Ray McDougal (FHD)

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Wheel Kick.

Ray easily has THE game breaking move, Wheel Kick. He is otherwise still an amazing character but Wheel Kick makes him the best. If Ryoko had Wheel Kick, she would be top tier. That is how good Wheel Kick is.

Enough about wheel kicks, there are many other reasons Ray is a great character: long range pokes with great priority, a solid projectile, highly damaging combos, an instant dizzy move on some characters (Thunder Dynamite Tackle), and practically no bad matchups. He can very effectively play offense or defense depending on what kind of situation he's in. Perhaps the worst thing about Ray is his weak spot - it's the lightning bolt symbol on his shirt, and since a lot of moves tend to hit the chest area, Ray is prone to being dizzied rather easily.

Ray is a solid choice for a beginner, as all of his moves are rather straightforward to figure out. In the hands of an experienced player, he's even more deadly.

Moves List

Normal Moves

Light Punch




Strong Punch

Standing Hot damn, is this move ever good. Good as a poke or even in combos, abuse this move. Jumping


Light Kick




Strong Kick




Special Moves

Big Tornado aka "BAKED POTATO!" (Down, Down-Forward, Forward + Punch) - A pretty standard fireball. Not that great for combos, but it recovers fairly quickly so it's great to use to pressure your opponent. Especially if you can coax them into jumping, because then you can hit them with the...

Wheel Kick (Down, Down-Back, Back + Kick) - Easily one of the best moves in the game. Ray has a long period of invincibility on this move, enough to beat any other similar move with invincibility if they're done at the same time. Opponents jumps in on you? Wheel Kick will hit them every time (unless they're Karnov, in which case you'd have to wait until he was coming down from Balloon). You can also use this move to pass through fireballs, and punish the person throwing them if they're close enough. Generally you will want to stick to using the LK version of Wheel Kick - HK goes in a higher arc but also means more recovery. The LK version recovers pretty fast, so fast that it's possible you can completely take a blocking opponent by surprise, and then throw them before they can do anything. If you overuse this move though, chances are your opponent will start to be more patient and wait for you to do it and then throw/combo YOU instead. Wheel Kick can be performed in the air as well, but it doesn't have many uses outside of escaping corner traps. Obviously it's good for winning air-to-air battles, but if you guess wrong it's a long way to fall to the ground, leaving you a sitting duck.

Dynamite Tackle (Forward, Forward + Punch) - Ray charges forward and tackles the opponent with a headbutt. Knocks down on hit and is safe on block. The best move to end any combo or block string with if you want to keep the pressure on the opponent. The only thing you have to watch out for is that if you do the move from too far, you can potentially be hit or thrown out of it. When done right next to the opponent, it will actually hit twice... but this isn't too practical outside of comboing off a single light attack. Most of the time you will only see the one-hit version.

Thunder Dynamite Tackle (Charge Back, Forward, Forward + Punch) - A beefed-up version of the regular Dynamite Tackle in which Ray is surrounded by electricity as he charges forward. Will hit up to 5 times depending on how close you are to the opponent, but typically will only hit 3 or 4 times in combos. Besides the added damage, the multiple hits can also potentially insta-dizzy any character with their weak spot on either their chest or knees. The only real downside to this move is that it has a long charge time - if you don't charge long enough, you will get a regular Dynamite Tackle instead. Many players have problems doing this move consistently, and the charge time tends to be the main reason why (the other possible problem that can occur is not completing the double Forward tap quickly enough after the initial charge). Master doing this consistently, because it's the key to doing maximum damage with Ray.

The Basics

Advanced Strategy


Vs. Clown:

Vs. Jean Pierre:

Vs. Kano Ryoko:

Throw fireballs and trip if she jumps in deep enough. It's really that easy.

Vs. Karnov:

Vs. Lee Diendo:

Vs. Liu Feilin:

Vs. Liu Yungmie:

Vs. Marstorius:

Vs. Matlock Jade:

Vs. Mizoguchi Makoto:

Vs. Ray McDougal (self):

Vs. Samchay Tomyamgun:

Vs. Zazie Muhaba: