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= Advanced Strategy = | = Advanced Strategy = | ||
* Dao Long cannot cancel his forward dash with jump, normals, special moves or super moves. However, he can block anytime during his dash. This is very important thing to know with Dao Long. You can actually advance toward your opponent very safely with his dash, but be aware of the ones who expects the dash, since it is throwable. | * Dao Long cannot cancel his forward dash with jump, normals, special moves or super moves. However, he can block anytime during his dash. This is very important thing to know with Dao Long. You can actually advance toward your opponent very safely with his dash, but be aware of the ones who expects the dash, since it is throwable. | ||
* Dao Long's fat dragonhead fireballs has to have the worst fireball recovery in the game for some odd reason. However that is offset by the fact that fat dragonhead fireball is very, very, very fat. Use the fatness to its fullest advantage. It is not called "fat dragonhead" for no reason, folks. | |||
= Match-ups = | = Match-ups = |
Revision as of 00:21, 24 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
- Dao Long cannot cancel his forward dash with jump, normals, special moves or super moves. However, he can block anytime during his dash. This is very important thing to know with Dao Long. You can actually advance toward your opponent very safely with his dash, but be aware of the ones who expects the dash, since it is throwable.
- Dao Long's fat dragonhead fireballs has to have the worst fireball recovery in the game for some odd reason. However that is offset by the fact that fat dragonhead fireball is very, very, very fat. Use the fatness to its fullest advantage. It is not called "fat dragonhead" for no reason, folks.
Match-ups
Vs. Alsion III:
Crouching A beats his teleport if he comes down right above you. Fat dragonhead fireball him a lot. Be aware of his dash and his overhead.
Vs. Condor:
Always keep downback charged versus him. Do lots of fat dragonhead 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 fat dragonhead fireball after dragon kick. That's the basics.
Vs. Dao-Long (self):
He Who Charges The Most Effectively Shall Decide The Fate.
Vs. Mahrel:
He's a punching bag. Just watch out for his genie super and that's pretty much it.
Vs. Pielle:
Never try to cross him up when he has meter. Also, always use C fat dragonhead fireball instead of super fat dragonhead fireball when you block his Lightning Rod Super, because C fat dragonhead fireball does more damage than super fat dragonhead fireball for some reason???
Vs. Rila:
Don't do fat dragonhead fireballs by itself, but it is ok to use it to end the combo. She has easy and damaging ways to get around his fat dragonhead fireballs.
Vs. Saizo:
Don't get into fireball war with him, his projectiles are way superior. Try to cautiously approach Saizo and stay on him the whole time. He has no reversals, so cross him up like there's no tomorrow. Watch out for his supers whenever he has a meter, though. If close, do not end combo with either A+C or a fat dragonhead fireball or Saizo can breaker it with a super and hit you.
Vs. Sho:
Die then pick Sho to beat him.
Vs. Tia:
Use fat dragonhead fireballs very sparingly. Tia can get around your fat dragonhead fireballs really easily and will punish you for doing it. Be aware of her overheads (B+D and QCF, QCF+K super).