Dan-Ku-Ga/Wulong

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Fighting Style:
Kung-Fu

Introduction

Not even women and children are spared by this discipline!

An assasssin who wants the tournament's prize money to pay off his handlers and quit the syndacate. The other shoto of the game, his toolkit trades Kazuya's all-around stability for some tricky mixups and oki but worse normals across the board.

Strengths Weaknesses
  • Strong anti-air game
  • Various ways to set up and abuse crossups
  • 3rd fastest walk speed plus many unique movement options (6MK, slides, wall jump, divekick)
  • Abusable super that's plus on block
  • Stubby, vulnerable normals besides sweep and 6HK
  • Special moves are very punishable if mis-spaced
  • Inconsistent combo enders unless point blank

Note: Wulong can wall jump by holding any direction away from the wall, i.e. if he presses 7, he can hold 3/6/9 to jump off the wall behind him.

Stats

Forward walk speed Backward walk speed Prejump Jump length Backdash length Backdash distance Defense Stun
3.312500 2.484375 2 frames 39 frames 1-11 invulnerable, 12-15 vulnerable 80px 4032 544


Normals

Standing

5LP
DKG wulong 5LP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
5 32 2 4 4 +5 +3 HL Y - Reset

Backhanded punch, very good range for a jab. It’s not chainable, and while you can cancel it, nothing combos.
Crouched by Liza (crouch blocks it).

n.5LP
DKG wulong nLP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
3 32 1 4 5 +4 +2 HL Y - Reset

Show them the back of your hand. Wulong’s fastest normal. Cancelable and chainable, so you can do 3 of these into DP.
Crouched by Liza (crouch blocks it).
Max activation range is 70px

5MP
DKG wulong 5MP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
10 64 5 6 10 +2 ±0 HL N - Reset

Weird upward chop, makes a solid anti-air but you have more rewarding options.
Crouched by Liza (crouch blocks it).

n.5MP
DKG wulong nMP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
11 32 4 4 8 +6 +4 HL Y - Reset

A double punch with a pretty high hitbox and the best frame advantage of your normals. Cancel this into DP or even super if you're point-blank.
Deals more damage but less stun than n.5HP.
Crouched by Wulong, Liza.
Max activation range is 70px

5HP
DKG wulong 5HP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
14 128 6 6 16 ±0 -2 HL N - Reset

A spinning backfist with a little sartup. Wulong steps into this so it has more range than his other punches.

n.5HP
DKG wulong n5HP 1.png
DKG wulong n5HP 2.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
8+4(5) 96+32 4 4(2)8 10 -2/+4 -4/+2 HL Y/N - Reset (x2)

Wulong does an elbow into a chop. Pretty fast startup for a heavy normal and it’s safe on block. The first hit is cancelable, and has the greatest stun of Wulong’s cancelable hits.
First hit crouched by Liza (crouch blocks it), second hit crouched by Wulong, Liza.
Max activation range is 80px

5LK
DKG wulong 5LK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
3 32 2 3 5 +5 +3 HL N - Reset

Wulong leans back and kicks. Very short range, you’ll probably get n.5LK instead. Chainable so you can use it for keepaway.

n.5LK
DKG wulong nLK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
3 32 2 5 4 +4 +2 HL Y - Reset

A chainable knee attack with decent frame advantage. 2LK is preferred since it hits low and has more range, but this has more frame advantage.
Max activation range is 74px

5MK
DKG wulong 5MK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
10 64 4 6 6 +6 +4 HL N - Reset

A kick with only ok range, but great frame data. You can get this out surprisingly close so it’s possible to link from it.

n.5MK
DKG wulong nMK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
10 32 4 8 6 +4 +2 HL Y - Reset

A high kick that makes a great close anti-air, it’s very active and disjointed. Makes a good meaty as well, though it's hard to space outside of throw range.
Crouched by Wulong, Liza (crouch blocks it).
Max activation range is 51px

5HK
DKG wulong 5HK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
14 128 8 5 18 -1 -3 HL N - Reset

Wulong turns around and does a high kick. Looks like an anti-air, but the hitbox isn’t amazing so it can trade or lose to some buttons.

n.5HK
DKG wulong n5HK 1.png
DKG wulong n5HK 2.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
8+3(4) 96+64 4 3+3 18 -2/+1 -4/-1 HL Y/N - Reset (x2)

Wulong does an axe kick that hits twice. Like n.5HP, the first hit is cancelable. It can serve as a late anti-air because it hits pretty high up.

Leap Frog
6MK
DKG wulong 6mk.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
10 64 6 10 12 -4 -6 HL N - Reset

Wulong hops and does a mid-air crunch. It's instantly airborne and can set up crossups, and frame traps nicely into your DP.

Violent Twirl
6HK
DKG Wulong 6HK 1.png
DKG Wulong 6HK 2.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
7+4(5) 64+64 4 6(12)9 8 +5 +3 HL N/N - Reset (x2)

Wulong kicks and spins around, kicking again. This is a quick advancing normal with really good hitboxes. Quick startup allows you to link into this, and it’s plus so it's worth throwing out sometimes.
However, they can guard cancel between the hits, so look out for that. List Below:

  • Kazuya - 214P, 623K
  • Barts - [2]8K
  • Gekkou - 214K (hard to beat, can trade)
  • Wulong - 623P
  • Lihua - 2369P, 2146P, 623P, 63214K (yes, really)
  • Liza - [2]8P, Mash K (trades, but damage >>)
  • McCoy - [4]6P, [4]6K
  • Boggy - 28K, 41236K (trades, not useful), DM
  • Marco - Mash P
  • Gonzales - command grabs
  • Azteca - 41236P (trades, followup with j.236HP), 63214P

Crouching

2LP
DKG wulong 2LP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
3 32 2 4 4 +5 +3 HL Y - Reset

Spearhand jab that IS chainable, and reaches further than n.5LK. Chaining this with n.5LP makes combos into DP easier.

2MP
DKG wulong 2MP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
10 96 4 6 10 +2 ±0 HL N - Reset

A two-handed poke with a poor hitbox. Not cancelable so it’s outclassed by buttons like 2MK.

2HP
DKG wulong 2HP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
14 128 6 8 16 -2 -4 HL N - Reset

Wulong pokes with the back of his hand. It’s shorter range than 5MP and his other heavies so it’s not very useful.

2LK
DKG wulong 2LK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
3 32 1 6 5 +2 ±0 L Y - Reset

One of Wulong’s best normals, a crouching short with good range that makes his hurtbox tiny. Chainable and cancelable.

2MK
DKG wulong 2MK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
10 64 6 6 10 +2 ±0 L Y - Reset

Interesting button that projects hurtboxes on startup/recovery but not while active. Good to prevent them from walking back, and it’s cancelable. Doesn't combo at max range but will combo into 623P or super if very close.

2HK
DKG wulong 2HK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
14 128 6 6 20 KD -6 L Y - KD

A cancelable sweep much like Kazuya’s, but with even more range. It's arguably stronger to cancel on block than Kazuya's, since you can't low profile 41236P and DM is plus on block.

Sliding Feet
3HK
DKG wulong 3HK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
14 128 12 12 18 KD -10 L N - KD

Wulong's slide rounds out his mobility options. It does everything you’d expect one to do, going under fireballs and setting up nicely for 41236K crossups. Generally unsafe unless you really space it carefully.
Low profile on frame 1-42. Yes, that's the full duration. Do with this info what you will

Jumping

j.LP
DKG wulong jLP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
7 64 2 34 4 - - H - - Reset

Pretty unremarkable jumping jab, does slightly more damage than other lights. Solid option to mash after an air reset, at least.

j.MP
DKG wulong jMP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
11 64 4 14 4 - - H - - Reset

Way better hitbox than j.LP, at the cost of active frames. Good angle for a jump-in.

j.HP
DKG wulong jHP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
15 128 6 8 4 - - H - - Reset

Big chop that would be a ridiculous jump-in if not for the vulnerable arm.

j.LK
DKG wulong jLK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
3 32 2 34 4 - - H - - Reset

A knee with a really small hitbox. Can cross up, but j.MK does it better.

j8.LK
DKG wulong j8LK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
3 32 2 34 4 - - H - - Reset

Wulong sticks his leg up. Solid defensive button.

j.MK
DKG wulong jMK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
10 64 4 14 6 - - H - - Reset

Wulong’s big crossup button. It’s not disjointed so don’t try to use it as an air-to-air.

j8.MK
DKG wulong j8MK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
11 96 4 18 4 - - H - - Reset

Wulong sticks his leg out. Good range and disjointed for what that’s worth.

j.HK
DKG wulong jHK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
15 128 6 8 14 - - H - - Reset

Weird looking long range kick. Good for smacking someone after jumping over a fireball.

j8.HK
DKG wulong j8HK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
15 128 6 8 4 - - H - - Reset

A big kick that’s prone to trading. One neat trick is that you can divekick afterwards if you press HK as you’re rising, it’s fast enough overall.

Wall Bounce
j.2LK+MK+HK
DKG wulong j2KKK 1.png
The Kick
The Kick
DKG wulong j2KKK 2.png
The Dive
The Dive
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
Kick 14 128 12 Up to 27 - KD - - - - KD
Dive 14 128 16 7 1 landing*, up to 42 air KD - H - - KD

A triangle dive which starts with a kick to the wall Wulong is facing. This kick is active until Wulong touches the wall, where he stops for a moment (16 frames) and dives down, attacking with his head. You can steer this dive by holding away from or toward the wall.
The hitbox and straight angle on the kick makes it good at catching panic jumps. Meanwhile, the dive part is fairly easy to beat, but it can cross up so it’s another trick for oki. You can set this up from a throw, for example.

Throws

Snapping Back
4/6MP/HP
DKG wulong throw.png
Max range 48 px
Max range 48 px
DKG wulong pthrow.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
17 128 - - - - - - - - KD

Your regular side-switching throw. Interestingly, it deals actual stun. Sets up well for a meaty 41236LP or j.2KKK.

Rapid Knees
4/6MK/HK
DKG wulong throw.png
Max range 48 px
Max range 48 px
DKG wulong kthrow.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
2*9 (18 max) 0 - - - - - - - - KD

ATATATATATATA
Wulong’s mash throw, which doesn’t side switch, but pushes you back full screen so it’s ill advised. Does more damage than your other throw if they don't mash, but even a little mashing will make it worse.

Kick Away
close MK/HK
DKG wulong airthrow 1.png
Max range 56 px
Max range 56 px
DKG wulong airthrow 2.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
2*6 (12 max) 96 - - - - - - - - KD

Looks like another mash throw, but does fixed (low) damage. Doesn’t push Wulong back at all, instead kicking the opponent to the edge of the screen. You have a *lot* of frame advantage after this.
Works with any direction but 5 or 8.

Special Moves

Ryuugekiken
41236P
DKG wulong 41236p 1.png
DKG wulong 41236p 2.png
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
LP 10 160 15 1 24 +3 +1 HL - - Reset
MP 12 160 17 1 26 +1 -1 HL - - Reset
HP 14 160 21 1 26 +1 -1 HL - - Reset

Wulong throws out a power wave with long startup, but fast recovery. Inability to low profile it like other fireballs in this game make it hard for certain characters to deal with.
The HP version is much taller on top of moving faster, allowing it to stop other fireballs or hit moves that low crush. Stick to the LP version in pressure as it’s got the best frame data. The fireball takes 2 frames before its hitbox changes for the MP and HP versions.

Ryuukizan
623P
DKG wulong 623P 1.png
623P (all)
623P (all)
DKG wulong 623HP 1.png
623HP hit 2
623HP hit 2
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
LP 16 192 2 2+2+4 26 KD -10 HL - 1-6F KD
MP 16 192 2 2+2+4 39 KD -23 HL - 1-6F KD
HP 15+2(3) 192+64 3 3/3/4(8)4/4 35 KD -41 HL - 1-9F KD

Wulong’s DP, which moves him back slightly during the animation, making it hard to punish. The LP and MP versions will chip up to 3 times. The HP version does not move back at all but launches into a kick at the top of its arc, which looks really cool.
The second hit of 623HP doesn't touch anyone on the ground, so block advantage is based on the first hit.

Shouten Ryuubu
41236K
DKG wulong 41263k 1.png
DKG wulong 41263k 2.png
DKG wulong 41263k 3.png
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
All 5+4+3+2 32 25 2(1)1(3)1(1) [loops 3 times] 2(1)1 5 +25 +14 - - - Y

At first glance this looks a lot like Fei Long's chicken wing, but it's slower (so you don't have blockstrings into it) and not invulnerable on startup. That said, it's rewarding to hit, as it gives you free confirms on grounded hit and juggles on air hit. It can also cross up on wakeup or against small crouching characters.
This has a lot of gaps in its active frames but usually you’ll only get 2 or 3 hits due to small hitboxes and pushback. It deals a lot of hitstun, which means it will often connect even if it pokes an outstretched limb. This is also usually safe on block.
Low profiles on frames 7-9.

Nunchuck No Mai
63214P, Mash P
DKG wulong 63214P.png
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
LP 11 64 9 5+11+9+5 0 +1 -10 HL - - KD
MP 11 64 9 4+9+7+4 0 +7 -4 HL - - KD
HP 11 64 9 3+7+5+3 0 +13 +2 HL - - KD

A funny nunchuck swinging attack with a HUGE hitbox that vaguely covers where the nunchucks go. You can mash the button to keep it going, if you feel like it, but it's already highly active. You can combo 63214HP into 5HP or microwalk 2HK with good timing.
Weirdly, you can get 2 hits of 63214P up close, and the game registers a combo, but you can actually block the second hit.

Desperation

Gekisatsu Hiryuuken
463216HP+HK
DKG wulong super.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
33 0 13 36 12 KD +7 L - - KD

Probably the best super in the game, this is a ranbu that doubles as a slide. The only downside is a decently long startup. It does all its damage on the last hit, so it HURTS with Crush on. This makes throwing fireballs against Wulong much riskier once he has low health.
It’s just fast enough to combo off medium or heavy buttons up close, and free if you land 41236K. It's also plus on block while dealing a good bit of chip damage.
Unlike Kazuya's super, Wulong's doesn't travel until it hits a wall or character. This only really comes into play if you jump or backdash away from it, since it lasts long enough to travel fullscreen normally.

Combos

Midscreen

  • n.5LP 2LP xx 623P
    If you chain too slow, 623HP might drop the 2nd hit. They're still in a juggle state, so maybe you can take advantage of this?
    • n.5MP 6HK
      • n.5MP/n.5HP/2MK xx 623P/463216HP+HK
        • 41236LP 5HP/2HK
          Works when spaced just outside of close normal range.
          • 41236K (walk) 2HK/3HK
            • 41236K (walk) n.5MP xx 623P
              • 41236K 463216HP+HK
                • 63214HP (microwalk) 5HP/2HK

                  Wall Break

                  • (air hit) 41236K 41236K 623P

                  Corner Only

                  • 41236K (walk) n.5MP/n.5HP 623P
                  You can start this outside of the corner due to 41236K's corner carry, but they need to be in the corner when n.5MP hits.
                  Might be character-specific, works on Boggy outside corner.

                  Strategy

                  Basic 41236LK setplay after 3HK: Knock down with 3HK, 41236LK will cross up if done just after slide, or hit in front if you delay it. Video example.

                  After 623LP:

                  • 6MK, 41236LK
                  Ambiguous crossup. Video example.
                  • jump back, delay divekick
                  Safe vs slow reversals, ambiguous crossup depending on if you hold away from wall or neutral. Video example.
                  You can also use a light normal to frame kill, then jump forward and divekick

                  Ryuukizan Punishes

                  Examples of punishes against 623LP on block

                  Kazuya: 214P

                  Barts: [4]6LP

                  Gekkou: walk 2HP

                  Wulong: walk 2HK (need to crouch block)

                  Lihua: 2146MP/HP

                  Liza: [2]8LP/MP

                  J. McCoy: [4]6MP, [4]6K, [4]64P

                  Boggy: 2147HK, walk 2HP (corner only)

                  Marco: PPP (can knock down if frame-perfect)

                  In addition, 623MP can be punished harder by certain Desperation moves: Kazuya, Wulong, McCoy, Marco. Azteca can also punish 623MP with 41236P, but has no punish for 623LP.

                  Matchups

                  WIP

                  Kazuya

                  Dealing with Sweep xx Fireball: Wulong can 3HK at a range since this isn't a true blockstring. Guard Cancel DM is also strong but difficult to do. Video example.


                  General
                  FAQ
                  Controls
                  HUD
                  Mechanics
                  Esoterics
                  Characters
                  Kazuya
                  Barts
                  Gekkou
                  Wulong
                  Lihua
                  Liza
                  J. McCoy
                  Boggy
                  Marco
                  Gonzales
                  Azteca