Rage of The Dragons/Annie: Difference between revisions

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Command moves:


(n)fwd B - 2 hit lounging knee.  Comboable after her strong normals. Cancelable
==Command Moves==
(n)fwd B - 2 hit lounging knee.   
Comboable after her strong normals. Cancelable
           on both hits.
           on both hits.
 
==Special Moves==
 
(n)Zuum - qcf A/C.   
Special moves:
Dashes in and performs a horizontal chop.  Knocks away
 
(n)Zuum - qcf A/C.  Dashes in and performs a horizontal chop.  Knocks away
           opponent.  C version does 2 hits.
           opponent.  C version does 2 hits.
        
        


(a)Zuum Cross - DP A/C.  She does a chop-like uppercut.  C version makes her do
(a)Zuum Cross - DP A/C.   
She does a chop-like uppercut.  C version makes her do
                 a rolling attack(1 hit) downward in a 45 degree angle after the  
                 a rolling attack(1 hit) downward in a 45 degree angle after the  
                 uppercut. She has good recovery after the C version, but its
                 uppercut. She has good recovery after the C version, but its
                 still punishable.
                 still punishable.


(n)Ichi Ni San - hcb B/D.  She dahes in, if it connects, she holds the opponent,
(n)Ichi Ni San - hcb B/D.  
  She dahes in, if it connects, she holds the opponent,
                 slaps them 4 times and kicks them upward.  Opponent must be on
                 slaps them 4 times and kicks them upward.  Opponent must be on
                 ground when you hit them with the initial dash in hit, or else
                 ground when you hit them with the initial dash in hit, or else
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(a)Comet - air qcf A/C.  She throws a purple shiruken shaped projectile that  
(a)Comet - air qcf A/C.   
She throws a purple shiruken shaped projectile that  
           electricutes enemies.  Button pressed determines the angle of the
           electricutes enemies.  Button pressed determines the angle of the
           projectile.
           projectile.


(a)Cat Attack - hcb A/C.  She jumps toward the opponent with her knees out.  If
(a)Cat Attack - hcb A/C.   
She jumps toward the opponent with her knees out.  If
                 it hits, she'll get on the opponent and scratch thier face 4
                 it hits, she'll get on the opponent and scratch thier face 4
                 times then lets go.  Only A version is comboable.  C version
                 times then lets go.  Only A version is comboable.  C version
                 jumps higher and has more range.
                 jumps higher and has more range.
 
==Super Moves==
 
(n)(a)Cross Sword - qcb x 2 A/C.  
Super:
  She charges a big star shaped energy on her
 
(n)(a)Cross Sword - qcb x 2 A/C.  She charges a big star shaped energy on her
                     head then throws it.  C version throws 2 big star shaped
                     head then throws it.  C version throws 2 big star shaped
                     energy projectiles.  Both versions can be delayed by  
                     energy projectiles.  Both versions can be delayed by  
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                     is invincible to attacks when this is delayed.  Great anti
                     is invincible to attacks when this is delayed.  Great anti
                     air.
                     air.
==Command Moves==
==Special Moves==
==Super Moves==
==Super Tag==
==Super Tag==



Revision as of 11:39, 9 December 2015

Introduction

Movelist

Air throw - fwd C in air near opponent


Command Moves

(n)fwd B - 2 hit lounging knee. Comboable after her strong normals. Cancelable

          on both hits.

Special Moves

(n)Zuum - qcf A/C. Dashes in and performs a horizontal chop. Knocks away

         opponent.  C version does 2 hits.
      

(a)Zuum Cross - DP A/C. She does a chop-like uppercut. C version makes her do

               a rolling attack(1 hit) downward in a 45 degree angle after the 
               uppercut. She has good recovery after the C version, but its
               still punishable.

(n)Ichi Ni San - hcb B/D.

She dahes in, if it connects, she holds the opponent,
                slaps them 4 times and kicks them upward.  Opponent must be on
                ground when you hit them with the initial dash in hit, or else
                the rest won't connect.  Too bad... this move can't be air 
                blocked, what a waste...  BTW, this move only combos after the
                first hit of her fwd B. Close D, fwd B(1 hit), hcb B connects.
                Team Duplex starter combos after this move ANYWHERE on screen.
                Cross Sword Super connects after this move only in corners.


(a)Comet - air qcf A/C. She throws a purple shiruken shaped projectile that

          electricutes enemies.  Button pressed determines the angle of the
          projectile.

(a)Cat Attack - hcb A/C. She jumps toward the opponent with her knees out. If

               it hits, she'll get on the opponent and scratch thier face 4
               times then lets go.  Only A version is comboable.  C version
               jumps higher and has more range.

Super Moves

(n)(a)Cross Sword - qcb x 2 A/C.

She charges a big star shaped energy on her
                   head then throws it.  C version throws 2 big star shaped
                   energy projectiles.  Both versions can be delayed by 
                   holding the A or C button.  When you delay this, the big
                   energy she's holding can't be air blocked.  But once you 
                   release it, it can be air blocked.  Also, her upper body 
                   is invincible to attacks when this is delayed.  Great anti
                   air.

Super Tag

Combos

First Impact combos: Ground - A, A, B, C, C Air - A, A, B, D, C

My B&B combo: Jump D, Close D, fwd B(2 hits), qcf A.

Other combos: -Jump D, Close D, fwd B(2 hits), hcb A -Jump D, Close D, fwd B(1 hit), hcb B/D, DC C -Jump D, Close D, fwd B(1 hit), hcb B/D, qcb x 2 A/C(corner only)


Trick Combos:

-Jump D, dwn B, hop forward D, air qcf A. If air qcf A hits, continue with any

of her combos starting with close D.


Wall Combos:

-Jump D, Close D, fwd B(1 hit), hcb B, DP C, qcf A(miss), hits wall, CD, A, A,

B, C, C, qcb x 2 A.  19 hits, approximately 55% damage.

(needs at least 2 levels of super meter at start) -Jump qcf A, close D, fwd B(1 hit), hcb B, qcb x 2 C, qcf A(miss), hits wall,

CD, A, A, B, C, C, qcb x 2 A.  20 hits, approximately 65% damage.

Strategies