Tiny shoto child #1. Chonrei sports good fireballs, zippy movement, reliable combos, good anti-airs, a supremely dumb jumping normal in his j.C, and the ability to low profile all sorts of stuff. You've probably guessed that Chonrei mostly wants to chuck fireballs and anti-air people for trying to jump over them, and you'd be right. He can also just roll right under them and get a guaranteed punish courtesy of his Transcendent Dragon rolls. These rolls, amazingly, enable him to get around some higher-hitting Breakshots and generally annoy people for trying to hit him. But none of this makes up for his lack of any sort of real overhead threat. He can tick throw better than most people, but if he doesn't have the life lead or his opponent can contest his zoning, he starts to struggle. But his overall toolkit is solid, so he's still great for shoto players looking for a slightly different flavor to their usual archetype.
Tiny shoto child #1. Chonrei sports good fireballs, zippy movement, reliable combos, good anti-airs, a supremely dumb jumping normal in his j.C and the ability to low profile all sorts of stuff. You've probably guessed that Chonrei mostly wants to chuck fireballs and anti-air people for trying to jump over them, and you'd be right. He can also just roll right under them and get a guaranteed punish courtesy of his Transcendent Dragon rolls. These rolls amazingly enable him to get around some higher-hitting Breakshots and generally annoy people for trying to hit him. But none of this makes up for his lack of any sort of real overhead threat. He can tick throw better than most people, but if he doesn't have the life lead or his opponent can contest his zoning, he starts to struggle. But his overall toolkit is solid, so he's still great for shoto players looking for a slightly different flavor to their usual archetype.
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==Normals==
==Normals==
===Standing===
===Standing===
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|bs=
|bs=
|juggle=
|juggle=
|description=Close range mash jab. A pretty effective bullying tool when used right.
|description=Close range mash jab. An effective bullying tool when used right.
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|juggle=
|description=Restores 14 health points on hit
|description=Restores 14 health points on hit
Mini Chonshu S-Power. The healing and damage aren't good enough to warrant risking the huge recovery this has on whiff.
Mini Chonshu S-Power. The healing and damage aren't good enough to warrant risking the huge recovery this has on whiff.
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==Desperation Move==
==S-Power==
{{MoveData
{{MoveData
|image=RBFF2_Chonrei_641236bc.jpg
|image=RBFF2_Chonrei_641236bc.jpg
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|juggle=
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|description=Can absorb up to 4 projectiles
|description=Can absorb up to 4 projectiles
Despite being an S-Power, you need at red health to use this effectively, because each shot after the first one costs a chunk of meter, and the initial shot will completely drain your meter if your health is too high. With that out of the way, this is a good way to fill the screen with projectiles, and you can delay each shot for an incredibly long time to fake the opponent into thinking they can approach.
Despite being an S-Power, you need at red health to use this effectively, because each shot after the first one costs a chunk of meter, and the initial shot will completely drain your meter if your health is too high. With that out of the way, this is a good way to fill the screen with projectiles, and you can delay each shot for an incredibly long time to fake the opponent into thinking they can approach.
Tiny shoto child #1. Chonrei sports good fireballs, zippy movement, reliable combos, good anti-airs, a supremely dumb jumping normal in his j.C and the ability to low profile all sorts of stuff. You've probably guessed that Chonrei mostly wants to chuck fireballs and anti-air people for trying to jump over them, and you'd be right. He can also just roll right under them and get a guaranteed punish courtesy of his Transcendent Dragon rolls. These rolls amazingly enable him to get around some higher-hitting Breakshots and generally annoy people for trying to hit him. But none of this makes up for his lack of any sort of real overhead threat. He can tick throw better than most people, but if he doesn't have the life lead or his opponent can contest his zoning, he starts to struggle. But his overall toolkit is solid, so he's still great for shoto players looking for a slightly different flavor to their usual archetype.
Pros
Cons
Some of the quickest ground movement in the game
Great basic shoto tools
S-Power lets him cut off huge swathes of screen space
Transcendent Dragon rolls enable low profile punishes and tick throws
Standard mid-height jab. You can pretty reliably press this while dashing forward.
n.5A (within 48 px of opponent)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
8
-
5
2
10
4
0
HL
Y
-
-
Close range mash jab. An effective bullying tool when used right.
5B
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
10
-
6
3
12
1
-3
HL
Y
-
-
This starts Chonrei's highest damaging chain combo sequence, so get used to pressing this for punishes.
n.5B (within 42 px of opponent)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
10
-
6
3
12
1
-3
HL
Y
-
-
Same deal as his far 5B.
5C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
23
-
8
6
20
0
-6
HL
N
-
-
The weak priority means it won't see much neutral use but if you don't think you can dash in for a 5B chain combo punish, this also works.
n.5C (within 61 px of opponent)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
23
-
8
6
20
0
-6
HL
Y
-
-
Crouching
2A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
8
-
5
2
10
4
0
HL
Y
-
-
Strangely disjointed crouching jab. A good counterpoke with chain combo options.
2B
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
10
-
6
3
12
1
-3
L
Y
-
-
A low risk option to try and force the opponent to block low and turtle.
2C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
23
-
8
3
20
KD
-3
L
Y
-
-
Despite Chonrei getting pretty low on the ground this move's low profile is essentially nonexistent. It's still a quick cancellable sweeping option and safe on block so it still has uses.
Command
Axe Kick 6B
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
16
-
25
3
19
4
-2
H
N
-
-
Extremely slow overhead. The kara cancel window potentially enables Transcendent Dragon fakeouts but this move overall loses hard to mash and active defense.
Quick Punch 5AB
High Avoid Attack
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
14
-
8
4
20
-8
-8
HL
Y
-
-
Like Chonshu's this is an underwhelming High Avoid. It tends to lose out or simply trade rather than beat stuff.
Jumping
j.A
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
Neutral Hop
8
-
5
9
6
+8
+4
H
N
-
-
Diagonal Hop
8
-
5
9
6
+8
+4
H
N
-
-
Neutral Jump
8
-
5
8
6
+8
+4
H
N
-
-
Diagonal Jump
8
-
5
10
6
+8
+4
H
N
-
-
j.B
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
Neutral Hop
10
-
6
8
6
+8
+4
H
N
-
-
Diagonal Hop
10
-
6
8
6
+8
+4
H
N
-
-
Neutral Jump
10
-
6
6
6
+8
+4
H
N
-
-
Diagonal Jump
10
-
6
8
6
+8
+4
H
N
-
-
j.C
Normal Hop/JumpDiagonal Hop/Jump
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
Neutral Hop
19
-
8
8
8
+15
+4
H
N
-
-
Diagonal Hop
19
-
9
4
8
+15
+4
H
N
-
-
Neutral Jump
19
-
8
6
8
+15
+4
H
N
-
-
A pretty good move to press to stomp people trying to go underneath you.
Diagonal Jump
19
-
9
4
8
+15
+4
H
N
-
-
Genuinely insane button with great crossup potential. Combine this with air turnaround for some truly ambiguous crossups.
Oversway Actions
5D (opponent in oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
19
-
8
3,4
15
4
-2
H
Y
-
-
2D (opponent in oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
19
-
8
3,4
15
7
1
L
-
-
-
A (from oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
10
-
23
3
12
3
-1
H
N
-
-
B (from oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
10
-
21
3
12
1
-1
L
N
-
-
C (from oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
19
-
23
4
11
12
-3
HL
N
-
-
Throw
Blast Away 4/6C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
26
-
-
-
-
-
-
-
-
-
-
Standard throw that keeps the opponent in front of you. Sends them far enough away that you can either chase them into the corner or set up your fireball game again.
Feints
Feint Empire Destiny 2BC
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
-
-
-
-
27
-
-
-
-
-
-
Takes a bit long to be a pressure feint. It instead can fake the opponent into jumping to get around your S-Power.
Special Moves
Emperor's Eye 236A/C
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
A
16
-
12
-
53 total
-5
-6
HL
-
Y
Y
C
16
-
16
-
56 total
-4
-6
-
HL
Y
Y
Really really nice and quick fireball with two very useful travel speeds. This combined with a lot of dashing forms the crux of your neutral. It's a half-decent Breakshot too.
Emperor Crunch 623A/C
4f invuln
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
A
28
-
4
3(2)15
33
KD
-25
HL
-
Y
Y
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
C
28
-
4
3(2)15
45
KD
-42
HL
-
Y
Y
Standard DP that anti-airs and ends soome combos. The invincibility isn't all that great and if used early it has a nasty tendency to trade. But the quick startup lets you reliably use this as a deep anti-air to shut down jumpers.
Trascendent Dragon 236B/214B (Hold ok)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
-
-
-
-
20-56 total
-
-
-
-
-
-
Annoying low profile roll; hold B to roll farther. You can go under all sorts of stuff from jumps to Breakshots or even just stuff during neutral and punish them, either with a throw or a full combo. Learn to love this move.
Emperor God Bop 66A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
28
-
7
9
28
-1
-7
HL
-
-
-
Short ranged elbow strike with annoyingly long recovery on whiff. Outclassed by 666A.
Extended Emperor God Bop 666A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
28
-
7
18
8
-1
-7
HL
-
-
-
The main differece here is that Chonrei goes way farther forward and has significantly shorter recovery. Sadly no matter which version you use your pressure is limited by being left at minus frames on hit. It's still a good tool to represent at midrange and try to bully your opponent out of your space. Or just to move around and get under their jump.
Emperor Blast 2146C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
28
-
33
-
65-120
KD
22
HL
-
Y
-
Restores 14 health points on hit
Mini Chonshu S-Power. The healing and damage aren't good enough to warrant risking the huge recovery this has on whiff.
S-Power
Empire Destiny Blow 641236BC-C-C-C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
20,20,20,20(67)
-
31
-
85 total
-19
-21
HL
-
-
-
Can absorb up to 4 projectiles
Despite being an S-Power, you need at red health to use this effectively, because each shot after the first one costs a chunk of meter, and the initial shot will completely drain your meter if your health is too high. With that out of the way, this is a good way to fill the screen with projectiles, and you can delay each shot for an incredibly long time to fake the opponent into thinking they can approach.
Empire Destiny Slash 641236BC (hold ok)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
13*5(61)
-
35-41
-
85 total
7
4
HL
-
N
-
Holding down BC will cause the projectile to travel forward with no hitbox, releasing BC will make it expand into a stationary multi-hitting projectile. This is a fantastic way to prevent the opponent from approaching you on the ground, allowing you to punish Oversway movement or careless jumps appropriately. It's also a threatening chip option at low life.
P-Power
Emperor Roar Destroyer 641236C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
96
-
1+25
12
21
+9
-6
HL
-
N
-
The slow startup prevents this from being useful for any real purpose other than hard read midrange anti-airs. And it's not even very good at that.