User:PolarBair/sandbox

From SuperCombo Wiki
  • Wheel Kick: Qcb.png + K.png (can be performed in air)
Damage Light
24
Heavy
36 total
Ground
only
Air
only
FHD-ray-wheelkick-2.png FHD-ray-wheelkick-3.png FHD-ray-wheelkick-4.png FHD-ray-wheelkick-5.png Recovery Landing
On hit Light
kd*
Heavy
kd**
FHD-ray-wheelkick-1.png FHD-ray-wheelkick-3.png
On block Light
-12*
Heavy
-18**
Frame count Light 2 2 1 6 3 10 6
Heavy 2 2 1 10 4 14 6

*Frame advantage is measured from the first hitbox
**Frame advantage is measured from the second hit

Easily one of the best moves in the game. Ray has a long period of invincibility on this move, enough to beat any other similar move with invincibility if they're done at the same time. Opponents jumps in on you? Wheel Kick will hit them every time (unless they're Karnov, in which case you'd have to wait until he was coming down from Balloon). You can also use this move to pass through fireballs, and punish the person throwing them if they're close enough. Generally you will want to stick to using the LK version of Wheel Kick - HK goes in a higher arc but also means more recovery. The LK version recovers pretty fast, so fast that it's possible you can completely take a blocking opponent by surprise, and then throw them before they can do anything. If you overuse this move though, chances are your opponent will start to be more patient and wait for you to do it and then throw/combo YOU instead. Wheel Kick can be performed in the air as well, but it doesn't have many uses outside of escaping corner traps. Obviously it's good for winning air-to-air battles, but if you guess wrong it's a long way to fall to the ground, leaving you a sitting duck. The only other downside to Wheel Kick, and it's a pretty major one - it whiffs against crouching opponents. So it won't beat sweeps and the like, but you can travel over attacks and sometimes recover before they do.

Double Dragon (Neo Geo)

Here's where I test stuff for Double Dragon. If you're interested in working on the wiki, join the discord and hit me up! ned was here

Normal Moves

Standing

Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Level
- - 2 - 9 +7 +11 HL Y - 1

Premium jab. Can link 3-5 of these at close range. Abobo's arm is invulnerable, so he can beat moves like his own 632X. Prone to getting low-profiled, but it's still useful in combos. On counter hit it can even lead to a stun.
Crouched by everyone but Abobo himself.


Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Level
- - 7 - 14 +6 +10 HL Y - 2

Abobo lets loose a quick hook. Moves him forward a bit, and with hitstun stacking off j.D, links into itself.
Crouched by everyone but Abobo himself. Input for 5BB accepted frame 13-20.

Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Level
- - 7 - 14 +6 +10 HL Y - 2

The followup, a hook with the other hand. It's got the same frame data as 5B and moves him forward a bit. Good combo filler.
Crouched by everyone but Abobo himself.

Jumping

Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Level
Jumping - - 4 - 29 - - H - - 1

A long-lasting, short range jumping knee. Can be a solid defensive button, but otherwise you'll just want to fish for j.C.

Dashing - - 4 - 29 - - HL - - 1

The dashing version of j.A is a mid, but it's otherwise identical. Because of the lower dash, it's good at checking annoying moves like Marian's Moon Drive. On counter hit it can combo into a stun.

Special Moves

Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Level
A - - 7 (11 vs grounded) - 37 KD (+55) -5 H - - 3
B - - 8 (12 vs grounded) - 39 KD (+53) -6 H - - 3
C - - 9 (13 vs grounded) - 41 KD (+51) -8 H - - 3
D - - 10 (14 vs grounded) - 43 KD (+49) -9 H - - 3

Abobo chop of death. An early anti-air that becomes a still-quick overhead, which knocks down. The first 4 frames will hit above and behind Abobo. The active hitboxes will eat any fireballs. Did you see that it's safe on block yet? How about the fact that it can OS with one of his command grabs? Suffice to say, this move is insane.
Mind your spacing when you combo into this from max range A or B normals, but it's reliable otherwise - A normals will never combo into 623D, but B/C/D normals can.