Tung Fu Rue (NGBC)
- cl. A/B/C/D are cancel-able.
- Close D does two hits making it very easy to hit-confirm into command moves or special attacks only after the first hit.
- st. A/B/C/D is cancel-able/whiff cancel-able.
- cr. A/C/D are cancel-able/whiff cancel-able.
- cr. B is chain-able and his best ground poke.
- cr. C is a moderately good anti-air if used early enough, it can canceled but only before her arm extends into the air
- cr. D is great in the corner, and can be canceled into his dp + BD move (costs 1/2 of 1 stock in meter).
- j. D is a great crossup tool that allows Tung's rapid P move to be used as an easy follow up.
(more to be updated)
Guard Cancel Tag Attack
- Pressing the E button while blocking will allow Tung to do counter with a standing C, and he will then tag out.
Thousand Palms - b/f + CD
- Can be broken. Regular knockdown.
Kourin Hazaki: f + C
- Tung does an overhead chop with an energy ball. This move can be linked to a special move or a desperation move. This move counts as an overhead.
Overhead Kick: f + D
- Tung does a small jumping roundhouse towards the opponent. This move can be linked, but this move ends the combo. It is primarily used for mixups and closing in on the opponent. This move counts as an overhead.
Note: Moves that have an EX option will have the term "EX" in parentheses next to the command. In order to do the EX moves, both punches or both kicks need to be pressed together for the move to be executed. EX moves cost 1/2 of 1 full stock of meter.
Senshippo: qcb + A/C (EX)
- Tung does a dash punch like Gato from MOTW, or Yun from Street Fighter 3. The button strength determines the distance. The EX version does multiple hits and can nullify several hits from certain moves.
Ressen Kyaku: dp + B/D (EX)
- Tung shoots upward, feet first while doing several air kicks. The button strength determines the arc and the number of hits. The EX version does multiple hits and slightly follows the arc that the D version makes.
Shou Ha: charge b, f + A
- Tung throws out a medium-sized fireball. This move can be used in a combo, but its not a great poking tool.
Geki Ha: charge b, f + C
- Tung throws out an even bigger fireball with enlarged arm. This move is the better fireball to use in terms of poking and zoning. It can push opponents back, and even if they decide to GCFS, you are still at a safe distance.
Gekihou: A/C rapidly
- This is the move to use often. Tung can combo easily with this move, allowing him to not only build meter, but do combos ranging from 20-40+ hits. It has a huge hitbox, as some opponents that attempt to jump over will not be able to; however, this move can be stopped by projectiles, and a few normal moves.
Raimei Kyaku: in the air, qcb + B
- This is Tung's dive kick. It can be a combo starter, or it can be used to bait out attack moves or specials. This move cannot be done using the tiger knee method, and this move can only be done with B.
Joujiken: in the air, qcf + A/C
- This is another air dash attack that Tung is capable of doing. This time, he dives head first with fist out. At its best, its only good to use as a counter to fireball pressure. The button strength determines the slant/distance at which Tung travels.
Kuuchuu Senpuuken: in the air, qcb + C
- Tung does a spinning attack with his chi-enfused arms. This move can be executed with the tiger knee method. The button strength determines the distance.
Teigekiken: qcf x 2 + B/D
- Tung grows into his massive form and does a wide range attack. This move counts as an overhead.
Senpuu Gouken: f, hcf x 2 + A/C
- Tung does a super version of his Kuuchuu Senpuuken. The button strength determines whether he stays in place (A) or moves forward (C).
Chou Shou Nami: qcf x 2 + A/C (when meter stock is at level 3)
- Tung uses all his chi to shoot a massive blast of energy (like a Kamehameha). This move has a very slow start-up, but does a considerable amount of damage, as well as chip damage.
- Tung is generally played as a zoning character with the option to rush down with mixups. Best pokes to use is d + B, and charge b, f + C. The ducking light kick comes out fast and constant enough to push slightly and build some meter. Charge b, f + C allows Tung to push the opponent back without fear of rush down. Use his A/C rapidly move as much as possible, and make sure that hit confirmation with f + C is used to easily combo the move. A/C rapidly also has priority, as does his qcf x2 + K, which has more priority. A/C rapidly can stop certain character's rushdown, like Hanzo's teleport to j.B rush down tactics.
- It is very important to understand what to use as an anti-air. There are several options: dp + K, the EX version of dp + K, d + C, and j.D (which should be used when jumping back for an anti-air). There are several ways to control the fireball game using air moves to bait or dodge them like (in the air) qcf + P, or (in the air) qcb + B. Those moves can be used to close in if possible. Qcb + P can also be used to close in, and punish. The EX version takes a few hits, but use it sparingly.
- Whenever crossup attempts are made, always use j. D, as that has a better hitbox than any of the other jumping attacks. If ever in the corner, and cr. D connects, use dp + BD. It takes some practice, but its good to be able to do, as Tung needs to get as much damage done as possible. Since he's a rather small character, he does have some advantages over other characters. He can go under some projectiles and some moves like Mr. Big's torpedo attack (if the move is done at a close range). Sometimes in order to dodge the projectile, cr. D can be used.
- cl. D, f + C, A/C rapidly
- in the corner, crouching D, dp + BD
- cross-up j.D, A/C rapidly
- j.D, standing D, f + C, qcf x2 + K
- Note: The "S" button is the start button.