ROBO OH/DRAGONOH: Difference between revisions
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(→Movelist: Added move descriptions and fixed a wrong damage value.) |
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{{Subnav-RO}} | |||
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|invuln= | |invuln= | ||
|description= | |description= | ||
* Standard j.L. | |||
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|data= | |data= | ||
{{AttackData-AUA | {{AttackData-AUA | ||
|damage= | |damage=65 | ||
|startup=13 | |startup=13 | ||
|active=7 | |active=7 | ||
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|invuln= | |invuln= | ||
|description= | |description= | ||
* A standard jump-in with a decent hitbox. | |||
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|invuln= | |invuln= | ||
|description= | |description= | ||
*Also as per usual, this is how you beat counter-zoning. | |||
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|invuln= | |invuln= | ||
|description= | |description= | ||
*A barrage of short-range projectiles. Only one will hit before it knocks down, though, and the damage is greatly reduced in Hyperdrive. The Light version fires 6 projectiles at a shorter range, while the Heavy version fires 4 projectiles at a longer range. Each projectile does pretty miniscule damage on block. | |||
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{{AttackData-AUA | {{AttackData-AUA | ||
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|invuln= | |invuln= | ||
|description= | |description= | ||
* Greatly reduced damage for each projectile, but in exchange, every projectile is sure to hit. Has similar properties to the Heavy version. | |||
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{{MoveData | {{MoveData | ||
|image=ro_DR_626x.png | |image=ro_DR_626x.png | ||
|image2=ro_DR_626L+H.png | |||
|caption= | |caption= | ||
|name=Dragon Punch | |name=Dragon Punch | ||
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|invuln=1-3 Full | |invuln=1-3 Full | ||
|description= | |description= | ||
* Your standard DP. The Light version is minus against grounded opponents, so it's best to save this one for your aerial foes unless you intend to Hyperdrive out of it. | |||
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{{AttackData-AUA | {{AttackData-AUA | ||
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|invuln=1-6 Full | |invuln=1-6 Full | ||
|description= | |description= | ||
* The riskier but more rewarding DP option. This one won't leave you screwed without meter if you use it on a grounded opponent, but as you can see, it's super minus on block. | |||
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{{AttackData-AUA | {{AttackData-AUA | ||
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|invuln=1-25 Full | |invuln=1-25 Full | ||
|description= | |description= | ||
* DRAGONOH's most powerful 1 bar option. It's quite useful for ending a combo in the corner. | |||
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|invuln=1-41 Full | |invuln=1-41 Full | ||
|description= | |description= | ||
* The 1 bar version is generally used for some extra corner carry at the end of a combo if you need it. | |||
}} | }} | ||
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Latest revision as of 15:48, 5 April 2023
Health | 600 |
Forward Walk Speed | 1.10 |
Backward Walk Speed | 1.00 |
Forward Dash Speed | 2.10 |
Backward Dash Speed | 1.47 |
Jump Speed | 1.15 |
Introduction
DRAGONOH is the Shoto archetype of the game, wielding a fireball, a DP, and firebreath. DRAGONOH has great pokes, good combo specials, and good meter dumps. If you want to feel like you aren’t cheating anyone, but you still want to win, you can pick DRAGONOH.
“I am as much a beast as machine!“
Strengths | Weaknesses |
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Unique Tools
DRAGONOH's unique tool is his balance. He is so well rounded that he doesn’t truly have many flaws. His good tools are very good but can be outclassed by others. What he lacks is a defining weakness, and he uses it to his strength.
Movelist
5L Type 2 light attack. Type 2 light attack.
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2L Type 2 light attack. Type 2 light attack.
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5H
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2H
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6H
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j.L
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j.H
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Throw
L+H |
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Fireball
26x |
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Flame Breath
24x |
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Dragon Punch
626x |
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Super Dragon Tackle
2626L+H |
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