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| |frameAdv=+5 | | |frameAdv=+5 |
| |description= | | |description= |
| Crouching stab with the Dragon Dagger. No longer a low as of version 1.3. | | Crouching stab with the Dragon Dagger. |
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| | '''Whiff Cancels''' |
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| | Cancels into the following moves on whiff: |
| | * 5S |
| | * [S]~L (EX) |
| }} | | }} |
| }} | | }} |
Latest revision as of 05:05, 25 October 2022
Tommy Oliver
Lord Drakkon
Introduction
Health: 1000
Walk Speed: 950 Forward, 325 Back
Chain Rules: Magic Series
Lord Drakkon is Tommy Oliver from a world where he never strayed from the path of evil, even when Rita's spell was broken. His ambition unsated by conquering his own world, he turns his gaze toward the entirety of the Morphin' Grid.
Overview
Lord Drakkon has strong mix-up potential thanks to his command dash special and his ability to combo after throw solo. His assist is invincible until one frame before active and comes out fairly quickly with a good anti-air hitbox.
Playstyle
Lord Drakkon is a tricky mixup character centered around his teleport options |
Pros |
Cons |
- Watch Your Toes - Drakkon's 2M is longer than the visuals might suggest. It can easily punish backdashes and bad spacing
- Stop Breathing My Air - Both of Drakkon's anti-airs, 2H and 4S, are strong and easily accessible from crouch block
- Wawa Hoagiefest - Drakkon's 6S teleport options allow him to easily set up sandwich situations
- Multifaceted Assist - Drakkon's assist can be used as a defensive tool, set up tricky incoming mixups, and can be tagged into for unblockable resets
- Long-Lasting Specials - Drakkon's 5S and 6S can be used as solo pressure tools or as strong tagout tools
|
- Matchup Spread - Drakkon struggles against the best characters in the game, and some consider him to be a worse Adam
- Neutral - Drakkon is relatively weak in neutral as the active character. He requires good neutral assists as he has few tools by himself
- Respect is Earned - While Drakkon's 2M is long, it is jab punishable and unsafe on block when chained into 5H. Many characters can mash out of Drakkon's pressure with light attacks or EXs
- Inconsistent Super - Drakkon's super is minus on hit and easily punishable when used on cornered characters
- Low Damage - Drakkon's damage is low compared to much of the cast. He cannot kill many characters from full HP and his unblockable setups are often impractical
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Normal Moves
5L
5L
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
35
|
High/Low/Air
|
5
|
-
|
-
|
+4
|
-
|
Dagger jab. Good vertical reach.
|
|
5LL
5LL
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
35
|
High/Low/Air
|
-
|
-
|
-
|
-5
|
-
|
|
5LLL
5LLL
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
75
|
High/Low/Air
|
-
|
-
|
-
|
-13
|
-
|
|
|
5M
5M
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
50
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High/Low/Air
|
7
|
-
|
-
|
-2
|
-
|
A bit short-ranged. Drakkon's best karathrow move.
|
|
5MM
5MM
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
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Frame Adv (Hit)
|
50
|
-
|
-
|
-
|
-
|
-11
|
-
|
|
|
5H
5H
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
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Frame Adv (Hit)
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30x2
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High/Low/Air
|
14
|
-
|
-
|
+1
|
-
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Two advancing slashes, one with Saba and another with the Dragon Dagger.
The first hit ignores juggle limit so it'll never cause an air reset, making it reliable in long combos. The second hit will cause a groundbounce on airborne opponents.
|
|
5HH
5HH
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
100
|
High/Low/Air
|
-
|
-
|
-
|
-18
|
-
|
- Inflicts a hard knockdown.
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|
2L
2L A truly regrettable loss. A truly regrettable loss.
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
35
|
High/Low/Air
|
6
|
-
|
-
|
+5
|
-
|
Crouching stab with the Dragon Dagger.
Whiff Cancels
Cancels into the following moves on whiff:
|
|
2M
2M
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
50
|
Low/Air
|
7
|
-
|
-
|
-12
|
-
|
|
|
2H
2H Cross Cut
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
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Frame Adv (Hit)
|
75
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High/Low
|
11
|
-
|
-
|
-11
|
-
|
Dedicated launcher and anti-air. Air-unblockable.
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|
j.L
j.L
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
35
|
High/Air
|
-
|
-
|
-
|
-
|
-
|
As of version 1.3, this now causes a juggle state when it hits on an airborne opponent. Has some uses, and it's a nice, quick poke against overly aggressive jumpers.
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|
j.M
j.M
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Damage
|
Guard
|
Startup
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Active
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Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
55
|
High/Air
|
-
|
-
|
-
|
-
|
-
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Has the longest horizontal range out of Drakkon's aerials.
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|
j.H
j.H
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Damage
|
Guard
|
Startup
|
Active
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Recovery
|
Frame Adv (Block)
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Frame Adv (Hit)
|
65
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High/Air
|
-
|
-
|
-
|
-
|
-
|
Groundbounces on air hit.
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Special Moves
5S
Dragon Wave 5S
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Version
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Damage
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Guard
|
Startup
|
Active
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Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
Dagger
|
40
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High/Low/Air
|
28
|
-
|
-
|
+3
|
-
|
Projectile
|
35x2
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High/Low/Air
|
-
|
-
|
-
|
-
|
-
|
This move has Drakkon stab the ground with the Draggon Dagger, creating two projectiles that travel along the ground. If hit close enough, this will put the opponent in a juggle state.
However, as of version 1.3, this can't be juggled into from a ground string anymore, limiting it as a combo starter, but it can work in the middle of a combo after a 2H.
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|
4S
Surging Kick 4S
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Damage
|
Guard
|
Startup
|
Active
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Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
70
|
-
|
8
|
-
|
-
|
-23
|
-
|
Drakkon kicks high. Air-unblockable anti-air.
A very reliable anti-air. Knocks the opponent further backwards, making it difficult to combo off of midscreen, but easy to confirm off of in the corner. If you catch the oppoenent high in their jump arc, you have enough time to dash in for a full combo.
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|
6S
Drakkon Dash 6S
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
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Frame Adv (Hit)
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Drakkon Dash 6S
|
0
|
-
|
-
|
-
|
-
|
-
|
-
|
6S has Drakkon teleport a short distance forward. Drakkon does not have collisions during the move, so he can go through opponents. Not invincible.
Drakkon has four followups out of his teleport.
|
Dash Feint 6S-L
|
0
|
-
|
-
|
-
|
-
|
-
|
-
|
Pressing L cancels your teleport early, which is useful if you perform a basic LMH ground string: do your 6S, press L immediately after, and then immediately press L again to hit them for an extended ground combo. This may take some time, but it's one of Drakkon's best options to get people in the corner, which is where his most damaging stuff comes from.
|
Slide 6S-M
|
70
|
Low/Air
|
-
|
-
|
-
|
-
|
-
|
A low slide that's also your combo extender. As of version 1.3, they made this move add more to the combo penalty, so you can't do this move in combos as much anymore, but it's still your best extender both midscreen and in the corner.
Gained OTG properties in version 1.6.
|
Wrath 6S-H
|
100
|
High/Low/Air
|
-
|
-
|
-
|
-
|
-
|
Depending on if your opponent is in the ground or in the air, the effects this move has changes:
- If on the ground, the move inflicts a hard knockdown.
- If in the air, the move launches.
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Teleport 6S-S
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Will teleport Drakkon to the air. Considered a normal falling state, so Drakkon can attack out of it.
|
|
j.S
Ruthless Spike j.S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
60
|
High/Low/Air
|
-
|
-
|
-
|
-
|
-
|
Drakkon descends, stomping along the way. Not an overhead, despite appearances.
A fun thing you can do is a dash-jump M, then immediately press S while still in the air. What does it do? Start a combo with decent damage. A little trick up Drakkon's sleeves.
OTG properties
|
|
EX Attack
Crescent Cutter Combination 5S+L Pardon the name Pardon the name
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
45x4, 55
|
High/Low/Air
|
-
|
-
|
-
|
-37
|
-
|
- If the first hits are blocked, the rest of the move will not come out.
This move has Drakkon perform his 4S move twice, and ending it with an altered version of his 5S move. As of version 1.3, this move leaves the opponent in a state where you can pick them up with his Super afterwards.
In the corner, this move puts the opponent behind Drakkon, which is where this becomes most useful. It's not bad midscreen, but to extend on this, you'll need to use an assist.
|
|
Throws
Forward Throw
Forward Throw 5M+H/6M+H
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
61
|
Throw
|
8
|
-
|
-
|
-
|
-
|
Drakkon performs a series of attacks. Launches. Can be cancelled into 5S or 6S.
|
|
Back Throw
Back Throw 4M+H
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
161
|
Throw
|
8
|
-
|
-
|
-
|
-
|
Drakkon tears through the opponent. Crumples.
|
|
Super
Tide of Darkness H+S "You have been warned!" "You have been warned!"
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
55x2, 65x3, 100
|
High/Low/Air
|
-
|
-
|
-
|
-
|
-
|
Drakkon summons a wave of dark energy that moves across the stage. Best used at full/mid-screen.
|
|
Tag Actions
Assist
Assist Surging Kick A1/A2
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
70
|
High/Low/Air
|
-
|
-
|
-
|
-
|
-
|
Drakkon performs his 4S move. An excellent mid-combo launcher. Unique among assists in that it's invincible for almost all of its startup. It does what it needs to do, and what it does, it does well.
|
|
Swap Strike
Swap Strike A1/A2+S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
70
|
High/Low/Air
|
6
|
-
|
-
|
-
|
-
|
Faster than EX Attack, making it a little more reliable as a reversal, but far less damaging. Forces a character switch on hit; knocks down if only one character remains.
Same animation and range as 5M.
|
|
Team Synergy
Combos
Solo
Combos listed all end in 5M > 5H for a hard knockdown to set up oki, but you can also substitute that ender for 5M > EX > Super for damage
5M > 2M > 5H > 2H > 5S > walk 6S~M > 5M > 5M > 2M > 6S~M > 5M > 5M > 2M > 5HH > OTG j.S > 5M > 5M > 2M > 2H > j.L > j.M > 5M > 5M > 5H
Midscreen corner carry BnB. Also works from 2L starter.
5M > 2M > 5H > 2H > 5S > double dash 5M > 5HH > OTG j.S > [5M > 5M > 2M > 6S~M]x2 > 5M > 2M > 2H > j.L > j.M > 5M > 5H
Slightly harder combo that only does a few points less damage. Do it for loop swag, or to show off how crispy your plink dashes are.
5M > 2M > 5H > 4S > 5M > 5HH > OTG j.S > 5M > [5M > 5M > 2M > 6S~M]x2 > 5M > 2M > 2H > j.L > j.M > 5M > 5H
Corner BnB. You may notice that it's just the harder midscreen combo but without the need for plink dashing.
These combos are from old versions and don't work any more, but are kept for the sake of completeness.
5LL > 5M > 5H > 5S > 66 > M > 2H > delay 5S > 66 > 5M > 5H > 4S > 5M > 2H > 6S > call assist for oki
2M > 5H > 5S > 6SxM > 5M > 6SxM > 5M > 6SxM > 6SxM > 5MM > Super
(The Delay S is a little tricky its all height dependent and depending on which side you want to call the assist on during the teleport depends on how fast you need to press the assist button)
5MH > 5S > 5M > 2H > 5M > 2H > Delayed S > 5M > (4S/6S/EX Attack/H)
Assist combos
5LL > RS Assist > 5M > 5H(2) > 4S > Super
(Works best at full/mid-screen)
2M > 5H > 4S > RS and Sentry Assists > j.M > 5M > 2H > 6SxL > 5M > 2S > 4S > Super
2M > 5H > 4S > 5M > 2H > 6SxL > 5M > 2H > 6SxL > 5M > 2H > Sentry Assist > Super
2M > 5H > RS Assist > 4S > 6SxM >5M > 6SxM > 5M > 6SxM > 6SxM > 5M > 2H > Super
2M > 5H > RS Assist > 6SxM > 5M > 2H > 6SxL > 5M > 2H > 4S > Super
2M > 5H > RS Assist > 6SxM > 5M > 2H >6SxL > 5M > 2H > EX > Super
2M > 5H > RS Assist > 4S > 6SxM > 5M > 6SxM > 5M > 2H > 6SxM > 5M > 2H > 4S > Super
2M > 5H > RS Assist > 4S > 6SxM > 5M > 2H > 6SxL > 5M > 2H > EX > Super
Videos
Lord Drakkon combo video by Star 55 (2020)
Colors
Drakkon Evo 2 skin
External Links