Fatal Fury Special/Cheng Sinzan: Difference between revisions

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m (moved Chin ShinZan (FFS) to Cheng Sinzan (FFS): His name is actually Cheng Sinzan.)
(→‎Strategy: cutting down, WIP)
 
(59 intermediate revisions by 6 users not shown)
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= Introduction =
[[File:Ffspeccheng.png|right|The Money-Grubbing Mauler]]
[[File:Ffspeccheng_colors.png‎|right]]
{{TOClimit|3}}


= Moves List =
==Introduction==
An unorthodox zoner with tricky special moves. He can lob his fireball over enemy projectiles or have it curve to hit low profiles, and he has a great CD anti-air to punish jumps with. After scoring a knockdown, he can lock down the opponent with his fireball's lasting explosion after it touches the ground, and he is great at punishing from a distance with his instant rolling attack. However, his basic movement is very sluggish and he lacks damaging combos, making it difficult for him to deal with higher tier zoners.


== Normal Moves ==
{|
|-style="text-align:left;"
! Pros !! Cons
|- style="vertical-align:top;text-align:left"
| style="width: 50%;"|
* Projectile flies in an arc
* Specials can easily catch your opponent off guard
* Extremely dangerous super
| style="width: 50%;"|
* Slow walk speed
* Normals are a mixed bag
* Big hurtboxes
|-
|}


== Special Moves ==
==Move List==


== Super Move ==
===General Hurtboxes===
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Standing || align="center" | Crouching || align="center" | Jumping || align="center" | Taunting
|-
| align="center"; valign="bottom" | [[File:FFS Cheng Stand.png|bottom]] || align="center"; valign="bottom" | [[File:FFS Cheng Crouch.png|bottom]] || align="center"; valign="bottom" | [[File:FFS Cheng Jump.png|bottom]] || align="center"; valign="bottom" | [[File:FFS Cheng Taunt.gif|bottom]]
|-
| align="center" |  || align="center" |  || align="center" | 58F (4+51+3) duration, tied for the slowest jump in the game. || align="center" |
|}


= The Basics =
===Close Standing Normals===


= Advanced Strategy =
===== <span class="invisible-header">c5A</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Cheng_c5A.png
|subtitle=Shouda/掌打
|caption=
|name=c5A
|data=
{{AttackData-FFS
|Damage=8
|Stun=2
|Guard=Mid
|Startup=3
|Active=4
|Recovery=4
|Total=10
|Hit Adv=+8
|Block Adv=+9
|Property=Kara Cancel
|description=Essential move in Cheng's combos. Very fast startup and links to itself multiple times.
* Links unscaled to f5D.
}}
}}


= Match-ups =
===== <span class="invisible-header">c5B</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Cheng_c5B 1.png
|subtitle=Senpuukyaku/旋風脚
|caption=
|name=c5B
|data=
{{AttackData-FFS
|Damage=6
|Stun=2
|Guard=Mid
|Startup=8
|Active=6
|Recovery=10
|Total=23
|Hit Adv=0
|Block Adv=+1
|Property=Kara Cancel
|description=*Largely pointless as close A is better in every respect.
<gallery class="mw-collapsible">
  FFS_Cheng_c5B.png|
  FFS Cheng c5B 1.png|
  FFS Cheng c5B 2.png|
</gallery>
}}
}}


== Vs. Andy Bogard ==
===== <span class="invisible-header">c5C</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Cheng_c5C.png
|subtitle=Furiage Kensui/振上圏捶
|caption=
|name=c5C
|data=
{{AttackData-FFS
|Damage=20
|Stun=4
|Guard=Mid
|Startup=11
|Active=7
|Recovery=14
|Total=31
|Hit Adv=+3
|Block Adv=+2
|Property=Kara Cancel
|description=Works as an anti-air, but close D and C+D are much better options.
}}
}}


== Vs. Axel Hawk ==
===== <span class="invisible-header">c5D</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Cheng_c5D 2.png
|subtitle=Fujou Sokutou/振上足刀
|caption=
|name=c5D
|data=
{{AttackData-FFS
|Damage=18
|Stun=4
|Guard=Mid
|Startup=10
|Active=13
|Recovery=10
|Total=32
|Hit Adv=+1
|Block Adv=0
|Property=Kara Cancel
|description=Very good close range anti-air. Gives less reward on hit than C+D, but comes out faster.
<gallery class="mw-collapsible">
  FFS_Cheng_c5D.png|
  FFS Cheng c5D 1.png|
  FFS Cheng c5D 2.png|
  FFS Cheng c5D 1.png|
</gallery>
}}
}}


== Vs. Big Bear ==
===Far Standing Normals===


== Vs. Billy Kane ==
===== <span class="invisible-header">f5A</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Cheng_f5A.png
|subtitle=Kensui/圏捶
|caption=
|name=f5A
|data=
{{AttackData-FFS
|Damage=6
|Stun=2
|Guard=Mid
|Startup=10
|Active=5
|Recovery=12
|Total=26
|Hit Adv=-1
|Block Adv=0
|Property=Kara Cancel
|description=Very slow startup for a light normal. Even though the hitbox is decent, you're better off using 2A instead.
}}
}}


== Vs. Chin ShinZan (self) ==
===== <span class="invisible-header">f5B</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Cheng_f5B.png
|subtitle=Hanekyaku/跳脚
|caption=
|name=f5B
|data=
{{AttackData-FFS
|Damage=4
|Stun=2
|Guard=Low
|Startup=5
|Active=9
|Recovery=7
|Total=20
|Hit Adv=-1
|Block Adv=+6
|Property=Airborne 6-13F
|description= * Moves Cheng forward.
*One of the rare non-cancelable light normals.
}}
}}


== Vs. Duck King ==
===== <span class="invisible-header">f5C</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Cheng_f5C.png
|subtitle=Hakkeishou/発勁掌
|caption=
|name=f5C
|data=
{{AttackData-FFS
|Damage=20
|Stun=4
|Guard=Mid
|Startup=16
|Active=5
|Recovery=13
|Total=33
|Hit Adv=+6
|Block Adv=+5
|Property=Kara Cancel※
|description= * Moves Cheng forward.
※ Only cancellable during the first hitbox, which is unlikely to hit opponents.
<gallery class="mw-collapsible">
  FFS_Cheng_f5C.png|
  FFS Cheng f5C 1.png|
</gallery>
}}
}}


== Vs. Geese Howard ==
===== <span class="invisible-header">f5D</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Cheng_f5D.png
|subtitle=Hanekyaku/跳脚
|caption=
|name=f5D
|data=
{{AttackData-FFS
|Damage=16
|Stun=4
|Guard=Low
|Startup=7
|Active=14
|Recovery=10
|Total=33
|Hit Adv=-1
|Block Adv=-2
|Property=Airborne 8-19F
|description= * Moves Cheng forward.
*Beefier version of 5B with an even better hitbox. Great especially against low profile moves like slide kicks. One of the essential Cheng normals.
}}
}}


== Vs. Joe Higashi ==
===Crouching Normals===


== Vs. Jubei Yamada ==
===== <span class="invisible-header">2A</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Cheng_2A.png
|subtitle=Kasei Shouda/下勢掌打
|caption=
|name=2A
|data=
{{AttackData-FFS
|Damage=6
|Stun=2
|Guard=Mid
|Startup=5
|Active=6
|Recovery=11
|Total=21
|Hit Adv=-1
|Block Adv=0
|Property=Kara Cancel
|description=*Good poke in close range. Links from close A and combos into B Hagan Geki.
}}
}}


== Vs. Kim Kaphwan ==
===== <span class="invisible-header">2B</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Cheng_2B.png
|subtitle=Kaseikyaku/下勢脚
|caption=
|name=2B
|data=
{{AttackData-FFS
|Damage=6
|Stun=2
|Guard=Low
|Startup=10
|Active=7
|Recovery=12
|Total=28
|Hit Adv=-3
|Block Adv=-2
|Property=Kara Cancel
|description= *Pretty much the same move as 2D, just without the second hit. Safer on whiff but inferior otherwise.
}}
}}


== Vs. Laurence Blood ==
===== <span class="invisible-header">2C</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS Cheng 2C.png
|subtitle=Kasei Hiji-uchi/下勢肘打
|caption=
|name=2C
|data=
{{AttackData-FFS
|Damage=18
|Stun=4
|Guard=Mid
|Startup=8
|Active=7
|Recovery=17
|Total=31
|Hit Adv=0
|Block Adv=-1
|Property=Kara Cancel
|description=*Slower but more damaging alternative for 2A. Doesn't have a lot of reach which limits its usability.
}}
}}


== Vs. Mai Shiranui ==
===== <span class="invisible-header">2D</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Cheng_2D.png
|subtitle=Kasei Nidankyaku/下勢二段脚
|caption=
|name=2D
|data=
{{AttackData-FFS
|Damage=13
|Stun=4
|Guard=Low, Low
|Startup=10
|Active=8 (4) 11
|Recovery=14
|Total=46
|Hit Adv=KD
|Block Adv=-3
|Property=Kara Cancel
|description= *A low that hits twice. Reaches far and makes for a good okizeme tool in the corner as it'll beat backstep attempts due to its large amount of active frames. Powerful when cancelled into 236A.
<gallery class="mw-collapsible">
  FFS_Cheng_2D.png|
  FFS Cheng 2B.png|
</gallery>
}}
}}


== Vs. Ryo Sakazaki ==
===Jumping Normals===


== Vs. Terry Bogard ==
===== <span class="invisible-header">jA</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Cheng_jA.png
|subtitle=Hishouda/飛掌打
|caption=
|name=jA
|data=
{{AttackData-FFS
|Damage=8
|Stun=2
|Guard=Overhead
|Startup=6
|Active=∞
|Recovery=/
|Total=/
|Hit Adv=
|Block Adv=
|Property=
|description= * Diagonal and neutral jump versions are identical.
*Very good air-to-air move.
}}
}}


== Vs. Tung Fu Rue ==
===== <span class="invisible-header">jB</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Cheng_jB.png
|subtitle=Rakkyaku Sokutou/落脚足刀
|caption=
|name=jB
|data=
{{AttackData-FFS
|version=Diagonal Jump
|Damage=6
|Stun=2
|Guard=Overhead
|Startup=6
|Active=∞
|Recovery=/
|Total=/
|Hit Adv=
|Block Adv=
|Property=
|description=*Ideal for beating low profile anti-airs.
}}
{{AttackData-FFS
|header=no
|version=Neutral Jump
|Damage=6
|Stun=2
|Guard=Overhead
|Startup=7
|Active=∞
|Recovery=/
|Total=/
|Hit Adv=
|Block Adv=
|Property=
|description=
}}
}}


== Vs. Wolfgang Krauser ==
===== <span class="invisible-header">jC</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Cheng_jC.png
|image2=FFS_Cheng_j8C.png
|subtitle=
|caption=Diagonal Jump
|caption2=Neutral Jump
|name=jC
|data=
{{AttackData-FFS
|version=Diagonal Jump
|subtitle=Taikobara-uchi/太鼓腹打ち
|Damage=20
|Stun=4
|Guard=Overhead
|Startup=6
|Active=31
|Recovery=/
|Total=/
|Hit Adv=
|Block Adv=
|Property=
|description=*Very poor range, making it the least useful Cheng jump-in. Stays active for a very long time, at least.
}}
{{AttackData-FFS
|header=no
|version=Neutral Jump
|subtitle=Rakushousouda/落掌双打
|Damage=20
|Stun=4
|Guard=Overhead
|Startup=6
|Active=22
|Recovery=/
|Total=/
|Hit Adv=
|Block Adv=
|Property=
|description=*More damaging alternative for neutral jump A. Hitbox is slightly worse, though.
}}
}}


===== <span class="invisible-header">jD</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Cheng_jB.png
|subtitle=Nikikyaku/二起脚
|caption=Diagonal Jump
|caption2=Neutral Jump
|name=jD
|data=
<gallery class="mw-collapsible">
  FFS_Cheng_jB.png|
  FFS Cheng jD 1.png|
</gallery>
{{AttackData-FFS
|version=Diagonal Jump
|Damage=13x2
|Stun=4x2
|Guard=Overhead, Overhead
|Startup=8
|Active=7 (4) 17
|Recovery=/
|Total=/
|Hit Adv=
|Block Adv=
|Property=
|description=*Hits twice. Very good damage if both hits land, often leading to stun combos.
}}
{{AttackData-FFS
|header=no
|version=Neutral Jump
|Damage=13x2
|Stun=4x2
|Guard=Overhead, Overhead
|Startup=6
|Active=8 (3) 14
|Recovery=/
|Total=/
|Hit Adv=
|Block Adv=
|Property=
|description=*Slightly faster startup but otherwise identical to the diagonal version.
}}
}}


===Universal Mechanics===
===== <span class="invisible-header">Lane Blast (CD)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Cheng_CD_Front.png
|image2=FFS_Cheng_CD_Back 1.png
|subtitle=Hakkei Uraken/発勁裏拳
|caption=Front Lane
|caption2=Back Lane
|name=Lane Blast
|input=C+D
|data=
{{AttackData-FFS
|version=Front Lane
|Damage=22
|Stun=5
|Guard=Mid
|Startup=14
|Active=9 (3) 3 (3) 3 (3) 3
|Recovery=10
|Total=50
|Hit Adv=KD
|Block Adv=-18
|Property=Cancel, Lane Shift
|description= * Great anti-air.
<gallery class="mw-collapsible">
  FFS_Cheng_CD_Front.png|
  FFS Cheng CD Front 1.png|Between active frames
</gallery>
}}
{{AttackData-FFS
|header=no
|version=Back Lane
|Damage=22
|Stun=5
|Guard=Mid
|Startup=17
|Active=9 (3) 3 (3) 3
|Recovery=13
|Total=50
|Hit Adv=KD
|Block Adv=-15
|Property=Cancel, Lane Shift
|description=*Worse startup and hitbox, but still usable.
<gallery class="mw-collapsible">
  FFS_Cheng_CD_Back.png|Startup
  FFS Cheng CD Back 1.png|
  FFS Cheng CD Back 2.png|Between active frames
</gallery>
}}
}}
===== <span class="invisible-header">Lane Attack</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Cheng_Lane_Punch_Front.png
|image2=FFS Cheng Lane Kick Front.png
|image3=FFS Cheng Lane Punch Back.png
|image4=FFS Cheng Lane Kick Back.png
|subtitle=
|caption=Front Lane Punch
|caption2=Front Lane Kick
|caption3=Back Lane Punch
|caption4=Back Lane Kick
|name=Lane Attack
|input=A/B/C/D from opposite lane
|data=
{{AttackData-FFS
|version=A
|subtitle=飛掌打
|Damage=22
|Stun=2
|Guard=Overhead
|Startup=9
|Active=
|Recovery=4
|Total=
|Hit Adv=
|Block Adv=
|Property=/
|description= * Straight and fast cross-lane punch.
}}
{{AttackData-FFS
|header=no
|version=B
|subtitle=飛刀脚
|Damage=22
|Stun=2
|Guard=Overhead
|Startup=9
|Active=
|Recovery=4
|Total=
|Hit Adv=
|Block Adv=
|Property=/
|description= * Straight cross-lane kick.
}}
{{AttackData-FFS
|header=no
|version=C
|subtitle=飛掌打
|Damage=22
|Stun=4
|Guard=Overhead
|Startup=9
|Active=
|Recovery=4
|Total=
|Hit Adv=
|Block Adv=
|Property=/
|description= * Slower high angle punch.
}}
{{AttackData-FFS
|header=no
|version=D
|subtitle=飛刀脚
|Damage=22
|Stun=4
|Guard=Overhead
|Startup=9
|Active=
|Recovery=4
|Total=
|Hit Adv=
|Block Adv=
|Property=/
|description= * Slower high-angle kick.
}}
}}
===== <span class="invisible-header">Dodge Attack</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Cheng_Dodge_Attack 1.png
|subtitle=雲手
|caption=
|name=Dodge Attack
|input=6A during proximity guard
|data=
{{AttackData-FFS
|Damage=11
|Stun=5
|Guard=Mid
|Startup=16
|Active=9
|Recovery=18
|Total=42
|Hit Adv=Air Reset
|Block Adv=-8
|Property=Cancel, Upper-Body Invuln 1-24F
|description=
<gallery class="mw-collapsible">
  FFS_Cheng_Dodge_Attack.png|Startup
  FFS Cheng Dodge Attack 1.png|
  FFS Cheng Dodge Attack 2.png|Recovery
</gallery>
}}
}}
===Throws===
===== <span class="invisible-header">Aiki Nage (4/6C)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Cheng_C Throw.png
|caption=
|name=Aiki Nage
|input=close 4/6C
|data=
{{AttackData-FFS
|Damage=26
|Stun=3
|Guard=Throw
|Startup=1
|Active=1
|Recovery=/
|Hit Adv=
|Block Adv=/
|Property=/
|description= * Swaps sides.
<gallery class="mw-collapsible">
  FFS Cheng C Throw 1.png|
</gallery>
}}
}}
===== <span class="invisible-header">Zutsuki Satsu (4/6D)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Cheng_D Throw.png
|caption=
|name=Zutsuki Satsu
|input=close 4/6D
|data=
{{AttackData-FFS
|Damage=16~32 (4 x 4~8)
|Stun=0
|Guard=Throw
|Startup=1
|Active=1
|Recovery=/
|Hit Adv=
|Block Adv=/
|Property=/
|description= * Hold throw. Opponent can mash to reduce hits.
<gallery class="mw-collapsible">
  FFS Cheng D Throw 1.png|
</gallery>
}}
}}
===Special Moves===
===== <span class="invisible-header">Ki Rai Hou (236P)</span> =====
{{MoveData
| name    = Ki Rai Hou
| input    = 236A/C
| subtitle =
| image    = FFS Cheng 236A 1.png
| image2  = FFS Cheng 236C 1.png
| caption  = A
| caption2 = C
| data  = 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.
{{AttackData-FFS
| version    = A
| subtitle    =
| Damage      = 16 (4)
| Stun        = 3
| Guard      = Mid, Low
| Startup    = 21
| Active      = 22+20
| Recovery    = 33
| Total      =
| Hit Adv    = -1
| Block Adv  = -4
| Property    = /
| description =
<gallery class="mw-collapsible">
  FFS Cheng 236A.png|
  FFS Cheng 236A 1.png|
  FFS Cheng 236A 2.png|
  FFS Cheng 236A 3.png|
  FFS Cheng 236A 4.png|
  FFS Cheng 236A 5.png|
</gallery>
}}
{{AttackData-FFS
| header      = no
| version    = C
| subtitle    =
| Damage      = 22 (5)
| Stun        = 6
| Guard      = Mid, Low
| Startup    = 25
| Active      = 27+20
| Recovery    = 36
| Total      =
| Hit Adv    = +4
| Block Adv  = -2
| Property    = /
| description =
<gallery class="mw-collapsible">
  FFS Cheng 236C.png|
  FFS Cheng 236C 1.png|
  FFS Cheng 236C 2.png|
  FFS Cheng 236C 3.png|
  FFS Cheng 236C 4.png|
  FFS Cheng 236C 5.png|
</gallery>
}}
}}
===== <span class="invisible-header">Dai Taiko-bara Uchi ([2]8P)</span> =====
{{MoveData
| name    = Dai Taiko-bara Uchi
| input    = [2]8A/C
| subtitle =
| image    = FFS Cheng 28P 1.png
| caption  =
| data  = Advantage frames are from landing on Terry.
<gallery class="mw-collapsible">
  FFS Cheng 28P.png|
  FFS Cheng 28P 1.png|
</gallery>
{{AttackData-FFS
| version    = A
| subtitle    =
| Damage      = 18 (4)
| Stun        = 3
| Guard      = Mid
| Startup    = 10
| Active      = 51
| Recovery    = 10+26
| Total      =
| Hit Adv    = -16
| Block Adv  = -16
| Property    = Invincible 1-6F
| description = * Cheng falls slowly and can be steered left and right with 4/6.
* Charge time: 30F.
}}
{{AttackData-FFS
| header      = no
| version    = C
| subtitle    =
| Damage      = 26 (6)
| Stun        = 6
| Guard      = Mid
| Startup    = 13
| Active      = 28
| Recovery    = 10+26
| Total      =
| Hit Adv    = KD
| Block Adv  = -19
| Property    = Invincible 1-8F
| description = * Much faster than the A version and tracks the opponent's position but cannot be steered.
* Charge time: 45F.
}}
}}
===== <span class="invisible-header">Ha Gan Geki ([4]6K)</span> =====
{{MoveData
| name    = Ha Gan Geki
| input    = [4]6B/D
| subtitle =
| image    = FFS Cheng 46B.png
| caption  =
| data  =
{{AttackData-FFS
| version    = B
| subtitle    =
| Damage      = 16 (4)
| Stun        = 3
| Guard      = Low
| Startup    = 1
| Active      = 18
| Recovery    = 16
| Total      = 34
| Hit Adv    = KD (+31)
| Block Adv  = -8
| Property    =
| description = * 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.
<gallery class="mw-collapsible">
  FFS Cheng 46B.png|
  FFS Cheng 46B 1.png|
  FFS Cheng 46B 2.png|
  FFS Cheng 46B 3.png|
  FFS Cheng 46B.png|
  FFS Cheng 46B 1.png|
</gallery>
}}
{{AttackData-FFS
| header      = no
| version    = D
| subtitle    =
| Damage      = 22 (5)
| Stun        = 6
| Guard      = Low
| Startup    = 34
| Active      = 20
| Recovery    = 21
| Total      = 74
| Hit Adv    = KD (+61)
| Block Adv  = -17
| Property    = Invincible 1-16F
| description = * Rolls farther than the B version but has extremely slow startup that's only partially invincible.
* Charge time: 45F.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show detailed hitboxes" data-collapsetext="hide detailed hitboxes">
  FFS Cheng 46D.png|
  FFS Cheng 46D 1.png|First vulnerable frame
  FFS Cheng 46D 2.png|
  FFS Cheng 46D 3.png|
  FFS Cheng 46B.png|
  FFS Cheng 46B 1.png|
  FFS Cheng 46B 2.png|
  FFS Cheng 46B 3.png|
  FFS Cheng 46B.png|
  FFS Cheng 46B 1.png|
  FFS Cheng 46B 2.png|
</gallery>
}}
}}
===Desperation Move===
===== <span class="invisible-header">Bakurai Hou ([1]26BC)</span> =====
{{MoveData
| name    = Bakurai Hou
| input    = [1]26B+C
| subtitle = When health is flashing
| image    = FFS Cheng 126BC 1.png
| caption  =
| data  =
{{AttackData-FFS
| Damage      = 48 (12)
| Stun        = 4
| Guard      = Mid, Low
| Startup    = 32
| Active      = 23+20
| Recovery    = 36
| Total      =
| Hit Adv    = KD
| Block Adv  = +6
| Property    =
| description = * A super version of [[#Ki Rai Hou (236P) | Ki Rai Hou]]. Like it, the lingering explosion hitbox hits low.
* Charge time: 60F.
<gallery class="mw-collapsible">
  FFS Cheng 126BC.png|
  FFS Cheng 126BC 1.png|
  FFS Cheng 126BC 2.png|
  FFS Cheng 126BC 3.png|
  FFS Cheng 126BC 4.png|
  FFS Cheng 126BC 5.png|
</gallery>
}}
}}
==Combos==
''Note: c5A will whiff against crouching Tung and crouching/dizzy Duck King, Jubei, and Mai''
* '''c5AxN, f5D''' - 43 damage, 12 stun (N = 4)
Requires that D be pressed from far enough that c5D won't come out, but also close enough that the first active frame of f5D will reach (which may not work depending on opponent's hitstun hurtbox)
* '''c5AxN, 2A > [4]6B''' - 43 damage, 13 stun (N = 4)
Knocks down and is more consistent but requires charge and is harder to use with microwalking.
* '''2C > [4]6B''' - 32 damage, 10 stun
2C is a good poke and this combo works from a much farther distance than c5A and has no issues against crouching characters.
* '''(meaty) 236P, [4]6B''' - 30 damage, 6 stun with 236A, 36 damage and 9 stun with 236C
Done from a 2D > 236A meaty or when a jumping opponent lands on top of an exploding fireball.
== Strategy ==
===The Basics===
Cheng's main gameplan is to throw 236A and 236C and use front lane CD as an anti-air. The arc of 236* allows it to go over the opponent's projectiles and hit them, and it cannot be evaded by a Dodge Attack. The explosion after the fireball lands can also punish a jump's landing recovery and allow Cheng to follow up with a [4]6B. Cheng's Dodge Attack is usually too slow to be useful, but his jA is a great air to air and can be used instead of CD in the back lane.
When up close:
* f5D is very disjointed and fast, stuffing most other buttons
* 2A is quick and can combo into [4]6B
* 2D is his farthest range cancellable normal and sets up a meaty 236A but is very slow to whiff
[4]6B is an incredible move that is great for punishes, combos, and movement.
===Advanced Strategy===
==Matchups==
===Vs. Andy Bogard===
4 - 6
Andy's fireball has a long startup, making it one of the easiest projectiles to counter with [2]8C. 5B and 5D are your best moves against Zaneiken, while CD beats Kuuha Dan.
===Vs. Axel Hawk===
6 - 4
[2]8C makes for a very good counter against Tornado Upper.
===Vs. Big Bear===
7 - 3
Kirai Hou is excellent in this matchup as it's pretty much impossible for Bear to avoid with his tackle, and it can beat Super Drop Kick as well. You can also use 5D to beat tackle attempts.
===Vs. Billy Kane===
3.5 - 6.5
===Vs. Cheng Sinzan===
5 - 5
===Vs. Duck King===
6.5 - 3.5
Keep your distance as Duck is deadly up close and can easily stun you in one combo. Zone him with Kirai Hou and anti-air jumps with CD or close D. 5D counters his slide kick. Light Hagan Geki is great for breaking out of blockstring pressure.
===Vs. Geese Howard===
5 - 5
===Vs. Joe Higashi===
3.5 - 6.5
Hurricane Upper has fast recovery, so countering it with [2]8C requires a good read on your part. Jump B and D beat Joe's slide anti-air, but you still need to watch out for his 5D and Tiger Kick.
===Vs. Jubei Yamada===
3.5 - 6.5
Jump B/D can beat Jubei's low profile anti-airs, while 5D is great against slide kicks on ground.
===Vs. Kim Kaphwan===
4 - 6
CD and neutral jump A are good divekick counters.
===Vs. Laurence Blood===
5 - 5
===Vs. Mai Shiranui===
4 - 6
===Vs. Ryo Sakazaki===
===Vs. Terry Bogard===
4.5 - 5.5
===Vs. Tung Fu Rue===
6 - 4
===Vs. Wolfgang Krauser===
4 - 6
{{Navbox-FFS}}
[[Category:Fatal Fury Special]]
[[Category:Fatal Fury Special]]
[[Category:Cheng Sinzan]]

Latest revision as of 22:19, 18 April 2025

The Money-Grubbing Mauler
Ffspeccheng colors.png

Introduction

An unorthodox zoner with tricky special moves. He can lob his fireball over enemy projectiles or have it curve to hit low profiles, and he has a great CD anti-air to punish jumps with. After scoring a knockdown, he can lock down the opponent with his fireball's lasting explosion after it touches the ground, and he is great at punishing from a distance with his instant rolling attack. However, his basic movement is very sluggish and he lacks damaging combos, making it difficult for him to deal with higher tier zoners.

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

General Hurtboxes

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, tied for the slowest jump in the game.

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.

  • Links unscaled to f5D.
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
Furiage Kensui/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

Works as an anti-air, but close D and C+D are much better options.

c5D

c5D
Fujou Sokutou/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

Very good close range anti-air. Gives less reward on hit than C+D, but comes out faster.

Far Standing Normals

f5A

f5A
Kensui/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

Very slow startup for a light normal. Even though the hitbox is decent, you're better off using 2A instead.

f5B

f5B
Hanekyaku/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.
  • One of the rare non-cancelable light normals.
f5C

f5C
Hakkeishou/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
Hanekyaku/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.
  • Beefier version of 5B with an even better hitbox. Great especially against low profile moves like slide kicks. One of the essential Cheng normals.

Crouching Normals

2A

2A
Kasei Shouda/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
  • Good poke in close range. Links from close A and combos into B Hagan Geki.
2B

2B
Kaseikyaku/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
  • Pretty much the same move as 2D, just without the second hit. Safer on whiff but inferior otherwise.
2C

2C
Kasei Hiji-uchi/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
  • Slower but more damaging alternative for 2A. Doesn't have a lot of reach which limits its usability.
2D

2D
Kasei Nidankyaku/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
  • A low that hits twice. Reaches far and makes for a good okizeme tool in the corner as it'll beat backstep attempts due to its large amount of active frames. Powerful when cancelled into 236A.

Jumping Normals

jA

jA
Hishouda/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.
  • Very good air-to-air move.
jB

jB
Rakkyaku Sokutou/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 / / - - -
  • Ideal for beating low profile anti-airs.
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
Taikobara-uchi/太鼓腹打ち
20 4 Overhead 6 31 / / - - -
  • Very poor range, making it the least useful Cheng jump-in. Stays active for a very long time, at least.
Neutral Jump
Rakushousouda/落掌双打
20 4 Overhead 6 22 / / - - -
  • More damaging alternative for neutral jump A. Hitbox is slightly worse, though.
jD

jD
Nikikyaku/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 / / - - -
  • Hits twice. Very good damage if both hits land, often leading to stun combos.
Neutral Jump 13x2 4x2 Overhead, Overhead 6 8 (3) 14 / / - - -
  • Slightly faster startup but otherwise identical to the diagonal version.

Universal Mechanics

Lane Blast (CD)

Lane Blast
Hakkei Uraken/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
  • Worse startup and hitbox, but still usable.
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

Note: c5A will whiff against crouching Tung and crouching/dizzy Duck King, Jubei, and Mai

  • c5AxN, f5D - 43 damage, 12 stun (N = 4)

Requires that D be pressed from far enough that c5D won't come out, but also close enough that the first active frame of f5D will reach (which may not work depending on opponent's hitstun hurtbox)

  • c5AxN, 2A > [4]6B - 43 damage, 13 stun (N = 4)

Knocks down and is more consistent but requires charge and is harder to use with microwalking.

  • 2C > [4]6B - 32 damage, 10 stun

2C is a good poke and this combo works from a much farther distance than c5A and has no issues against crouching characters.

  • (meaty) 236P, [4]6B - 30 damage, 6 stun with 236A, 36 damage and 9 stun with 236C

Done from a 2D > 236A meaty or when a jumping opponent lands on top of an exploding fireball.

Strategy

The Basics

Cheng's main gameplan is to throw 236A and 236C and use front lane CD as an anti-air. The arc of 236* allows it to go over the opponent's projectiles and hit them, and it cannot be evaded by a Dodge Attack. The explosion after the fireball lands can also punish a jump's landing recovery and allow Cheng to follow up with a [4]6B. Cheng's Dodge Attack is usually too slow to be useful, but his jA is a great air to air and can be used instead of CD in the back lane.

When up close:

  • f5D is very disjointed and fast, stuffing most other buttons
  • 2A is quick and can combo into [4]6B
  • 2D is his farthest range cancellable normal and sets up a meaty 236A but is very slow to whiff

[4]6B is an incredible move that is great for punishes, combos, and movement.

Advanced Strategy

Matchups

Vs. Andy Bogard

4 - 6

Andy's fireball has a long startup, making it one of the easiest projectiles to counter with [2]8C. 5B and 5D are your best moves against Zaneiken, while CD beats Kuuha Dan.

Vs. Axel Hawk

6 - 4

[2]8C makes for a very good counter against Tornado Upper.

Vs. Big Bear

7 - 3

Kirai Hou is excellent in this matchup as it's pretty much impossible for Bear to avoid with his tackle, and it can beat Super Drop Kick as well. You can also use 5D to beat tackle attempts.

Vs. Billy Kane

3.5 - 6.5

Vs. Cheng Sinzan

5 - 5

Vs. Duck King

6.5 - 3.5

Keep your distance as Duck is deadly up close and can easily stun you in one combo. Zone him with Kirai Hou and anti-air jumps with CD or close D. 5D counters his slide kick. Light Hagan Geki is great for breaking out of blockstring pressure.

Vs. Geese Howard

5 - 5

Vs. Joe Higashi

3.5 - 6.5

Hurricane Upper has fast recovery, so countering it with [2]8C requires a good read on your part. Jump B and D beat Joe's slide anti-air, but you still need to watch out for his 5D and Tiger Kick.

Vs. Jubei Yamada

3.5 - 6.5

Jump B/D can beat Jubei's low profile anti-airs, while 5D is great against slide kicks on ground.

Vs. Kim Kaphwan

4 - 6

CD and neutral jump A are good divekick counters.

Vs. Laurence Blood

5 - 5

Vs. Mai Shiranui

4 - 6

Vs. Ryo Sakazaki

Vs. Terry Bogard

4.5 - 5.5

Vs. Tung Fu Rue

6 - 4

Vs. Wolfgang Krauser

4 - 6

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