World Heroes Perfect/Dragon

From SuperCombo Wiki

Introduction

Dragon is a ridiculously fast annoying git who gets major air priority from his wall jump. Low damage (aside from his ABC counters!), but he can rush you down constantly with his normals and qcf+LK. His dragon kick is great since it has no charge time and he can jump off the wall afterward, and the EX version is pretty good as well. His super is just about as useless as Hanzou's, he cannot combo into it and it doesn't do anything else well. Rather basic but effective character, who doesn't dominate but seems to have very well-balanced matchups.

Moves List

Normal Moves

Command Normals

Normal Throws

Special Moves

Super Moves

Combos

Frame Data

Far LP: 4f, +5 on standing block, +6 on crouch block, +5 on standing hit, +7 on crouching hit

Far MP: 5f, +5 on standing block, +6 on crouch block, +5 on standing hit, +6 on crouching hit

Far HP: 10f, +0 on standing block, +2 on crouch block, +5 on standing hit, +6 on crouching hit

Far LK: 4f, -3 on standing block, -2 on crouch block, -3 on standing hit, -1 on crouching hit

Far MK: 7f, +5 on standing block, +5 on standing hit, whiffs crouchers

Standing HK: 6f, +0 on standing block, +2 on crouch block, +5 on standing hit, +6 on crouching hit

Close LP: 3f, -1 on standing block, +0 on crouch block, -1 on standing hit, +1 on crouching hit

Close MP: 5f, +7 on standing block, +8 on crouch block, +10 on standing hit, +8 on crouching hit

Close HP: 6f, +5 on standing block, +7 on crouch block, +10 on standing hit, +11 on crouching hit

Close LK: 4f, +3 on standing block, +4 on crouch block, +3 on standing hit, +2 on crouching hit

Close MK: 5f, +5 on standing block, +6 on crouch block, +8 on standing hit, +6 on crouching hit

f+HK: 12f, -10 on standing block, -8 on crouch block


Crouching LP: 3f, +5 on standing block, +6 on crouch block, +5 on standing hit, +4 on crouching hit

Crouching MP: 5f, +2 on standing block, +3 on crouch block, +5 on standing hit, +3 on crouching hit

Crouching HP: 6f, +5 on standing hit, +3 on crouching hit

Crouching LK: 4f, +6 on block, +5 on standing hit, +4 on crouching hit

Crouching MK: 4f, +1 on block, +3 on standing hit, +1 on crouching hit

Crouching HK: 4f, -1 on block


Jumping LP: 4f

Jumping MP: 4f

Jumping HP: 6f

Jumping LK: 5f

Neutral Jumping LK: 4-20f

Jumping MK: 4f

Neutral Jumping MK: 4-5f

Jumping HK: 4f

Neutral Jumping HK: 5f


Dashing LP: 4f, +2 on standing block, +3 on crouch block, +2 on standing hit, +4 on crouching hit

Dashing MP: 5f, +3 on standing block, +4 on crouch block, +6 on standing hit, +4 on crouching hit

Dashing HP: 6f, +4 on standing block, +6 on crouch block, +9 on standing hit, +10 on crouching hit

Dashing LK: 4f, -3 on standing block, -2 on crouch block, -3 on standing hit, -1 on crouching hit

Dashing MK: 7f, +1 on standing block, +2 on crouch block, +1 on standing hit, +2 on crouching hit

Dashing HK: 12f, -11 on standing block, -9 on crouch block

Dashing d+LP: 3f, +3 on standing block, +4 on crouch block, +3 on standing hit, +2 on crouching hit

Dashing d+MP: 5f, +2 on standing block, +3 on crouch block, +5 on standing hit, +3 on crouching hit

Dashing d+HP: 6f, +1 on standing hit, -1 on crouching hit

Dashing d+LK: 4f, +2 on block, +1 on standing hit, +0 on crouching hit

Dashing d+MK: 4f, -2 on block, +0 on standing hit, -2 on crouching hit

Dashing d+HK: 4f, +4 on block


ABC: Counters attacks which touch Dragon’s fist on frames 2-16, has 32f recovery

d+ABC: Counters attacks which hit Dragon below his raised leg on frames 4-19, has 32f recovery


Mash LP: 5f, frame data varies but the opponent always gets pushed out of the move and can hit Dragon during it

Mash MP: 4f, frame data varies but the opponent always gets pushed out of the move and can hit Dragon during it

Mash HP: 4f, frame data varies but the opponent always gets pushed out of the move and can hit Dragon during it


qcf+LK:: 7f, -10 on standing block, -9 on crouch block, -7 on standing hit, -9 on crouching hit

qcf+MK: 11f, -8 on standing block, -6 on crouch block, -3 on standing hit, -3 on crouching hit

qcf+HK: 19f, -19 on standing block, -17 on crouch block


d,u+LK: 9f, -18 on standing block, -16 on crouch block

d,u+MK: 11f, -30 on standing block, -28 on crouch block

d,u+HK: 13f, -37 on standing block, -35 on crouch block


hcb+LK: 18f, can attack on the way down, opponent has an 8-frame gap to attack if the last hit misses

hcb+MK: 21f, can attack on the way down, opponent has an 8-frame gap to attack if the last hit misses

hcb+HK: 23f, can attack on the way down, opponent has an 8-frame gap to attack if the last hit misses


d,u+LK w/ full meter: 9f, -14 on standing block, -12 on crouch block

d,u+MK w/ full meter: 10f, -24 on standing block, -22 on crouch block

d,u+HK w/ full meter: 12f, -35 on standing block, -39 on crouch block


f,b,f+MP+MK: 29-52f, -15 on standing block, -14 on crouch block


f,b,f+MP+MK w/ full meter: 28-41f, -15 on standing block, -14 on crouch block



NOTES: Dragon can walljump after d,u+K and attack again, so the move is much safer than it seems from the data. The mash P move, on the other hand, is almost always punishable even when it hits; it does a ton of damage, so it's good if you know it will win the round, but otherwise you're better off sticking with the qcf+K in combos.

Strategies

Match-ups