Difference between revisions of "Gaou"
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'''236A:''' Fireball | '''236A:''' Fireball | ||
Your average fireball for vertical screen control. | |||
::*Fast recovery. | ::*Fast recovery. | ||
::*Fast moving (about the same speed as yata's Fireball B). | ::*Fast moving (about the same speed as yata's Fireball B). | ||
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::*Can only combo into from juggle state. | ::*Can only combo into from juggle state. | ||
'''214A:''' Living Liquid A | '''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. | |||
::*Launches the opponent. | ::*Launches the opponent. | ||
::*Can be detonated at any time, so long as Gaou isn't getting hit or blocking. | ::*Can be detonated at any time, so long as Gaou isn't getting hit or blocking. | ||
::::*It also disappears when hit. | ::::*It also disappears when hit. | ||
::*Can be air-teched. | ::*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 A/B | |||
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. | |||
== Super Moves == | == Super Moves == |
Revision as of 06:44, 12 January 2018
Background
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Introduction
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.
Normals
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: 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.
j.B: Fist slam. Holding the button makes it stronger, and bounces opponent on release.
Autocombos
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.
j.AAA: Standard air chain.
Special Moves
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.
236C: Big Fireball A 4-hit fireball.
- Effective for locking down.
- 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 A/B 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.
Super Moves
236236Aplaceholder