Rage of The Dragons/Elias: Difference between revisions

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=Movelist=
=Movelist=
Command moves:


(n)fwd A - Does a punch downward.  Overhead.  Can't combo after his normals.
 
           Bufferable.  Looks short ranged, but its hit box is longer than
==Command Moves==
(n)fwd A - Does a punch downward.   
Overhead.   
Can't combo after his normals.
           Bufferable.   
Looks short ranged, but its hit box is longer than
           expected.
           expected.


(n)fwd B - 2 hit low kick.  Must be blocked low.  Comboable after his strong
(n)fwd B - 2 hit low kick.   
           normals.  Cancelable on both hits.
Must be blocked low.   
Comboable after his strong
           normals.   
Cancelable on both hits.




Special moves:
==Special Moves==
 
Sinful - DP A/C.   
Sinful - DP A/C.  Grabs the opponent by his shirt and punches him 4 times that
Grabs the opponent by his shirt and punches him 4 times that
         sends him flying.  This move is unblockable and comboable.
         sends him flying.  This move is unblockable and comboable.


(a)Magnus - qcb A/C.  Punches upward and a fire wave rises up near him.  C  
(a)Magnus - qcb A/C.  
  Punches upward and a fire wave rises up near him.  C  
             version dashes in a short deistance before doing the punch.   
             version dashes in a short deistance before doing the punch.   
             A version is comboable, C isn't.
             A version is comboable, C isn't.


(a)Holy Flare - qcf A/C.  Raises his hands and releases 2 fireballs in circular
(a)Holy Flare - qcf A/C.   
Raises his hands and releases 2 fireballs in circular
                 motion.  Its slow as hell to come out, but its bigger than any
                 motion.  Its slow as hell to come out, but its bigger than any
                 of the other projectiles that most characters can't jump over
                 of the other projectiles that most characters can't jump over
                 it.  Stuns the opponent a bit long
                 it.  Stuns the opponent a bit long


(a)Heaven or Hell - hcf B/D.  He runs in, if it connects, he strangles the
(a)Heaven or Hell - hcf B/D.   
He runs in, if it connects, he strangles the
                     opponent with one hand burning in white flame, then throws
                     opponent with one hand burning in white flame, then throws
                     them away. 30%-40% of the damage you inflict with this move
                     them away. 30%-40% of the damage you inflict with this move
                     alone adds up to your life.
                     alone adds up to your life.


 
==Super Moves==
Super:
Maximum Desiderium - hcb fwd A/C.   
 
Runs toward the opponent.   
Maximum Desiderium - hcb fwd A/C.  Runs toward the opponent.  If he hits, he
If he hits, he
                     holds the opponent on the neck with both hands in white
                     holds the opponent on the neck with both hands in white
                     flame for a short time then throws them away.  40%-50% of
                     flame for a short time then throws them away.   
40%-50% of
                     the damage you inflict with this super is added to your
                     the damage you inflict with this super is added to your
                     life.  Its fast enough to be comboed.
                     life.  Its fast enough to be comboed.
==Command Moves==
==Special Moves==
==Super Moves==
==Super Tag==
==Super Tag==



Revision as of 11:39, 9 December 2015

Introduction

Movelist

Command Moves

(n)fwd A - Does a punch downward. Overhead. Can't combo after his normals.

          Bufferable.  

Looks short ranged, but its hit box is longer than

          expected.

(n)fwd B - 2 hit low kick. Must be blocked low. Comboable after his strong

          normals.  

Cancelable on both hits.


Special Moves

Sinful - DP A/C. Grabs the opponent by his shirt and punches him 4 times that

        sends him flying.  This move is unblockable and comboable.

(a)Magnus - qcb A/C.

Punches upward and a fire wave rises up near him.  C 
           version dashes in a short deistance before doing the punch.  
           A version is comboable, C isn't.

(a)Holy Flare - qcf A/C. Raises his hands and releases 2 fireballs in circular

               motion.  Its slow as hell to come out, but its bigger than any
               of the other projectiles that most characters can't jump over
               it.  Stuns the opponent a bit long

(a)Heaven or Hell - hcf B/D. He runs in, if it connects, he strangles the

                   opponent with one hand burning in white flame, then throws
                   them away. 30%-40% of the damage you inflict with this move
                   alone adds up to your life.

Super Moves

Maximum Desiderium - hcb fwd A/C. Runs toward the opponent. If he hits, he

                    holds the opponent on the neck with both hands in white
                    flame for a short time then throws them away.  

40%-50% of

                    the damage you inflict with this super is added to your
                    life.  Its fast enough to be comboed.

Super Tag

Combos

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

My B&B Combo: Jump D, close C(2 hits), fwd B(2 hits), qcb A.

Other combos: -Jump D, close C(2 hits), fwd B(1 hit), hcb B/D -Jump D, close C(1 hit), fwd B(1 hit), DP A/C -Jump D, close C(2 hits), fwd B(1 hit), hcb fwd A/C


Abuse his qcf A/C. Its huge size makes it possible for you to pin your opponent to the other side. Yes, it can be air blocked, but his super can't... get my drift?  ;)


Trick Combos:

-close B, fwd A, qcf A (his close B must be blocked low. ^_^) -Close C(1 hit), fwd B or fwd A, qcb A. mix up his fwd A and fwd B -qcf A, opponent air blocks it, hcb fwd A/C OR qcf BC. At the right distance,

Elias can catch the opponent with his super or Team duplex starter before he 
lands from the air block.  ^_^

-qcf A, opponent dodges/rolls fwd or bck, dash in DP A/C.


Wall Combos:

-Jump D, Close C(2 hits), fwd B(1 hit), hcf B, hits wall, CD, A, B, A, C, D,

hcb fwd A.  12 hits approximately 50% damage plus 10% addition to your life.

(needs at least 2 and 1/2 levels of super meter at start) -opponent full screen distance, qcf A, hcb fwd A, hits wall, Cd, A, B, A, C, D,

hcb fwd C. 9 hits, 55% damage Plus 10% addion to your life.

Strategies