Double Dragon/Burnov

From SuperCombo Wiki

Introduction

Birthplace - Detroit

Height - 6' 3" Weight - 495 lbs

Fighting Style - Wrestling

Interests - Guitar, Cooking

POW: 5

SPD: 1

DEF: 4

Move List Showcase

Normal Attacks

Standing Normals

Far 5A
Burnov5a.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
5A 1900 3 - - H/L Yes - -

Burnov stabs at the opponent with his hand. A pretty fantastic standing jab, is fast and goes very far while dealing good damage.


Close 5A
BurnovCLa.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
5A 1900 3 - - L Yes - -

An extraordinarily rare standing low. Not super remarkable beyond that, but still pretty good for grounded blockstrings and whatnot. Can end up as something of a hindrance, as attempting to anti-air with Far 5A while too close will give you this button instead.


Far 5B
Burnov5b.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
5B 3800 7 - - H/L Yes - -

A solid mid poke, though slightly slower than most 5Bs. Useful as an essential link in Burnov's combos, can be canceled into 236X for a cheeky frametrap or 46X to score a knockdown if you've been charging.


Close 5B
BurnovCLb.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
5B 3800 7 - - H/L Yes - -

A fairly unremarkable Close B, basically the exact same button as Far 5B but with worse recovery.


Far 5C
Burnov5c.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
5C 5700 18 - - H/L Yes - -

Burnov advances while performing a spinning backfist. Whiffs on most crouchers. One of the slowest 5Cs in the game, but good range and combos into A and B Cannonball pretty consistently. Best used for counterpoking and punish scenarios.


Close 5C
BurnovCLc.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
5C 5700 10 - - H/L Yes - -

Burnov hops forward whilst bumping the opponent with his belly. Most useful as a combo extender for Burnov, can be linked into 2B on hit. Particularly good after jump-ins.


Far 5D
Burnovd.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
5D 7600 22 - - H No - -

Burnov jumps and performs a heavy tumbling kick. Slow to start but highly active, later frames allow Burnov to combo into 5B on hit. Useful for okizeme or grounded mixups, though fairly easy to block on reaction. Can perform serviceably as an anti-air, but must be inputted preemptively due to its slow startup.


Close 5D
BurnovCLd.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
5D 5700 12 - - H/L Yes - -

Burnov bashes the opponent with his shoulder. Deals the same damage as Close 5C, with worse startup/recovery and very high pushback. Not particularly practical, though it does have a command normal extension.


Crouching Normals

2A
Burnov2a.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
2A 1900 3 - - H/L Yes - -

Essentially a crouching variant of 5A. A phenomenal defense and abare tool that significantly helps Burnov's very poor wakeup game. Useful for shutting down all kinds offense and can be linked into 5B for limited combo conversions.


2B
Burnov2b.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
2B 3800 4 - - L Yes - -

Burnov pokes at the opponent's foot with his own. This is Burnov's only crouching low poke, and one of only two lows in his moveset. The frame data and damage are actually stellar for a button of this kind, and it can be linked into 5B on hit, but it is held back significantly by its tiny range. Still a very useful tool overall.


2C
Burnov2c.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
2C 5700 10 - - H/L Yes - -

Burnov stretches forward for a low-angled uppercut. This button vaguely resembles an anti-air, but is only really effective for that purpose at mid-long range. What it does have is cancellability and great horizontal range, far enough to hit at round start.


2D
Burnovd.png
Burnovd.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
2D 8120 (3800+4320) 10 - - H/L, H/L No - -

Burnovs rolls forward while kicking his opponent twice. A pretty bad 2D; doesn't hit low, non-cancelleable, and easily punishable on block. Avoid this button for the most part.


Aerial Normals

Command Normals

Throws

Powerbomb High Drop Suplex Jumping Powerbomb Air Jumping Powerbomb

Special Moves

Super Moves

The Basics

Combos

Color List

Dd95colorsburnov.jpg

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