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Dragon

Page history last edited by Lapid 12 years, 8 months ago

Dragon 
Description: This upgraded form of Jeet Kun Do is as splendid as a dragon itself. 
Price: 175 Astros 
Class: All 
Opinion: Dragon is one of the most balanced scrolls in the game. It's not too fast, not too slow, has a kick juggle launcher, supplemented with decent punches, and it has a kG. Dragon can play defensive as well as offensive because of the recoveries on its attacks, and can pressure quite well. Dragon isn't difficult to use at all, so it's usually the way to go when you want a good all-around scroll. 
DIFFICULTY TO USE: EASY+

DIFFICULTY TO MASTER: MODERATE-

POTENTIAL: HIGH 

Combos: 
PPPP - [425] 
KKK - [315] 
KKPPK - [495] 
KP - [290] 
kG - [210] 

Iron Fist 
PPPP 
80, 95, 115, 135 [425] 
Dragon's punches are pretty basic. It's depressing to know that the second punch can be blocked from the back, but... oh well. You'll have to live with that. 

Dragon's punches aren't meant for damage. They're faster than your kicks, but they have less range: therefore, you should use them when the opponent gets in too close or for pressure. Dragon's recoveries on all of its punches are excellent, so they should be used to confound a blocker before you go in for the kicks. You really shouldn't be finishing the combo too often, but end it when necessary (stuff in that killing damage, knock someone off, etc.) 

Dragon Flip 
KKK 
90, 90, 135 [315] 
Dragon's most important combo. This is how Dragon gets its damage: through juggles. That being said, Dragon's kicks are amazing, among the best and most balanced in game. Your kicks have deceivingly big range, so don't be afraid to use them. Dragon's kicks have great recovery, and difficult to punish if you mix up your attacks. Always go for the juggle if your first or second kicks land. You shouldn't be relying on this combo entirely, but you should be using it very often. All of them have great delays as well, so you can attempt to trick your opponent with them, but be aware that delaying the kicks at any point causes the subsequent hit to be blockable. 

Splendid Dragon 
KKPPK 
90, 90, 100, 100, 115 [495] 
Dragon's mixed kick combo. It really should only be used in a juggle, in situations where a juggle is impossible (something in the way), or for pressure. Like the regular kick combo, the three extra hits have amazing delays. Their recoveries are nice, but their block and hit stun leave much to be desired. 

When pressuring with KKPPK, be sure to never become predictable. Once predicted, an opponent will easily be able to break your pressure and counter attack. So, to avoid this, be as tricky as possible when on the offensive. Alternatively, you can go on the defensive and seek to punish the opponent's mistakes instead. 

A useful thing to note that this is Dragon's only truly angleable combo. The final kick of KKPPK angles well and is the only attack in Dragon's arsenal that can do so. Because of how long the combo is, you usually won't be surprising anyone if you try and angle someone off a map, but it comes in handy when you know your opponent has no panic to same him/herself. Also useful for simply making the combo finisher easier to land. 

Sudden Fist 
KP 
90, 190 [290] 
Dragon's two-hit knockback is useless in a 1v1 situation and should only be used to knock opponent's off the map. It should be noted that this combo is absolutely horrible at angling. 

Way of the Dragon 
kG 
[210] 
Dragon's kG is basically a Bruce Lee flying kick. Dragon's kG is fast, minus a bit of start-up lag, and has a long-lasting hitbox and travels quite far. Extremely satisfying if it lands successfully. It should be used as a substitute as a ram when you don't have enough time to run for one. A useful tactic is to stand a certain distance behind a fallen opponent after you knock them down, then kG when they attempt to stand up. It should be noted that Dragon's KG is slightly unsafe upon block. 

Juggles: 
Basic Dragon Juggle 
KKK>P P KK PP K 
90, 90, 135, 48, 48, 54, 54, 60, 60, 69 [708] 
When juggling with Dragon, don't forget that you must step forward at least once to land KKPPK. 


STRATEGY: 

Dragon is one of the best scrolls for its price. A highly reliable juggle launcher combined with a powerful juggle make Dragon an extremely solid scroll that can handle practically any situation. While it's not as fast as Bruce Lee, Dragon can play both a fast pressure game or a powerful punishing game, which makes it equally deadly in its own right. Like most scrolls, all of Dragon's combo-finishers are extremely unsafe if blocked or missed, so avoid ending combos in any situation. Also, don't forget about the kG, because it's actually quite useful once you understand spacing and distance. When using Dragon, you should always go for the juggle whenever possible, and pressure the opponent with your punches if they get a bit too close or there isn't enough time to kick. Overall, as mentioned previously, Dragon is amazingly solid.

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