Fighter's History Dynamite
Light version: cycle happens once.
Heavy version: cycle happens twice.
Damage | 18 total | ![]() |
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End of Loop | Recovery | ||
On hit | +2/+9 | |||||||||
On block | -3/+4 | |||||||||
Frame count | 1 | 4 | 3 | 3 | 1 | 8 | 4 | |||
Loop cycle | 20 | - |
Ryoko does a roll forward. While she performs it, her hurtbox shrinks to the ground. It can be used in several ways. First, as an anti-air if you'll time it right. Second, as a reversal... kinda. It can trade easily. And the third, going through fireballs. But it very depends from a matchup. It's a really odd attack. LK version is safer, so use it instead of HK. If you use it as a reversal sometimes you will roll the other way! Ryoko faces backwards during part of her knockdown recovery animation, so make sure you time correctly according to your situation.
Double Dragon (Neo Geo)
Here's where I test stuff for Double Dragon. If you're interested in working on the wiki, join the discord and hit me up! ned was here
Normal Moves
Standing
Damage | Stun | Startup | Active | Recovery | Hit Advantage | Block Advantage | Guard | Cancel | Invuln | Level |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 2 | - | 9 | +7 | +11 | HL | Y | - | 1 |
Premium jab. Can link 3-5 of these at close range. Abobo's arm is invulnerable, so he can beat moves like his own 632X. Prone to getting low-profiled, but it's still useful in combos. On counter hit it can even lead to a stun. |
Damage | Stun | Startup | Active | Recovery | Hit Advantage | Block Advantage | Guard | Cancel | Invuln | Level |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 7 | - | 14 | +6 | +10 | HL | Y | - | 2 |
Abobo lets loose a quick hook. Moves him forward a bit, and with hitstun stacking off j.D, links into itself. |
Damage | Stun | Startup | Active | Recovery | Hit Advantage | Block Advantage | Guard | Cancel | Invuln | Level |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 7 | - | 14 | +6 | +10 | HL | Y | - | 2 |
The followup, a hook with the other hand. It's got the same frame data as 5B and moves him forward a bit. Good combo filler. |
Jumping
Version | Damage | Stun | Startup | Active | Recovery | Hit Advantage | Block Advantage | Guard | Cancel | Invuln | Level |
---|---|---|---|---|---|---|---|---|---|---|---|
Jumping | - | - | 4 | - | 29 | - | - | H | - | - | 1 |
A long-lasting, short range jumping knee. Can be a solid defensive button, but otherwise you'll just want to fish for j.C. | |||||||||||
Dashing | - | - | 4 | - | 29 | - | - | HL | - | - | 1 |
The dashing version of j.A is a mid, but it's otherwise identical. Because of the lower dash, it's good at checking annoying moves like Marian's Moon Drive. On counter hit it can combo into a stun. |
Special Moves
Version | Damage | Stun | Startup | Active | Recovery | Hit Advantage | Block Advantage | Guard | Cancel | Invuln | Level |
---|---|---|---|---|---|---|---|---|---|---|---|
A | - | - | 7 (11 vs grounded) | - | 37 | KD (+55) | -5 | H | - | - | 3 |
B | - | - | 8 (12 vs grounded) | - | 39 | KD (+53) | -6 | H | - | - | 3 |
C | - | - | 9 (13 vs grounded) | - | 41 | KD (+51) | -8 | H | - | - | 3 |
D | - | - | 10 (14 vs grounded) | - | 43 | KD (+49) | -9 | H | - | - | 3 |
Abobo chop of death. An early anti-air that becomes a still-quick overhead, which knocks down. The first 4 frames will hit above and behind Abobo. The active hitboxes will eat any fireballs. Did you see that it's safe on block yet? How about the fact that it can OS with one of his command grabs? Suffice to say, this move is insane. |