Background
TaiRon (秦龍) Liu
Age: 53
Job: Faust Executive
Nationality: China
Favorite: Tochukaso
Old Chinese executive villain. He gets the multihit moves because he's a chinese kung-fu master, and he's minus on hit a lot because he's 53
Introduction
Brief introduction to the character gameplay wise and some other stuff.
Pros
- Aren't needed but can be added.
Cons
- Aren't needed but can be added.
Normal Moves
5LP
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Guard
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Parry
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N/A
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N/A
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Description of the move and what it does.
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5SP
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Guard
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Parry
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N/A
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N/A
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Description of the move and what it does.
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5LK
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Guard
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Parry
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N/A
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N/A
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Description of the move and what it does.
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5SK
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Guard
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Parry
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N/A
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N/A
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Description of the move and what it does.
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2LP
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Guard
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Parry
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N/A
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N/A
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Description of the move and what it does.
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2SP
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Guard
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Parry
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N/A
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N/A
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Description of the move and what it does.
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2LK
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Guard
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Parry
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N/A
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N/A
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Description of the move and what it does.
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2SK
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Guard
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Parry
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N/A
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N/A
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Description of the move and what it does.
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j.LP
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Guard
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Parry
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N/A
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N/A
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Description of the move and what it does.
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j.SP
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Guard
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Parry
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N/A
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N/A
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Description of the move and what it does.
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j.LK
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Guard
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Parry
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N/A
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N/A
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Description of the move and what it does.
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j.SK
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Guard
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Parry
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N/A
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N/A
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Description of the move and what it does.
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Command Normals
3HK
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Guard
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Parry
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Low
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Low
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Tairon shows off his sick breakdancing skills, 2 hits, massive gap in-between both hits, first hit is minus on block and hit, however you can special cancel out of it, unlike his cr.SK .
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Special moves
四門 - Four Gates 236+P
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-
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-
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Weird multi hitting palm move, where he does multiple quick stubby attacks with his palms before one last finishing palm strike, both are minus on hit, unless it activates KK, and are also hard to combo into, and nigh impossible to combo out unless in a KK juggle.
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Version
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Guard
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Parry
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LP
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High/Low
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High/Low/Air
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- 2 quick palm strike before the big one
- Any additional description if needed
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SP
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High/Low
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High/Low/Air
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- longer start-up and 3 quick palm strikes before the big attack
- Any additional description if needed
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LP+SP
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High/Low
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High/Low/Air
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- 5 quick strikes before the big strike, the last strike knocks them away, they're in a juggle state, but the move ends too slowly for you to combo off of it outside of KK, cranks the pressure gauge real high.
- Any additional description if needed
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Ali Express Bandit Revolver - Funny Butterfly kick 214+K
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-
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-
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Tairon shows off his Peking opera training he had as a kid.
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Version
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Guard
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Parry
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LK
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High/Low
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High/Low/Air
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- Leaps forward in a butterfly kick motion, for two hits, either -1 or 0 on hit
- anyone outside of Guarde can walk forward to cross under unharmed, Hanuman and Slayman only gets clipped by the first part of the move
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SK
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High
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High/Air
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- Does a butterfly kick, but this time it's just slower, an actual overhead, and one hit
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LK+SK
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High/
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High/Air
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- SK, but faster
- Any additional description if needed
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無影脚 - Shadowless Foot 623+K
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-
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-
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No start up invul, Tairon shows off his tapdancing moves with this DP (he's out of practice).
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Version
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Guard
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Parry
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LK
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High/Low
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High/Low/Air
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- DP, rise straight up, hits 6 times, second hit is a vacuum effect that pull people in, for the rest of the move,
- they will fall out of it if, you do it at max range only the first hit registers, if KK triggers on the 2nd hit, which causes a weird vacuum effect, the full hits doesn't happen in KK because of the boosted vacuum, unless you hit them out of the air.
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SK
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High/Low
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High/Low/Air
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- Does a short hop before doing 5 kicks at an diagonal angle, cranking up the pressure gauge on hit and block, it whiffs on crouchers, it also partially whiffs on anti-air.
- everyone can walk under it, not Guarde
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LK+SK
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High/Low
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High/Low/Air
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- LK except it has one extra kick, still whiffs on KK activation / KK on the ground.
- Any additional description if needed
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佛山無影脚 - Foshan Shadowless Foot j.236K
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-
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-
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divekick with a multi-hit that starts after the initial dive, has no minimum height before the dive kick, but it cannot be TK'd , Tairon shows off his bicycling with this dive kick (he's out of practice).
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Version
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Guard
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Parry
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LK
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High
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High/Air
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- Dive kick at a steep angle, can be done as soon as you leave the ground, but you need to do 8236,how plus or minus depends of how close you are to the ground when the follow-up kicks starts
- the follow up can randomy whiff depending on the character's height (smaller than Tairon) in that case you're boned,
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SK
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High
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High/Air
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- same as LK, but with a more horizontal angle
- the follo-wup whiff might be more frequent there
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獅子王十字拳 - Lion King Cross Punch 623+P
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-
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-
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One-hit force palm, the pinnacle of his martial arts training, a bit stubby though.(he has 30+ years of practice)
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Version
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Guard
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Parry
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LP
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High/Low
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High/Low/Air
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- small start-up, then forcepalm, on block you're 0 or +1, on hit it blows them away close to half a screen, can be combo'd into, early into a combo / off of 3SK
- singlehandedly the best KK starter in the corner, high juggle, loops into itself, almost no damage scaling, if you hit it, you can easily get a 60%+ KK combo
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SP
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High/Low
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High/Low/Air
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- Slower startup, minus on block but the high pushback can make it fairly hard to punish, on hit does a quick cutscene showing them getting blown away half a screen
- in corner you can combo out of it during KK
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屠龍刀 - Dragon Slaying Sword 63214+P
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-
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-
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Overhead palm strike (not an overhead) that plays a command grab animation(not a command grab) (Subterfuge is in Sun Tzu's Art of War)
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Version
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Guard
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Parry
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LP
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High/Low
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High/Low/Air
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- Swift start up, blows them away to midscreen on hit, does good damage, extremely minus on block, does no chip, doesn't trigger KK, can't combo into it or out of it anywhere, even in KK
- you can do a throw loop if you sweep , walk up to them and use it when you get near them, they will get hit by it, unless they jump, or block.
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SP
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High/Low
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High/Low/Air
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Universal Mechanics
Throws
Forward Throw 5/6+LP+LK
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Guard
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Parry
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N/A
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N/A
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Description of the move and what it does.
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Back Throw 4+LP+LK
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Guard
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Parry
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N/A
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N/A
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Description of the move and what it does.
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Guard Counter
Guard Counter 6+SP+SK in blockstun
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Guard
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Parry
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N/A
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N/A
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Description of the move and what it does.
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Air Dash
Air Dash 66 in air
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Guard
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Parry
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N/A
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N/A
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Description of the move and what it does.
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Air Drive
Air Drive SP+SK
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Guard
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Parry
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N/A
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N/A
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Description of the move and what it does.
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Dramatic Strikes
連携梁山泊 RenkeiRyozanpaku 236236+K
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Guard
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Parry
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High/Low
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High/Low/Air
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Quick start up kick, into a cutscene second kick that does 60% damage, invincible on start up, pretty good super, can combo into it.
- Additional point.
- Further additional points if necessary.
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秦龍演義 Taironengi 236236+P
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Guard
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Parry
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High/Low
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High/Low/Air
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Description of the move and what it does.
- Additional point.
- Further additional points if necessary.
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Japanese Name English Name 236236+P
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Guard
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Parry
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High/Low
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High/Low/Air
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Description of the move and what it does.
- Additional point.
- Further additional points if necessary.
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General Strategy
Neutral
Section every character should have. How to play them in neutral and such.
Offense and Okizeme
Section every character should have. How to play them once you're pressuring the opponent and any oki options.
Anti-Air
Optional section talking about anti-airs.
Air Game
Optional section talking about air game, can be combined with anti-air to make one section.
Defensive Options
Section every character should have. How to play them on defense. If a character has minimal defensive options then you can talk about their other ways of dealing with pressure along with using universal options.
Miscellaneous
Any optional sections unique to a character, i.e. a section on Rina and Mina describing how to use swap.
Overview
Section every character should have. Summary of the strategy and overall strengths and weaknesses.
Combos
Midscreen Combos
- Sample combo.
Corner Combos
- Sample combo.
- 3HK > 623LP > 623LP > SA1
- Really high damage corner combo, I think you can do 623LP three times, I'm not sure I got filtered, just 3HK, 623 LP into super does 60%, if any of the 623lp triggers Kenju Kakusei, it's pretty much a high damage semi infinite until you drop / KK ends, then, you can finish it with the super.
Trivia
Put something here