Rage of The Dragons: Difference between revisions

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=Gameplay=
=Gameplay=
Buttons A-B-C-D : Weak Punch - Weak Kick - Strong Punch - Strong Kick
Buttons A-B-C-D : Weak Punch - Weak Kick - Strong Punch - Strong Kick
Air Blocking - You can block attacks while you're airborne.  You can't airblock
              Some selected moves(like Lynn's Ryu en Hou). Check out the moves
              section for details on which moves can be air blocked.
Guard Crush - This game also has guard crush.  If you hit a blocking opponent
              with continuous attacks, it will break thier guard.  Its works
              just like in KOF.
Wall - Some stages have Walls(Think Real Bout Series).  If an opponent hits a
      wall, they will bounce back up for a free juggle.  Walls break down if
      it got hit twice.  Only the first hit gives a free juggle.
CD Counter - Press CD while blocking an attack.  Your character will counter
            attack instantly.  This will drain 1 level from your super meter
            though.  And this will send your opponent flying to the edge of
            the screen. So if it has a wall, Opponent will fly straight to it
            (No juggle given).  Good move for those who hates walls.
Throw Breaks - You can break ground throws by pressing C, and thats C button
              only.  Other buttons won't work.  Air grabs/throws are
              UNBREAKABLE.
Jumps - There are 4 types of jumps available(If you've played most SNK games,
        you know this one already):
       
        a. Normal jump - Just press up/upfwd/upbck.  The regular jump.  Some
                        characters jump higher and faster.
        b. Hyper Jump - Press down/dwnbck/dwnfwd then upfwd/upbck OR do a run
                        then jump.  This has more horizontal range(covers more
                        space). Character has shadows while doing the jump. 
                        There is no hyper vertical jump.
        c. Hop/Small Jump - Just tap up/upbck/upfwd.  Character jumps half the
                            hieght of his regular jump.  Useful for suprising
                            and getting in those jump in combos.
        d. Hyper Hop/Hyper Smal Jump - Press down/dwnbck/dwnfwd then tap upfwd/
                                      upbck OR do a run then hop.  Similar to
                                      Hyper jump, this covers more horizantal
                                      range and is faster.


Swift Escape : Press AB
Swift Escape : Press AB

Revision as of 01:51, 9 December 2015

Introduction

Game Notations

Gameplay

Buttons A-B-C-D : Weak Punch - Weak Kick - Strong Punch - Strong Kick


Air Blocking - You can block attacks while you're airborne. You can't airblock

              Some selected moves(like Lynn's Ryu en Hou). Check out the moves
              section for details on which moves can be air blocked.

Guard Crush - This game also has guard crush. If you hit a blocking opponent

             with continuous attacks, it will break thier guard.  Its works
             just like in KOF.

Wall - Some stages have Walls(Think Real Bout Series). If an opponent hits a

      wall, they will bounce back up for a free juggle.  Walls break down if
      it got hit twice.  Only the first hit gives a free juggle.


CD Counter - Press CD while blocking an attack. Your character will counter

            attack instantly.  This will drain 1 level from your super meter
            though.  And this will send your opponent flying to the edge of
            the screen. So if it has a wall, Opponent will fly straight to it
            (No juggle given).  Good move for those who hates walls.

Throw Breaks - You can break ground throws by pressing C, and thats C button

              only.  Other buttons won't work.  Air grabs/throws are 
              UNBREAKABLE.

Jumps - There are 4 types of jumps available(If you've played most SNK games,

       you know this one already):
       
       a. Normal jump - Just press up/upfwd/upbck.  The regular jump.  Some 
                        characters jump higher and faster.
       b. Hyper Jump - Press down/dwnbck/dwnfwd then upfwd/upbck OR do a run
                       then jump.  This has more horizontal range(covers more
                       space). Character has shadows while doing the jump.  
                       There is no hyper vertical jump.
       c. Hop/Small Jump - Just tap up/upbck/upfwd.  Character jumps half the
                           hieght of his regular jump.  Useful for suprising
                           and getting in those jump in combos.
       d. Hyper Hop/Hyper Smal Jump - Press down/dwnbck/dwnfwd then tap upfwd/
                                      upbck OR do a run then hop.  Similar to
                                      Hyper jump, this covers more horizantal
                                      range and is faster.



Swift Escape : Press AB Escape Roll : Fd or Bk + AB Tag Partner : Press BC Counter Attack : Back + CD (before the opponent hits you) First Impact : Press CD Team Duplex : QCF+BC Dash : Forward, Forward Retreat : Back, Back Taunt : Press Start Surrender : Press ABCD

SPECIAL METER : You can accumulate three Power Stocks and you keeps it when you tag your partner. With this Power Stocks, you can do Super Special Moves and Duplex Combos. The Special Meter fill up very quickly when you're using Special Moves, and when you hit the opponents or when they hit you.

PARTNER METER : The Partner Meter fill up automatically, and when it's full, you can tag your partner or you can use a Team Duplex. When you're tagging your partner, he comes out running and he hits the opponent. You can also use this in combos.

FIRST IMPACT : After pressing CD, the opponent fly into the air and you can do a special combo (in the air). Each fighters has specific combo, consisting of a series of different buttons press (indicated at the bottom of the screen). Other combos are also usable when your opponent is near the edge of the screen.

DUPLEX COMBO : By doing QCF + BC, you can do a Duplex Combo (used two Power Stocks of the Special Meter). To do this kind of attack, your two partners should have energy life and the Partner Meter must be full. It's like a Team Super Special Move. Your character will ram the opponent. If you hit the target, your character will do a combo and your partner will come out. You can even do a second Duplex Combo with your new character before the opponent falls down. Timing is the key.

Note : If you fight with your Special Partner, the Team Duplex will be different and exclusive for the team, comparatively to a Team Duplex with any other partner.

SUPER SPECIAL MOVE : Each character has one Super Special Move, but you have access to two different levels of power. If you make the move with WP or WK, this will use one Power Stock of the Special Meter. But if you make it with SP or SK, the attack will be more powerful and it will use two Power Stocks of the Special Meter. This attacks are very devastating (similar to the Desperation Moves and Super Desperation Moves in King of Fighters).

SPRING ATTACK : Like KOF 2001, some sort of Wire Attack exist in this game : the Spring Attack. However, the opponent don't bounce back at you. In fact, he stucks on the wall a few seconds and falls down. After several Spring Attacks, the wall will disappear and the background comes taller (like Real Bout).

SURRENDER : One of your character can surrender during a fight. This technique has the characteristic that your surrending partner will give you his remaining Power Stock(s). To do a Surrender, your two partners should have energy; the Partner Meter must be full, and you should not be under attack.

SPECIAL NOTE : Some characters have Special Cancels (Fd + WP or WK)

Tier List

Characters

Secret/Sub Boss

Boss

Link