Asura Buster: Eternal Warriors/Chen-Mao

From SuperCombo Wiki
< Asura Buster: Eternal Warriors
Revision as of 15:20, 14 May 2023 by ViviMayoi (talk | contribs) (Added frame data and updated descriptions for →‎Normals: and →‎Universal Mechanics)

Chen-Mao is a martial artist who uses her hands and feet as her weapons of choice. She is the young disciple of Footee from Asura Blade: Sword of Dynasty. She fights and trains in order to be just like her mentor.

Upon learning of Footee's disappearance from within a personal training journey, Chen-Mao set out on a journey of her own in order to find her. Chen-Mao then found herself investigating the mystery of the lost continent, feeling and believing that it might have something to do with Footee's disappearance.

Overview

AB Chen Taunt.png
Chen-Mao is a character with great mix-up options who wants to stay close to her opponent to press her advantage.
Pros Cons
  • Unpredictable and rewarding offense
  • Strong guard cancel options, especially with meter
  • High damage
  • Great mobility thanks to fast ground movement and unique tools
  • Very short normals
  • No full-screen presence
  • Has a hard time getting in
  • Very meter reliant on all fronts
AB Chen-Mao Name.png
AB Chen.png
Play Style Rushdown
Dash Type Stepdash
Backdash Type Airborne
Defense Modifier 1.0
Air Options Walljump
Meter Gauge 64

Movelist

Normals

Standing Normals

5A
AB Chen 5a.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
7 / 8 5 4 7 M -A-, -B-, -C-, -SP-, -UM- 2 1

Quick jab. Has less reach than 2A.

  • The first 2 frames deal 7 damage. The last two deal 8 damage.


5B
AB Chen 5B.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
15 5 8 13 M C, SP, UM -4 -5

A forward-moving backhand strike.

  • Thanks to the forward movement, can be used to readily combo into launcher or C normals.
  • As fast as her jab and very active.


5C
AB Chen 5c.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
23 5 10 21 M SP, UM -8 -9

Chen-Mao perform a palm strike on both sides at once.

  • Unlike most characters, Chen-Mao's 5C is special cancellable, making it great combo filler if it reaches.
  • As fast as her jab and extremely active.

Crouching Normals

2A
AB Chen 2a.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
7 5 4 7 L -A-, -B-, -C-, -SP-, -UM- 2 1

A quick, crouching backhand chop. Has more reach than 5A.


2B
AB Chen 2B.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
15 5 4 19 L C, SP, UM -6 -7

A quick low kick.

  • Her most versatile poke, thanks to its speed and range.
  • Lacks 5B's forward movement, and thus its ability to confirm into launcher or C normals at most ranges.
    • As such, Chen-Mao must rely on 214B or 214EX to confirm off of this in most situations.


2C
AB Chen 2c.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
23 7 8 24 L SP, UM -6 -7

Low elbow strike. Serves as her sweep.

  • Unlike most characters, Chen-Mao's 2C can be canceled into specials or launcher.
    • This is of limited use, since sweeps don't leave the opponent in a comboable state and all of Chen-Mao's grounded specials are negative on block.
    • This can still be canceled into launcher to stay safe at point blank.

Air Normals

j.A
AB Chen j.a.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
7 3 24 7 H -A-, -B-, -C-, -SP-, -UM- N/A N/A

Chen-Mao sticks her leg out in front of her.

  • Whiff cancelable starting on frame 17.
  • Very active.
  • Great juggle tool.
  • Can be used as an unconfirmable instant overhead.


j.B
AB Chen j.B.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
15 5 10 5 H B, C, SP, UM N/A N/A

Chen-Mao busts out the Footee side kick.

  • Great preemptive air-to-air thanks to its reach.
  • Confirmable instant overhead on AB Taros CSS.png Taros and AB Leon CSS.png Leon.
    • Cancel into j.214B on hit for a full combo.


j.C
AB Chen j.c.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
23 5 12 11 H SP, UM N/A N/A

A powerful backhand punch.

  • Unlike most characters, Chen-Mao's j.C can be canceled into specials or launcher.
  • Very fast for how hard it hits.
  • This move's numerous active frames tend to clash through and beat a lot of potential anti-airs.
    • It notably tends to trade with AB Yashaou CSS.png Yashaou's DP.

Command Normals

6B
AB Chen 6b.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
15 11 8 7 H - 2 1

Very fast hop into overhead kick. Does not combo into anything, but is actually plus on block.

Universal Mechanics

Launcher
Any 2 buttons on the ground
AB Chen AB.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
5 5 6 16 M - Launches 0

Kicks upwards for a launcher. Counts towards the 3 launcher cap in a combo.

  • Launches grounded opponents straight up, unlike other launchers. Launches airborne opponents normally.
Dash Launcher
Any 2 buttons while dashing
AB Chen jAB.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
5 5 10 16 M - Launches -4

Kicks upwards for a launcher. Same animation as air launcher. Counts towards the 3 launcher cap in a combo.

  • More active than standing launcher, but pays the price by being less safe on block.
  • Always launches at a regular angle.
Air Launcher
Any 2 buttons in the air
AB Chen jAB.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
5 5 10 19 H - Launches N/A

Kicks upwards for a launcher. Same animation as dash launcher. Counts towards the 3 launcher cap in a combo.

  • Always launches at a regular angle.
  • Hits overhead.


Guard Break
22C
AB Chen GB.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
1, 1 (2) 5 4 33 U - 23 N/A

A quick, unblockable point blank attack that stuns grounded opponents. Throw function.

Special moves

Spirit palm - スピリットパーム
236A/B/C
AB Chen 236a.png
A/B/C version
AB Chen 236ex.png
EX version
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 24 / 26 / 28 - - M O Knocks down 4 / 3 / 2

Chen-Mao shoots a small energy blast.
Does not counter projectiles
always ends in a knockdown
A,B and C version will do 3,4 and 5 hits respectively
Ex version makes Chen-Mao envelops herself in a large green sphere, doing up to 16 hits. She seems to be invincible for the duration of this move. Last hit floats.


Flaming Chi knuckle - 炎のチー・ナックル
214A/B/C
AB Chen 214a.png
A/B/C version
AB Chen 214ex.png
EX version
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 29 / 29 / 29 - - H O Knocks down -

Chen-Mao stomps on the ground then advances forward to do a devestating punch
A version is very short and doesn't end in a knockdown, so most people use B version (medium range + Knockdown : Use with A>B chain for ez damage) or C version (Longer hop forward, knockdown with more airtime. Goes a little less that half screen. Does not combo with A>B)
EX version does three hops forward with an attack at each hop. Last hit is a launcher.


Moon Blade - ムーンブレード
623A/B/C
AB Chen 623a.png
A/B/C version
AB Chen 623ex.png
EX version
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 29 / 29 / 29 - - H O Knocks down -

Chen-Mao spins around then kicks up and over her head, doing a circular slice
For a DP, Doesn't have much vertical range, but the hitbox is pretty far from the hurtbox so it's pretty safe
deals great damage and can end air combos
button determines startup and number of hits (1, 2 or 4)
EX version does a pretty Fast kick that does up to 7 hits. Overhead and Knockdown


Roar of Heaven's Cannon - 文字通りのお尻
2146A/B/C
AB Chen butt.png
way too cool of a name for a butt drop
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 29 / 29 / 29 - - H O Knocks down -

Chen-Mao hops high into the air and slams her butt down on the opponent.
C version knocks down on hit
button determines distance of the jump
EX version has a longer jump, does up to 7 hits and ends in a launcher. If you get more than 4 hits, it's likely to count as 2 launchers, giving the rest of your attacks WaCkY pRoPeRtIeS

  • Whiffs on crouching opponents


Falling Star Spear - フォーリングスター・スピア
j.214A/B/C
AB Chen j214a.png
A/B/C version
AB Chen j214ex.png
EX version
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 29 / 29 / 29 - - H O Knocks down -

Easily her best move, contender for best advancing move in the game
for mobility, speed, range, and combos, this move is excellent
Chen-Mao divekicks at a 70 degree angle diagonally down.
When you land with this move after hitting an opponent, you bypass recovery frames leading to easy combos. so anything that makes Yashaou's 214x the best move in the game also applies here
Additionally, preforming this move at the apex of your jump can allow you to preform it twice in one jump, allowing you to left/right mix-up your opponent, and do some nasty crossup combos.
Using 44 backhops, this move can combo into itself for an infinte, though it's not as consistent as just jumping. Don't blame me if you get arthritis early.
does 2,3 and 4 hits for A,B and C respectively
EX version does 10 hits, with the last one being a launcher

Supers

Ballad of the Goddess Fist - 女神の拳のバラード
236-236A/B/C
AB Chen 236236a.png
the Last stand MVP
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 59(53+6) - - M O Knocks down -15

Chen-Mao rushes forward with her elbow out. If she hits (not blocked) she commences a series of moves.
ATTENTION EVERYONE! THIS MOVE COMBOES OFF OF GUARD BREAK
I REPEAT, USE THIS AFTER GUARD BREAK!
Sometimes, they occasionally don't always all seem to connect, and the move is sometimes blockable after the first 2 or 3 hits.
However, when this does happen, damage will scale randomly, and from my testing can scale to ridiculous levels, anywhere from 1-2 full bars of HP.
When it does work normally, which is most of the time, it gets 17 hits. and about 4/7th of an HP bar

Boost mode (22+ABC)

After Images :

Chen-Mao gets it on, SFA3 style. Gets a shadow that mirrors her attacks, allowing for nutty air combos. Moves will generally deal less damage, but, because of the shadow, she'll get more damage overall.

  • If the mirror image hits with a bash or other launcher, the hit has the launcher effect but doesn't count towards the 3 launcher limit. By timing it so that your attack misses but the mirror image's attack hits, it's possible to do many more than 3 launchers in a combo.
  • Chen-Mao's standing AB is functionally a launcher, since the mirror image hits right after the v.launcher hit, giving it normal launcher effect. The only way you'll get a v.launcher is if you do it from just far enough away that the mirror image misses, or so only the mirror image hits.
  • 6B can now be cancelled into j.214A/B/C.
  • 214A/B/C does different patterns of skulls.
  • Standing C cancels more easily.
  • Jumping C and AB can now be cancelled normally as well as delayed.
  • Chen-Mao's special moves all get more hits...except 214C, which is now a launcher.
  • Some special moves give higher knockdowns.

Color Palettes


AB Palettes Chen-Mao.png


ABEW Navigation

General
Controls and Notation
HUD
System
FAQ
Characters
Alice
Alice!
Chen-Mao
Goat
Leon
Nanami
Rokurouta
Rose Mary
Sittara
Taros
Yashaou
Zam-B
Zinsuke