Difference between revisions of "Gaou"
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'''2A:''' Slightly slower low jab with longer range. Low auto combo. Chains into 5B/6B/2B. | '''2A:''' Slightly slower low jab with longer range. Low auto combo. Chains into 5B/6B/2B. | ||
'''3A:''' Overhead stomp that bounces opponent. Cancellable into EX and Supers only. | '''3A:''' BIG STEPPIE, Overhead stomp that bounces opponent. Cancellable into EX and Supers only. | ||
'''5B:''' Absurdly fast heavy punch. Pushes Gaou forward. Cancellable. | '''5B:''' Absurdly fast heavy punch. Pushes Gaou forward. Cancellable. | ||
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'''j.A:''' Jumping normal. Good falling hitbox. | '''j.A:''' Jumping normal. Good falling hitbox. | ||
'''j.?A''' Two feet. Crosses up. | '''j.?A''' Two feet. Crosses up, but also reaches crouching opponents. Fumble Attack (An overhead, but does not his on the way up). | ||
'''j.B:''' Fist slam. Holding the button makes it stronger, and bounces opponent on release. | '''j.B:''' Fist slam. Holding the button makes it stronger, and bounces opponent on release. | ||
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== Autocombos == | == Autocombos == | ||
'''5AAA:'''3-hit combo that launches opponent. Can follow up with certain moves. | '''5AAA:''' 3-hit combo that launches opponent. Can follow up with certain moves. | ||
'''1AAA:'''3-hit low combo. Final hit pushes the opponent away. Cancellable into EX and Supers only. | '''1AAA:''' 3-hit low combo (1A, 2A, 2AA). Final hit pushes the opponent away. Cancellable into EX and Supers only. | ||
'''j.AAA:''' Standard air chain. | '''j.AAA:''' Standard air chain. | ||
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'''236A:''' Fireball | '''236A:''' Fireball | ||
Your average fireball for vertical screen control. | Your average fireball for vertical screen control. | ||
::*Fast recovery. | ::*Fast recovery. | ||
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'''236B:''' Flamethrower | '''236B:''' Flamethrower | ||
A 6-hit stream of fire. | A 6-hit stream of fire. | ||
::*Range is about half-screen. | ::*Range is about half-screen. | ||
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'''236C:''' Big Fireball | '''236C:''' Big Fireball | ||
A 4-hit fireball that absorbs most projectiles with its massive size and number of hits. | A 4-hit fireball that absorbs most projectiles with its massive size and number of hits. | ||
::*Effective for locking down opponent as well. | ::*Effective for locking down opponent as well. | ||
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'''214A/B:''' Living Liquid A/B | '''214A/B:''' Living Liquid A/B | ||
Summons a pool of liquid the homes in on the opponent. Can be detonated by pressing C. | Summons a pool of liquid the homes in on the opponent. Can be detonated by pressing C. | ||
Doing the input twice forms a greenish puddle. When activated it forms a multi-hit drill, but follows the same rules. | Doing the input twice forms a greenish puddle. When activated it forms a multi-hit drill, but follows the same rules. | ||
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'''214C:''' EX Living Liquid | '''214C:''' EX Living Liquid | ||
A pool of liquid that traps the opponent for a period of time. | A pool of liquid that traps the opponent for a period of time. | ||
::*Has a much larger hit-box. | ::*Has a much larger hit-box. | ||
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'''j.214A/B:''' Lightning Mine | '''j.214A/B:''' Lightning Mine | ||
Leaves an aerial trap. Like the living liquid, it can be detonated. When left alone, it will create a larger explosion. | Leaves an aerial trap. Like the living liquid, it can be detonated. When left alone, it will create a larger explosion. | ||
::*When the opponent is hit, it creeps closer to them. | ::*When the opponent is hit, it creeps closer to them. | ||
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'''j.214C:''' EX Lightning Mine | '''j.214C:''' EX Lightning Mine | ||
This mine cannot be detonated manually but fires a volley of tracking beams at the opponent. | This mine cannot be detonated manually but fires a volley of tracking beams at the opponent. | ||
::*Disappears when hit. | ::*Disappears when hit. | ||
'''623A/AB:''' Dragon Roll | '''623A/AB:''' Dragon Roll | ||
A movement attack that allows Gaou to flip forward into the air. | A movement attack that allows Gaou to flip forward into the air. | ||
::*A is higher, allowing him to avoid moves more easily. | ::*A is higher, allowing him to avoid moves more easily. | ||
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It can be followed up with a number of commands during the animation. | It can be followed up with a number of commands during the animation. | ||
::*Pressing A will cause a head-stomp where he leaps high before quickly stomping down. It | |||
::*Pressing B will immediately lower him to the ground | ::*Pressing A will cause a head-stomp where he leaps high before quickly stomping down. | ||
::*Leaving it untouched will end in a low slide. | :::* It is an overhead. | ||
::*Pressing B will immediately lower him to the ground with very little recovery. | |||
:::*It also contains a super armor point. | |||
::*Leaving it untouched will end in a low-hitting slide. | |||
'''623C:''' EX Dragon Roll | '''623C:''' EX Dragon Roll | ||
::*Initial Roll becomes a multi-hit move with quick start-up. | ::*Initial Roll becomes a multi-hit move with quick start-up. | ||
::*Pressing A does a more-powerful head stomp that knocks the opponent to the ground. | ::*Pressing A does a more-powerful head stomp that knocks the opponent to the ground. | ||
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== General Strategy == | == General Strategy == | ||
== | == Combo Examples == | ||
{{dragonblast}} | {{dragonblast}} |
Latest revision as of 13:53, 4 March 2020
Background[edit]
placeholder
Introduction[edit]
Spacing and chip-damage are what this dragon's all about. Fast normals and a number of screen-controlling projectiles give you plenty of control over your opponent's next move, whether it be for zoning or set-play. Making nearly all of his moves safe keeps your opponent on their toes, and getting in can mean staying in for a long time. Despite this, he has the least reversal options in the game, so staying on top is key.
Normals[edit]
5A: Fast jab with good reach. Chains into auto combo 5AAA, as well as 2A/1A/5B/2B/6B/4B
1A: Fast low jab. Chains into auto combo 2AA, as well as 5B/6B/2B
2A: Slightly slower low jab with longer range. Low auto combo. Chains into 5B/6B/2B.
3A: BIG STEPPIE, Overhead stomp that bounces opponent. Cancellable into EX and Supers only.
5B: Absurdly fast heavy punch. Pushes Gaou forward. Cancellable.
4B: Shoulder tackle. AA. First hit cannot be teched, second cannot. Cancellable into EX and Supers only.
6B: Tail Whip. Knocks his opponent back on hit and block. Cancellable into EX and Supers only.
2B: Low sweep that slides him forward. Cancellable into EX and Supers only.
j.A: Jumping normal. Good falling hitbox.
j.?A Two feet. Crosses up, but also reaches crouching opponents. Fumble Attack (An overhead, but does not his on the way up).
j.B: Fist slam. Holding the button makes it stronger, and bounces opponent on release.
Autocombos[edit]
5AAA: 3-hit combo that launches opponent. Can follow up with certain moves.
1AAA: 3-hit low combo (1A, 2A, 2AA). Final hit pushes the opponent away. Cancellable into EX and Supers only.
j.AAA: Standard air chain.
Special Moves[edit]
236A: Fireball
Your average fireball for vertical screen control.
- Fast recovery.
- Fast moving (about the same speed as yata's Fireball B).
236B: Flamethrower
A 6-hit stream of fire.
- Range is about half-screen.
- Hits low.
- Does at least 100 in chip.
- Can combo after it on hit, and is safe on block.
- Can only combo into from juggle state.
- Does NOT clash with other projectiles.
236C: Big Fireball
A 4-hit fireball that absorbs most projectiles with its massive size and number of hits.
- Effective for locking down opponent as well.
- Can only combo into from juggle state.
214A/B: Living Liquid A/B
Summons a pool of liquid the homes in on the opponent. Can be detonated by pressing C. Doing the input twice forms a greenish puddle. When activated it forms a multi-hit drill, but follows the same rules.
- Launches the opponent.
- Can be detonated at any time, so long as Gaou isn't getting hit or blocking.
- It also disappears when hit.
- Can be air-teched.
- B is the same as above, but formed half-screen away.
214C: EX Living Liquid
A pool of liquid that traps the opponent for a period of time.
- Has a much larger hit-box.
- Immediately ends when other EX moves and Supers are used.
- Has an odd bug where tagging opponent in after it hits keeps tagged character from hitting bubbled character.
j.214A/B: Lightning Mine
Leaves an aerial trap. Like the living liquid, it can be detonated. When left alone, it will create a larger explosion.
- When the opponent is hit, it creeps closer to them.
- Disappears when hit.
- B is the same as above, but formed half-screen away.
j.214C: EX Lightning Mine
This mine cannot be detonated manually but fires a volley of tracking beams at the opponent.
- Disappears when hit.
623A/AB: Dragon Roll
A movement attack that allows Gaou to flip forward into the air.
- A is higher, allowing him to avoid moves more easily.
- B is lowering, making it easier to move past his opponent.
It can be followed up with a number of commands during the animation.
- Pressing A will cause a head-stomp where he leaps high before quickly stomping down.
- It is an overhead.
- Pressing B will immediately lower him to the ground with very little recovery.
- It also contains a super armor point.
- Leaving it untouched will end in a low-hitting slide.
623C: EX Dragon Roll
- Initial Roll becomes a multi-hit move with quick start-up.
- Pressing A does a more-powerful head stomp that knocks the opponent to the ground.
- All other properties are unchanged.
Super Moves[edit]
236236A: Gaou leaps forward and grabs his opponent.
- Can grab opponent like the average throw, but can combo into it as well.
- Invincibility frames on start-up.
Awaken Art - 236236B: A fire breath wave.
- Hits the opponent at full screen.
- Invincibility frames until beam ends.
- Long recovery.