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|Dash Time||15 Frames|
Draco is the most powerful fighter on Earth, with unique fire-breathing powers and unparalleled flight abilities. Despite fighting being his one true passion, he soon grew tired of it. He wanted someone to give him a real fight. However, once he caught wind of a time machine being built, he broke into the building in the hopes of fighting history's greatest fighters: the dinosaurs.
As his name suggests, Draco is the main character of DracoFighter. Following tradition, he's made to be an all-rounder that thrives around short to mid range, but is a lot less like Ryu and more like Akuma. He also has a very threatening grab, making him a semi-grappler and the most RPS-focused character.
F-Special / B-Special
6B / 4B
j.C / j.A+B
Anything labelled as a "reset" is a way to end a combo earlier to throw off the opponent's timing for a mix-up, but note that this always means less guaranteed damage. However, it's worth considering due to Draco's gameplan, which will be covered more in the Strategy section. Combos are ordered by damage, which is noted in (parentheses).
- B-Attack > F-Attack - MAX Damage (45)
- B-Attack > B-Attack - High damage, keeps opponent close (40)
- B-Attack > N-Attack - Reset (30)
N-Grab / Air-Grab
- Grab > B-Attack > N-Attack - MAX Damage (35)
- Grab > F-Attack - Positioning (30)
- Grab > B-Attack - Reset (25)
- Grab > N-Attack - Reset (15)
- B-Grab > F-Attack - MAX Damage (32)
- B-Grab (into wall) > B-Attack (27)
- B-Grab > N-Attack - Reset? (17)
- (VERY late hit) Air-Attack > B-Attack - MAX Damage (32)
- Air-Attack > N-Attack - Consistent (22)
Cool combos that have questionable practicality outside training mode!
- (N-Special) > F-Grab > Fireball Hit > F-Attack (50)
- (N-Special) > (F-Special) > Air-Grab > Fireball Hit > F-Attack (40)
- N-Grab > (B-Special) > (VERY late hit) Air-Attack > B-Attack (32)
Draco is an all-rounder that can adapt to any situation. He thrives when he can force the opponent into an RPS blender, but will often have to play at different ranges, either due to necessity or to break the opponent's gameplan.
From far range, Draco can only pelt the opponent with fireballs. These are mainly to give him an opening to approach, but he can also zone with them if he really doesn't want the opponent to touch him. A mix of Air-Specials and N-Specials usually works best and makes them more difficult to avoid -- while he can only have 1 out at a time, he can start the animation while one is already out, as long as the fireball gets destroyed once the spawn time comes. Master this, and you can overlap fireballs for a better zoning game.
In neutral, Draco is best at mid range, where he's in range for F-Attack, F-Grab, and his jumps. He can usually reach this position fairly easily by walking behind fireballs, or by using well-placed jumps. From here, you have to predict the opponent's actions to get in close, or wait for them to make a move first and whiff punish. You can often jump in rather safely, choosing to either 50/50 with Air-Attack/Air-Grab, or keeping yourself safe with an Air-Special fakeout. Draco is very safe when not committing to an approach, so you can often choose to pelt them with fireballs and wait for an opening rather than forcing one.
However, forcing a 50/50 with either F-Attack/F-Grab or Air-Attack/Air-Grab can work pretty well in your favor, which will bring you at close range. Here, you can mix up all you want between grabs, N-Attack, or even jumping back with B-Special and forcing another mix-up from a safe distance away. Your playstyle should depend on the opponent and their character. If it's a zoner, you will often enjoy staying in as close as you can and throwing them into the blender, which will generally consist of N-Grab/B-Attack mix-ups into combos, before resetting and giving them the 50/50 again. If you're against a character with a better close-range game, this is still an option, but you can also opt to play safer depending on how aggressive the opponent is.