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=Movelist= | =Movelist= | ||
Command moves: | Command moves: | ||
<br> | |||
(n)fwd B - Overhead axe kick. But this ones better 'coz its a knock away when | (n)fwd B - Overhead axe kick. But this ones better 'coz its a knock away when | ||
you hit the opponent with this in the air. Made specially for juggle | you hit the opponent with this in the air. Made specially for juggle | ||
combos. Does not combo after his normals. Bufferable. | combos. Does not combo after his normals. Bufferable. | ||
<br><br> | |||
Special moves: | Special moves: | ||
<br><br> | |||
(a)Slash Cross - qcf A/C x 2. He slashes and creates a blue wave of energy. | (a)Slash Cross - qcf A/C x 2. He slashes and creates a blue wave of energy. | ||
A version becomes a full screen projectile after the 2nd | A version becomes a full screen projectile after the 2nd | ||
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doing another qcf C will make billy throw it in a very short | doing another qcf C will make billy throw it in a very short | ||
distance and send the opponent away in flames. | distance and send the opponent away in flames. | ||
<br> | |||
(a)(n)Ko Ryu Kyaku - DP B/D. Does a flying kick upwards. D version does a | (a)(n)Ko Ryu Kyaku - DP B/D. Does a flying kick upwards. D version does a | ||
slide kick, which must be blocked low, before the rising | slide kick, which must be blocked low, before the rising | ||
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however can only be air blocked if opponent is high in | however can only be air blocked if opponent is high in | ||
the air. | the air. | ||
<br> | |||
(n)Lightning Tail - qcf B/D. Rapid kicks into kick finisher. Think Robert's | (n)Lightning Tail - qcf B/D. Rapid kicks into kick finisher. Think Robert's | ||
multihit kick move. | multihit kick move. | ||
<br> | |||
(a)Blue Rage - qcb B/D. Does a horizontal flying kick that knocks opponent | (a)Blue Rage - qcb B/D. Does a horizontal flying kick that knocks opponent | ||
away. D version can be done up to 3x and only the 3rd hit | away. D version can be done up to 3x and only the 3rd hit | ||
knocks away. Both versions can be done in air. On ground, | knocks away. Both versions can be done in air. On ground, | ||
D version only combos after fwd B. | D version only combos after fwd B. | ||
<br> | |||
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==Super Moves== | ==Super Moves== | ||
Super: | Super: | ||
<br> | |||
(n)Back Slash - qcb hcf B/D. Does a somersault kick with a power geyser | (n)Back Slash - qcb hcf B/D. Does a somersault kick with a power geyser | ||
emission. D version does 2 somersaults with 2 geyser emisions. | emission. D version does 2 somersaults with 2 geyser emisions. | ||
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=Combos= | =Combos= | ||
First Impact combos: | First Impact combos:<br> | ||
Ground - B, A, C, D, D | Ground - B, A, C, D, D<br> | ||
Air - A, B, B, C, D | Air - A, B, B, C, D<br> | ||
My B&B Combo: Jump D, Close C(1 hit), qcf A/C | My B&B Combo: Jump D, Close C(1 hit), qcf A/C<br> | ||
-I use close C 1 hit only 'coz some of his moves only combo after the 1st hit. | -I use close C 1 hit only 'coz some of his moves only combo after the 1st hit. | ||
2nd hit pushes opponent way back. | 2nd hit pushes opponent way back. | ||
-You can use qcf B/D, qcb B, DP B/D instead of qcf A/C. | -You can use qcf B/D, qcb B, DP B/D instead of qcf A/C.<br> | ||
Other combos: | Other combos: | ||
-Jump D, hop forward D, air qcb B | -Jump D, hop forward D, air qcb B<br> | ||
-fwd B, qcb D x 2, close C(1 hits), qcf B/D | -fwd B, qcb D x 2, close C(1 hits), qcf B/D<br> | ||
-fwd B, qcb D x 2, close C(2 hits), qcb hcf B/D | -fwd B, qcb D x 2, close C(2 hits), qcb hcf B/D<br> | ||
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-Jump D, dwn B, fwd B, qcb D x 2, close C(2 hits), qcb hcf B/D | -Jump D, dwn B, fwd B, qcb D x 2, close C(2 hits), qcb hcf B/D | ||
-Jump D, close D(1 hit), fwd B, DP D. (High-low trick) | -Jump D, close D(1 hit), fwd B, DP D. (High-low trick)<br> | ||
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-Jump D, close D(1 hit), qcf D, qcb B(miss), hits wall, CD, B, A, C, D, D, | -Jump D, close D(1 hit), qcf D, qcb B(miss), hits wall, CD, B, A, C, D, D, | ||
fwd B, qcb hcf B. 23 hits, approximately 45% damage | fwd B, qcb hcf B. 23 hits, approximately 45% damage<br> | ||
(needs at least 2 levels of super meter at start) | (needs at least 2 levels of super meter at start) | ||
-Jump D, close D(2 hits), qcb hcf D, hits wall, CD, B, A, C, D, D, fwd B, | -Jump D, close D(2 hits), qcb hcf D, hits wall, CD, B, A, C, D, D, fwd B, | ||
qcb hcf B. 19 hits, approximately 70% damage. | qcb hcf B. 19 hits, approximately 70% damage.<br> | ||
=Strategies= | =Strategies= | ||
[[Category:Rage of the Dragons]] | [[Category:Rage of the Dragons]] |
Revision as of 02:09, 9 December 2015
Introduction
Movelist
Command moves:
(n)fwd B - Overhead axe kick. But this ones better 'coz its a knock away when
you hit the opponent with this in the air. Made specially for juggle combos. Does not combo after his normals. Bufferable.
Special moves:
(a)Slash Cross - qcf A/C x 2. He slashes and creates a blue wave of energy.
A version becomes a full screen projectile after the 2nd qcf A which looks like heidern's cross cutter move. C version creates a stationary 2 hit cross cutter in front of him, doing another qcf C will make billy throw it in a very short distance and send the opponent away in flames.
(a)(n)Ko Ryu Kyaku - DP B/D. Does a flying kick upwards. D version does a
slide kick, which must be blocked low, before the rising kick. B version can easily be airblocked. The D version however can only be air blocked if opponent is high in the air.
(n)Lightning Tail - qcf B/D. Rapid kicks into kick finisher. Think Robert's
multihit kick move.
(a)Blue Rage - qcb B/D. Does a horizontal flying kick that knocks opponent
away. D version can be done up to 3x and only the 3rd hit knocks away. Both versions can be done in air. On ground, D version only combos after fwd B.
Command Moves
Special Moves
Super Moves
Super:
(n)Back Slash - qcb hcf B/D. Does a somersault kick with a power geyser
emission. D version does 2 somersaults with 2 geyser emisions. Great anti air
Super Tag
Combos
First Impact combos:
Ground - B, A, C, D, D
Air - A, B, B, C, D
My B&B Combo: Jump D, Close C(1 hit), qcf A/C
-I use close C 1 hit only 'coz some of his moves only combo after the 1st hit.
2nd hit pushes opponent way back.
-You can use qcf B/D, qcb B, DP B/D instead of qcf A/C.
Other combos:
-Jump D, hop forward D, air qcb B
-fwd B, qcb D x 2, close C(1 hits), qcf B/D
-fwd B, qcb D x 2, close C(2 hits), qcb hcf B/D
Trick Combos:
-Jump D, dwn B, fwd B, qcb D x 2, close C(2 hits), qcb hcf B/D
-Jump D, close D(1 hit), fwd B, DP D. (High-low trick)
Wall Combos:
-Jump D, close D(1 hit), qcf D, qcb B(miss), hits wall, CD, B, A, C, D, D,
fwd B, qcb hcf B. 23 hits, approximately 45% damage
(needs at least 2 levels of super meter at start) -Jump D, close D(2 hits), qcb hcf D, hits wall, CD, B, A, C, D, D, fwd B,
qcb hcf B. 19 hits, approximately 70% damage.