Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
If you are refering to how to stop another incoming Dragon Rush to you, you only need to hit it with another attack button (hitting is colliding with the hitbox of the enemies dragon rush) or use a perfectly timed dragon rush yourself at the same time.
If they are using it during a combo, not as starting the combo with it, it`s unstoppable unless you get out of being stunned before.
I hope it helped.
https://youtu.be/qE0GKZQYRps?t=17
At 0:19
1) Throw DR, the standard one done anytime the opponent is not in a combo already. Launches upward and counts as a smash on success. This is the one you can tech out of provided you weren't in a combo already.
2) Combo DR, this one is done basically in the same way, but the oppenent is already in a combo and can't tech out of it no matter what. HOWEVER, you yourself can only cancel in some special moves and super and usually from full screen is pointless, you'll have to be at the corner to take advantage of this. The only way to extend this is for example by using a combination of your main character special move and an assist (providing time for this last one to connect) or just an assist that is lenghty enough, like Yamcha.
3) Snapback DR, simply put during any DR, hold the assist button corresponding to the character you wanna drag in and said character will be brought in and the one you rushed will be sent out. This one is useful to set-up the opponent entrance and to delete any blue life they have on that character, preventing them from getting extra health.
4) Combo DR while opponent has no assist, this one is the one not many know about and barely use. Basically if the enemy has no assist anymore and is on his last character, the "Snapback DR" turns into a combo extender, kinda like when you use DR in a combo (Case 2) but this time around, you will have plenty of time to extend for yourself, without any assist.
As a last note, excluding case 1, the opponent (and you obviously) can't tech out of any of the other cases.