Rage of The Dragons/Alice: Difference between revisions

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=Movelist=
=Movelist=
Command moves:


(n)fwd A - Puts her hands together and steps forward to deal 3 hits. Good range
          and is comboable after her strong attacks.  Cancelable at any hit.
(n)air dwn B - Puts her legs together for a stomp like move.  Knocks the
              opponent down when hit. Her qcb K can be done after it(it won't
              hit 'coz it knocks opponent down).
Special moves:
(n)Eat it - qcb A/C.  She swings both her arms down like a double sledgehammer
            move.  A version is fast and comboable.  C version is slow but has
            overhead properties and hits twice(2nd hit knocks down).  What a
            wierd name...
(n)Rising Hell - DP A/C.  She raises her hand and a wave of purple energy comes
                out from the ground.  Decent anti air.  Button pressed
                determines where the wave would come out.  A is right next to
                her while C is 3/4 screen distance away from her.
(a)Twinkle Twinkle - qcf A/C.  Her version of Geese/Rock's Reppuken/Double
                    Reppuken.  C version fires 2 seperate projectiles
                    consecutively.  Stuns the opponent a bit long.  Twinkle
                    twinkle?  Can't they think of a better name?  :p
(a)Heads off - air qcb B/D.  She does a knee dive with purple energy. Knockaway
              and comboable after any of her air normals or air command move.
Super:
(n)Red Rose - hcb fwd A/C.  She makes a purple shield in front of her.  If it
              touches the opponent, he gets stunned and she will fire a huge
              blast of purple energy.  This also acts like a counter super.  If
              ANY attack(including projectiles and super projectiles) hits the
              purple shield, it will negate the opponent's attack and she'll
              proceed to fire a huge blast of purple energy.  Its like a
              modified version of Jin Chon Rei's P Power move in RB series.
==Command Moves==
==Command Moves==


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=Combos=
=Combos=
First Impact combos:
Ground - A, A, C, C, C
Air    - B, A, C, D, D
My B&B Combo: Jump D, close D, fwd A(3 hits), qcf A or C/DP A/qcb A
Her ground moves have good recovery... almost zero lag.  Even her super pushes
opponents back far when blocked.  So abuse the recovery of her moves.
Other combos:
-Jump D, hop forward D, air dwn B
-Jump D, close D, fwd A(3 hits), hcb fwd A/C
Infinite combo(courtesy of neokbron):
-CD, air B, A, C, D, D, dwn B(miss), repeat from CD.
I suggest you refrain from using this one, but use its structure on some of
your FI combos.
Trick Combos:
-Jump D, dwn B, fwd A, qcb C
-dwn B, qcb A, qcb C.
Wall Combos:
-Jump D, close D, fwd A, DP A, qcb upbck B(miss), hits wall, CD, air B, A, C,
D, D, dwn B(miss), CD A, A, C, C, C, hcb fwd C.  24 hits, approximately 70%
damage.


(needs at least 2 and 1/2 levels of super meter)
-Jump D, Close D, fwd A, hcb fwd C, hits wall, dash in hcb fwd A.  14 hits,
approximately 55% damage
=Strategies=
=Strategies=


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

Revision as of 01:42, 9 December 2015

Introduction

Movelist

Command moves:

(n)fwd A - Puts her hands together and steps forward to deal 3 hits. Good range

          and is comboable after her strong attacks.  Cancelable at any hit.

(n)air dwn B - Puts her legs together for a stomp like move. Knocks the

              opponent down when hit. Her qcb K can be done after it(it won't
              hit 'coz it knocks opponent down).


Special moves:

(n)Eat it - qcb A/C. She swings both her arms down like a double sledgehammer

           move.  A version is fast and comboable.  C version is slow but has
           overhead properties and hits twice(2nd hit knocks down).  What a
           wierd name...

(n)Rising Hell - DP A/C. She raises her hand and a wave of purple energy comes

                out from the ground.  Decent anti air.  Button pressed 
                determines where the wave would come out.  A is right next to
                her while C is 3/4 screen distance away from her.

(a)Twinkle Twinkle - qcf A/C. Her version of Geese/Rock's Reppuken/Double

                    Reppuken.  C version fires 2 seperate projectiles
                    consecutively.  Stuns the opponent a bit long.  Twinkle 
                    twinkle?  Can't they think of a better name?  :p

(a)Heads off - air qcb B/D. She does a knee dive with purple energy. Knockaway

              and comboable after any of her air normals or air command move.


Super:

(n)Red Rose - hcb fwd A/C. She makes a purple shield in front of her. If it

             touches the opponent, he gets stunned and she will fire a huge 
             blast of purple energy.  This also acts like a counter super.  If
             ANY attack(including projectiles and super projectiles) hits the
             purple shield, it will negate the opponent's attack and she'll
             proceed to fire a huge blast of purple energy.  Its like a 
             modified version of Jin Chon Rei's P Power move in RB series.

Command Moves

Special Moves

Super Moves

Super Tag

Combos

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

My B&B Combo: Jump D, close D, fwd A(3 hits), qcf A or C/DP A/qcb A

Her ground moves have good recovery... almost zero lag. Even her super pushes opponents back far when blocked. So abuse the recovery of her moves.

Other combos: -Jump D, hop forward D, air dwn B -Jump D, close D, fwd A(3 hits), hcb fwd A/C


Infinite combo(courtesy of neokbron):

-CD, air B, A, C, D, D, dwn B(miss), repeat from CD.

I suggest you refrain from using this one, but use its structure on some of your FI combos.


Trick Combos: -Jump D, dwn B, fwd A, qcb C -dwn B, qcb A, qcb C.


Wall Combos:

-Jump D, close D, fwd A, DP A, qcb upbck B(miss), hits wall, CD, air B, A, C,

D, D, dwn B(miss), CD A, A, C, C, C, hcb fwd C.  24 hits, approximately 70%
damage.

(needs at least 2 and 1/2 levels of super meter) -Jump D, Close D, fwd A, hcb fwd C, hits wall, dash in hcb fwd A. 14 hits,

approximately 55% damage

Strategies