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{| | {| | ||
|-style="text-align:left;" | |-style="text-align:left;" | ||
A glass cannon combo machine with short reach but explosive damage - Tung is a high-risk, high-reward character that requires plenty of practice to be played effectively, but has the potential to win a round with just a couple of good reads. | |||
! Pros !! Cons | ! Pros !! Cons | ||
|- style="vertical-align:top;text-align:left" | |- style="vertical-align:top;text-align:left" | ||
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==Move List== | ==Move List== | ||
===General Hurtboxes=== | |||
{| border="1em" cellspacing="0" style="border: 1px solid #999;" | {| border="1em" cellspacing="0" style="border: 1px solid #999;" | ||
| align="center" | Standing || align="center" | Walking/Taunting || align="center" | Crouching || align="center" | Jumping | | align="center" | Standing || align="center" | Walking/Taunting || align="center" | Crouching || align="center" | Jumping | ||
Line 46: | Line 49: | ||
|Hit Adv=+10 | |Hit Adv=+10 | ||
|Block Adv=+11 | |Block Adv=+11 | ||
|Property=Kara | |Property=Kara Cancel | ||
|description=*Used for close range pressure and combos. | |description=*Used for close range pressure and combos. | ||
}} | }} | ||
Line 69: | Line 72: | ||
|Hit Adv=+7 | |Hit Adv=+7 | ||
|Block Adv=+8 | |Block Adv=+8 | ||
|Property=Kara | |Property=Kara Cancel | ||
|description=*Close A is better. | |description=*Close A is better. | ||
}} | }} | ||
Line 145: | Line 148: | ||
|Hit Adv=+10 | |Hit Adv=+10 | ||
|Block Adv=+11 | |Block Adv=+11 | ||
|Property=Kara | |Property=Kara Cancel | ||
|description=*Good close range poke. Can link into 2C or 2D. | |description=*Good close range poke. Can link into 2C or 2D. | ||
}} | }} | ||
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|Hit Adv=+7 | |Hit Adv=+7 | ||
|Block Adv=+8 | |Block Adv=+8 | ||
|Property=Kara | |Property=Kara Cancel | ||
|description=*Doesn't reach too far, but the hitbox is amazing and beats pretty much all rushing special attacks like Burn Knuckle, Zaneiken etc. An essential tool in neutral. You can even combo off this. | |description=*Doesn't reach too far, but the hitbox is amazing and beats pretty much all rushing special attacks like Burn Knuckle, Zaneiken etc. An essential tool in neutral. You can even combo off this. | ||
}} | }} | ||
Line 290: | Line 293: | ||
|Block Adv=+9 | |Block Adv=+9 | ||
|Property=Kara Cancel | |Property=Kara Cancel | ||
|description=*Less range | |description=*Less range than 5C, but cancelable which makes it invaluable in combos. | ||
}} | }} | ||
}} | }} | ||
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|image=FFS_Tung_jB.png | |image=FFS_Tung_jB.png | ||
|image2=FFS_Tung_j8B.png | |image2=FFS_Tung_j8B.png | ||
|subtitle= | |subtitle=Hitai/飛腿 | ||
|caption=Diagonal Jump | |caption=Diagonal Jump | ||
|caption2=Neutral Jump | |caption2=Neutral Jump | ||
Line 365: | Line 368: | ||
|Property= | |Property= | ||
|description= * Same frame data for diagonal and neutral jumps. | |description= * Same frame data for diagonal and neutral jumps. | ||
*Diagonal version has more horizontal reach than jump A, making it a better air-to-air. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=FFS_Tung_jC.png | |image=FFS_Tung_jC.png | ||
|subtitle= | |subtitle=Gekitou/撃襠 | ||
|caption= | |caption= | ||
|name=jC | |name=jC | ||
Line 388: | Line 392: | ||
|Property= | |Property= | ||
|description= * Same frame data for diagonal and neutral jumps. | |description= * Same frame data for diagonal and neutral jumps. | ||
*Does more damage than jump A, but the hitbox is weaker. | |||
}} | }} | ||
}} | }} | ||
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|image=FFS_Tung_jD.png | |image=FFS_Tung_jD.png | ||
|image2=FFS_Tung_j8D.png | |image2=FFS_Tung_j8D.png | ||
|subtitle= | |subtitle=Nikikyaku/二起脚 | ||
|caption=Diagonal Jump | |caption=Diagonal Jump | ||
|caption2=Neutral Jump | |caption2=Neutral Jump | ||
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|Block Adv= | |Block Adv= | ||
|Property= | |Property= | ||
|description= | |description=*Hits twice when timed right, although the second hit will whiff against smaller characters. | ||
<gallery class="mw-collapsible"> | <gallery class="mw-collapsible"> | ||
FFS Tung jD.png| | FFS Tung jD.png| | ||
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===Universal Mechanics=== | ===Universal Mechanics=== | ||
===== <span class="invisible-header">Lane Blast</span> ===== | ===== <span class="invisible-header">Lane Blast (CD)</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image=FFS_Tung_CD_Front 1.png | |image=FFS_Tung_CD_Front 1.png | ||
|image2=FFS_Tung_CD_Back 1.png | |image2=FFS_Tung_CD_Back 1.png | ||
|subtitle= | |subtitle=Senpuuken/旋風拳 | ||
|caption=Front Lane | |caption=Front Lane | ||
|caption2=Back Lane | |caption2=Back Lane | ||
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|Property=Cancel, Lane Shift, Lower-Body Invuln 10-33F | |Property=Cancel, Lane Shift, Lower-Body Invuln 10-33F | ||
|description= * Same frame data for front and back lane versions. | |description= * Same frame data for front and back lane versions. | ||
*Not that great, but may counter some lows thanks to its lower body invulnerability. | |||
<gallery class="mw-collapsible"> | <gallery class="mw-collapsible"> | ||
FFS Tung CD Front.png|Startup (Front) | FFS Tung CD Front.png|Startup (Front) | ||
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|name=Lane Attack | |name=Lane Attack | ||
|input=A/B/C/D from opposite lane | |input=A/B/C/D from opposite lane | ||
|data= | |data=Tung has the same lane attack for punch and kick buttons. Unfortunately whiffs against crouching Jubei and Mai. | ||
* Cells with two values (X/Y) list the front lane to back lane data first, then vice-versa. | |||
{{AttackData-FFS | {{AttackData-FFS | ||
|version=A/B | |version=A/B | ||
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|Guard=Overhead | |Guard=Overhead | ||
|Startup=9 | |Startup=9 | ||
|Active= | |Active=22/21 | ||
|Recovery=4 | |Recovery=4 | ||
|Total= | |Total=34/33 | ||
|Hit Adv= | |Hit Adv=+5/+7 | ||
|Block Adv= | |Block Adv=+12/+14 | ||
|Property=/ | |Property=/ | ||
|description= * | |description= * Straight and fast lane attack. | ||
* Doesn't hit the back lane until frame 25 and the front lane until frame 26. | |||
}} | }} | ||
{{AttackData-FFS | {{AttackData-FFS | ||
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|Guard=Overhead | |Guard=Overhead | ||
|Startup=9 | |Startup=9 | ||
|Active= | |Active=43/40 | ||
|Recovery=4 | |Recovery=4 | ||
|Total= | |Total=55/52 | ||
|Hit Adv= | |Hit Adv=+6/+8 | ||
|Block Adv= | |Block Adv=+13/+15 | ||
|Property=/ | |Property=/ | ||
|description= * | |description= * Slower high angle lane attack. | ||
* Doesn't hit the back lane until frame 45 and the front lane until frame 46. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=FFS_Tung_Dodge_Attack 1.png | |image=FFS_Tung_Dodge_Attack 1.png | ||
|subtitle= | |subtitle=Hisuiha/避水波 | ||
|caption= | |caption= | ||
|name=Dodge Attack | |name=Dodge Attack | ||
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|Block Adv=-13 | |Block Adv=-13 | ||
|Property=Kara Cancel, Upper-Body Invuln 1-24F | |Property=Kara Cancel, Upper-Body Invuln 1-24F | ||
|description= | |description=The upwards pointing hitbox makes this most suitable for anti-airing. | ||
<gallery class="mw-collapsible"> | <gallery class="mw-collapsible"> | ||
FFS Tung Dodge Attack.png|Startup | FFS Tung Dodge Attack.png|Startup | ||
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===Throws=== | ===Throws=== | ||
===== <span class="invisible-header"> | ===== <span class="invisible-header">Ressen Shou (4/6C)</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image=FFS_Tung_C_Throw.png | |image=FFS_Tung_C_Throw 1.png | ||
|caption= | |caption= | ||
|name=Ressen Shou | |name=Ressen Shou | ||
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|Damage=26 | |Damage=26 | ||
|Stun=3 | |Stun=3 | ||
|range=8 | |||
|Guard=Throw | |Guard=Throw | ||
|Startup=1 | |Startup=1 | ||
Line 561: | Line 571: | ||
|Block Adv=/ | |Block Adv=/ | ||
|Property=/ | |Property=/ | ||
|description= | |description= * Tied for the shortest throw range in the game. | ||
}} | }} | ||
}} | }} | ||
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| Block Adv = -11 | | Block Adv = -11 | ||
| Property = | | Property = | ||
| description = | | description = *Safe on block when spaced correctly, making it a good move for dealing chip damage. | ||
}} | }} | ||
{{AttackData-FFS | {{AttackData-FFS | ||
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| Block Adv = -22 | | Block Adv = -22 | ||
| Property = | | Property = | ||
| description = | | description = *Tung's main combo ender. Travels much farther and is very unsafe on block. | ||
}} | }} | ||
}} | }} | ||
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| input = [1]9B/D | | input = [1]9B/D | ||
| subtitle = | | subtitle = | ||
| image = FFS Tung | | image = FFS Tung 19K 1.png | ||
| caption = | |||
| caption = | |||
| data = A command grab. Input the button slightly before the 9 direction to avoid accidental jumps. | | data = A command grab. Input the button slightly before the 9 direction to avoid accidental jumps. | ||
*Having a charge motion limits its usability, but it makes for an excellent "get off me" move when being pressured up close as it has only 1 frame of startup. | |||
{{AttackData-FFS | {{AttackData-FFS | ||
| version = B | | version = B | ||
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| Damage = 16 | | Damage = 16 | ||
| Stun = 3 | | Stun = 3 | ||
| range = 23 | |||
| Guard = Throw | | Guard = Throw | ||
| Startup = 1 | | Startup = 1 | ||
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| Damage = 26 | | Damage = 26 | ||
| Stun = 6 | | Stun = 6 | ||
| range = 51 | |||
| Guard = Throw | | Guard = Throw | ||
| Startup = 1 | | Startup = 1 | ||
Line 660: | Line 665: | ||
}} | }} | ||
===== <span class="invisible-header"> | ===== <span class="invisible-header">Shouha ([1]6P)</span> ===== | ||
{{MoveData | {{MoveData | ||
| name = | | name = Shouha | ||
| input = [1]6P | | input = [1]6P | ||
| subtitle = | | subtitle = | ||
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| caption = A | | caption = A | ||
| caption2 = C | | caption2 = C | ||
| data = | | data = Has a projectile hitbox, and will destroy enemy projectiles upon collision. | ||
{{AttackData-FFS | {{AttackData-FFS | ||
| version = A | | version = A | ||
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| Property = | | Property = | ||
| description = * Charge time: 50F. | | description = * Charge time: 50F. | ||
*Slower than A, but has more range. | |||
<gallery class="mw-collapsible"> | <gallery class="mw-collapsible"> | ||
FFS Tung 16A 1.png| | FFS Tung 16A 1.png| | ||
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{{AttackData-FFS | {{AttackData-FFS | ||
| Damage = 20xN (5xN) | | Damage = 20xN (5xN) | ||
| Stun = | | Stun = 3xN | ||
| Guard = Mid | | Guard = Mid | ||
| Startup = 2 | | Startup = 2 | ||
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| Block Adv = -58 | | Block Adv = -58 | ||
| Property = Invincible 1-31F | | Property = Invincible 1-31F | ||
| description = | | description = *Would be a great anti-air, but the mash input makes it impractical. Potentially unsafe on hit as well. Mostly used as a chip kill/trick combo move. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show detailed hitboxes" data-collapsetext="hide detailed hitboxes"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show detailed hitboxes" data-collapsetext="hide detailed hitboxes"> | ||
FFS Tung MashC.png| | FFS Tung MashC.png| | ||
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| Block Adv = -12 | | Block Adv = -12 | ||
| Property = Throw Invuln, Lower-Body Invuln | | Property = Throw Invuln, Lower-Body Invuln | ||
| description = * Advances and does good chip, but there is a punishable gap between the 2nd and 3rd hit on block. | | description = * Advances and does good chip, but unless it hits meaty there is a punishable gap between the 2nd and 3rd hit on block. | ||
* To avoid accidental jumps, press BC slightly before 8. | * To avoid accidental jumps, press BC slightly before 8. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show detailed hitboxes" data-collapsetext="hide detailed hitboxes"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show detailed hitboxes" data-collapsetext="hide detailed hitboxes"> | ||
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==Combos== | ==Combos== | ||
* c5AxN | ''Note: c5A whiffs on crouching/dizzy Mai'' | ||
* c5AxN, f5A, 2C > 214C | * c5AxN, f5A, 2D - 35 damage (N=3). | ||
Reliable combo. If near the corner and the opponent has no reversal, 2D can be cancelled into 6328BC for +20 damage in meaty chip. | |||
* c5AxN, f5A, 2C > 214C - 54 damage (N=3). | |||
214C may whiff against short crouching characters if done from too far. | |||
* 2C > [1]6C | * 2C > [1]6C | ||
Only works from close range. | |||
* c5D(2) > 214C | * c5D(2) > 214C | ||
* Meaty 2B | * Meaty 2B, c5A, 2C > 214C | ||
* ( | * (vs crouching dizzy Mai in corner) jA (crossup) > Mash C (7 hits) | ||
Very niche and difficult combo, but looks extremely stylish and is sure to kill or redizzy the opponent. | |||
== | == Strategy == | ||
=== | === The Basics === | ||
=== | === Advanced Strategy === | ||
== | ==Matchups== | ||
===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=== | |||
{{Navbox-FFS}} | {{Navbox-FFS}} | ||
[[Category:Fatal Fury Special]] | [[Category:Fatal Fury Special]] | ||
[[Category:Tung Fu Rue]] | [[Category:Tung Fu Rue]] |
Revision as of 07:59, 7 May 2025
Introduction
Pros | Cons |
---|---|
|
|
Move List
General Hurtboxes
Standing | Walking/Taunting | Crouching | Jumping |
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56F (4+47+5) duration. |
Close Standing Normals
c5A
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
9 | 2 | Mid | 5 | 3 | 3 | 10 | +10 | +11 | Kara Cancel | |
|
c5B
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
11 | 2 | Mid | 6 | 5 | 4 | 14 | +7 | +8 | Kara Cancel | |
|
c5C
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
17 | 4 | Mid | 6 | 6 | 9 | 20 | +9 | +8 | Kara Cancel | |
Can anti-air, although tricky to use due to it being a close range normal. |
c5D
Far Standing Normals
f5A
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
7 | 2 | Mid | 5 | 3 | 3 | 10 | +10 | +11 | Kara Cancel | |
|
f5B
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
9 | 2 | Mid | 6 | 5 | 4 | 14 | +7 | +8 | Kara Cancel | |
|
f5C
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
17 | 4 | Mid | 8 | 5 | 8 | 20 | +10 | +9 | / | |
Excellent range as far as Tung normals go, and not too risky to use either. |
f5D
Crouching Normals
2A
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
5 | 2 | Mid | 5 | 5 | 6 | 15 | +5 | +6 | Kara Cancel | |
5A is generally better, although you can use this without dropping charge. |
2B
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
7 | 2 | Low | 5 | 5 | 7 | 16 | +4 | +5 | Kara Cancel, Low Profile | |
|
2C
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
15 | 4 | Mid | 9 | 6 | 8 | 22 | +10 | +9 | Kara Cancel | |
|
2D
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
17 | 4 | Low | 8 | 5 | 24 | 36 | KD | -6 | Kara Cancel, Low Profile | |
|
Jumping Normals
jA
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
7 | 2 | Overhead | 5 | ∞ | / | / | - | - | - | |
|
jB
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
9 | 2 | Overhead | 5 | ∞ | / | / | - | - | - | |
|
jC
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
17 | 4 | Overhead | 5 | 15 | / | / | - | - | - | |
|
jD
Universal Mechanics
Lane Blast (CD)
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
22 | 5 | Mid | 19 | 3 | 21 | 42 | KD | 0 | Cancel, Lane Shift, Lower-Body Invuln 10-33F | |
Lane Attack
Tung has the same lane attack for punch and kick buttons. Unfortunately whiffs against crouching Jubei and Mai.
- Cells with two values (X/Y) list the front lane to back lane data first, then vice-versa.
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
A/B | 20 | 2 | Overhead | 9 | 22/21 | 4 | 34/33 | +5/+7 | +12/+14 | / | |
| |||||||||||
C/D | 20 | 4 | Overhead | 9 | 43/40 | 4 | 55/52 | +6/+8 | +13/+15 | / | |
|
Dodge Attack
Throws
Ressen Shou (4/6C)
Damage | Stun | Range | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|---|
26 | 3 | 8 | Throw | 1 | 1 | / | - | KD | / | / |
|
Special Moves
Sen Shippo (214P)
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
A | 14 (3) | 3 | Mid | 11 | 14 | 15 | 39 | -8 | -11 | - | |
| |||||||||||
C | 22 (5) | 6 | Mid | 15 | 24 | 20 | 58 | KD | -22 | - | |
|
Ressen Kyaku ([1]9K)
A command grab. Input the button slightly before the 9 direction to avoid accidental jumps.
- Having a charge motion limits its usability, but it makes for an excellent "get off me" move when being pressured up close as it has only 1 frame of startup.
Version | Damage | Stun | Range | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|---|---|
B | 16 | 3 | 23 | Throw | 1 | 1 | / | / | KD | / | - |
Made irrelevant by the D version.
| |||||||||||
D | 26 | 6 | 51 | Throw | 1 | 1 | / | / | KD | / | - |
|
Shouha ([1]6P)
Geki Hou (Mash C)
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
20xN (5xN) | 3xN | Mid | 2 | 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 5 (4) 2 (4) 2 (4) 2 (4) 2 (4) 10 | 20 | 92 | -59 | -58 | Invincible 1-31F | |
Desperation Move
Senpuu Gou Ken (6328BC)
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
40 (10x4) | 4 | Mid | 16 | 4 (3) 3 (3) 3 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (3) 3 (3) 3 (3) 3 (3) 3 | 20 | 125 | KD | -12 | Throw Invuln, Lower-Body Invuln | |
Combos
Note: c5A whiffs on crouching/dizzy Mai
- c5AxN, f5A, 2D - 35 damage (N=3).
Reliable combo. If near the corner and the opponent has no reversal, 2D can be cancelled into 6328BC for +20 damage in meaty chip.
- c5AxN, f5A, 2C > 214C - 54 damage (N=3).
214C may whiff against short crouching characters if done from too far.
- 2C > [1]6C
Only works from close range.
- c5D(2) > 214C
- Meaty 2B, c5A, 2C > 214C
- (vs crouching dizzy Mai in corner) jA (crossup) > Mash C (7 hits)
Very niche and difficult combo, but looks extremely stylish and is sure to kill or redizzy the opponent.