Fatal Fury Special/Cheng Sinzan

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The Money-Grubbing Mauler
Ffspeccheng colors.png

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
  • Projectile flies in an arc
  • Specials can easily catch your opponent off guard
  • Extremely dangerous super
  • Slow walk speed
  • Normals are a mixed bag
  • Big hurtboxes

Move List

General Hurtboxes

Standing Crouching Jumping Taunting
FFS Cheng Stand.png FFS Cheng Crouch.png FFS Cheng Jump.png FFS Cheng Taunt.gif
58F (4+51+3) duration, tied for the slowest jump in the game.

Close Standing Normals

c5A

c5A
Shouda/掌打
FFS Cheng c5A.png
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.

  • Links unscaled to f5D.
c5B

c5B
Senpuukyaku/旋風脚
FFS Cheng c5B 1.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
6 2 Mid 8 6 10 23 0 +1 Kara Cancel
  • Largely pointless as close A is better in every respect.
c5C

c5C
Furiage Kensui/振上圏捶
FFS Cheng c5C.png
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

c5D
Fujou Sokutou/振上足刀
FFS Cheng c5D 2.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
18 4 Mid 10 13 10 32 +1 0 Kara Cancel

Very good close range anti-air. Gives less reward on hit than C+D, but comes out faster.

Far Standing Normals

f5A

f5A
Kensui/圏捶
FFS Cheng f5A.png
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

f5B
Hanekyaku/跳脚
FFS Cheng f5B.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
4 2 Low 5 9 7 20 -1 +6 Airborne 6-13F
  • Moves Cheng forward.
  • One of the rare non-cancelable light normals.
f5C

f5C
Hakkeishou/発勁掌
FFS Cheng f5C.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
20 4 Mid 16 5 13 33 +6 +5 Kara Cancel※
  • Moves Cheng forward.

※ Only cancellable during the first hitbox, which is unlikely to hit opponents.

f5D

f5D
Hanekyaku/跳脚
FFS Cheng f5D.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
16 4 Low 7 14 10 33 -1 -2 Airborne 8-19F
  • Moves Cheng forward.
  • Beefier version of 5B with an even better hitbox. Great especially against low profile moves like slide kicks. One of the essential Cheng normals.

Crouching Normals

2A

2A
Kasei Shouda/下勢掌打
FFS Cheng 2A.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
6 2 Mid 5 6 11 21 -1 0 Kara Cancel
  • Good poke in close range. Links from close A and combos into B Hagan Geki.
2B

2B
Kaseikyaku/下勢脚
FFS Cheng 2B.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
6 2 Low 10 7 12 28 -3 -2 Kara Cancel
  • Pretty much the same move as 2D, just without the second hit. Safer on whiff but inferior otherwise.
2C

2C
Kasei Hiji-uchi/下勢肘打
FFS Cheng 2C.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
18 4 Mid 8 7 17 31 0 -1 Kara Cancel
  • Slower but more damaging alternative for 2A. Doesn't have a lot of reach which limits its usability.
2D

2D
Kasei Nidankyaku/下勢二段脚
FFS Cheng 2D.png
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
  • A low that hits twice. Reaches far and makes for a good okizeme tool in the corner as it'll beat backstep attempts due to its large amount of active frames. Powerful when cancelled into 236A.

Jumping Normals

jA

jA
Hishouda/飛掌打
FFS Cheng jA.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
8 2 Overhead 6 / / - - -
  • Diagonal and neutral jump versions are identical.
  • Very good air-to-air move.
jB

jB
Rakkyaku Sokutou/落脚足刀
FFS Cheng jB.png
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Diagonal Jump 6 2 Overhead 6 / / - - -
  • Ideal for beating low profile anti-airs.
Neutral Jump 6 2 Overhead 7 / / - - -
jC

jC
FFS Cheng jC.png
Diagonal Jump
FFS Cheng j8C.png
Neutral Jump
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 / / - - -
  • Very poor range, making it the least useful Cheng jump-in. Stays active for a very long time, at least.
Neutral Jump
Rakushousouda/落掌双打
20 4 Overhead 6 22 / / - - -
  • More damaging alternative for neutral jump A. Hitbox is slightly worse, though.
jD

jD
Nikikyaku/二起脚
FFS Cheng jB.png
Diagonal Jump
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Diagonal Jump 13x2 4x2 Overhead, Overhead 8 7 (4) 17 / / - - -
  • Hits twice. Very good damage if both hits land, often leading to stun combos.
Neutral Jump 13x2 4x2 Overhead, Overhead 6 8 (3) 14 / / - - -
  • Slightly faster startup but otherwise identical to the diagonal version.

Universal Mechanics

Lane Blast (CD)

Lane Blast
Hakkei Uraken/発勁裏拳
C+D
FFS Cheng CD Front.png
Front Lane
FFS Cheng CD Back 1.png
Back Lane
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
  • Great anti-air.
Back Lane 22 5 Mid 17 9 (3) 3 (3) 3 13 50 KD -15 Cancel, Lane Shift
  • Worse startup and hitbox, but still usable.
Lane Attack

Lane Attack
A/B/C/D from opposite lane
FFS Cheng Lane Punch Front.png
Front Lane Punch
FFS Cheng Lane Kick Front.png
Front Lane Kick
FFS Cheng Lane Punch Back.png
Back Lane Punch
FFS Cheng Lane Kick Back.png
Back Lane Kick
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
A
飛掌打
22 2 Overhead 9 - 4 - - - /
  • Straight and fast cross-lane punch.
B
飛刀脚
22 2 Overhead 9 - 4 - - - /
  • Straight cross-lane kick.
C
飛掌打
22 4 Overhead 9 - 4 - - - /
  • Slower high angle punch.
D
飛刀脚
22 4 Overhead 9 - 4 - - - /
  • Slower high-angle kick.
Dodge Attack

Dodge Attack
雲手
6A during proximity guard
FFS Cheng Dodge Attack 1.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
11 5 Mid 16 9 18 42 Air Reset -8 Cancel, Upper-Body Invuln 1-24F

Throws

Aiki Nage (4/6C)

Aiki Nage
close 4/6C
FFS Cheng C Throw.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
26 3 Throw 1 1 / - - / /
  • Swaps sides.
Zutsuki Satsu (4/6D)

Zutsuki Satsu
close 4/6D
FFS Cheng D Throw.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
16~32 (4 x 4~8) 0 Throw 1 1 / - - / /
  • Hold throw. Opponent can mash to reduce hits.

Special Moves

Ki Rai Hou (236P)
Ki Rai Hou
236A/C
FFS Cheng 236A 1.png
A
FFS Cheng 236C 1.png
C
Cheng throws an energy ball in an arc that explodes when touching the ground. The ground explosion hits low and lingers for a long time.
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)
Dai Taiko-bara Uchi
[2]8A/C
FFS Cheng 28P 1.png
Advantage frames are from landing on Terry.
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
  • Cheng falls slowly and can be steered left and right with 4/6.
  • Charge time: 30F.
C 26 (6) 6 Mid 13 28 10+26 - KD -19 Invincible 1-8F
  • Much faster than the A version and tracks the opponent's position but cannot be steered.
  • Charge time: 45F.
Ha Gan Geki ([4]6K)
Ha Gan Geki
[4]6B/D
FFS Cheng 46B.png
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 -
  • Rolls short of a full screen.
  • As it has instant startup, it can be used as a reversal despite not having invincibility.
  • When used as P2 the first active frame is unblockable.
  • Charge time: 30F.
D 22 (5) 6 Low 34 20 21 74 KD (+61) -17 Invincible 1-16F
  • Rolls farther than the B version but has extremely slow startup that's only partially invincible.
  • Charge time: 45F.

Desperation Move

Bakurai Hou ([1]26BC)
Bakurai Hou
When health is flashing
[1]26B+C
FFS Cheng 126BC 1.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
48 (12) 4 Mid, Low 32 23+20 36 - KD +6 -
  • A super version of Ki Rai Hou. Like it, the lingering explosion hitbox hits low.
  • Charge time: 60F.

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

Advanced Strategy

  • The C+D (knock into the back line) attack, the one where Cheng gathers Chi around his fist is an excellent anti air for attacks coming in at 45 degrees, the same attack on the back line isn't as good.
  • His standing "Hop Kick" Roundhouse is an excellent footsie weapon when used at full range. Try to hit the tip of low attacks with it. If an opponent tries to trip you with a long range sweep, kick his feet with the Hop Kick. Very effective! This footsie will cleanly beat just about any low attack. Experiment with this and the standing Short(when you need a quicker attack) against other attacks. They can beat things like Tung's lunge punch, I think even Duck's Ball. Incredible priority. Still experimenting but I think this could be one of the best attacks in the game.
    • Against Duck's Ball attack the crouching Roundhouse is best and sets up a good meaty fireball.
  • At closer ranges on the ground I like his standing Jab, its fast and has good range also you can immediatly cancel into the Hegan Geki (roll attack) for two hits even at full range.
    • Crouching Jab has better range, can snuff many attacks and can cancel into Kirai Hoh also. Because its performed croucching you are charged for all other specials. You cannot chain low jabs together though.
  • His jumping Jab has good range and priority for air to air combat. The Crouching double hit Roundhouse is a good pushout move.
    • And can be cancelled into the Kirai Hoh or Super after the first or second hits.
  • For me Chengs strong suit is the Kirai Hoh fireball. Because of its arcing motion its much more intimidating and harder to aviod than a normal fireball plus it explodes on impact with the ground, this is very usefull. Opponents jumping in at certain angles can be shot down with a well timed Kirai Hoh also remember that if you are ahead on energy you can always trade hits with certain fireballs (like Terry's) cause it flies over the top. The explosion frames have a number of uses, it is great as a meaty attack, allowing you to follow up with an almost instantanious fireball or roll (Im the type of player who will score any chip damage they can get). Opponents can't (so well) do the traditional jump straight up over the Kirai Hoh to negate fireball pressure cause they land on the explosion frames. Opponents jumping in at long range can be landed on the explosion frames as well as opponents who try the quick escape (double tap back) to avoid fireballs. I like to throw a Jab Kirai Hoh short of an opponent when I anticipate some sort of dashing attack from full screen distance, they will dash into the explosion frames.
    • Remember the Bakurai Hoh (Super) works just like the Feirce fireball so you can use these tactics with it as well.
    • The tactic I mentioned about trading hits with other fireballs cause Cheng's fireball flies over the top means that when you can do the Super this totaly shuts down many characters long range fireball game! Remember also Cheng's must be the easiest Super in the game, also it only 'seems' to need the same charge time as the normal fireball 2 secs not 3 as quoted in the FAQ.
  • The Short Hegan Geki (roll attack) is good for punishing whiffed attacks and covering distance quickly. I also like to whiff the Short Hegan Geki just short of an opponent and then throw them, just like Blanka's whiffed Ball into throw in SF2. The Roundhouse Hegan Geki is too slow and telegraphed to punish anything other than the largest openings.
  • The throw is great cause you can follow up with a meaty Kirai Hoh and then have options.
  • The standing Feirce, Roundhouse and short are all usefull for positioning, especialy for setting up meaty fireballs after throws.
  • The hold and headbutt throw is usefull for putting alot of distance between you and your opponent.
  • The Fierce Dai-Taikobarauchi (Flying Belly Blast) is great if you anticipate a fireball and can be used as an anti air. The Jab version can be manipulated heavily in flight to confuse your opponent like Bisons flying fist thingie in ST (it certainly confuses CPU AI Billy Cane!). If you hold back with this you will go back down the same as you came up after reaching the height of the jump, so you can bait opponents into whiffing anti airs then punish them with a Short roll. I will have to experiment with this move much more cause I'm sure its got some really good uses. Anyone?
    • The great thing about both the roll and the belly blast is that they knock down, this sets up Cheng's meaty game which is very strong thanks to those wonderfull explosion frames.
    • Cheng, although he has a fireball motion should always be charging downback unless you need to use a standing attack. That way you can go into Belly Blast and Super at any time.
  • Thats all I can think of right now, anyone else please add. Overall I think Cheng is a very strong character, although much of his fireball pressure game is negated if you use the line system. He is certainly MY srongest character.*
    • Just to add a little to my Cheng SinZan profile. After experimenting more with the standing Roundhouse "hop kick" it seems more and more like DJ's crouching Strong in ST. Its strange, it can snuff alot of moves (even high ones) without even seeming to make contact. Ofcourse proper vs play is essential to test out its true uses but it seems really good.

Credit to Crayfish

  • Cheng's fireball is way weaker in Special. The good thing is that it travels a lot farther than it did in FF2, and is more floaty and travels more slowly. However, it has WAY more startup *and* recovery time than in FF2. Like I said, that move was lethal in FF2 because he could throw like 5 or 6 of them in a row; the FB had no recovery and almost no startup time. Seeing the fireball in Special now is just...ugh. One other major loss he suffered is that his far standing C is no longer bufferable; in FF2 it was, and far standing C -> fireball was a great tactic.

Credit to Josh-TheFunkDOC

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

Game Navigation

General
FAQ
Controls
HUD
System
Strategy
Characters
Andy Bogard
Axel Hawk
Big Bear
Billy Kane
Cheng Sinzan
Duck King
Geese Howard
Joe Higashi
Jubei Yamada
Kim Kaphwan
Laurence Blood
Mai Shiranui
Terry Bogard
Tung Fu Rue
Wolfgang Krauser
Secret Boss
Ryo Sakazaki