Chonrei (RBFF2): Difference between revisions

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=Introduction=
=Introduction=
Jin Chonrei plays most like a traditional well rounded shotokan-style character: he has a good projectile, so-so anti-air and a good whiff-punish. While lacking in range, his good speed helps offset this. Chonrei's major problem is his lack of damage potential. In general situations, the most he's going to be able to get is something around to 25-30% lifebar damage. Chonrei's supers stand out for being particularly bad. Middle tier character.


=Moves List=
=Moves List=
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                       o----------------------o
                       o----------------------o


Hannai Tatsu: close, f + C
'''Hannai Tatsu:''' close, f + C


                       o----------------------o
                       o----------------------o
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                       o----------------------o
                       o----------------------o


Ryuusatsu Kyaku: f + B
'''Ryuusatsu Kyaku:''' f + B - Overhead.


                       o----------------------o
                       o----------------------o
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                       o----------------------o
                       o----------------------o


Teiou Jinsokuken: f, f + A or f, f, f + A
'''Teiou Tengen Ken [Breakshot]:''' d, df, f + A or C


Teiou Tenme Ken: d, df, f + A or C
'''Teiou Tenni Ken [Breakshot, Invincible]:''' f, d, df + A or C


Teiou Tenmimi Ken: f, d, df + A or C
'''Teiou Jinsokuken:''' f, f + A or f, f, f + A


Teiou Roujin Ken: d, db, b, f + C
'''Teiou Roujin Ken [Breakshot]:''' d, db, b, f + C - Drains the opponent health.


Ryuutenshin (Atokururi): d, db, b + B
'''Ryuutenshin (Atokururi):''' d, db, b + B


Ryuutenshin (Zenten): d, df, f + B
'''Ryuutenshin (Zenten):''' d, df, f + B


                       o----------------------o
                       o----------------------o
                             S. POWER
                             SUPER MOVES
                       o----------------------o
                       o----------------------o


Taiou Shukumei Ken: f, b, db, d, df + hold B + C or C rapidly
'''Taiou Shukumei Ken:''' f, b, db, d, df + B + C + C rapidly (S-Power)
 
'''Taiou Shukumei Ken:''' f, b, db, d, df + hold B + C and release (S-Power)
 
'''Taiou Ryukoe Ken:''' f, b, db, d, df + C (P-Power)


                       o----------------------o
                       o----------------------o
                             P. POWER
                             FAKE MOVES
                       o----------------------o
                       o----------------------o


Taiou Ryukoe Ken: f, b, db, d, df + C
'''Taiou Shukumei Ken:''' d + B + C


                       o----------------------o
                       o----------------------o
                             FAKE MOVES
                             CHAIN COMBOS
                       o----------------------o
                       o----------------------o


Taiou Shukumei Ken: d + B + C
close 5A - | - 5B - | - 5C (Not special cancellable)
5A      - | - 2B - | - 6C (Plane shifts opponent; Special cancellable)
2A      - |        | - 2C (Knocks down; Not special cancellable)
 
close 5B - | - 5C - | - 5C (Special cancellable)
5B      - |        | - 3C (Special cancellable; Juggle)
                    | - 8C (Doesn't combo; Overhead)
 
close 5C - | - 6B (Doesn't combo; Overhead)
            | - 2B (Special cancellable)
 
Air Chains - A -> B -> C
              A -> C
              B -> C





Latest revision as of 19:24, 3 November 2020

Introduction

Jin Chonrei plays most like a traditional well rounded shotokan-style character: he has a good projectile, so-so anti-air and a good whiff-punish. While lacking in range, his good speed helps offset this. Chonrei's major problem is his lack of damage potential. In general situations, the most he's going to be able to get is something around to 25-30% lifebar damage. Chonrei's supers stand out for being particularly bad. Middle tier character.

Moves List

                     o----------------------o
                             THROWS
                     o----------------------o

Hannai Tatsu: close, f + C

                     o----------------------o
                            COMMAND MOVE
                     o----------------------o

Ryuusatsu Kyaku: f + B - Overhead.

                     o----------------------o
                           SPECIAL MOVES
                     o----------------------o

Teiou Tengen Ken [Breakshot]: d, df, f + A or C

Teiou Tenni Ken [Breakshot, Invincible]: f, d, df + A or C

Teiou Jinsokuken: f, f + A or f, f, f + A

Teiou Roujin Ken [Breakshot]: d, db, b, f + C - Drains the opponent health.

Ryuutenshin (Atokururi): d, db, b + B

Ryuutenshin (Zenten): d, df, f + B

                     o----------------------o
                            SUPER MOVES
                     o----------------------o

Taiou Shukumei Ken: f, b, db, d, df + B + C + C rapidly (S-Power)

Taiou Shukumei Ken: f, b, db, d, df + hold B + C and release (S-Power)

Taiou Ryukoe Ken: f, b, db, d, df + C (P-Power)

                     o----------------------o
                            FAKE MOVES
                     o----------------------o

Taiou Shukumei Ken: d + B + C

                     o----------------------o
                            CHAIN COMBOS
                     o----------------------o
close 5A - | - 5B - | - 5C (Not special cancellable)
5A       - | - 2B - | - 6C (Plane shifts opponent; Special cancellable)
2A       - |        | - 2C (Knocks down; Not special cancellable)
close 5B - | - 5C - | - 5C (Special cancellable)
5B       - |        | - 3C (Special cancellable; Juggle)
                    | - 8C (Doesn't combo; Overhead)
close 5C - | - 6B (Doesn't combo; Overhead) 
           | - 2B (Special cancellable)
Air Chains - A -> B -> C
             A -> C
             B -> C


The Basics

Advanced Strategy

Match-Ups