CrazyDazed (talk | contribs) |
CrazyDazed (talk | contribs) |
||
Line 49: | Line 49: | ||
== Vs. Rila: == | == Vs. Rila: == | ||
Don't do fireballs. Seriously. Don't. | |||
== Vs. Saizo: == | == Vs. Saizo: == |
Revision as of 22:53, 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 for 30 hits max): 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.
Vs. Condor:
Always keep downback charged versus him. Do lots of fireballs. If he slides under it, sweep him if he slides from too far and he is back to square one. If he jumps over it, you can do dragon kick to beat his jump ins and he'll be back to square one as long you do fireball after dragon kick. That's the basics.
Vs. Dao-Long (self):
Vs. Mahrel:
Vs. Pielle:
Vs. Rila:
Don't do fireballs. Seriously. Don't.