Lee Dao-Long
Lee Dao-Long is Sho's rival and senior. A young Korean who practices a Chinese martial art called the "Empty Fist" He likes to eat spicy food and enjoys a long ride in the desert on camel's back.
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Commands
Specials
Supers
Normals
Commands
Specials
Supers
Overview
Dao-Long is a balanced character with quick charge inputs and a fast dash, allowing smooth transitions between zoning and offense. His projectiles and anti-airs have quick recovery, while his super (Shin Kyoku Ranbu) delivers high damage, juggling from any jump attack or confirming from most normals.
Attack
Kouryuu Ga ([4]6P): Use this projectile to build meter, deal chip damage, and create openings: throw a projectile and according to the range, quickly charge and use your anti-air special.
Riyuu Seishou (A+C): This palm attack is a reliable move for confirming specials and supers. For example: 2B > 2A x2 > A+C > Super.
2D: Safe depeding on matchup. Can be used as a frametrap to counter lights attacks or throw attempts. Also Super cancelable.
Defense
Senkyuu Tai ([2]8K): Excels at handling close range jumps. Can be followed by a super juggle if the opponent is hit at the peak of their jump.
close 5C and 5D: These normals can be followed up with a Super juggle confirm. Since you can throw with Back + C, it can also be used as an anti-air ~ throw option select.
Supers
Houshin Renpa ([4]646P): Goes through projectiles, also functions as a reliable super confirm from A+C
Shin Kyoku Ranbu ([4]646K): This Super is your primary option for air juggles and serves as a reliable confirm from normals and A+C
Renkyuu Tai ([1]319K): A vertical anti-air with invulnerable startup, though with limited applications. Mash the kick buttons for additional hits.
Tips
Dashes
Forward dash: Dao-Long's forward dash has a brief recovery, making it useful for closing the distance quickly (light blockstring > forward dash > throw).
You can also input a Super immediately after a dash : [1]66.46K.
Backdash: Dao-Long's backdash is a hop animation with invulnerable startup frames but slow recovery, so use it wisely
Fuzzy / Instant overhead
You can perform a fuzzy setup with jC > neutral jB. Neutral jump B is aso an instant overhead (though it doesn't work on all characters).
Throw Option select
Coupling Dash with Back Throw makes for an aggressive throw/anti-air option select. Useful for dealing with opponents who are trying to escape by jumping
Ressources
Replays
Meterless combos
- 2B, 2A, 2A > A+C > [4]6C
- 2A, 2A, 2A > A+C > [2]8D
Metered combos
- 2B, 2A, 2A > A+C > Super
- 2A, 2A, 2A > A+C > Super
- 2D > Super
- C+D > 5B > Super
Anti-air
- C+D > Super
- B+D > Super
- 5C > Super
- [2]8B > Super (when the opponent is hit at the highest point of their jump)
Air-to-air
- All jump normals into Super
Ranki Ryuu Geri
Ranki Ryuu Geri is tricky as it can be followed by air super (Geki Rekkou Ha). However, it's still minus on block. at Super flash, you can react with [2]8K
Onigawara
On block, this overhead is usually canceled into his projectile to add pushback and stay safe, except when you're in the corner. If not canceled, you have a short window to punish with 5A. You can also break it when used in a combo with his hopkick.
2D
Punish with your Super combo Shin Kyoku Ranbu
Tobihizageri
This knee move is often used in blockstrings to stay close and find an opening, as it's positive. On block, if he's close enough, he may enter throw range, where you can throw him, but he still has time to counter with a reversal. If he's too far, react to the startup with [2]8K.
Sashikomi Kick
When it comes to jumps, be careful and watch his meter before anti-airing, as he can bait and use his air super at any time. Block his divekick low cause blocking high sets up his deadly fuzzy (Divekick > jump D > Super). On hit, you can easily break with throw, but note that Divekick combos into his reversal, which beats throws.
Saber Bash
This move doesn’t hit high despite the animation and is unsafe. Punish with 2B.
Flying Peach Bomber
An overhead move that is confirmable on hit. Safe on block, Be ready to punish it on whiff with [2]8K.
Robin Liner
His anti-air special: the light version doesn’t knock down and is unsafe on block and hit. For the heavy version, punish it with B+C > Super
Monsieur Crash
Monsieur Crash is a three-hit move, easily punishable. Be careful, as he can delay each part of it to counter your punish attempt.
Merci Un Deux Trois
His aerial dive can beat your anti-air or jump. If you block all three hits, Pielle lands behind you. Punish quickly with 5C > Super.
Super Rose
It crosses the entire screen with a wide hitbox, useful for countering jump attempts. Whiff punish at super flash with 2D or [2]8K
Thunder Croiser
Punish with your Super projectile Houshin Renpa
Tomahawk Jack
Mainly used as an anti-air, it can also confirm into his super juggle, Atlas Rock Buster. Punish with any light normal or, if whiffed at the right range, with Super.
Gran Buffalo Horn
This slide helps him close the gap while you're knocked down. Otherwise, it is easily punishable on block or whiff with 2D.
Sky Bridge
If blocked close, punish with A+C
Heel Stomp
This effective jump command attack comes out quickly and stays active. It can counter your normal anti-airs if you react too late. The best way to counter it is by using your anti-air special [2]8K.
Atlas Rock Buster
This super has startup invincibility and creates pushback. Punish with Super. You can also react after the 1st hit whit 5D to get better damage output or throw for positioning.
2C
Can be difficult to deal with because it's safe and has quick recovery. With practice and good spacing, whiff punish with 2D or with preemtive 2LP.
Killer Snake
The light version is rarely used and has long recovery, making it unsafe. The heavy version has more range and shorter recovery, making it harder to punish. Players often bait a punish attempt by following it with a super. On block, input 2A and react with Wild Saver B if a super follows.
Quick Scratch
Punish with preemtive 2LP or with 5LK on block. The light version is safe on block.
Spinning Claw
It stays active for a long time and can counter certain ground normals and specials. Whiff punish with A+C
Shine Beast
On block, she ends up on the other side (at mid and close range). With practice, jump at the right timing with jump D .
Bloody Fang
Punish with B+D > Super. If you get hit, mash buttons and directions to reduce damage.
Soul Spike
If you're close, punish the light version with 2B (strict timing). When she has meter, punish the heavy version with a throw to avoid getting caught in the follow-up super frametrap.
Mirage Spear Kick

Used for chip damage and meter build. Safe on block.
Rising Upper
Fast recovery and invincible startup. Punish on close range with 5D
Heel Break
Two-hit sequence, last hit is an overhead. After the first hit, punish or break with throw and [2]8K
Rapid Charge
She switches sides mid-air on block. punish with 5C or adjust your guard quickly to maintain your charge.
Burning Revolver
Punish with super or jump D
Cutlass Flasher
This super hits high and switches sides, so adjust your guard quickly to maintain your charge.
Horus Shade
A safe overhead with slow startup, making it easy to react. Whiff punish with wild saver or 5C on close range.
Death Shred
Overhead (second hit) and also function as anti-air. Interrupt the second hit, if blocked crouching.
Poison Fog
A slow, close-range projectile that deals chip damage and is often used on your wakeup for pressure.
Deadly Claw
The light version lands in front, while the heavy version lands behind at close range. Punish with a Super or 2D if it lands behind.
Dash Knee
A special dash attack that is only safe at max range. If not, punish on block with 5A.
Cadabra bomber
Safe if fully blocked, but punishable after the first sequence with [2]8B.
Abdomen Step
Safe on block. Whiff punish with 2]8B.
Slash & Punish Sword
Long-range special. Punish with Super
Balloon Bomb
Can be safe depending on range. If you block it cross-up, punish with B+D.
Shiva Dance
Punish with Super.
Kouryuu Ga
If done close in the corner punish with any light attack
Senkyuu Tai
Punish on landing with any normal. The heavy version can be punished with 5C for a super juggle or confirmed with jump D (tight timing).
Shoutenchuu
Safe on block. Whiff punish with [2]8K
Shin Kyoku Ranbu
Hits Mid, Punish with Super or Jump D
Stand C
Punish the far version with Super. Close version hits low and is safe.
Ryuuei Kyaku
A slide that must be canceled with a bomb and requires a proper blockstring to be safe. If not, punish with 5A.
Yashagami
Unless canceled, it's unsafe on hit and block but can be followed by a super, interrupting your punish. In this case, punish with [2]8K.
Engetsuzan
Safe at max range. If close enough, punish with normals or Super.