa Juggle, dash in, Hisshou Bariken. If the opponent cant roll, you can dash in and OTG them as the fall from a Koryureppa, ducking lk into standing lk which is the two hit kick, then back into the Shinku Gadoken.
Thats how I remember it, but its been like 2 years, maybe Static knows what Im speakin on.
Anyway with Dan, main thing is to try to have some fun and PO your opponent. Dan's tuants build meter well, especially his jumping tuant, since its fast and safer. His jumping tuant, I think is his best air combo finisher, since its hilarious. Dan's entire game is up close, so thats where you want to be. His best offence against people with range is to tag out. And dont be too serious when playing Dan.
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"Dunno what your crying for, what did you expect? Im DAN HIBIKI!"
Gender: Male Location: Right below you tossing gernades;
Combos don't really matter a lot. It's all about damage really. I can pull of a 8 hit combo with Sentinel which probably takes away more life than the Proton Cannon which rounds up to a 50 hit combo on average.
Gender: Male Location: Right below you tossing gernades;
I was trying it for myself today and I found it much easier to do a second Shinkuu Gadouken after lk, mk SG to setup the Koryureppa WITH the HIGH air uppercut (where your opponent goes directly off the screen for a split second to setup the unrollable OTG). Usually when I was attempting it your way, the Koryureppa would randomly do the HIGH air uppercut. I noticed it wasn't constant so I decided to do a small modification to your combo by doing the SG 2 times THEN doing the Koryureppa. Doing this made it a constant effect to launch your opponent sky high when it normally doesn't. Afterwards, I would just dash in, OTG w/ lk, SG, and end it with a Hisshou Buraiken.