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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=5A | |input=5A | ||
|damage= | |damage=1330 | ||
|startup=2 | |startup=2 | ||
|active= | |active= | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=5A | |input=5A | ||
|damage= | |damage=1330 | ||
|startup=3 | |startup=3 | ||
|active= | |active= | ||
Line 60: | Line 60: | ||
|onhit= | |onhit= | ||
|onblock= | |onblock= | ||
|description= | |description=Because of the negative edge system in Double Dragon, you will basically always get the 5AA command normal after this unless you hold the A button down to prevent it. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=5B | |input=5B | ||
|damage= | |damage=2660 | ||
|startup=6 | |startup=6 | ||
|active= | |active= | ||
Line 81: | Line 81: | ||
|onhit= | |onhit= | ||
|onblock= | |onblock= | ||
|description= | |description=A solid mid poke, good range and startup and doesn't whiff on crouchers. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=5B | |input=5B | ||
|damage= | |damage=2660 | ||
|startup=5 | |startup=5 | ||
|active= | |active= | ||
Line 102: | Line 102: | ||
|onhit= | |onhit= | ||
|onblock= | |onblock= | ||
|description= | |description=Shares an animation with 421X. Like all of Cheng-Fu's close normals, has a command normal extension. | ||
}} | }} | ||
}} | }} | ||
Line 115: | Line 115: | ||
{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=5C | |input=5C | ||
|damage= | |damage=3990 | ||
|startup=12 | |startup=12 | ||
|active= | |active= | ||
Line 123: | Line 123: | ||
|onhit= | |onhit= | ||
|onblock= | |onblock= | ||
|description= | |description=Further range than 5B, but a lot slower. Hits behind Cheng-Fu as well, if you can somehow engineer that situation. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=5C | |input=5C | ||
|damage= | |damage=2660 | ||
|startup=6 | |startup=6 | ||
|active= | |active= | ||
Line 144: | Line 144: | ||
|onhit= | |onhit= | ||
|onblock= | |onblock= | ||
|description= | |description=Pretty low damage for a close C normal, but 5CC gives it a bit of extra punch. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=5D | |input=5D | ||
|damage= | |damage=5684 (2660+3084) | ||
|startup=8 | |startup=8 | ||
|active= | |active= | ||
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|onhit= | |onhit= | ||
|onblock= | |onblock= | ||
|description= | |description=A two-hit advancing attack, great for links in jump-in combos, especially after stun. Second hit is not overhead despite appearances. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=5D | |input=5D | ||
|damage= | |damage=2660 | ||
|startup=8 | |startup=8 | ||
|active= | |active= | ||
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|onhit= | |onhit= | ||
|onblock= | |onblock= | ||
|description= | |description=Possibly the lowest-damage Close 5D in the game. Interestingly, this move actually has two separate hitboxes, one on the hands and one on the feet, but they appear to share the same properties. Basically always a good idea to use 5DD after this. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=2A | |input=2A | ||
|damage= | |damage=1330 | ||
|startup=2 | |startup=2 | ||
|active= | |active= | ||
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|onhit= | |onhit= | ||
|onblock= | |onblock= | ||
|description= | |description=2f jab, good abare button like many others but has very short range. Link this into 2D for a decent damage confirm. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=2B | |input=2B | ||
|damage= | |damage=2660 | ||
|startup=6 | |startup=6 | ||
|active= | |active= | ||
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|onhit= | |onhit= | ||
|onblock= | |onblock= | ||
|description= | |description=A fine mid poke. Decent range but doesn't hit low. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=2C | |input=2C | ||
|damage= | |damage=3990 | ||
|startup=10 | |startup=10 | ||
|active= | |active= | ||
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|onhit=KD | |onhit=KD | ||
|onblock= | |onblock= | ||
|description= | |description=Something closer to most other character's 2Ds. Cheng-Fu's least remarkable grounded button, scores a knockdown with okay damage and okay reach. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=2D | |input=2D | ||
|damage= | |damage=4676 (2660+2016) | ||
|startup=8 | |startup=8 | ||
|active= | |active= | ||
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|onhit=KD | |onhit=KD | ||
|onblock= | |onblock= | ||
|description= | |description=Very good startup, great range, and both hits can be cancelled. Excellent button all around, serves as an easy and consistent way to combo into Cheng-Fu's Ranbu super. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=8A | |input=8A | ||
|damage= | |damage=1330 | ||
|startup=3 | |startup=3 | ||
|active= | |active= | ||
Line 308: | Line 308: | ||
{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=7/9A | |input=7/9A | ||
|damage= | |damage=1330 | ||
|startup=3 | |startup=3 | ||
|active= | |active= | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=8B | |input=8B | ||
|damage= | |damage=2660 | ||
|startup=6 | |startup=6 | ||
|active= | |active= | ||
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|onhit=Variable | |onhit=Variable | ||
|onblock=Variable | |onblock=Variable | ||
|description= | |description=Tiny range, avoid this one. | ||
}} | }} | ||
}} | }} | ||
Line 350: | Line 350: | ||
{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=7/9B | |input=7/9B | ||
|damage= | |damage=2660 | ||
|startup=9 | |startup=9 | ||
|active= | |active= | ||
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|onhit=Variable | |onhit=Variable | ||
|onblock=Variable | |onblock=Variable | ||
|description= | |description=Cheng-Fu clasps his hands together and swings them downwards. Hits the furthest below Cheng-Fu of any of his jump-ins. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=8C | |input=8C | ||
|damage= | |damage=3990 | ||
|startup=6 | |startup=6 | ||
|active= | |active= | ||
Line 379: | Line 379: | ||
|onhit=Variable | |onhit=Variable | ||
|onblock=Variable | |onblock=Variable | ||
|description= | |description=Silly looking split kick, highly active but low range. | ||
}} | }} | ||
}} | }} | ||
Line 392: | Line 392: | ||
{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=7/9C | |input=7/9C | ||
|damage= | |damage=3990 | ||
|startup=7 | |startup=7 | ||
|active= | |active= | ||
Line 398: | Line 398: | ||
|guard=H | |guard=H | ||
|cancel=N/A | |cancel=N/A | ||
|onhit= | |onhit=Variable | ||
|onblock= | |onblock=Variable | ||
|description= | |description=Awesome crossup hitbox and solid range. Great all-purpose jump button. | ||
}} | }} | ||
}} | }} | ||
Line 413: | Line 413: | ||
{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=7/8/9D | |input=7/8/9D | ||
|damage= | |damage=5320 | ||
|startup=19 | |startup=19 | ||
|active= | |active= | ||
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|guard=H | |guard=H | ||
|cancel=N/A | |cancel=N/A | ||
|onhit= | |onhit=Variable | ||
|onblock= | |onblock=Variable | ||
|description= | |description=Slower, beefier version of J. C. This is the gateway to Cheng-Fu's incredible combo game, use it after any successful throw to start big damage. | ||
}} | }} | ||
}} | }} | ||
Line 435: | Line 435: | ||
{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=5AA | |input=5AA | ||
|damage= | |damage=1330 | ||
|startup=3 | |startup=3 | ||
|active= | |active= | ||
Line 443: | Line 443: | ||
|onhit= | |onhit= | ||
|onblock= | |onblock= | ||
|description= | |description=Quick downwards hand strike, not much to say about this one. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=5BB | |input=5BB | ||
|damage= | |damage=1330 | ||
|startup=3 | |startup=3 | ||
|active= | |active= | ||
Line 464: | Line 464: | ||
|onhit= | |onhit= | ||
|onblock= | |onblock= | ||
|description= | |description=Identical to 5AA | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=5CC | |input=5CC | ||
|damage= | |damage=2660 | ||
|startup=4 | |startup=4 | ||
|active= | |active= | ||
Line 485: | Line 485: | ||
|onhit= | |onhit= | ||
|onblock= | |onblock= | ||
|description= | |description=Basically just bonus damage for close 5CC. | ||
}} | }} | ||
}} | }} | ||
Line 506: | Line 506: | ||
|onhit= | |onhit= | ||
|onblock= | |onblock= | ||
|description= | |description=High pushback. Most of Cheng-Fu's specials are unsafe on block so this is a solid way to end pressure instead. | ||
}} | }} | ||
}} | }} |
Revision as of 12:31, 12 October 2024
Introduction
Birthplace - Hong Kong
Height - 5' 9"
Weight - 167 lbs
Fighting Style - Suihassenken
Interests - Sake
POW: 3
SPD: 3
DEF: 3
Normal Attacks
Standing Normals
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5A | 1330 | 2 | - | - | H/L | Yes | - | - |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5A | 1330 | 3 | - | - | H/L | Yes | - | - |
Because of the negative edge system in Double Dragon, you will basically always get the 5AA command normal after this unless you hold the A button down to prevent it. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5B | 2660 | 6 | - | - | H/L | Yes | - | - |
A solid mid poke, good range and startup and doesn't whiff on crouchers. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5B | 2660 | 5 | - | - | H/L | Yes | - | - |
Shares an animation with 421X. Like all of Cheng-Fu's close normals, has a command normal extension. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5C | 3990 | 12 | - | - | H/L | Yes | - | - |
Further range than 5B, but a lot slower. Hits behind Cheng-Fu as well, if you can somehow engineer that situation. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5C | 2660 | 6 | - | - | H/L | Yes | - | - |
Pretty low damage for a close C normal, but 5CC gives it a bit of extra punch. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5D | 5684 (2660+3084) | 8 | - | - | H/L, H/L | Yes (1st hit) | - | - |
A two-hit advancing attack, great for links in jump-in combos, especially after stun. Second hit is not overhead despite appearances. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5D | 2660 | 8 | - | - | H/L | Yes | - | - |
Possibly the lowest-damage Close 5D in the game. Interestingly, this move actually has two separate hitboxes, one on the hands and one on the feet, but they appear to share the same properties. Basically always a good idea to use 5DD after this. |
Crouching Normals
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2A | 1330 | 2 | - | - | H/L | Yes | - | - |
2f jab, good abare button like many others but has very short range. Link this into 2D for a decent damage confirm. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2B | 2660 | 6 | - | - | H/L | - | - | - |
A fine mid poke. Decent range but doesn't hit low. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2C | 3990 | 10 | - | - | L | Yes | KD | - |
Something closer to most other character's 2Ds. Cheng-Fu's least remarkable grounded button, scores a knockdown with okay damage and okay reach. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2D | 4676 (2660+2016) | 8 | - | - | H/L, L | Yes | KD | - |
Very good startup, great range, and both hits can be cancelled. Excellent button all around, serves as an easy and consistent way to combo into Cheng-Fu's Ranbu super. |
Aerial Normals
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
8A | 1330 | 3 | - | - | H | N/A | Variable | Variable |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
7/9A | 1330 | 3 | - | - | H | N/A | Variable | Variable |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
8B | 2660 | 6 | - | - | H | N/A | Variable | Variable |
Tiny range, avoid this one. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
7/9B | 2660 | 9 | - | - | H | N/A | Variable | Variable |
Cheng-Fu clasps his hands together and swings them downwards. Hits the furthest below Cheng-Fu of any of his jump-ins. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
8C | 3990 | 6 | - | - | H | N/A | Variable | Variable |
Silly looking split kick, highly active but low range. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
7/9C | 3990 | 7 | - | - | H | N/A | Variable | Variable |
Awesome crossup hitbox and solid range. Great all-purpose jump button. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
7/8/9D | 5320 | 19 | - | - | H | N/A | Variable | Variable |
Slower, beefier version of J. C. This is the gateway to Cheng-Fu's incredible combo game, use it after any successful throw to start big damage. |
Command Normals
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5AA | 1330 | 3 | - | - | H/L | Yes | - | - |
Quick downwards hand strike, not much to say about this one. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5BB | 1330 | 3 | - | - | H/L | Yes | - | - |
Identical to 5AA |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5CC | 2660 | 4 | - | - | H/L | Yes | - | - |
Basically just bonus damage for close 5CC. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5DD | - | 8 | - | - | H/L | Yes | - | - |
High pushback. Most of Cheng-Fu's specials are unsafe on block so this is a solid way to end pressure instead. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2X | - | 74 | - | - | N/A | No | KD | - |
Throws
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
4/6B/C/D | 0 | 1 | - | 0 | N/A | No | Stun | N/A |
Cheng-Fu takes a swig of his special brew and spits it in the opponent's face. An extraordinary throw that is integral to Cheng-Fu's gameplan. On hit this will instantly stun the opponent, allowing Cheng-Fu tons of time to set up a highly damaging jump-in combo with no worry of retaliation. Makes Cheng-Fu's punish game incredibly deadly, as like all throws it has instant startup. |
Special Moves
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
A | 236A | - | 14 | - | - | H/L | Into | KD | - |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
B | 236B | - | 16 | - | - | H/L | Into | KD | - |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
C | 236C | - | 18 | - | - | H/L | Into | KD | - |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
D | 236D | - | 20 | - | - | H/L | Into | KD | - |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
A | 214A | - | 6 | - | - | H/L | Into | KD | - |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
B | 214B | - | 7 | - | - | H/L | Into | KD | - |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
C | 214C | - | 8 | - | - | H/L | Into | KD | - |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
D | 214D | - | 9 | - | - | H/L | Into | KD | - |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
A | 623A | - | 5 | - | - | H/L, H | Into | KD | - |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
B | 623B | - | 5 | - | - | H/L, H | Into | KD | - |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
C | 623C | - | 5 | - | - | H/L, H | Into | KD | - |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
D | 623D | - | 5 | - | - | H/L, H | Into | KD | - |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
A | 421A | - | 3 | - | - | N/A | Yes | KD | N/A |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
B | 421B | - | 3 | - | - | N/A | Yes | KD | N/A |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
C | 421C | - | 3 | - | - | N/A | Yes | KD | N/A |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
D | 421D | - | 3 | - | - | N/A | Yes | KD | N/A |
Super Moves
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
236XX | - | 19 | - | - | H/L | Into/Yes | - | - |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
623XX | - | 16 | - | - | H/L | Into | KD | - |
The Basics
Cheng-fu is a heavy rushdown with all the tools and moves he needs in his arsenal. With outstanding ground pressure, Cheng fu could end his opponent immediately within 1 stun
His 623X and 214X makes it really good with wakeups and reversals
Combos
2A 2A 5B 214X
2A 2A 5B 236X(if possible)
8D 5B 5D 5A 2D 623AB
66C 5D 236AB
2A 2A 2A 5B 214X
Combo Launchers:
8D 5D
8D 5C
8D 66C
Intermidiate: 8D 5C 5B 66A 2A 5D 236AB 2A 5D 214X