Fatal Fury Special/Cheng Sinzan: Difference between revisions

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{{MoveData
{{MoveData
|image=FFS_Cheng_c5B 1.png
|image=FFS_Cheng_c5B 1.png
|subtitle=旋風脚
|subtitle=Senpuukyaku/旋風脚
|caption=
|caption=
|name=c5B
|name=c5B
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  |Block Adv=+1
  |Block Adv=+1
  |Property=Kara Cancel
  |Property=Kara Cancel
  |description=
  |description=*Largely pointless as close A is better in every respect.
<gallery class="mw-collapsible">
<gallery class="mw-collapsible">
   FFS_Cheng_c5B.png|
   FFS_Cheng_c5B.png|

Revision as of 18:43, 9 January 2025

The Money-Grubbing Mauler
Ffspeccheng colors.png

Introduction

Pros Cons
  • Projectile flies in an arc
  • Specials can easily catch your opponent off guard
  • Extremely dangerous super
  • Slow walk speed
  • Normals are a mixed bag
  • Big hurtboxes

Move List

Standing Crouching Jumping Taunting
FFS Cheng Stand.png FFS Cheng Crouch.png FFS Cheng Jump.png FFS Cheng Taunt.gif
58F (4+51+3) duration.

Close Standing Normals

c5A

c5A
Shouda/掌打
FFS Cheng c5A.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
8 2 Mid 3 4 4 10 +8 +9 Kara Cancel

Essential move in Cheng's combos. Very fast startup and links to itself multiple times.

c5B

c5B
Senpuukyaku/旋風脚
FFS Cheng c5B 1.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
6 2 Mid 8 6 10 23 0 +1 Kara Cancel
  • Largely pointless as close A is better in every respect.
c5C

c5C
振上圏捶
FFS Cheng c5C.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
20 4 Mid 11 7 14 31 +3 +2 Kara Cancel
c5D

c5D
振上足刀
FFS Cheng c5D 2.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
18 4 Mid 10 13 10 32 +1 0 Kara Cancel

Far Standing Normals

f5A

f5A
圏捶
FFS Cheng f5A.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
6 2 Mid 10 5 12 26 -1 0 Kara Cancel
f5B

f5B
跳脚
FFS Cheng f5B.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
4 2 Low 5 9 7 20 -1 +6 Airborne 6-13F
  • Moves Cheng forward.
f5C

f5C
発勁掌
FFS Cheng f5C.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
20 4 Mid 16 5 13 33 +6 +5 Kara Cancel※
  • Moves Cheng forward.

※ Only cancellable during the first hitbox, which is unlikely to hit opponents.

f5D

f5D
跳脚
FFS Cheng f5D.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
16 4 Low 7 14 10 33 -1 -2 Airborne 8-19F
  • Moves Cheng forward.

Crouching Normals

2A

2A
下勢掌打
FFS Cheng 2A.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
6 2 Mid 5 6 11 21 -1 0 Kara Cancel
2B

2B
下勢脚
FFS Cheng 2B.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
6 2 Low 10 7 12 28 -3 -2 Kara Cancel
2C

2C
下勢肘打
FFS Cheng 2C.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
18 4 Mid 8 7 17 31 0 -1 Kara Cancel
2D

2D
下勢二段脚
FFS Cheng 2D.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
13 4 Low, Low 10 8 (4) 11 14 46 KD -3 Kara Cancel

Jumping Normals

jA

jA
飛掌打
FFS Cheng jA.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
8 2 Overhead 6 / / - - -
  • Diagonal and neutral jump versions are identical.
jB

jB
落脚足刀
FFS Cheng jB.png
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Diagonal Jump 6 2 Overhead 6 / / - - -
Neutral Jump 6 2 Overhead 7 / / - - -
jC

jC
FFS Cheng jC.png
Diagonal Jump
FFS Cheng j8C.png
Neutral Jump
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Diagonal Jump
太鼓腹打ち
20 4 Overhead 6 31 / / - - -
Neutral Jump
落掌双打
20 4 Overhead 6 22 / / - - -
jD

jD
二起脚
FFS Cheng jB.png
Diagonal Jump
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Diagonal Jump 13x2 4x2 Overhead, Overhead 8 7 (4) 17 / / - - -
Neutral Jump 13x2 4x2 Overhead, Overhead 6 8 (3) 14 / / - - -

Universal Mechanics

Lane Blast (CD)

Lane Blast
発勁裏拳
C+D
FFS Cheng CD Front.png
Front Lane
FFS Cheng CD Back 1.png
Back Lane
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Front Lane 22 5 Mid 14 9 (3) 3 (3) 3 (3) 3 10 50 KD -18 Cancel, Lane Shift
  • Great anti-air.
Back Lane 22 5 Mid 17 9 (3) 3 (3) 3 13 50 KD -15 Cancel, Lane Shift
Lane Attack

Lane Attack
A/B/C/D from opposite lane
FFS Cheng Lane Punch Front.png
Front Lane Punch
FFS Cheng Lane Kick Front.png
Front Lane Kick
FFS Cheng Lane Punch Back.png
Back Lane Punch
FFS Cheng Lane Kick Back.png
Back Lane Kick
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
A
飛掌打
22 2 Overhead 9 - 4 - - - /
  • Straight and fast cross-lane punch.
B
飛刀脚
22 2 Overhead 9 - 4 - - - /
  • Straight cross-lane kick.
C
飛掌打
22 4 Overhead 9 - 4 - - - /
  • Slower high angle punch.
D
飛刀脚
22 4 Overhead 9 - 4 - - - /
  • Slower high-angle kick.
Dodge Attack

Dodge Attack
雲手
6A during proximity guard
FFS Cheng Dodge Attack 1.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
11 5 Mid 16 9 18 42 Air Reset -8 Cancel, Upper-Body Invuln 1-24F

Throws

Aiki Nage (4/6C)

Aiki Nage
close 4/6C
FFS Cheng C Throw.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
26 3 Throw 1 1 / - - / /
  • Swaps sides.
Zutsuki Satsu (4/6D)

Zutsuki Satsu
close 4/6D
FFS Cheng D Throw.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
16~32 (4 x 4~8) 0 Throw 1 1 / - - / /
  • Hold throw. Opponent can mash to reduce hits.

Special Moves

Ki Rai Hou (236P)
Ki Rai Hou
236A/C
FFS Cheng 236A 1.png
A
FFS Cheng 236C 1.png
C
Cheng throws an energy ball in an arc that explodes when touching the ground. The ground explosion hits low and lingers for a long time.
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
A 16 (4) 3 Mid, Low 21 22+20 33 - -1 -4 /
C 22 (5) 6 Mid, Low 25 27+20 36 - +4 -2 /
Dai Taiko-bara Uchi ([2]8P)
Dai Taiko-bara Uchi
[2]8A/C
FFS Cheng 28P 1.png
Advantage frames are from landing on Terry.
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
A 18 (4) 3 Mid 10 51 10+26 - -16 -16 Invincible 1-6F
  • Cheng falls slowly and can be steered left and right with 4/6.
  • Charge time: 30F.
C 26 (6) 6 Mid 13 28 10+26 - KD -19 Invincible 1-8F
  • Much faster than the A version and tracks the opponent's position but cannot be steered.
  • Charge time: 45F.
Ha Gan Geki ([4]6K)
Ha Gan Geki
[4]6B/D
FFS Cheng 46B.png
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
B 16 (4) 3 Low 1 18 16 34 KD (+31) -8 -
  • Rolls short of a full screen.
  • As it has instant startup, it can be used as a reversal despite not having invincibility.
  • When used as P2 the first active frame is unblockable.
  • Charge time: 30F.
D 22 (5) 6 Low 34 20 21 74 KD (+61) -17 Invincible 1-16F
  • Rolls farther than the B version but has extremely slow startup that's only partially invincible.
  • Charge time: 45F.

Desperation Move

Bakurai Hou ([1]26BC)
Bakurai Hou
When health is flashing
[1]26B+C
FFS Cheng 126BC 1.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
48 (12) 4 Mid, Low 32 23+20 36 - KD +6 -
  • A super version of Ki Rai Hou. Like it, the lingering explosion hitbox hits low.
  • Charge time: 60F.

Combos

  • c5A x 4 > f5D
  • c5A x 1-4 > 2A > [4]6B
  • 2C > [4]6B
  • (corner) 236P > [4]6B

Strategies

The Basics

Advanced Strategy

  • The C+D (knock into the back line) attack, the one where Cheng gathers Chi around his fist is an excellent anti air for attacks coming in at 45 degrees, the same attack on the back line isn't as good.
  • His standing "Hop Kick" Roundhouse is an excellent footsie weapon when used at full range. Try to hit the tip of low attacks with it. If an opponent tries to trip you with a long range sweep, kick his feet with the Hop Kick. Very effective! This footsie will cleanly beat just about any low attack. Experiment with this and the standing Short(when you need a quicker attack) against other attacks. They can beat things like Tung's lunge punch, I think even Duck's Ball. Incredible priority. Still experimenting but I think this could be one of the best attacks in the game.
    • Against Duck's Ball attack the crouching Roundhouse is best and sets up a good meaty fireball.
  • At closer ranges on the ground I like his standing Jab, its fast and has good range also you can immediatly cancel into the Hegan Geki (roll attack) for two hits even at full range.
    • Crouching Jab has better range, can snuff many attacks and can cancel into Kirai Hoh also. Because its performed croucching you are charged for all other specials. You cannot chain low jabs together though.
  • His jumping Jab has good range and priority for air to air combat. The Crouching double hit Roundhouse is a good pushout move.
    • And can be cancelled into the Kirai Hoh or Super after the first or second hits.
  • For me Chengs strong suit is the Kirai Hoh fireball. Because of its arcing motion its much more intimidating and harder to aviod than a normal fireball plus it explodes on impact with the ground, this is very usefull. Opponents jumping in at certain angles can be shot down with a well timed Kirai Hoh also remember that if you are ahead on energy you can always trade hits with certain fireballs (like Terry's) cause it flies over the top. The explosion frames have a number of uses, it is great as a meaty attack, allowing you to follow up with an almost instantanious fireball or roll (Im the type of player who will score any chip damage they can get). Opponents can't (so well) do the traditional jump straight up over the Kirai Hoh to negate fireball pressure cause they land on the explosion frames. Opponents jumping in at long range can be landed on the explosion frames as well as opponents who try the quick escape (double tap back) to avoid fireballs. I like to throw a Jab Kirai Hoh short of an opponent when I anticipate some sort of dashing attack from full screen distance, they will dash into the explosion frames.
    • Remember the Bakurai Hoh (Super) works just like the Feirce fireball so you can use these tactics with it as well.
    • The tactic I mentioned about trading hits with other fireballs cause Cheng's fireball flies over the top means that when you can do the Super this totaly shuts down many characters long range fireball game! Remember also Cheng's must be the easiest Super in the game, also it only 'seems' to need the same charge time as the normal fireball 2 secs not 3 as quoted in the FAQ.
  • The Short Hegan Geki (roll attack) is good for punishing whiffed attacks and covering distance quickly. I also like to whiff the Short Hegan Geki just short of an opponent and then throw them, just like Blanka's whiffed Ball into throw in SF2. The Roundhouse Hegan Geki is too slow and telegraphed to punish anything other than the largest openings.
  • The throw is great cause you can follow up with a meaty Kirai Hoh and then have options.
  • The standing Feirce, Roundhouse and short are all usefull for positioning, especialy for setting up meaty fireballs after throws.
  • The hold and headbutt throw is usefull for putting alot of distance between you and your opponent.
  • The Fierce Dai-Taikobarauchi (Flying Belly Blast) is great if you anticipate a fireball and can be used as an anti air. The Jab version can be manipulated heavily in flight to confuse your opponent like Bisons flying fist thingie in ST (it certainly confuses CPU AI Billy Cane!). If you hold back with this you will go back down the same as you came up after reaching the height of the jump, so you can bait opponents into whiffing anti airs then punish them with a Short roll. I will have to experiment with this move much more cause I'm sure its got some really good uses. Anyone?
    • The great thing about both the roll and the belly blast is that they knock down, this sets up Cheng's meaty game which is very strong thanks to those wonderfull explosion frames.
    • Cheng, although he has a fireball motion should always be charging downback unless you need to use a standing attack. That way you can go into Belly Blast and Super at any time.
  • Thats all I can think of right now, anyone else please add. Overall I think Cheng is a very strong character, although much of his fireball pressure game is negated if you use the line system. He is certainly MY srongest character.*
    • Just to add a little to my Cheng SinZan profile. After experimenting more with the standing Roundhouse "hop kick" it seems more and more like DJ's crouching Strong in ST. Its strange, it can snuff alot of moves (even high ones) without even seeming to make contact. Ofcourse proper vs play is essential to test out its true uses but it seems really good.

Credit to Crayfish

  • Cheng's fireball is way weaker in Special. The good thing is that it travels a lot farther than it did in FF2, and is more floaty and travels more slowly. However, it has WAY more startup *and* recovery time than in FF2. Like I said, that move was lethal in FF2 because he could throw like 5 or 6 of them in a row; the FB had no recovery and almost no startup time. Seeing the fireball in Special now is just...ugh. One other major loss he suffered is that his far standing C is no longer bufferable; in FF2 it was, and far standing C -> fireball was a great tactic.

Credit to Josh-TheFunkDOC

Match-ups

Vs. Andy Bogard

Vs. Axel Hawk

Vs. Big Bear

Vs. Billy Kane

Vs. Cheng Sinzan

Vs. Duck King

Vs. Geese Howard

Vs. Joe Higashi

Vs. Jubei Yamada

Vs. Kim Kaphwan

Vs. Laurence Blood

Vs. Mai Shiranui

Vs. Ryo Sakazaki

Vs. Terry Bogard

Vs. Tung Fu Rue

Vs. Wolfgang Krauser

Game Navigation

General
FAQ
Controls
HUD
System
Strategy
Characters
Andy Bogard
Axel Hawk
Big Bear
Billy Kane
Cheng Sinzan
Duck King
Geese Howard
Joe Higashi
Jubei Yamada
Kim Kaphwan
Laurence Blood
Mai Shiranui
Terry Bogard
Tung Fu Rue
Wolfgang Krauser
Secret Boss
Ryo Sakazaki