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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 24: | Line 26: | ||
| align="center"; valign="bottom" | [[File:FFS Tung Stand.png|bottom]] || align="center"; valign="bottom" | [[File:FFS Tung Walk.png|bottom]] || align="center"; valign="bottom" | [[File:FFS Tung Crouch.png|bottom]] || align="center"; valign="bottom" | [[File:FFS Tung Jump.gif|bottom]] | | align="center"; valign="bottom" | [[File:FFS Tung Stand.png|bottom]] || align="center"; valign="bottom" | [[File:FFS Tung Walk.png|bottom]] || align="center"; valign="bottom" | [[File:FFS Tung Crouch.png|bottom]] || align="center"; valign="bottom" | [[File:FFS Tung Jump.gif|bottom]] | ||
|- | |- | ||
| align="center" | | | align="center" | || align="center" | || align="center" | || align="center" | 56F (4+47+5) duration. | ||
|} | |} | ||
Line 485: | Line 487: | ||
|input=A/B/C/D from opposite lane | |input=A/B/C/D from opposite lane | ||
|data=Tung has the same lane attack for punch and kick buttons. Unfortunately whiffs against crouching Jubei and Mai. | |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 | ||
Line 491: | Line 494: | ||
|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 | ||
Line 506: | Line 510: | ||
|Guard=Overhead | |Guard=Overhead | ||
|Startup=9 | |Startup=9 | ||
|Active= | |Active=43/40 | ||
|Recovery=4 | |Recovery=4 | ||
|Total= | |Total=55/52 | ||
|Hit Adv= | |Hit Adv=+4/+8 | ||
|Block Adv= | |Block Adv=+11/+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. | |||
}} | }} | ||
}} | }} | ||
Line 550: | Line 555: | ||
<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 | ||
Line 558: | Line 563: | ||
|Damage=26 | |Damage=26 | ||
|Stun=3 | |Stun=3 | ||
|range=8 | |||
|Guard=Throw | |Guard=Throw | ||
|Startup=1 | |Startup=1 | ||
Line 565: | Line 571: | ||
|Block Adv=/ | |Block Adv=/ | ||
|Property=/ | |Property=/ | ||
|description= | |description= * Tied for the shortest throw range in the game. | ||
}} | }} | ||
}} | }} | ||
Line 620: | Line 623: | ||
| 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. | *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 | ||
Line 634: | Line 632: | ||
| Damage = 16 | | Damage = 16 | ||
| Stun = 3 | | Stun = 3 | ||
| range = 23 | |||
| Guard = Throw | | Guard = Throw | ||
| Startup = 1 | | Startup = 1 | ||
Line 652: | Line 651: | ||
| Damage = 26 | | Damage = 26 | ||
| Stun = 6 | | Stun = 6 | ||
| range = 51 | |||
| Guard = Throw | | Guard = Throw | ||
| Startup = 1 | | Startup = 1 | ||
Line 797: | Line 797: | ||
==Combos== | ==Combos== | ||
''Note: c5A whiffs on crouching/dizzy Mai'' | ''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, 2D - 35 damage (N=3). | ||
* c5AxN, f5A, 2C > 214C - 54 damage (N=3). 214C may whiff against short crouching characters if done from too far. | 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, c5A, 2C > 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. | |||
== Strategy == | == Strategy == |
Latest revision as of 03:01, 11 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 | +4/+8 | +11/+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.