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===The Basics=== | ===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== | ==Matchups== |
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 |
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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.
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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 | |
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f5C
f5D
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
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16 | 4 | Low | 7 | 14 | 10 | 33 | -1 | -2 | Airborne 8-19F | |
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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 | |
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2B
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
6 | 2 | Low | 10 | 7 | 12 | 28 | -3 | -2 | Kara Cancel | |
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2C
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
18 | 4 | Mid | 8 | 7 | 17 | 31 | 0 | -1 | Kara Cancel | |
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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 | ∞ | / | / | - | - | - | |
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jB
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
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Diagonal Jump | 6 | 2 | Overhead | 6 | ∞ | / | / | - | - | - | |
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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 | / | / | - | - | - | |
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Neutral Jump Rakushousouda/落掌双打 |
20 | 4 | Overhead | 6 | 22 | / | / | - | - | - | |
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jD
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
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Diagonal Jump | 13x2 | 4x2 | Overhead, Overhead | 8 | 7 (4) 17 | / | / | - | - | - | |
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Neutral Jump | 13x2 | 4x2 | Overhead, Overhead | 6 | 8 (3) 14 | / | / | - | - | - | |
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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 | |
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A 飛掌打 |
22 | 2 | Overhead | 9 | - | 4 | - | - | - | / | |
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B 飛刀脚 |
22 | 2 | Overhead | 9 | - | 4 | - | - | - | / | |
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C 飛掌打 |
22 | 4 | Overhead | 9 | - | 4 | - | - | - | / | |
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D 飛刀脚 |
22 | 4 | Overhead | 9 | - | 4 | - | - | - | / | |
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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 | |
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C | 26 (6) | 6 | Mid | 13 | 28 | 10+26 | - | KD | -19 | Invincible 1-8F | |
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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 | - | |
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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