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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> | ||
-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> | |||
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 | |||
=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.