Rabbit/Wu-Ling

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Introduction

MoveList

Basic Moves


Split Kick HK in air an easy crossup; overhead Turn Strike HP opponent will dodge with a

                                                   standing block

Blind Kick HK opponent will dodge with a

                                                   standing block
 Charging Split     HK                           Blind Kick must touch
                                                   opponent (or be high 
                                                   dodged) for this follow up
                                                   to come out

Handle Poke LP must be blocked low


Command Moves


Deflect LP+LK will counter normal moves by

                                                   staggering the opponent
 Umbrella Massacre  hcf + LP/LK/LP+LK            enter command immediately 
                                                   after performing a 
                                                   successful Deflect

Umbrella Smash LP+HP in air overhead Chopping Axe LK+HK overhead; opponent will dodge

                                                   with a standing block

Spirit Summon LP+HP+LK allows you to use Spirit

                                                   Moves; costs 1 stock

Stepping Swing f + HP opponent will dodge with a

                                                   standing block

Quick Step f + HK opponent will dodge with a

                                                   standing block
 Crescent Kick      HK                           Quick Step must touch
                                                   opponent (or be high 
                                                   dodged) for this follow up
                                                   to come out

Jawing Umbrella d + LP opponent will dodge with a

                                                   standing block

Umbrella Charge d + HP must be blocked low


Special Moves


Blast Scraper qcf + P absorbs projectiles Rising Storm f, d, df + P Rushing Pommel qcb + P Rabbit Step f, f + HP very quickly it helps with timing if the

                      after performing a           normal moves touch the
                      normal move                  opponent; can use this to
                                                   sometimes add an extra hit
                                                   if you are chaining normals
                                                   together; will also work 
                                                   after certain command
                                                   attacks (ala f + HP / 
                                                   f + HK)

Swift Feet qcb + K dash in must connect (not

                                                   blocked) to perform the
                                                   entire maneuver


Spirit Moves

Double Jump ub/u/uf, ub/u/uf

Cramped Back Dash b, b your back dash will lose

                                                   considerable distance

Tornado Drill LP+HP+LK drains spirit timer a bit

                                                   when used; absorbs
                                                   projectiles

Energetic Blast b, hcb + HP drains a lot of the spirit

                                                   timer when used; orbs and
                                                   final blast absorb 
                                                   projectiles

The Basics

Advanced Strategies