Gaou

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Chips for days

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

  • Fast recovery.
  • Fast moving (about the same speed as yata's Fireball B).

236B: Flamethrower

  • 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

  • 4-hit fireball.
  • Effective for locking down.
  • Can only combo into from juggle state.

214A: Living Liquid A

Super Moves

236236Aplaceholder

General Strategy

Combos

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General

Characters

YataSangetuZetueiKuroganeKuramaKougaGaouShinoFenrirRyuugenShiyuuTakuto