|
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Health |
600
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Forward Walk Speed |
1.10
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Backward Walk Speed |
1.00
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Forward Dash Speed |
2.10
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Backward Dash Speed |
1.47
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Jump Speed |
1.15
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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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- Solid combo game: DRAGONOH can get really decent combos in most situations. He doesn’t have to struggle to convert at any given range. His command heavy advances forward, giving him good wiggle room to work with.
- Frame Traps: DRAGONOH’s command heavy is a good tool to set up all kinds of shenanigans. The first two hits have a natural 7 frame gap, and can be spaced outside of jab range to bait bad options. ( i just realized this means that ringking can punish dragonoh command heavy on block if he just buffers dash straight lmao)
- Jack of All Trades: There is no one thing that DRAGONOH is bad at. Well rounded.
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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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Damage
|
Startup
|
Active
|
Recovery
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On Hit
|
On Block
|
Guard
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Chip
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Property
|
Invuln
|
30
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5
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2
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7
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+3
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+3
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Mid
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0
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-
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-
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Gatling Options: 5L, 2L, SP, SC
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2L Type 2 light attack. Type 2 light attack.
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Damage
|
Startup
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Active
|
Recovery
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On Hit
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On Block
|
Guard
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Chip
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Property
|
Invuln
|
30
|
5
|
2
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7
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+3
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+3
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Low
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0
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-
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-
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- Cancels into itself. Hits low.
Gatling Options: 2L, 5L, SP, SC
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5H
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Damage
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Startup
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Active
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Recovery
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On Hit
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On Block
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Guard
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Chip
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Property
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Invuln
|
75
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13
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6
|
15
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-1
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-13
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Mid
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0
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-
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-
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- Uniquely enough, this move's hitbox reaches out to behind DRAGONOH.
Gatling Options: SP, SC
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2H
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Damage
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Startup
|
Active
|
Recovery
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On Hit
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On Block
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Guard
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Chip
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Property
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Invuln
|
45
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7
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6
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8
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Knockdown
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-2
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Low
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0
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-
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-
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- A somewhat stubby low sweep, but still DRAGONOH's safest knockdown option.
Gatling Options: SP, SC
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6H
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Version
|
Damage
|
Startup
|
Active
|
Recovery
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On Hit
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On Block
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Guard
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Chip
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Property
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Invuln
|
First Hit 6H
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40
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11
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10
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12
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-2
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-19
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Mid
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0
|
-
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-
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Version
|
Damage
|
Startup
|
Active
|
Recovery
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On Hit
|
On Block
|
Guard
|
Chip
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Property
|
Invuln
|
Second Hit 6H->H
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40
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11
|
10
|
12
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-2
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-19
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Mid
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0
|
-
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-
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Version
|
Damage
|
Startup
|
Active
|
Recovery
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On Hit
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On Block
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Guard
|
Chip
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Property
|
Invuln
|
Third Hit 6H->H->H
|
75
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13
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6
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15
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Knockdown
|
-13
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Mid
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0
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-
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-
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- A rekka series. The first and second hits can be chained into each other safely on block, but not the second and third hits. Only juggles once.
Gatling Options: SP, SC
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j.L
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Damage
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Startup
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Active
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Recovery
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On Hit
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On Block
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Guard
|
Chip
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Property
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Invuln
|
30
|
5
|
999
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-
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-
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-
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High
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0
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-
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-
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j.H
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Damage
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Startup
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Active
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Recovery
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On Hit
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On Block
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Guard
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Chip
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Property
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Invuln
|
65
|
13
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7
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14
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+9
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-1
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High
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0
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-
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-
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- A standard jump-in with a decent hitbox.
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Throw L+H
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Damage
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Startup
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Active
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Recovery
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On Hit
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On Block
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Guard
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Chip
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Property
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Invuln
|
40
|
16
|
3
|
27
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Knockdown
|
-
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Throw
|
0
|
-
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-
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Dragon Punch 626x
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Version
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Damage
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Startup
|
Active
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Recovery
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On Hit
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On Block
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Guard
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Chip
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Property
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Invuln
|
|
50
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6
|
10
|
25
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-15
|
-30
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Mid
|
12.5
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-
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1-3 Full
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- 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.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
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On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
|
70
|
6
|
20
|
25
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Knockdown
|
-40
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Mid
|
17.5
|
-
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1-6 Full
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- 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.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
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On Hit
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On Block
|
Guard
|
Chip
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Property
|
Invuln
|
|
50,50
|
6
|
20
|
25
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Knockdown
|
-40
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Mid
|
12.5,12.5
|
-
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1-25 Full
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- DRAGONOH's most powerful 1 bar option. It's quite useful for ending a combo in the corner.
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Super Dragon Tackle 2626L+H
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
1 Bar
|
73
|
6
|
36
|
39
|
Knockdown
|
-70
|
Mid
|
18.25
|
-
|
-
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
2 Bar
|
146
|
6
|
36
|
39
|
Knockdown
|
-70
|
Mid
|
36.5
|
-
|
1-41 Projectile
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Version
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
3 Bar
|
220
|
6
|
36
|
39
|
Knockdown
|
-70
|
Mid
|
55
|
-
|
1-41 Full
|
- 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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