In Street Fighter, "DP" is the widely used abbreviation for a Dragon Punch, a fundamental and powerful special move across the fighting game genre. It is often a cornerstone of a character's offensive and defensive capabilities.
Understanding the Dragon Punch (DP)
A Dragon Punch is a signature motion attack that typically sees a character attack upwards with their fist, often leaving the ground during the animation. This move is characterized by its distinct input motion and unique properties.
Key Characteristics of a DP
- Motion Input: While specific inputs vary slightly between characters and games, the "DP motion" generally involves a forward, then down, then down-forward input followed by a punch button (e.g.,
→ ↓ ↘ + Punch
). This specific motion is why it's referred to as a "DP motion." - Upward Trajectory: The attack is primarily directed upwards, making it highly effective against airborne opponents or as a reversal.
- Invincibility Frames: Many DPs feature periods of invincibility, meaning the character cannot be hit during certain frames of the move's startup or active frames. This property is crucial for its utility as a "reversal."
- Leaves the Feet: Characters usually jump or leave the ground as part of the Dragon Punch animation, reinforcing its anti-air nature.
Strategic Importance of DPs in Street Fighter
Dragon Punches serve multiple vital roles in a player's strategy due to their unique properties:
- Anti-Air: Their upward trajectory and often quick startup make DPs excellent for intercepting opponents attempting to jump in or cross up. Successfully performing an anti-air DP can shut down an opponent's aerial offense.
- Reversal: Thanks to their invincibility frames, DPs are commonly used as "reversals." A reversal is an attack performed immediately upon waking up from a knockdown, blocking an attack, or escaping a combo. If timed correctly, the invincibility allows the player to hit the opponent through their attack, turning the tables.
- "Get Off Me" Tool: When pressured by an aggressive opponent, a DP can be a risky but effective way to create space and reset the neutral game, as it can punish attempts to continue pressure.
- Combo Ender/Extender: While often used defensively, DPs can also be incorporated into combos for extra damage or to knock down an opponent, setting up further offensive opportunities.
Risks and Counterplay
Despite their power, DPs are not without significant risk:
- Punishable on Block: If a Dragon Punch is blocked, it typically leaves the attacking character in a highly vulnerable state, allowing the opponent to execute a full, high-damage "punish combo." This makes DPs a high-risk, high-reward option.
- Whiff Punishment: Missing a DP entirely (whiffing) also leaves the character open to retaliation, as the recovery frames are usually quite long.
Mastering the use of Dragon Punches involves understanding when to commit to this powerful but risky move, weighing its anti-air and reversal benefits against the potential for severe punishment.