Rage of The Dragons/Cassandra: Difference between revisions

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=Movelist=
=Movelist=
Command moves:


(n)dwnfwd B - Slide kick. Must be blocked low. Does not knock down. Comboable
              after her strong normals.  Bufferable.
(n)fwd B - Overhead.  Does not combo after her normals.  Her illusion can combo
          after this though.  Bufferable.
Special moves:
(a)Fallen Angel - air qcb B/D. She does a spinning dive kick downwards.
(a)Angel Slash - DP A/C.  Jumps low and does an upward chop.  Decent anti air.
(n)Illusion -  qcf B/D.  She teleports and hits the opponent(kinda bumps into
              them).  B version makes her appear in front of the opponent.  D
              version makes her appear at the back.  You can be hit while
              teleporting.  A bit slow to combo after her strong normals. :(
Innocence - hcb A/C.  Counter move.  She does a Hanzo or Galford's Head strike
            move if she is hit during this move.  BTW, this move counters all
            high and mid hitting physical contact moves(no projectile).  And
            yes, it can counter physical hitting supers as well.
Super:
(n)White Wave - qcb hcf A/C. She hits the ground and releases a pillar of white
                energy.  Great anti air, 2 hits if fully connected.  Funny, the
                move's name is White wave, yet in the game I hear her say
                'Ground' wave instead.  Raging storm anyone?  :p
(a)(n)Air White Wave - qcf hcb A/C.  Does a dive kick first then comboed into a
                    white wave when she reaches the ground.  The initial dive
                    kick is air blockable, but the succeeding white wave isn't.
                    So even if you air block the inital dive kick, you'd still
                    get hit.
==Command Moves==
==Command Moves==


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=Combos=
=Combos=
First Impact combos:
Ground - A, B, C, C, D
Air    - A, B, C, C, D
My B&B combo:  Jump D, close C, dwnfwd B, DP A/C OR qcf B/D
-If opponent blocks the combo, use qcf B/D.  Its a safe move when blocked, plus
you'll still be in range to keep the pressure on your opponent.
Other Combos:
-Jump D, hop forward D, air qcb B.
-Jump D, hop forward D, air qcf hcb A/C
Trick combos:
-Jump D, dwn B, fwd B, qcf B/D
-Jump D, dwn B, dwnfwd B, qcf B/D OR DP A/C
-Close C, fwd B, qcf B/D
-close C, dwnfwd B, qcf B/D OR DP A/C
Wall Combos
-Jump D, Close D, dwnfwd B, DP C, hits wall, CD, A, B, C, C, D, qcb hcf A.  12
hits, approximately 55% damage.


(Needs at least 2 levels of super meter at start)
-Jump D, hop forward D, qcf hcb C, qcb upbck B(miss), hits wall, CD, A, B, C,
C, D, qcb hcf A.  13 hits, approximately 70% damage.
=Strategies=
=Strategies=


[[Category:Rage of the Dragons]]
[[Category:Rage of the Dragons]]

Revision as of 01:40, 9 December 2015

Introduction

Movelist

Command moves:

(n)dwnfwd B - Slide kick. Must be blocked low. Does not knock down. Comboable

             after her strong normals.  Bufferable.

(n)fwd B - Overhead. Does not combo after her normals. Her illusion can combo

          after this though.  Bufferable.


Special moves:

(a)Fallen Angel - air qcb B/D. She does a spinning dive kick downwards.

(a)Angel Slash - DP A/C. Jumps low and does an upward chop. Decent anti air.

(n)Illusion - qcf B/D. She teleports and hits the opponent(kinda bumps into

              them).  B version makes her appear in front of the opponent.  D
              version makes her appear at the back.  You can be hit while
              teleporting.  A bit slow to combo after her strong normals. :(

Innocence - hcb A/C. Counter move. She does a Hanzo or Galford's Head strike

           move if she is hit during this move.  BTW, this move counters all
           high and mid hitting physical contact moves(no projectile).  And
           yes, it can counter physical hitting supers as well.


Super:

(n)White Wave - qcb hcf A/C. She hits the ground and releases a pillar of white

               energy.  Great anti air, 2 hits if fully connected.  Funny, the
               move's name is White wave, yet in the game I hear her say 
               'Ground' wave instead.  Raging storm anyone?  :p

(a)(n)Air White Wave - qcf hcb A/C. Does a dive kick first then comboed into a

                   white wave when she reaches the ground.  The initial dive
                   kick is air blockable, but the succeeding white wave isn't.
                   So even if you air block the inital dive kick, you'd still
                   get hit.

Command Moves

Special Moves

Super Moves

Super Tag

Combos

First Impact combos: Ground - A, B, C, C, D Air - A, B, C, C, D


My B&B combo: Jump D, close C, dwnfwd B, DP A/C OR qcf B/D

-If opponent blocks the combo, use qcf B/D. Its a safe move when blocked, plus

you'll still be in range to keep the pressure on your opponent.

Other Combos: -Jump D, hop forward D, air qcb B. -Jump D, hop forward D, air qcf hcb A/C


Trick combos:

-Jump D, dwn B, fwd B, qcf B/D -Jump D, dwn B, dwnfwd B, qcf B/D OR DP A/C -Close C, fwd B, qcf B/D -close C, dwnfwd B, qcf B/D OR DP A/C


Wall Combos

-Jump D, Close D, dwnfwd B, DP C, hits wall, CD, A, B, C, C, D, qcb hcf A. 12

hits, approximately 55% damage.

(Needs at least 2 levels of super meter at start) -Jump D, hop forward D, qcf hcb C, qcb upbck B(miss), hits wall, CD, A, B, C,

C, D, qcb hcf A.  13 hits, approximately 70% damage.

Strategies