Lee Dao-Long is Sho's senior and rival. A Korean martial artist of the Empty Fist style, he enjoys spicy food and long camel rides in the desert.
Colors
Gallery
Normals
Commands
Specials
Supers
Dao-Long is a well-rounded character with fast charge inputs and a quick dash, making it easy to switch between zoning and offense. His Super “Shin Kyoku Ranbu” deals high-damage and combos from most normals and air juggles.
Attack
- Projectile ([4]6P): Builds meter and applies chip damage; recovery is fast enough to bait and punish jump-in attempts at specific ranges.
- Palm (A+C): Safe on block; Serves as a reliable hit-confirm into specials and Supers.
Defense
- Senkyuu Tai ([2]8K): Qucik close-range anti-air; The light verion, enables a Super juggle for if it connects at the peak of the opponent's jump.
- Close Normals: close 5C/5D are super-cancelable on hit for high-damage conversions.
- Back + C: Holding back and close 5C is as a powerful option select. It triggers an anti-air or a throw if the opponent is grounded.
Supers
- Houshin Renpa ([4]646P): Projectile-invincible Super; reliable hit-confirm from A+C.
- Shin Kyoku Ranbu ([4]646K): Primary Super for air juggles; confirms easily from normals and A+C.
- Renkyuu Tai ([1]319K): Invincible vertical anti-air; mash kick buttons to increase the number of hits.
Tips
Dashes
- Forward Dash: Fast recovery; ideal for pressure (light blockstring > dash > throw) and buffering Supers with [1]66.46K.
- Backdash: Invulnerable startup but with slow recovery.
Fuzzy / Instant overhead
You can perform a fuzzy jump with jC > neutral jB. Neutral jump B is also 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
- Any air-to-air > Super
Ranki Ryuu Geri
Unsafe on its own, but Sho can follow with air super to stay safe and bait punishes. However, you can still punish his super with [2]8K (react at the super flash).
Onigawara
Up close punish with 5A (strict timing).
Break : [2]8K (if your opponent use A+C > 236K).
2D
Punish with your Super combo Shin Kyoku Ranbu
Tobihizageri
Safe on block, but he ends close enough to be thrown. From long range, there's a punishable gap before the move connects.
Sashikomi Kick
Safe on block, can bait anti-airs and enable fuzzy mixups.
(Block low to avoid the fuzzy).
Break: Use [2]8K or throw, but beware, divekick combos into 214K, which beats throws.
Saber Bash
This move doesn’t hit high despite the animation. Punish with 2B.
Flying Peach Bomber
Overhead. Safe on block. Whiff punish with [2]8K.
Robin Liner
The light version is unsafe on block or hit and lacks knockdown; punish the heavy version with B+C > Super.
Monsieur Crash
All hits are unsafe. Be careful, as he can delay each hit to counter your punish attempt.
Merci Un Deux Trois
If you block all three hits, Pielle lands behind you. Punish quickly with 5C > Super.
Super Rose
Whiff punish at super flash with 2D or [2]8K
Thunder Croiser
Punish with your Super projectile Houshin Renpa
Tomahawk Jack
Punish with 5B. Whiff punish with with Super.
Gran Buffalo Horn
Punish on block or whiff with 2D.
Sky Bridge
If blocked close, punish with A+C
Heel Stomp
The best way to counter it is by using your anti-air special [2]8K.
Atlas Rock Buster
Punish with Super. You can also react after the 1st hit with 5D or throw.
2C
Safe on block. Hard to deal with. With practice and good spacing, whiff punish with 2D or with preemtive 2A.
Killer Snake
Unsafe. The heavy version can be followed by any super to bait punishes. Use 2A, which hits if she does nothing and if she goes for a super you'll have time to block.
Quick Scratch
Punish the heavy version with preemtive 2A or with 5LK. The light version is safe on block.
Spinning Claw
It stays active for a long time and can counter 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
At close range, punish the light version with 2B (strict timing). Punish the heavy version with a throw to avoid her Super frametrap.
Rising Upper
Fast recovery and invincible startup. Punish on close range with 5D
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
Overhead with slow startup, making it easy to react. Whiff punish with 5C or [2]8K.
Death Shred
Hits twice on standing, second hit is overhead. whiff punish or interrupt the second hit with any normal.
Poison Fog
A slow, close-range projectile that deals chip damage and is often used on your wakeup for pressure.
Deadly Claw
Light lands in front, heavy lands behind. Punish with Super or use 2D if he 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
Safe depending on range. Punish with B+D if it crosses up. Whiff punish with [2]8K.
Shiva Dance
Punish with Super.
Kouryuu Ga
If blocked close in the corner, punish with any light attack.
Senkyuu Tai
Punish with any normal. For the heavy version you can also punish with an anti-air juggle.
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
Safe only with a bomb cancel and perfect spacing; if not, punish with 5A.
Yashagami
Unsafe unless canceled, but a Super follow-up can interrupt your punish; counter with [2]8K.
Engetsuzan
Safe at max range. If close enough, punish with normals or Super.








