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==Command Moves== | ==Command Moves== | ||
Air throw - fwd C in air while near opponent | |||
Command moves: | |||
(n)fwd A - Does an overhead elbow attack. Does not combo after his normals. | |||
Bufferable. | |||
(n)dwnfwd B - Does a 2 hit frog-like kick. Must be blocked low. Comboable | |||
after his Strong normals. Cancelable on both hits. | |||
Special moves: | |||
(n)Retro Knuckle - qcb A/C. Does a hoping punch forward that sends the opponent | |||
away. C version does 2 hits and has more range. Only A | |||
version is comboable. Its like Tung Fue Rue's | |||
qcb A/C move in the RB series. | |||
(n)Gaudy Punch - Press A/C rapidly. Does a flurry of punches. Too bad he | |||
doesn't have a finisher for this move. | |||
(a)Arc Fliegen - qcb B/D. Jumps and spins around with his feet out like a | |||
wheel. B version jump straight up, D version moves forward. | |||
Decent anti air. Hits twice. | |||
(n)Funky Impacto - qcf A/C. Does a short range palm strike that sends the | |||
(Funky Impact) opponent to the edge of the screen. A version is fast and | |||
comboable. C version is very slow, but can guard crush a | |||
blocking opponent. No follow ups though, so its pretty | |||
useless(the guard crush I mean). ~_~ | |||
Super: | |||
(n)Groove Master - qcb x 2 B/D. Does a slide then a flying kick upwards. | |||
Inital hit on both versions must be blocked low. | |||
==Special Moves== | ==Special Moves== | ||
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=Combos= | =Combos= | ||
First Impact combos: | |||
Ground - A, B, C, D, C | |||
Air - A, B, B, C, C | |||
My B&B combo: Jump C, dwn C, dwnfwd B(2 hits), qcb A or press P rapidly | |||
-qcb A is the safest move wehn blocked. So its best to use that. | |||
Other combos: | |||
-Jump D(2 hits), close C, dwnfwd B(2 hits), qcf A or qcb B/D | |||
-Jump D(2 hits), close C, dwnfwd B(2 hits), qcb x 2 B/D | |||
Trick combos: | |||
-dwn B, fwd A OR dwnfwd B, qcb A. Mix up dwnfwd B and fwd A. | |||
-dwn B, fwd A, qcb x2 B/D. Low, high low... talk about confusion. ;) | |||
Wall Combos: | |||
-Jump D(2hits), close C, dwnfwd B(2 hits), qcb B, hits wall, CD, air A, B, B, | |||
C, C, qcb x 2 B. 18 hits, approximately 50% damage. | |||
(needs at least 2 and 1/2 levels of super meter at start) | |||
-Jump C, close C, dwnfwd B(2 hits), qcb x 2 D, hits wall, CD, air A, B, B, C, | |||
C, qcb x 2 B. 22 hits, approximately 65% damage. | |||
=Strategies= | =Strategies= | ||
[[Category:Rage of the Dragons]] | [[Category:Rage of the Dragons]] |
Revision as of 01:45, 9 December 2015
Introduction
Movelist
Command Moves
Air throw - fwd C in air while near opponent
Command moves:
(n)fwd A - Does an overhead elbow attack. Does not combo after his normals.
Bufferable.
(n)dwnfwd B - Does a 2 hit frog-like kick. Must be blocked low. Comboable
after his Strong normals. Cancelable on both hits.
Special moves:
(n)Retro Knuckle - qcb A/C. Does a hoping punch forward that sends the opponent
away. C version does 2 hits and has more range. Only A version is comboable. Its like Tung Fue Rue's qcb A/C move in the RB series.
(n)Gaudy Punch - Press A/C rapidly. Does a flurry of punches. Too bad he
doesn't have a finisher for this move.
(a)Arc Fliegen - qcb B/D. Jumps and spins around with his feet out like a
wheel. B version jump straight up, D version moves forward. Decent anti air. Hits twice.
(n)Funky Impacto - qcf A/C. Does a short range palm strike that sends the
(Funky Impact) opponent to the edge of the screen. A version is fast and comboable. C version is very slow, but can guard crush a blocking opponent. No follow ups though, so its pretty useless(the guard crush I mean). ~_~
Super:
(n)Groove Master - qcb x 2 B/D. Does a slide then a flying kick upwards.
Inital hit on both versions must be blocked low.
Special Moves
Super Moves
Super Tag
Combos
First Impact combos: Ground - A, B, C, D, C Air - A, B, B, C, C
My B&B combo: Jump C, dwn C, dwnfwd B(2 hits), qcb A or press P rapidly
-qcb A is the safest move wehn blocked. So its best to use that.
Other combos:
-Jump D(2 hits), close C, dwnfwd B(2 hits), qcf A or qcb B/D
-Jump D(2 hits), close C, dwnfwd B(2 hits), qcb x 2 B/D
Trick combos:
-dwn B, fwd A OR dwnfwd B, qcb A. Mix up dwnfwd B and fwd A.
-dwn B, fwd A, qcb x2 B/D. Low, high low... talk about confusion. ;)
Wall Combos:
-Jump D(2hits), close C, dwnfwd B(2 hits), qcb B, hits wall, CD, air A, B, B,
C, C, qcb x 2 B. 18 hits, approximately 50% damage.
(needs at least 2 and 1/2 levels of super meter at start) -Jump C, close C, dwnfwd B(2 hits), qcb x 2 D, hits wall, CD, air A, B, B, C,
C, qcb x 2 B. 22 hits, approximately 65% damage.