Rage of The Dragons/Lynn: Difference between revisions

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=Movelist=
=Movelist=
Air throw - fwd C in air near opponent


Command moves:
(n)fwd A - Overhead. Does not combo after her normals. Non-Buffereable, BUT it
          recovers very fast(almost zero lag) you can actually link any of
          her weak attacks(even Team Duplex starter) after opponent get shit
          with this.
(a)bck B in air - cross up kick.  Think Iori's Jump bck B.
Special moves:
(n)Enretsuken - hcb A/C. Short range dashing palm strike.  A version does 1 hit
                C version does 2.  Both burns and knocks away opponent.
(a)Koo Ryu Shozanha - qcf A/C.  Another fireball... this game loves fire. :p
                      It stuns opponent a little longer than other fireballs
                      though.  You can actually dash in and follow up a weak
                      normal after it in corner.  Can only combo after her
                      dwn C(Thanks to neokbron for this).
(n)Ryu En Hou - DP A/C, qcf B/D, B/D.  She does a stationary palm strike that
                releases a short range burst of flames. Doing qcf B/D will make
                her do an upward jump kick.  Pressing B/D will make her do a
                finishing kick that sends opponent flying.
(a)Koo Ryu Kyaku - hold dwn~up B/D.  Her anti air. She does an upwad kick with
                  flames.
Super:
(n)Tobi Ryu - qcb hcf B/D.  Does a flaming kick upwards then a flaming dive
              kick.  D version will make her use the opponent as a surboard
              while doing the dive kick downward.
==Command Moves==
==Command Moves==



Revision as of 01:32, 9 December 2015

Introduction

Movelist

Air throw - fwd C in air near opponent


Command moves:

(n)fwd A - Overhead. Does not combo after her normals. Non-Buffereable, BUT it

          recovers very fast(almost zero lag) you can actually link any of
          her weak attacks(even Team Duplex starter) after opponent get shit 
          with this.

(a)bck B in air - cross up kick. Think Iori's Jump bck B.


Special moves:

(n)Enretsuken - hcb A/C. Short range dashing palm strike. A version does 1 hit

               C version does 2.  Both burns and knocks away opponent.

(a)Koo Ryu Shozanha - qcf A/C. Another fireball... this game loves fire. :p

                     It stuns opponent a little longer than other fireballs
                     though.  You can actually dash in and follow up a weak
                     normal after it in corner.  Can only combo after her 
                     dwn C(Thanks to neokbron for this).

(n)Ryu En Hou - DP A/C, qcf B/D, B/D. She does a stationary palm strike that

               releases a short range burst of flames. Doing qcf B/D will make
               her do an upward jump kick.  Pressing B/D will make her do a
               finishing kick that sends opponent flying.

(a)Koo Ryu Kyaku - hold dwn~up B/D. Her anti air. She does an upwad kick with

                  flames.


Super:

(n)Tobi Ryu - qcb hcf B/D. Does a flaming kick upwards then a flaming dive

             kick.  D version will make her use the opponent as a surboard
             while doing the dive kick downward.

Command Moves

Special Moves

Super Moves

Super Tag

Combos

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

My B&B Combo: Jump D or cross up bck B, close C, [DP A, qcf B, B] OR hcb A/C

-Don't use DP A if your opponent has a fast move the travels forward. DP A has

a lag after it, fast specials and supers will hit you if its blocked.

-Use hcb A/C if the combo gets blocked


Other Combos: -Jump D, dwn C, qcf A/C -dwn C, qcf A, dash in dwn B, qcb hcf D(corner only)

Infinite Combo(courtesy of neokbron): -Crounching opponent in corner, dwn C, qcf A/C, repeat from dwn C.


Trick combos:

-Jump D, dwn B, fwd A, dwn B x 2(or 1 if you prefer), hold dwn~up D -Jump D, dwn B, fwd A, dwn B x 2(or 1 if you prefer), qcb hcf D -Jump D, dwn B, fwd A, qcf BC, qcf BC


Wall combos:

-Jump D, close D, DP A, qcf B, B, qcf A(miss), hits wall, CD, air A, A, A, C,

C, qcb hcf B.  13 hits, approximately 55% damage

(needs at least 2 levels of super meter at start) -Jump D, close D, qcb hcf D, hits wall, CD, air, A, A, A, C, C, qcb hcf B. 13

hits, approximately 75% damage.

Strategies