Fatal Fury Special/Tung Fu Rue

From SuperCombo Wiki
< Fatal Fury Special
Revision as of 04:47, 6 April 2025 by Guruslum (talk | contribs) (→‎Combos)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
The Schizoid Martial Arts Old Guy
FFS Tung Colors.png

Introduction

A glass cannon combo machine with short reach but explosive damage - Tung is a high-risk, high-reward character that requires plenty of practice to be played effectively, but has the potential to win a round with just a couple of good reads.
Pros Cons
  • Fast moves
  • Small size allows him to dodge moves easily
  • Strong close range game
  • Just big enough to eat combos that don’t work on Jubei
  • Low amount of dizzy points
  • Has trouble getting in against good zoners

Move List

General Hurtboxes

Standing Walking/Taunting Crouching Jumping
FFS Tung Stand.png FFS Tung Walk.png FFS Tung Crouch.png FFS Tung Jump.gif
Tung's axis is farther forward than other characters, making him easy to throw. 56F (4+47+5) duration.

Close Standing Normals

c5A

c5A
Maho Chouchuu/馬歩頂肘
FFS Tung c5A.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
9 2 Mid 5 3 3 10 +10 +11 Kara Cancel
  • Used for close range pressure and combos.
c5B

c5B
Kugikyuku/釘脚
FFS Tung c5B.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
11 2 Mid 6 5 4 14 +7 +8 Kara Cancel
  • Close A is better.
c5C

c5C
Kouryuu/降龍
FFS Tung c5C.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
17 4 Mid 6 6 9 20 +9 +8 Kara Cancel

Can anti-air, although tricky to use due to it being a close range normal.

c5D

c5D
Soutou/掃踢
FFS Tung c5D.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
15x2 4x2 Mid 5 3+7 8 22 +10 +11 Kara Cancel
  • First hit is +8 on hit or +7 on block.
  • Can easily combo into C Senshippo.

Far Standing Normals

f5A

f5A
Chuusui/沖捶
FFS Tung f5A.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
7 2 Mid 5 3 3 10 +10 +11 Kara Cancel
  • Good close range poke. Can link into 2C or 2D.
f5B

f5B
Toutai/踢腿
FFS Tung f5B.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
9 2 Mid 6 5 4 14 +7 +8 Kara Cancel
  • Doesn't reach too far, but the hitbox is amazing and beats pretty much all rushing special attacks like Burn Knuckle, Zaneiken etc. An essential tool in neutral. You can even combo off this.
f5C

f5C
Maho Houken/馬歩崩拳
FFS Tung f5C.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
17 4 Mid 8 5 8 20 +10 +9 /

Excellent range as far as Tung normals go, and not too risky to use either.

f5D

f5D
Kousentai/後旋腿
FFS Tung f5D.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
18x2 4x2 Mid 10 5+7 10 31 +6 +6 /
  • First hit is +1 on hit or 0 on block.

Crouching Normals

2A

2A
Kenhoushou/圏抱掌
FFS Tung 2A.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
5 2 Mid 5 5 6 15 +5 +6 Kara Cancel

5A is generally better, although you can use this without dropping charge.

2B

2B
Sensoutai/前掃腿
FFS Tung 2B.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
7 2 Low 5 5 7 16 +4 +5 Kara Cancel, Low Profile
  • Can be used to avoid Jubei/Mai projectiles when done repeatedly.
2C

2C
Kobokushi/虎僕子
FFS Tung 2C.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
15 4 Mid 9 6 8 22 +10 +9 Kara Cancel
  • Less range than 5C, but cancelable which makes it invaluable in combos.
2D

2D
Zentaihou/剪腿法
FFS Tung 2D.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
17 4 Low 8 5 24 36 KD -6 Kara Cancel, Low Profile
  • Great sweep with decent range. Can anti-air some attacks due to having a low profile.

Jumping Normals

jA

jA
Kishitsu/跪膝
FFS Tung jA.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
7 2 Overhead 5 / / - - -
  • Same for both diagonal and neutral jumps.
  • Can beat low profile anti-airs like Joe's 2D.
jB

jB
Hitai/飛腿
FFS Tung jB.png
Diagonal Jump
FFS Tung j8B.png
Neutral Jump
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
9 2 Overhead 5 / / - - -
  • Same frame data for diagonal and neutral jumps.
  • Diagonal version has more horizontal reach than jump A, making it a better air-to-air.
jC

jC
Gekitou/撃襠
FFS Tung jC.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
17 4 Overhead 5 15 / / - - -
  • Same frame data for diagonal and neutral jumps.
  • Does more damage than jump A, but the hitbox is weaker.
jD

jD
Nikikyaku/二起脚
FFS Tung jD.png
Diagonal Jump
FFS Tung j8D.png
Neutral Jump
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Diagonal Jump 13x2 4x2 Overhead 6 7 (4) 15 / / - - -
  • Hits twice when timed right, although the second hit will whiff against smaller characters.
Neutral Jump 19 4 Overhead 6 12 / / - - -

Universal Mechanics

Lane Blast (CD)

Lane Blast
Senpuuken/旋風拳
C+D
FFS Tung CD Front 1.png
Front Lane
FFS Tung CD Back 1.png
Back Lane
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
22 5 Mid 19 3 21 42 KD 0 Cancel, Lane Shift, Lower-Body Invuln 10-33F
  • Same frame data for front and back lane versions.
  • Not that great, but may counter some lows thanks to its lower body invulnerability.
Lane Attack

Lane Attack
A/B/C/D from opposite lane
FFS Tung Lane Attack Front.png
Front Lane
FFS Tung Lane Attack Back.png
Back Lane
Tung has the same lane attack for punch and kick buttons. Unfortunately whiffs against crouching Jubei and Mai.
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
A/B 20 2 Overhead 9 - 4 - - - /
  • A straight and fast lane attack.
C/D 20 4 Overhead 9 - 4 - - - /
  • A slower high angle lane attack.
Dodge Attack

Dodge Attack
Hisuiha/避水波
6A during proximity guard
FFS Tung Dodge Attack 1.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
11 5 Mid 13 12 10 34 Air Reset -13 Kara Cancel, Upper-Body Invuln 1-24F

The upwards pointing hitbox makes this most suitable for anti-airing.

Throws

Ressen Shou (4/6C)

Ressen Shou
close 4/6C
FFS Tung C Throw.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
26 3 Throw 1 1 / - KD / /

Special Moves

Sen Shippo (214P)
Sen Shippo
214A/C
FFS Tung 214P.png
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
A 14 (3) 3 Mid 11 14 15 39 -8 -11 -
  • Safe on block when spaced correctly, making it a good move for dealing chip damage.
C 22 (5) 6 Mid 15 24 20 58 KD -22 -
  • Tung's main combo ender. Travels much farther and is very unsafe on block.
Ressen Kyaku ([1]9K)
Ressen Kyaku
[1]9B/D
FFS Tung 19B.png
B
FFS Tung 19D.png
D
A command grab. Input the button slightly before the 9 direction to avoid accidental jumps.
  • Having a charge motion limits its usability, but it makes for an excellent "get off me" move when being pressured up close as it has only 1 frame of startup.
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
B 16 3 Throw 1 1 / / KD / -

Made irrelevant by the D version.

  • Charge time: 25F.
  • Does less damage than a normal throw but has more range.
D 26 6 Throw 1 1 / / KD / -
  • Charge time: 50F.
  • Has more damage, stun, and range than the B version.
Shouha ([1]6P)
Shouha
[1]6P
FFS Tung 16A 1.png
A
FFS Tung 16C 1.png
C
Has a projectile hitbox, and will destroy enemy projectiles upon collision.
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
A 16 (4) 3 Mid 15 9 18 41 -3 -2 -
  • Charge time: 25F.
C 24 (6) 6 Mid 20 15 18 52 -1 -12 -
  • Charge time: 50F.
  • Slower than A, but has more range.
Geki Hou (Mash C)
Geki Hou
Mash C
FFS Tung MashC 6.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
20xN (5xN) 3xN Mid 2 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 5 (4) 2 (4) 2 (4) 2 (4) 2 (4) 10 20 92 -59 -58 Invincible 1-31F
  • Would be a great anti-air, but the mash input makes it impractical. Potentially unsafe on hit as well. Mostly used as a chip kill/trick combo move.

Desperation Move

Senpuu Gou Ken (6328BC)
Senpuu Gou Ken
When health is flashing
6328B+C
FFS Tung 6328BC 11.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
40 (10x4) 4 Mid 16 4 (3) 3 (3) 3 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (2) 2 (3) 3 (3) 3 (3) 3 (3) 3 20 125 KD -12 Throw Invuln, Lower-Body Invuln
  • Advances and does good chip, but unless it hits meaty there is a punishable gap between the 2nd and 3rd hit on block.
  • To avoid accidental jumps, press BC slightly before 8.

Combos

Note: c5A whiffs on crouching/dizzy Mai

  • c5AxN, f5A, 2D - 35 damage (N=3).

Reliable combo. If near the corner and the opponent has no reversal, 2D can be cancelled into 6328BC for +20 damage in meaty chip.

  • c5AxN, f5A, 2C > 214C - 54 damage (N=3).

214C may whiff against short crouching characters if done from too far.

  • 2C > [1]6C
  • c5D(2) > 214C
  • Meaty 2B, c5A, 2C > 214C
  • (Corner) Lane attack, c5C > Mash C

Strategy

The Basics

Advanced Strategy

Matchups

Vs. Andy Bogard

Vs. Axel Hawk

Vs. Big Bear

Vs. Billy Kane

Vs. Cheng Sinzan

Vs. Duck King

Vs. Geese Howard

Vs. Joe Higashi

Vs. Jubei Yamada

Vs. Kim Kaphwan

Vs. Laurence Blood

Vs. Mai Shiranui

Vs. Ryo Sakazaki

Vs. Terry Bogard

Vs. Tung Fu Rue

Vs. Wolfgang Krauser

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