Rage of The Dragons/Lynn: Difference between revisions

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=Combos=
=Combos=
First Impact combos:
First Impact combos:<br>
Ground - A, A, A, C, C
Ground - A, A, A, C, C<br>
Air    - A, A, A, C, C
Air    - A, A, A, C, C<br><br>


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


-Don't use DP A if your opponent has a fast move the travels forward.  DP A has
-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.<br>
a lag after it, fast specials and supers will hit you if its blocked.
-Use hcb A/C if the combo gets blocked<br>
-Use hcb A/C if the combo gets blocked




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


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




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


-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:<br>
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<br>
 
(needs at least 2 levels of super meter at start)<br>
-Jump D, close D, DP A, qcf B, B, qcf A(miss), hits wall, CD, air A, A, A, C,  
-Jump D, close D, qcb hcf D, hits wall, CD, air, A, A, A, C, C, qcb hcf B.  13 hits, approximately 75% damage.<br>
  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=
=Strategies=


[[Category:Rage of the Dragons]]
[[Category:Rage of the Dragons]]

Revision as of 15:00, 8 August 2016

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 Moves

(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.

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