|
|
(2 intermediate revisions by the same user not shown) |
Line 311: |
Line 311: |
| |bs= | | |bs= |
| |juggle= | | |juggle= |
| |description= | | |description= |
| }} | | }} |
| {{AttackData-RBFF2 | | {{AttackData-RBFF2 |
Line 383: |
Line 383: |
| |bs= | | |bs= |
| |juggle= | | |juggle= |
| |description= | | |description= |
| }} | | }} |
| {{AttackData-RBFF2 | | {{AttackData-RBFF2 |
Line 399: |
Line 399: |
| |bs= | | |bs= |
| |juggle= | | |juggle= |
| |description= | | |description=*This and the Hop version, if hit right before landing, will become an unblockeable. This is due to SNK games thinking that, since you are hitting so low to their hurtbox, it's a low, but mixed with it being coded in as an overhead, it does some jank and becomes an unblockeable. It's weird I know. |
| | *This is sometimes useful but the timing to hit it as an unblockeable is a bit strict and there aren't many set-ups into it, but if mastered, it can make Tung's mix very deadly if they don't read your hop and preemptively 5A. |
| }} | | }} |
| }} | | }} |
Latest revision as of 13:41, 9 March 2022
Gameplay Overview
The quintessential small Kung Fu master, Tung is small, fast, and tricky. He centers around the use of his quick, high priority normals to get in and pressure the opponent. His small stature combined with his obscenely good High Avoid attack ensures he's a frustrating foe to hit, but also means his effective reach is ridiculously small. Against a prepared opponent, he is forced to resort to gimmicks or simply bulldogging his way in.
Pros |
Cons
|
- Easily one of the best High Avoid attacks in the game, as well as an invincible reversal in 623B
- Simple combos that are easy to hit confirm
- Attacks have great priority and speed, so he can stuff a lot of attempts to mash out of his pressure
- Good ability to attack while moving
- An unblockable
|
- Lots of moves that just don't have any real uses, or are too gimmicky to be worth going for
- No real chain combos
- Strong attacks don't reach quite as far as they look like they should
- Unconventional mixup that deals comparatively small damage
- His most frequent combos don't score a knockdown, limiting his pressure
- Gets shut down by characters with effective keep out, especially Mai
|
Normals
Standing
5A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
6
|
-
|
4
|
2
|
10
|
4
|
0
|
HL
|
Y
|
-
|
-
|
|
n.5A (within 52 px of opponent)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
6
|
-
|
4
|
5
|
5
|
6
|
2
|
HL
|
Y
|
-
|
-
|
|
5B
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
8
|
-
|
7
|
3
|
12
|
1
|
-3
|
HL
|
N
|
-
|
-
|
|
n.5B (within 35 px of opponent)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
8
|
-
|
4
|
3
|
9
|
4
|
0
|
HL
|
Y
|
-
|
-
|
|
5C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
21
|
-
|
7
|
6
|
22
|
0
|
-6
|
HL
|
N
|
-
|
-
|
|
n.5C (within 58 px of opponent)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
11,11
|
-
|
5
|
2,4
|
20
|
2
|
-4
|
HL
|
Y
|
-
|
-
|
|
Crouching
2A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
6
|
-
|
4
|
2
|
8
|
6
|
2
|
HL
|
Y
|
-
|
-
|
|
2B
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
8
|
-
|
4
|
3
|
9
|
4
|
0
|
L
|
Y
|
-
|
-
|
|
2C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
21
|
-
|
8
|
6
|
20
|
KD
|
-6
|
L
|
Y
|
-
|
-
|
|
Command
Rising Fist 3A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
19
|
-
|
8
|
4
|
30
|
-8
|
-12
|
HL
|
Y
|
-
|
-
|
|
Shoulder Thrust 5AB
High Avoid Attack
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
14
|
-
|
9
|
6
|
20
|
0
|
-6
|
HL
|
Y
|
-
|
-
|
|
Jumping
j.A
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
Neutral Hop
|
6
|
-
|
3
|
till landing
|
6
|
+8
|
+4
|
H
|
N
|
-
|
-
|
Diagonal Hop
|
6
|
-
|
4
|
till landing
|
6
|
+8
|
+4
|
H
|
N
|
-
|
-
|
Neutral Jump
|
6
|
-
|
4
|
8
|
6
|
+8
|
+4
|
H
|
N
|
-
|
-
|
Diagonal Jump
|
6
|
-
|
4
|
10
|
6
|
+8
|
+4
|
H
|
N
|
-
|
-
|
|
j.B
Neutral Hop/Jump Diagonal Hop/Jump
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
Neutral Hop
|
8
|
-
|
5
|
till landing
|
6
|
+8
|
+4
|
H
|
N
|
-
|
-
|
Diagonal Hop
|
8
|
-
|
5
|
til landing
|
6
|
+8
|
+4
|
H
|
N
|
-
|
-
|
Neutral Jump
|
8
|
-
|
5
|
6
|
6
|
+8
|
+4
|
H
|
N
|
-
|
-
|
Diagonal Jump
|
8
|
-
|
5
|
8
|
6
|
+8
|
+4
|
H
|
N
|
-
|
-
|
- This and the Hop version, if hit right before landing, will become an unblockeable. This is due to SNK games thinking that, since you are hitting so low to their hurtbox, it's a low, but mixed with it being coded in as an overhead, it does some jank and becomes an unblockeable. It's weird I know.
- This is sometimes useful but the timing to hit it as an unblockeable is a bit strict and there aren't many set-ups into it, but if mastered, it can make Tung's mix very deadly if they don't read your hop and preemptively 5A.
|
|
j.C
Neutral Hop/Jump Diagonal Hop/Jump
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
Neutral Hop
|
11
|
-
|
7
|
8
|
8
|
+15
|
+9
|
H
|
N
|
-
|
-
|
Diagonal Hop
|
11
|
-
|
7
|
4,4
|
8
|
+15
|
+9
|
H
|
N
|
-
|
-
|
Neutral Jump
|
11
|
-
|
7
|
6
|
8
|
+15
|
+9
|
H
|
N
|
-
|
-
|
Diagonal Jump
|
11
|
-
|
7
|
4,4
|
8
|
+15
|
+9
|
H
|
N
|
-
|
-
|
|
Oversway Actions
5D (opponent in oversway)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
18
|
-
|
8
|
4,5
|
12
|
-6
|
-7
|
H
|
Y
|
-
|
-
|
|
2D (opponent in oversway)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
18
|
-
|
12
|
2,2
|
9
|
KD
|
8
|
L
|
Y
|
-
|
-
|
|
A (from oversway)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
8
|
-
|
26
|
3
|
12
|
+3
|
+1
|
H
|
-
|
-
|
-
|
|
B (from oversway)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
8
|
-
|
23
|
6
|
12
|
-1
|
-3
|
L
|
-
|
-
|
-
|
|
C (from oversway)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
18
|
-
|
25
|
4
|
10
|
13
|
-3
|
HL
|
-
|
-
|
-
|
|
Throw
Rapid Punches 4/6C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
26
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Feints
Feint Senpu Gouken 2BC
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
19
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Special Moves
Shou Ha 236A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
16
|
-
|
24
|
6
|
29
|
-6
|
-8
|
HL
|
-
|
Y
|
Y
|
|
Geki Ha 236C (hold ok)
1st part 2nd part 3rd part
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
1st part
|
8
|
-
|
17
|
14
|
19
|
-5
|
-11
|
HL
|
-
|
N
|
Y
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
2nd part
|
10-10*5
|
-
|
9
|
active until 5 hits
|
25
|
+2
|
-4
|
HL
|
-
|
N
|
Y
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
3rd part
|
10*5
|
-
|
3
|
3(5)44
|
31
|
-
|
-
|
HL
|
-
|
N
|
Y
|
|
Thousand Kicks 623B
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
10,8,8,8,8(35)
|
-
|
4
|
2(4)2(4)2(2)2(2)7
|
37
|
KD
|
-36
|
HL
|
-
|
Y
|
-
|
|
Shin Shippu 214A/C
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
A
|
28
|
-
|
12
|
12
|
20
|
KD
|
-10
|
HL
|
-
|
Y
|
-
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
C
|
38
|
-
|
25
|
16
|
20
|
KD
|
-14
|
HL
|
-
|
Y
|
-
|
|
Meditation
Tung has an unique taunt among the rest of the cast, having unique attacks from it unable to be done otherwise
Scratch CD-CD
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
N
|
-
|
- You can either do the follow-ups from here or continue with CD-CD-CD
|
|
Drained CD-CD-CD
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- This is mostly used to continue the taunt period so opponents are still weary to approach
|
|
Super Thousand Kicks CD-CD-(CD)-B
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
9*5(34)
|
-
|
4
|
2(4)2(4)2(4)2(4)2
|
44
|
KD
|
-38
|
HL
|
-
|
-
|
-
|
|
Super Shin Shippu CD-CD-(CD)-C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
11,11,11(28)
|
-
|
25
|
14
|
20
|
KD
|
-8
|
HL
|
-
|
-
|
-
|
|
S-Power
Senpu Gouken 641236BC
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
8*11(68)
|
-
|
9
|
120
|
45
|
KD
|
-35
|
HL
|
-
|
N
|
-
|
|
P-Power
Super Geki Ha 641236C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
20,27,13*3,26(89)
|
-
|
1+2
|
56
|
51
|
KD
|
-42
|
HL,H
|
-
|
N
|
-
|
|
Chain Attacks
Combos
Meterless
Metered
Strategy