Introduction
Colors
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-- Gongfuren
Move List
Command Normals









Special Moves






Super Special Moves







Move Analysis
Normal Moves
Command Normals
Sweep (![]() ![]() <Description here> |
Elbow Press(![]() ![]() <Description here> |
Hopkick(![]() ![]() <Description here> |
Special Moves
Ateyumi – Kagebi (![]() ![]() <Description here> |
Manchuin – Toriuchi (![]() ![]() <Description here> |
Himezori – Yuzuruha (![]() ![]() <Description here> |
Super Special Moves
Shahouhassetsu Ukifune (![]() ![]() ![]() <Description here> |
Kasanejyumonji – Kujigarasu (![]() ![]() ![]() <Description here> |
Frame Data
Combos
NOTES FOR ALL COMBOS: closeC or 2d can replace 2c as a starter (unless otherwise noted). 2c is Crow's highest damaging starter. 2a can replace 2b as a starter but don't forget 2a is both high/low parryable! "A/C" means either version of Crow's DP(Toriuchi) or fireball (Kagebi) can be used. 236A and 236C have the same damage and start up, doesn't matter which you use. 623C ender provides more damage, 623A ender provides better frame advantage. Damage values are from C enders and are listed in parenthesis.
Meterless
2b 5b 623a/c (9000)
2c 236a/c (7950)
5c 236a/c (7500)
2d 236a/c (7250)
- will not combo if not close enough
2c 623a/c (12000)
5c 623a/c (11100)
2d 623a/c (11300)
- will not combo if not close enough
(VS STANDING OPPONENT ONLY):
2b 5b 214d 623a/c (9995)
2c 214b 214d 623a/c (14493)
- corner carry. Immediate 214d means the 2nd of the three kick's will whiff(trivial damage loss) but is the most consistent route. Delayed 214d can get all 3. Delay 214d versus Aja because shes fat, an immediate 214d means a dropped combo against her!!!
2c 214b closeC 623a/c (16392)
2c 214b 2d 623a/c (16536)
2c 214b 2c 623a/c (17040)
- IMPORTANT NOTE: the 214b juggles involving 2c, closeC and 2d pick ups require a small forward walk after 214b if done mid screen. Also note that you want to hit them lower to the ground to get max damage, higher up = less damage!
1/2 Meter
2b 5b 214BD (9170)
2c 214bd (12225)
6d 623AC (10807)
- late cancellable
2d 623AC (12466)
- late cancellable, great for footsies. Damage dependent on how many hits of ex DP land (spacing dependent).
1 Meter
2b 5b 236236b (13433)
2c 214214c 214d 623a/c (21208)
6d 236236b (14464)
- late cancellable
214214C (GUARD CRUSH!) 214d 623a/c (8232)
(VS STANDING OPPONENT ONLY):
2c 214b closeC 623C 236236b (19944)
2c 214b 2d 623C 236236b (20533)
2c 214b 2c 623C 236236b (21037)
1 1/2 Meter
2c 214BD 236A 236236b (18371)
- Almost every starter works, ie;2b,2a,5a,5c,2c,2d, just using 2c as highest damage example. Doesnt matter if you use 236A or C. Don't forget to short cut to super by inputting 236a236b!
2 Meter
2c 214214c 214d 623c 236236b (22627)
BL Counter Juggles
- Damage values listed for all BL Juggles are from a j.C starter
Midscreen
(air BL Counter hit) 214Bx4 sj j.C (16053)
(air BL Counter hit) 623A 214Bx3 sj j.C (16989)
- this combo requires your air BL Counter Hit to be from a forward jump C or D
(air BL Counter hit) 214BD 214Bx3 sj j.C (18915)
(air BL Counter hit) 214BDx2 214Bx2 sj j.C (21387)
(air BL Counter hit) 214BDx3 2C xx 623C (26682)
(air BL Counter hit) 214BDx4 sj j.C (26262)
- all midscreen juggles work in the corner as well.
Corner
(air BL Counter hit) 623Ax4 623C (19127)
- Number of 623A's possible depend on height of opponent.
(air BL Counter hit) 214BD 623Ax3 623C (21663)
(air BL Counter hit) 214BD 623Ax2 2C xx 623C (22544)
(air BL Counter hit) 214BDx2 623A 2C xx 623C (24835)
(air BL Counter hit) 623A 2C xx 623C xx 236236B (20902)
Strategy
Matchups
vs. Azure
(No strategies)
vs. Kotaro
(No strategies)
vs. Aja
(No strategies)
vs. Kou
(No strategies)
vs. Hanzo
(No strategies)
vs. Jyuzumaru
(No strategies)
vs. Dark Jyuzumaru
(No strategies)
vs. Hina
(No strategies)
vs. Shimo
(No strategies)
vs. Jet
(No strategies)
vs. Chadha
(No strategies)
vs. Crow
(No strategies)