Asura Buster: Eternal Warriors/Chen-Mao

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Chen
AB Chen.png
Pre-Jump Frames 3
Play Style rushdown
Dash Type hop

Introduction

A female martial artist who uses her hands and feet as her weapons.

Chen-Mao is the young disciple and fanatic of Footee. 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 sets out on a journey of her own in order to find Footee and at the same time, Chen-Mao finds herself investigating the mystery of the lost continent, feeling and believing that it might have something to do with Footee's disappearance.

Chen-Mao is a an aggressive Rushdown with multiple combos tools and approach options

AB Palettes Chen.png
AB Chen idle.png
Pros Cons
  • Fast and unpredictable offence
  • accessible juggle combos
  • Huge damage
  • strong normals with high priority
  • Many moves cause knockdown which puts the opponent in an unfavorable position
  • 214x and j.214x travel very far and very fast
  • Useful boost mode
  • Very short normals
  • Hard to punish spam
  • Relies a lot on meter to perform optimally on both offence and defence



Normals

Standing normals

5A
AB Chen 5a.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 6 - - M normals 1 0

quick jab
can be used as an abare
can lead to infinites in the corner if using the forward momentum glitch


5B
AB Chen 5B.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 7 / 11 - - M normals 3 2

use this
fast and long poke
Is Chen's only way to increase the effective range of her extremely short ground launcher, always keep this in mind
can be used to combo into her specials


5C
AB Chen 5c.png
double fireballs just to flex
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 12 - - M O -9 -10

Big defensive normal
laggy but damaging and big attack, can cancel into specials but not launchers
punishable on block
often used to end combos, sacrificing Okizeme for better damage

Crouching normals

2A
AB Chen 2a.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 6 - - L normals 3 2

5A but low


2B
AB Chen 2B.png
looks like a sweep but isn't
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 8 - - L normals 0 -1

quick low kick
most commonly used to hit-confirm into 2C


2C
AB Chen 2c.png
this is the sweep
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 11 - - H O Knocks down -17

Low elbow to destroy the kneecaps
can catch a lot of off guard opponents
deals very big damage

Jumping normals

j.A
AB Chen j.a.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 4 - - H special O O

Chen just kinda hangs her leg in the air
fast but short combo starter
surprisingly the best air normal for keeping up juggles


j.B
AB Chen j.B.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 6 - - H special O O

Chen-Mao busts out the Footee side kick
one of the best normals for juggles


j.C
AB Chen j.c.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 6 - - H O O O

a powerful palm strike
quite strangely seems to be special cancelable if done early, she is the only character that can do this with a j.C normal so we don't know if it's a bug or a feature
very fast dealing decent damage
very punishable on block so be careful about spamming this

Command normals

6b
AB Chen 6b.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 17 - - H special -3 -4

quick hop into overhead
Deals decent damage compared to other overhead command normals but can't combo into anything

  • outclassed by doing an instant air normal into launcher(if your fingers are fast enough)

Universal mechanics

Launcher
any 2 buttons
AB Chen AB.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 7 - - M O Launches inconsistent

on hit, Causes a big wall bounce and puts the opponent in indefinite hitstun until they hit the ground or use meter to tech it
can be combo'd universally with A>B>C or A>B>Launcher combos.
most characters can add an air special or delay the launcher and do a ground special
if you hit an opponent with 3 launchers in the same combo they become completely invincible until waking up from the knockdown state
a lot of EX moves (Rose's 214EX), few meterless specials (Taros j.236x) and very rarely normals (Rokurouta's 6C) have last hits with the properties of a launcher. these hits count towards the 3 launcher cap.

  • for Chen-mao in particular, hitting a grounded opponent with a ground launcher bounces them straight upwards
Air launcher
any 2 buttons
AB Chen jAB.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 7 - - M O Launches inconsistent

No difference from the ground version, but some characters have air launchers with slightly less recovery frames


Guard break
22C
AB Chen GB.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 6 - - don't O Stun O

This replaces grab, a quick attack that stuns blocking opponents.
common followups are combos, launchers, knockdowns and some supers
countered by not blocking, jumping or attacking back

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
236236A/B/C
AB Chen 236236a.png
the Last stand MVP
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 62(53+9) - - M O Knocks down inconsistent

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.

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