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== Normal Moves == | == Normal Moves == | ||
Throw: towards or back + C (close) | * Throw: towards or back + C (close) | ||
* A+C: Double flaming palm move, cancelable to special moves and super moves. | |||
A+C: Double flaming palm move, cancelable to special moves and super moves. | * B+D: Big roundhouse kick, not cancelable. | ||
* C+D: Little jump with dropping elbow at the end. Can land and continue combo if spaced properly. | |||
B+D: Big roundhouse kick, not cancelable. | |||
C+D: Little jump with dropping elbow at the end. Can land and continue combo if spaced properly. | |||
Note: These three command normals will knockdown if it hits airborne opponent. | Note: These three command normals will knockdown if it hits airborne opponent. | ||
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== Vs. Alsion 3: == | == Vs. Alsion 3: == | ||
Crouching A beats his teleport. Fireball him a lot. Be aware of his dash and his overhead. | |||
== Vs. Condor: == | == Vs. Condor: == |
Revision as of 22:44, 23 February 2009
Introduction
Dao Long likes to eat spicy food and enjoys a long ride in the desert on camel's back.
Moves List
Normal Moves
- Throw: towards or back + C (close)
- A+C: Double flaming palm move, cancelable to special moves and super moves.
- B+D: Big roundhouse kick, not cancelable.
- C+D: Little jump with dropping elbow at the end. Can land and continue combo if spaced properly.
Note: These three command normals will knockdown if it hits airborne opponent.
Special Moves
Charge back, toward + A or C: Fat dragonhead fireball. C version is faster than A version.
Charge down, up + B or D: Dragon kick. D version goes further up in the air and it is flaming. B is not flaming.
Super Moves
Charge back, toward, back, toward + A or C: Super fat dragonhead fireball.
Charge back, toward, back, toward + B or D: Super rushdown.
Charge downback, downtoward, downback, upback + B or D (mash): Super vacuum drill kick that makes both Terry Bogard and Ken Masters blush.
The Basics
Notable crossups: Jumping B and Jumping C. Jumping B is very easy to use to crossup with, it sticks out for a while, too. Jumping C is more timing dependent, but it does more damage than jumping B.
Notable normals: Crouching A has to be the fastest normal in the game. Beats out lots of grounded stuff, but it will not help you to get out of tight pressure. A+C is a great command normal to use, both alone and in combos. C+D is good for hopping over projectiles without putting yourself to risk. Jumping A is an excellent air-to-air move.
Notable combos: There are several. Ender means fat dragonhead fireball, super fat dragonhead fireball, or super rushdown.
Jumping B, cr.A xN, cr.B, A+C, ender. This is the combo Dao-Long will use the most. You may substitute jumping B with any jump ins. Hit as many cr.A as you can before you push them too far from cr.B's range.
Air-to-air jumping D (any hits), super rushdown. Basic juggle. You may substitute jumping D with any other jumping attacks, but jumping D is the easiest.
Jumping C, cr.B, D Dragon Kick. Best used if you have dizzied your opponent. Dragon kick hurts a lot.
Advanced Strategy
Match-ups
Vs. Alsion 3:
Crouching A beats his teleport. Fireball him a lot. Be aware of his dash and his overhead.