Joel Morales (talk | contribs) m (moved Chin ShinZan (FFS) to Cheng Sinzan (FFS): His name is actually Cheng Sinzan.) |
(→Strategy: cutting down, WIP) |
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(59 intermediate revisions by 6 users not shown) | |||
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[[File:Ffspeccheng.png|right|The Money-Grubbing Mauler]] | |||
[[File:Ffspeccheng_colors.png|right]] | |||
{{TOClimit|3}} | |||
= | ==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. | |||
== | {| | ||
|-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 | |||
|- | |||
|} | |||
== | ==Move List== | ||
== | ===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" | | |||
|} | |||
= | ===Close Standing Normals=== | ||
= | ===== <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. | |||
}} | |||
}} | |||
= | ===== <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> | |||
}} | |||
}} | |||
== | ===== <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. | |||
}} | |||
}} | |||
== | ===== <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> | |||
}} | |||
}} | |||
== | ===Far Standing Normals=== | ||
== | ===== <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. | |||
}} | |||
}} | |||
== | ===== <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. | |||
}} | |||
}} | |||
== | ===== <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> | |||
}} | |||
}} | |||
== | ===== <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. | |||
}} | |||
}} | |||
== | ===Crouching Normals=== | ||
== | ===== <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. | |||
}} | |||
}} | |||
== | ===== <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. | |||
}} | |||
}} | |||
== | ===== <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. | |||
}} | |||
}} | |||
== | ===== <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> | |||
}} | |||
}} | |||
== | ===Jumping Normals=== | ||
== | ===== <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. | |||
}} | |||
}} | |||
== | ===== <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= | |||
}} | |||
}} | |||
== | ===== <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
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 |
---|---|
|
|
Move List
General Hurtboxes
Standing | Crouching | Jumping | Taunting |
![]() |
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58F (4+51+3) duration, tied for the slowest jump in the game. |
Close Standing Normals
c5A
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
c5C
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
Far Standing Normals
f5A
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
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
4 | 2 | Low | 5 | 9 | 7 | 20 | -1 | +6 | Airborne 6-13F | |
|
f5C
f5D
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
16 | 4 | Low | 7 | 14 | 10 | 33 | -1 | -2 | Airborne 8-19F | |
|
Crouching Normals
2A
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
6 | 2 | Mid | 5 | 6 | 11 | 21 | -1 | 0 | Kara Cancel | |
|
2B
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
6 | 2 | Low | 10 | 7 | 12 | 28 | -3 | -2 | Kara Cancel | |
|
2C
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
18 | 4 | Mid | 8 | 7 | 17 | 31 | 0 | -1 | Kara Cancel | |
|
2D
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
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
8 | 2 | Overhead | 6 | ∞ | / | / | - | - | - | |
|
jB
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
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 | / | / | - | - | - | |
| |||||||||||
Neutral Jump Rakushousouda/落掌双打 |
20 | 4 | Overhead | 6 | 22 | / | / | - | - | - | |
|
jD
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)
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 | |
Back Lane | 22 | 5 | Mid | 17 | 9 (3) 3 (3) 3 | 13 | 50 | KD | -15 | Cancel, Lane Shift | |
Lane Attack
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
A 飛掌打 |
22 | 2 | Overhead | 9 | - | 4 | - | - | - | / | |
| |||||||||||
B 飛刀脚 |
22 | 2 | Overhead | 9 | - | 4 | - | - | - | / | |
| |||||||||||
C 飛掌打 |
22 | 4 | Overhead | 9 | - | 4 | - | - | - | / | |
| |||||||||||
D 飛刀脚 |
22 | 4 | Overhead | 9 | - | 4 | - | - | - | / | |
|
Dodge Attack
Throws
Aiki Nage (4/6C)
Zutsuki Satsu (4/6D)
Special Moves
Ki Rai Hou (236P)
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)
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 | |
| |||||||||||
C | 26 (6) | 6 | Mid | 13 | 28 | 10+26 | - | KD | -19 | Invincible 1-8F | |
|
Ha Gan Geki ([4]6K)
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 | - | |
D | 22 (5) | 6 | Low | 34 | 20 | 21 | 74 | KD (+61) | -17 | Invincible 1-16F | |
Desperation Move
Bakurai Hou ([1]26BC)
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
48 (12) | 4 | Mid, Low | 32 | 23+20 | 36 | - | KD | +6 | - | |
|
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