Dan is the titular hero and the character most players will spend the vast majority of their time with. He is the most well-rounded fighter in the game — not the fastest, not the strongest, but the most versatile. Understanding every facet of Dan's moveset is the key to mastering the game.
Dan's Complete Moveset
| Move | Input | Damage | Range | Best Use |
|---|---|---|---|---|
| Jab | Tap Punch | Low | Short | Interrupting enemy attacks, starting combos |
| Cross | Punch x2 | Medium | Short | Combo filler, knockback on final hit |
| Uppercut | Punch x3 (timed) | High | Short + Up | Launches enemies for aerial follow-ups |
| Charged Punch | Hold Punch | Very High | Medium | Shield break, wall destruction, heavy stagger |
| Front Kick | Tap Kick | Medium | Long | Spacing tool, pushing enemies into pits |
| Roundhouse | Kick x2 | High | Wide arc | Crowd control, hitting multiple enemies |
| Jump Kick | Jump + Kick | Medium | Long | Approaching ranged enemies, cross-ups |
| Super Punch | Special Button | Massive | Full screen dash | Boss finisher, panic button, elite eliminator |
Dan's Strengths
Best-in-Class Punch Damage
Dan's punch attacks scale better with upgrades than any other character's basic attacks. At maximum upgrade level, his full punch combo deals more damage than some characters' special moves. Invest heavily in Punch Damage upgrades — it is the single most impactful stat for Dan.
Superior Combo Potential
Dan's moves chain together more smoothly than any other character. The basic bread-and-butter combo — Jab, Cross, Uppercut, Jump Kick — flows naturally and keeps enemies stun-locked for the entire sequence. This combo alone can kill most regular enemies before they have a chance to attack.
Balanced Stats Across the Board
Dan has no crippling weaknesses. His health pool is average, his movement speed is average, his special move cooldown is average. This means no matchup is inherently bad for Dan. You can take him into any fight and succeed with good fundamentals.
Dan's Weaknesses
Shorter Reach Than It Looks
Dan's punches have surprisingly short range. Against enemies with long weapons (spears, swords), you need to close the distance before attacking. Jump kicks are your best gap-closer against ranged threats, but the landing recovery frames can leave you vulnerable if you misjudge the distance.
Special Move Has a Long Recovery
Dan's Super Punch is devastating but leaves him vulnerable for nearly a full second after the animation ends. Never use it when surrounded by enemies — the recovery frames are long enough for nearby enemies to land multiple hits. Use it against isolated targets or as a finisher when only one enemy remains.
Average Movement Speed
Dan is not slow, but he is not fast either. In Survival Mode's later waves, faster enemies can outmaneuver him. Upgrade Movement Speed as your fourth or fifth priority to mitigate this — the difference between base speed and Level 3 speed is substantial.
Optimal Build Path
For the most effective Dan build, follow this upgrade sequence: Punch Damage → Max Health → Kick Damage → Movement Speed → Special Power → Special Cooldown. This build maximizes Dan's natural strength (punching) while shoring up his only real weakness (mobility). The kick damage investment is necessary for shielded enemies and crowd control situations where punches are too short-range.
For accessories, prioritize anything that increases combo duration or provides health regeneration. Dan's best-in-class combo game means he benefits more from extended combo timers than any other character.
The Uppercut can be animation-canceled into a Jump Kick if you input the jump immediately after the uppercut connects. This extends your air combo by one hit and can carry enemies toward pits or hazards. It takes practice but is essential for high-level play.