Breakers Revenge/Dao-Long: Difference between revisions

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= Introduction =
{{Infobox Character BreakersR
Dao Long likes to eat spicy food and enjoys a long ride in the desert on camel's back.
|name=Dao Long
= Moves List =
|filename=DaoLong
|defense=120
|stun=2896
}}


== Normal Moves ==
==Move List==
===Normals===
<big>'''Standing'''</big>
------
{{MoveData
|image=BreakersR_DaoLong_5A.png
|caption=
|name=
|input=5A
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{Mid}}
|Stun=
|Properties={{Specialcancel}}{{Supercancel}}
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}


* Throw - f or b + HP while close.  Dao-Long throws the opponent!
* Double Flaming Palm - LP+HP, cancelable to special moves and super moves.
* Big Roundhouse Kick - LK+HP, not cancelable.
* Elbow Drop - HP+HK, a little jump with dropping elbow at the end. Can land and continue combo if spaced properly.
Note: These three command normals will knockdown if they hit an airborne opponent.


== Special Moves ==
{{MoveData
|image=BreakersR_DaoLong_5B.png
|caption=
|name=
|input=5B
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{Mid}}
|Stun=
|Properties={{Specialcancel}}{{Supercancel}}
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}


*Fat Dragonhead Fireball - charge b, f + P.  Dao-Long throws a Fat Dragonhead Fireball.  C version is faster than A version.
*Dragon Kick - charge d, u + K.  Dao-Long's uppercut type move. D version goes further up in the air and it is flaming. B is not flaming.  B version has more invulnerability and is invulnerable on start up.


== Super Moves ==
{{MoveData
|image=BreakersR_DaoLong_5C.png
|caption=
|name=
|input=5C
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{Mid}}
|Stun=
|Properties=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}


*Super Fat Dragonhead Fireball - charge b, f, b, f + P.  Dao-Long shoots his famous Super Fat Dragonhead Fireball at the opponent.  This move hits multiple times and will eat fireballs and continue to travel.
*Super Rushdown -  charge b, f, b, f + K.  Dao-Long's combo super.  This can be comboed into very easily from any air normal and at the end of his normal ground combo.  Very useful super, but punishable on block.
*Super Vacuum Drill Kick - charge d/b, d/f, d/b, u/b + K (mash for 30 hits max).  Dao-Long's amazing uppercut kick that makes both Terry Bogard and Ken Masters blush.


= The Basics =
{{MoveData
|image=BreakersR_DaoLong_5D.png
|caption=
|name=
|input=5D
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{Mid}}
|Stun=
|Properties=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}


*Notable crossups
<big>'''Crouching'''</big>
**Jumping B - This move is very easy to use to crossup with, it sticks out for a while, too.
------
**Jumping C - Jumping C is more timing dependent, but it does more damage than jumping B.
{{MoveData
|image=BreakersR_DaoLong_2A.png
|caption=
|name=
|input=2A
|data=
{{AttackData-BreakersR
|Damage=
|Guard={{Mid}}
|Stun=
|Properties={{Specialcancel}}{{Supercancel}}
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}


*Notable normals
**Crouching A - This 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.
**Jumping A - This is an excellent air-to-air move.
**Double Flaming Palm, LP+HP - This is a great command normal to use, both alone and in combos.
**Elbow Drop, HP+HK. This is good for hopping over projectiles without putting yourself to risk.


*Notable combos - "Ender" means Fat Dragonhead Fireball, Super Fat Dragonhead Fireball, or Super Rushdown.
{{MoveData
**j.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 in. Hit cr.A as many times as you can before you push them too far from cr.B's range.
|image=BreakersR_DaoLong_2B.png
**Air-to-air j.D, land, Super Rushdown - This is his basic juggle. You may substitute jumping D with any other jumping attacks, but jumping D is the easiest.
|caption=
**j.C, cr.B, Dragon Kick (D version)- Best used if you have dizzied your opponent. Dragon kick hurts a lot.
|name=
|input=2B
|data=
{{AttackData-BreakersR
|Damage=
|Guard={{Low}}
|Stun=
|Properties={{Specialcancel}}{{Supercancel}}
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}


= 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 =
{{MoveData
|image=BreakersR_DaoLong_2C.png
|caption=
|name=
|input=2C
|data=
{{AttackData-BreakersR
|Damage=
|Guard={{Mid}}
|Stun=
|Properties=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}


== 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.
{{MoveData
|image=BreakersR_DaoLong_2D.png
|caption=
|name=
|input=2D
|data=
{{AttackData-BreakersR
|Damage=
|Guard={{Low}}
|Stun=
|Properties={{Knockdown}}
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}


== Vs. Condor: ==
<big>'''Close'''</big>
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.
------
{{MoveData
|image=BreakersR_DaoLong_cl5A.png
|caption=
|name=
|input=5A
|data=
{{AttackData-BreakersR
|Damage=
|Guard={{Mid}}
|Stun=
|Properties={{Specialcancel}}{{Supercancel}}
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}


== Vs. Dao-Long (self): ==
He Who Charges The Most Effectively Shall Decide The Fate.


== Vs. Mahrel: ==
{{MoveData
He's a punching bag. Just watch out for his genie super and that's pretty much it.
|image=BreakersR_DaoLong_cl5C.png
|caption=
|name=
|input=5C
|data=
{{AttackData-BreakersR
|Damage=
|Guard={{Mid}}
|Stun=
|Properties={{Specialcancel}}{{Supercancel}}
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}


== 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???
Try not to get hit by his Rekka combos, it hurts a lot.


== Vs. Rila: ==
{{MoveData
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.
|image=BreakersR_DaoLong_cl5D.png
|caption=
|name=
|input=5D
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{Mid}}
|Stun=
|Properties=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}


== Vs. Saizo: ==
<big>'''Neutral Jumping'''</big>
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, thoughIf 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.
------
{{MoveData
|image=BreakersR_DaoLong_njA.png
|caption=
|name=
|input=nj.A
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{High}}
|Stun=
|Properties=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
  }}
}}


== Vs. Sho: ==
Fighting Sho takes a lot of patience and lot of attention on Sho's meter. Example, do not anti air him when he is in the air when he has a meter, because he will do air supers if he sees you doing anti air. Sho tends to leave lots of holes for breakering so it is important to know when to break with LK Dragon Kick. It can be increasingly difficult if Sho knows about his holes and try to bait you to breaker. Dao Long's air A can go toe-to-toe with Sho's air attacks. Air C crossup can "confuse" Sho to make his QCB+K go wrong way if timed correctly, but it is risky. Dao Long's cr.LK is good for stopping his rushdown, but not his QCB,QCB+K move. Stand LP may or may not stop his kick super. Again, emphasis on patience and attention to Sho's meter on this difficult match up.


== Vs. Tia: ==
{{MoveData
|image=BreakersR_DaoLong_njB.png
|caption=
|name=
|input=nj.B
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{High}}
|Stun=
|Properties=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}


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).


{{Breakers}}
{{MoveData
|image=BreakersR_DaoLong_njC.png
|caption=
|name=
|input=nj.C
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{High}}
|Stun=
|Properties=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
 
{{MoveData
|image=BreakersR_DaoLong_njD.png
|caption=
|name=
|input=nj.D
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{High}}
|Stun=
|Properties=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
 
<big>'''Diagonal Jumping'''</big>
------
{{MoveData
|image=BreakersR_DaoLong_djA.png
|caption=
|name=
|input=dj.A
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{High}}
|Stun=
|Properties=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
 
{{MoveData
|image=BreakersR_DaoLong_djB.png
|caption=
|name=
|input=dj.B
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{High}}
|Stun=
|Properties=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
 
{{MoveData
|image=BreakersR_DaoLong_djC.png
|caption=
|name=
|input=dj.C
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{High}}
|Stun=
|Properties=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
 
{{MoveData
|image=BreakersR_DaoLong_djD.png
|caption="How many hits?!"
|name=
|input=dj.D
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{High}}
|Stun=
|Properties=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
===Command Normals===
{{MoveData
|image=BreakersR_DaoLong_5AC.png
|caption=
|name=Ryuu Seichou
|input=5AC
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{Mid}}
|Stun=
|Properties={{Specialcancel}}{{Supercancel}}
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
 
{{MoveData
|image=BreakersR_DaoLong_5BD.png
|caption=
|name=Senpuure Kyaku
|input=5BD
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{Mid}}
|Stun=
|Properties=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
 
{{MoveData
|image=BreakersR_DaoLong_5CD.png
|caption=
|name=Shoutenchuu
|input=5CD
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{High}}
|Stun=
|Properties=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
===Throws===
{{MoveData
|image=BreakersR_DaoLong_Throw.png
|caption=
|name=Shoulder Toss
|input=4/6C
|data=
{{AttackData-BreakersR
|Damage=
|Guard={{Unblockable}}
|Stun=
|Properties={{Throw}}{{Knockdown}}
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
===Specials===
{{MoveData
|image=daolongsonicboom.gif
|caption=
|name=Kou Ryuuga
|input=[4]6P
|data=
{{AttackData-BreakersR
|version=A
|Damage=
|Guard= {{Mid}}
|Stun=
|Properties=
|Startup=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
{{AttackData-BreakersR
|version=C
|Damage=
|Guard= {{Mid}}
|Stun=
|Properties=
|Startup=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
 
{{MoveData
|image=daolongflashkick.gif
|caption=
|name=Senkyuu Tai
|input=[2]8K
|data=
{{AttackData-BreakersR
|version=B
|Damage=
|Guard= {{Mid}}
|Stun=
|Properties=
|Startup=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
{{AttackData-BreakersR
|version=D
|Damage=
|Guard= {{Mid}}
|Stun=
|Properties=
|Startup=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
===Supers===
{{MoveData
|image=daolongsupersonicboom.gif
|caption=
|name=Houshin Renpa
|input=[4]646P
|data=
{{AttackData-BreakersR
|Damage=
|Guard={{Mid}}
|Stun=
|Properties={{Hardknockdown}}
|Startup=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
 
{{MoveData
|image=daolongsuperrush.gif
|caption=
|name=Shin Kyoku Ranbu
|input=[4]646K
|data=
{{AttackData-BreakersR
|Damage=
|Guard={{Mid}}
|Stun=
|Properties={{Hardknockdown}}
|Startup=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
 
{{MoveData
|image=daolongsuperflashkick.gif
|caption=
|name=Renkyuu Tai
|input=[1]319K
|data=
{{AttackData-BreakersR
|Damage=
|Guard={{High}}
|Stun=
|Properties={{Hardknockdown}}
|Startup=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=Mash for full hits.
 
''Very forgiving input, although the inputs are listed as [1]319, the only strict requirement is the [1] charge. You can substitute 6, 4 instead of 3, 1 and you can end in any up direction.''
}}
}}
 
==Combos==
*'''Meterless Combos'''
**2Ax1~3 xx 2 8D - Day 1 2-in-1 sommersault for best short combo damage.
**close 5C xx BD - your main Day 1 2-in-1 normal > command for stun damage,high start and useful mixup with 2B or a Fast Sonic Boom or short Sommersault.
**2Ax1~2 , 2B xx 4 6C - Low RFWA safe Sonic Boom combo.
**2B, 2Ax1~2 , AC xx 4 6C - Low main normal > command > Special chained combo, useful for stun.
**Anti air Charge 2,Close 4C xx 8D - Anti Air BnB, good for short combo big damage.
 
*'''Combos with meter'''
**Overhead CD , 2D xx 4 646D - main overhead super ender.
**Meaty BD, 2A, 2B , AC xx 4 646D - Best Meaty High start damageful super combo,
**2D xx 4 646D - a fast far juggle after a Jumping C
**2Ax1~3 , AC xx 4 646D - Common low start advanced combo, 
**Corner Meaty 2C,2D xx 4 646D - Best Throw Corner Mix Up with a meter
**Anti Air close 4C xx 4 646D - Super Combo variant of the Anti Air
**Anti air forward JD xx 1 318D - Spectacular anti air super combo, corner variant begins with neutral Jumping D
<youtube>https://youtu.be/7FabcsIg2a8</youtube>
 
==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 it is throwable.
 
==Matchups==
===Matchup Table===
{| class="wikitable"
|+ Advantage
|-
| Great || Maherl, Alsion III, Rila, Pielle, Condor
|-
| Good ||
|-
| Even || Tia
|-
| Weak || Sho, Saizo
|-
| Bad ||
|}
 
===Character Specific Tips===
--------
'''Alsion III'''<br>
 
--------
'''Condor'''<br>
 
--------
'''Dao-Long'''<br>
 
--------
'''Maherl'''<br>
 
--------
'''Pielle'''<br>
 
--------
'''DaoLong'''<br>
 
--------
'''DaoLong'''<br>
 
--------
'''Sho'''<br>
 
--------
'''DaoLong'''<br>
 
{{Navbox-BreakersR}}
[[Category:Breakers Revenge]]

Latest revision as of 23:10, 29 November 2023

Introduction

Lee Dao-Long is Sho's rival and senior. A young Korean who practices a Chinese martial art called the "Empty Fist." He likes to eat spicy food and enjoys a long ride in the desert on camel's back.

Overview

The Guile Function. Dao-Long is a strong zoner with a great dash and awesome normals.

DaoLong
Strengths Weaknesses
  • Excellent projectiles, second only to Saizo
  • Forward dash can cancel into block
  • Invincible backdash
  • [2]8B is a strong anti-air that will beat crossups
  • Large, high priority normals
  • Easy, big damage hit confirms off jabs
  • Guile Function
  • Breakers require charge, making them more committal than most
Dao Long
BRDaoLongVictory.png
Defense 120
Stun 2896

Move List

Normals

Standing


Damage Guard Stun Properties
- Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- Mid.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- Mid.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Crouching


Damage Guard Stun Properties
- Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- Low.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- Mid.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- Low.png - Knockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Close


Damage Guard Stun Properties
- Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- Mid.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Neutral Jumping


Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Diagonal Jumping


Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


dj.D
Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Command Normals

Damage Guard Stun Properties
- Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- Mid.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Throws

Damage Guard Stun Properties
- Unblockable.png - Throw.pngKnockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Specials

Kou Ryuuga
[4]6P
Daolongsonicboom.gif
A Damage Guard Stun Properties
- Mid.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -
C Damage Guard Stun Properties
- Mid.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Senkyuu Tai
[2]8K
Daolongflashkick.gif
B Damage Guard Stun Properties
- Mid.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -
D Damage Guard Stun Properties
- Mid.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Supers

Houshin Renpa
[4]646P
Daolongsupersonicboom.gif
Damage Guard Stun Properties
- Mid.png - Hardknockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Shin Kyoku Ranbu
[4]646K
Daolongsuperrush.gif
Damage Guard Stun Properties
- Mid.png - Hardknockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Renkyuu Tai
[1]319K
Daolongsuperflashkick.gif
Damage Guard Stun Properties
- High.png - Hardknockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Mash for full hits.

Very forgiving input, although the inputs are listed as [1]319, the only strict requirement is the [1] charge. You can substitute 6, 4 instead of 3, 1 and you can end in any up direction.

Combos

  • Meterless Combos
    • 2Ax1~3 xx 2 8D - Day 1 2-in-1 sommersault for best short combo damage.
    • close 5C xx BD - your main Day 1 2-in-1 normal > command for stun damage,high start and useful mixup with 2B or a Fast Sonic Boom or short Sommersault.
    • 2Ax1~2 , 2B xx 4 6C - Low RFWA safe Sonic Boom combo.
    • 2B, 2Ax1~2 , AC xx 4 6C - Low main normal > command > Special chained combo, useful for stun.
    • Anti air Charge 2,Close 4C xx 8D - Anti Air BnB, good for short combo big damage.
  • Combos with meter
    • Overhead CD , 2D xx 4 646D - main overhead super ender.
    • Meaty BD, 2A, 2B , AC xx 4 646D - Best Meaty High start damageful super combo,
    • 2D xx 4 646D - a fast far juggle after a Jumping C
    • 2Ax1~3 , AC xx 4 646D - Common low start advanced combo,
    • Corner Meaty 2C,2D xx 4 646D - Best Throw Corner Mix Up with a meter
    • Anti Air close 4C xx 4 646D - Super Combo variant of the Anti Air
    • Anti air forward JD xx 1 318D - Spectacular anti air super combo, corner variant begins with neutral Jumping D

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 it is throwable.

Matchups

Matchup Table

Advantage
Great Maherl, Alsion III, Rila, Pielle, Condor
Good
Even Tia
Weak Sho, Saizo
Bad

Character Specific Tips


Alsion III


Condor


Dao-Long


Maherl


Pielle


DaoLong


DaoLong


Sho


DaoLong

Game Navigation

General
Controls
Notation
HUD
System
Strategy
FAQ
EXTRA
Characters
Sho
Pielle
Condor
Rila
Tia
Alsion III
Maherl
Dao-Long
Saizo
Bai-Hu