User:Weegeegaming/Fighter (Dragon King: The Fighting Game)

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Infobox Character |name = Fighter |image = A screenshot of Dragon King the Fighting Game. |universe = None |game = Dragon King: The Fighting Game |availability = Starter }}

Attributes[edit]

  • This character has a fast falling speed, average weight, and average air acceleration, making him a fast-faller.

Moveset[edit]

  Name Damage Description
Neutral attack rowspan=4 3% Two quick jabs, a knee, and a series of rapid jabs. The second hit can be jab cancelled into a grab and then a throw. The rapid punches are fast, though a little awkward for combos.
3%
4%
1% per punch
Forward tilt rowspan="3" 15% Kicks to his side. It can be angled in five directions, with its damage changing depending on which angled variant is used. A half-decent spacing move, but rarely used in combos.
13%
11%
Up tilt rowspan="1" 9% (hit 1), 14% (hit 2), 23% (total) An axe kick, doing 9%, then 14%. This attack is unique because it can hit from behind, and at the start of the move, above the fighter. The move in general has somewhat high lag, though. This move is often used with his wall combos because of its range and damage (such as back throw, up tilt, regrab, etc.). It's additionally a way to edgeguard characters hanging on the edge, due to its hitbox extending below the platform. The hitbox is also high enough to hit someone on a platform. The attack is the most damaging up tilt in the game.
Down tilt rowspan="1" 11% Does a quick kick while crouching. Slightly disjointed hitbox but has a high amount of ending lag. This attack sends the opponent at a low trajectory, and can be used against opponents hanging on the edge or to gimp opponents recovering from below. Not fully recommended for this purpose against people who are able to SDI into the edge. Has generally little combo ability.
Dash attack 12% (clean), 9% (late) Does a shoulder tackle. Decent knockback, can combo into itself on heavy characters or potentially lead into grabs. Heavy lag and generally is highly punishable however, meaning it isn't very reliable. Is punishable on hit at low percents. Considered to be the fighter's worst move.
Forward smash rowspan="3" 19% Does a flaming forward kick. Somewhat resembles his Kick in terms of special effects. Good KO move, but has some startup and ending lag; not considered a fast KO move. Is a somewhat reliable spacing tool, especially when pivoted.
18%
17%
Up smash 17% An upwards elbow swing-launcher in a single turn. This is the fighter's main combo starter outside of forward throw or aerials though the later are more common at higher level play. The attack sends the opponent straight up, but with low knockback and high hitstun. It is, however, trifled with unusually short range, for an up smash. It is the weakest up smash in the game, but one of the fighter's most useful moves for its combo potential. This move is easily punished if not spaced by upper level players. Hits through platforms.
Down smash 16% (front), 14% (back) A "down spin kick". If the attack connects closer to the body, the opponent will be sent upwards. If it connects with the tip, the opponent will be sent in a more horizontal direction. Somewhat short duration, for a move of this criteria, but an awkward move. Does not combo well as is generally not recommended too much. Computers oddly use this move much more commonly than humans. It can catch rolls but grabs are preferred.
Neutral aerial rowspan="1" 16% (clean), 13% (late) A sex kick. Like most sex kicks, this attack loses power with time. Very powerful when it first comes out and a good defensive move. Not exactly the most useful combo move but is sometimes thrown out as a KO move or a finisher vs. lighter opponents after a fair. A weak n-air is a moderately strong combo move but it is quite hard to hit with outside of when falling. Not a bad move per-say but more less used than his other aerials as they have a better hitbox. Is also less safe on shield compared to other aerials.
Forward aerial rowspan="1" 10% (hit 1), 12% (hit 2), 22% (total) Does two kicks in front for him. This attack is similar to the fighter's neutral aerial in later Smash games, though without the horizontal movement, sends opponents on more of a horizontal angle, and is better at chasing opponents and KOing. It is also possible to link only one of these aerials into a down aerial, up aerial, or a grab, leading to further combos, a neutral aerial for KOs, or at certain percentages a down aerial to meteor smash. The two hits can lead into a Kick offstage or close to offstage as well as another forward aerial or grab depending on the opponent's weight and percentage. Very useful against more floaty characters for comboing as up air isn't as useful. Excellent spacing tool. At max horizontal spacing, this is one of the only aerial moves that is safe on shield. Captain Falcon's best aerial along with up air.
Back aerial 16% Extends his fist behind him. A basic edgeguarding move with good power and no sweetspot. Strongest back aerial in the game. Can combo into another back aerial, a reverse back aerial, or potentially a reverse up aerial. The reverse back air is quite useful for edgeguards but due to its odd hitbox, a pivot up air or Up B is usually used. Has just enough stun to be safe on block, but only when the fighter is lower to the ground before performing it.
Up aerial 16% Flips in the air. Many consider this attack to be the fighter's most versatile attack as well the best up aerial. Depending on what part of the hitbox connects with the opponent, it can send the opponent in various directions. A view of the hitboxes can be seen in one of the images to the right. Part of the Stairway to Heaven combo. For edgeguards, a pivot up air has extremely high hitstun making it a very useful edgeguard after a forward throw near the edge. Safe on shield and can lead to a shield break combo if the opponent is stuck on a platform.
Down aerial 14% Kicks below him, though has a hitbox above his feet. A very long duration. This attack is a meteor smash. The hitbox exists on the legs and chest, and if the opponent connects with the chest, he/she will be sent down at a slight angle. If the opponent is already on the ground, it will, depending on their damage percentage, keep the opponent in place or bounce them up at a very slight angle, leading into another aerial such as a second dair to spike offstage, a Punch for a KO, a grab, or a quick up smash (depending on the percentage and opponent's reaction).
Grab
Forward throw 12% Slams the opponent down in front of him. Having very low knockback for a grab, this can be used to start aerial chains, easily leading into a forward or up aerial.
Back throw 16% (throw), 10% (collateral) He kicks the opponent back, causing 16%. This throw has much more knockback than his forward throw but is generally not used for combos. The use of this is to back throw someone onto a platform leading to a free up smash.
Floor attack (front) 6% Kicks on both sides at the same time and gets up. Unsafe on block.
Floor attack (back) 6% kicks on both sides at the same time and gets up. Unsafe on block however.
Edge attack (fast) 6% Gets up and kicks in a similar fashion to his down tilt. Unsafe on block. Can be used to edgeguard due to a reverse hitbox but this is uncommon.
Edge attack (slow) 4% Slowly rises and swats. Low range and damage. Not recommended due to its low range so a fall into an aerial over the ledge is generally preferred.
Neutral special Punch 24% Throws a powerful punch, with his fists engulfed in a flaming falcon shape. It is much faster than in future games. Can be a finisher in combos, and can be comboed into from moves such as up aerial, forward throw, or down aerial on a grounded opponent. Gives him some horizontal distance when recovering. Can be angled slightly for further recovery similar to Jigglypuff's rising pound.
Up special Dive 20% Does a leap into the air. If he grabs an opponent, he launches them diagonally upwards powerfully. It is impossible to shed against this move as it is considered to be a grab. If it hits the opponent, it lets the fighter use the move again, otherwise he will become helpless. Recovery move, but it cannot grab onto edgehoggers (outside of right up close), making the fighter easy to edgeguard. A string of multiple up aerials into a Dive is commonly referred to as an Stairway to Heaven or Windmill combo, as it is a very common combo.
Down special Kick 15% Performs a blazing kick while rushing forward. If used in midair, he moves at a diagonal angle down fairly quickly, being usable to counter juggling. This does not happen if he does it off a platform so it is more commonly used here. In the air, it sends him diagonally down. Is unsafe on block.

On-screen appearance[edit]

  • Jumps in.