Introduction
Dragon is a ridiculously fast annoying git who gets major air priority from his wall jump. Low damage (aside from his ABC counters!), but he can rush you down constantly with his normals and qcf+LK. His dragon kick is great since it has no charge time and he can jump off the wall afterward, and the EX version is pretty good as well. His super is just about as useless as Hanzou's, he cannot combo into it and it doesn't do anything else well. Rather basic but effective character, who doesn't dominate but seems to have very well-balanced matchups.
Moves List
Normal Moves
Command Normals
Normal Throws
Special Moves
Super Moves
Combos
Frame Data
Far LP: 4f, +5 on standing block, +6 on crouch block, +5 on standing hit, +7 on crouching hit
Far MP: 5f, +5 on standing block, +6 on crouch block, +5 on standing hit, +6 on crouching hit
Far HP: 10f, +0 on standing block, +2 on crouch block, +5 on standing hit, +6 on crouching hit
Far LK: 4f, -3 on standing block, -2 on crouch block, -3 on standing hit, -1 on crouching hit
Far MK: 7f, +5 on standing block, +5 on standing hit, whiffs crouchers
Standing HK: 6f, +0 on standing block, +2 on crouch block, +5 on standing hit, +6 on crouching hit
Close LP: 3f, -1 on standing block, +0 on crouch block, -1 on standing hit, +1 on crouching hit
Close MP: 5f, +7 on standing block, +8 on crouch block, +10 on standing hit, +8 on crouching hit
Close HP: 6f, +5 on standing block, +7 on crouch block, +10 on standing hit, +11 on crouching hit
Close LK: 4f, +3 on standing block, +4 on crouch block, +3 on standing hit, +2 on crouching hit
Close MK: 5f, +5 on standing block, +6 on crouch block, +8 on standing hit, +6 on crouching hit
f+HK: 12f, -10 on standing block, -8 on crouch block
Crouching LP: 3f, +5 on standing block, +6 on crouch block, +5 on standing hit, +4 on crouching hit
Crouching MP: 5f, +2 on standing block, +3 on crouch block, +5 on standing hit, +3 on crouching hit
Crouching HP: 6f, +5 on standing hit, +3 on crouching hit
Crouching LK: 4f, +6 on block, +5 on standing hit, +4 on crouching hit
Crouching MK: 4f, +1 on block, +3 on standing hit, +1 on crouching hit
Crouching HK: 4f, -1 on block
Jumping LP: 4f
Jumping MP: 4f
Jumping HP: 6f
Jumping LK: 5f
Neutral Jumping LK: 4-20f
Jumping MK: 4f
Neutral Jumping MK: 4-5f
Jumping HK: 4f
Neutral Jumping HK: 5f
Dashing LP: 4f, +2 on standing block, +3 on crouch block, +2 on standing hit, +4 on crouching hit
Dashing MP: 5f, +3 on standing block, +4 on crouch block, +6 on standing hit, +4 on crouching hit
Dashing HP: 6f, +4 on standing block, +6 on crouch block, +9 on standing hit, +10 on crouching hit
Dashing LK: 4f, -3 on standing block, -2 on crouch block, -3 on standing hit, -1 on crouching hit
Dashing MK: 7f, +1 on standing block, +2 on crouch block, +1 on standing hit, +2 on crouching hit
Dashing HK: 12f, -11 on standing block, -9 on crouch block
Dashing d+LP: 3f, +3 on standing block, +4 on crouch block, +3 on standing hit, +2 on crouching hit
Dashing d+MP: 5f, +2 on standing block, +3 on crouch block, +5 on standing hit, +3 on crouching hit
Dashing d+HP: 6f, +1 on standing hit, -1 on crouching hit
Dashing d+LK: 4f, +2 on block, +1 on standing hit, +0 on crouching hit
Dashing d+MK: 4f, -2 on block, +0 on standing hit, -2 on crouching hit
Dashing d+HK: 4f, +4 on block
ABC: Counters attacks which touch Dragon’s fist on frames 2-16, has 32f recovery
d+ABC: Counters attacks which hit Dragon below his raised leg on frames 4-19, has 32f recovery
Mash LP: 5f, frame data varies but the opponent always gets pushed out of the move and can hit Dragon during it
Mash MP: 4f, frame data varies but the opponent always gets pushed out of the move and can hit Dragon during it
Mash HP: 4f, frame data varies but the opponent always gets pushed out of the move and can hit Dragon during it
qcf+LK:: 7f, -10 on standing block, -9 on crouch block, -7 on standing hit, -9 on crouching hit
qcf+MK: 11f, -8 on standing block, -6 on crouch block, -3 on standing hit, -3 on crouching hit
qcf+HK: 19f, -19 on standing block, -17 on crouch block
d,u+LK: 9f, -18 on standing block, -16 on crouch block
d,u+MK: 11f, -30 on standing block, -28 on crouch block
d,u+HK: 13f, -37 on standing block, -35 on crouch block
hcb+LK: 18f, can attack on the way down, opponent has an 8-frame gap to attack if the last hit misses
hcb+MK: 21f, can attack on the way down, opponent has an 8-frame gap to attack if the last hit misses
hcb+HK: 23f, can attack on the way down, opponent has an 8-frame gap to attack if the last hit misses
d,u+LK w/ full meter: 9f, -14 on standing block, -12 on crouch block
d,u+MK w/ full meter: 10f, -24 on standing block, -22 on crouch block
d,u+HK w/ full meter: 12f, -35 on standing block, -39 on crouch block
f,b,f+MP+MK: 29-52f, -15 on standing block, -14 on crouch block
f,b,f+MP+MK w/ full meter: 28-41f, -15 on standing block, -14 on crouch block
NOTES: Dragon can walljump after d,u+K and attack again, so the move is much safer than it seems from the data. The mash P move, on the other hand, is almost always punishable even when it hits; it does a ton of damage, so it's good if you know it will win the round, but otherwise you're better off sticking with the qcf+K in combos.