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The King of Fighters XIV/Tung Fu Rue: Difference between revisions

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=Command Moves=
=Command Moves=


'''Ukouryuu''' - (df+A)
* This command normal is quite useful in combo strings and can be used as an anti-air. Also, this move forces stand on hit.


=Special Moves=
=Special Moves=

Revision as of 03:35, 13 October 2017

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Ressen-Shou - close / +  

Tetsuzankou - close / +

Command Normals

Ukouryuu - +

Special Moves

Senshippo - + / (*)

Shou Ha - + / (*)

Geki Hou - press rapidly / (*)

Ressen Kyaku - close, + / (*)

Air • Senpuu Ken - in air, + / (*)

Super Special Moves

Senpuu Gou Ken - + / (!)

Dai Geki Hou - + / (!)

Climax Super Special Moves

Kyoku • Koureishin - +

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Anywhere
Low, Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) = 231 dmg

1 Meter

Corner
Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) dmg

2 Meters Anywhere (Combo 1) = (damage number here) dmg

Gameplay Overview

Tung Fue Rue is a character from the Fatal Fury series. He is a master of the fighting style Hakkyokuseiken! Tung Fue Rue may be a fairly simple character, but he is a character who requires good knowledge of the system of KOF and a good understanding and “feel” for the spacing of his moves to be a real threat. Unfortunately, Tung’s normals are not very good due to the small range and hitboxes of a lot of them. This also means that he has a lot of trouble anti-airing his opponent while on the ground. However, Tung does have some things going for him. First is his damage output. Tung with meter can pack quite a punch! As a matter of fact, he has one of the most damaging 2 bar combos in the entire game! He is a character who can also crank up his opponent’s guard gauge substantially without overextending. Tung is a character that is a great pick for anyone of any level! He can teach you how space yourself properly and not over extend! Play Tung!

Normals

Standing

  • st. A: Tung sticks out his fist to perform a jab.This move is not very good to be quite frank. It is slow and doesn’t have a great hitbox. However, It could still technically be used as a typical standing A anti- air.Standing A may be Tung’s worst standing normal.
  • st. B: Tung sticks out his leg and aims it for his opponent’s lower body. This normal is interesting as you can chain this into Tung’s df. A. Standing B can also be used for whiff punishing and frame traps.The big drawback with this move this move is the range. Like most of Tung’s other normals, the range is rather poor.
  • st. C: Tung extends his arm out for a palm strike.This is Tung’s best standing normal. The reach is decent, it can be chained into df. A, and it can be canceled into other specials moves for great combo potential. In neutral, you are going to be using this move quite a lot.
  • st. D: Standing D looks awfully similar to his close D. This move fairly slow with 8 frames of start up. Also, this move is -5 on block. The main use this move has is an anti-air. Tung’s standing D is actually one of his better anti-airs. Especially around round start range.

Close

  • cl. A: Somewhat similar to his standing far A. There is not much use for this button besides possibly interrupting strings.
  • cl. B: Close B is a low that is fairly fast and can chained into df. A for solid combo potential. This move can sometimes trip people up after a jump in if they don’t block low fast enough. Definitely a useful close normal for Tung.
  • cl. C: This button is a 4 frame attack that is primarily going to be used in combo strings and frame traps. It is minus 3 so this move should be used with caution.
  • cl. D: Tung kicks you with his short stubby leg. What makes this normal significant is the fact that it is plush on block. This means that you can potentially use this move for frame traps. The only downside is that the move is a bit slow. Still, used properly this normal can can be useful. It can even be chained into df. A.

Crouching

  • cr. A: Typical crouching jab. Mainly used for strings. However, this move is +2 on block, so frame traps can be started with this normal. Lastly, this normal can chain into df. A for max combo potential. This move can and should be used a lot.
  • cr. B: This is your standard 2B. This is going to be your main combo starter off of a low and low profiler anti-air. You should always try to chain/string normals together after this button due to crouching B being -2 on block.
  • cr. C: Range wise, this move is by far the best in his set of crouching normals. This move is going to be your main “whiff punisher” as it can be canceled into various special moves such as his fireball and dash punch. It can even be chained into df. A. Biggest downside is that it is fairly slow with 8 frames of startup. Use wisely.
  • cr. D: This is Tung’s sweep. Typical sweep that a lot of character’s have. This move however has some pretty cool things about it. First off, with this button you can actually use it to low profile some of the cast’s fireballs. This way you won’t be taking any sort of chip damage. Be careful, though, this move does have a lot of recovery, so use wisely. Lastly, this move can be whiff canceled into some special moves. This means that in some neutral situations against fireball characters, if in range, you can actually low profile a fireball and punish your opponent with a dash punch. Not easy to do, but is a viable option.

Jumping

  • j. A: Jumping A is probably Tung’s best jump-in normal due to the fact that it can cross up. Also, this button reduces Tung’s hurtbox, so you can potentially cause an opponent’s anti air attack to whiff in some cases. Solid jump in when used properly.
  • j. B: This is one of Tung’s better air to airs. Due to Tung’s poor anti airs, this is one move that shall be used quite often.
  • j. C: This is also a solid air to air that has a better horizontal hitbox than jumping B, but is one frame slower than jumping B. Lastly, this is one of the best jump ins to use for jump-in combos.
  • j. D: This move will primarily only be used as a jump-in attack for combo potential. If you time this button early enough in the air, you can get two hits out of this button as it is a double-hit normal. This move will be one of your best friends for jump-in attacks.

Blowback

  • st. CD: Typical standing CD that can hit on both sides.
  • j. CD: Typical jump CD. Unfortunately the hitbox is not very good making it one of the worse jump CD’s in the game.

Throws

Ressen-Shou - (b/f + C) close

  • Standard forward throw.

Tetsuzankou - (b/f + D) close

  • Standard back throw. This throw can give you a safe jump set up in the corner if you perform Hyper Hop + D afterwards

Command Moves

Ukouryuu - (df+A)

  • This command normal is quite useful in combo strings and can be used as an anti-air. Also, this move forces stand on hit.

Special Moves

Notation Key (*) = EX OK

(!) = MAX OK


Super Special Moves

Climax Super Special Moves

Combos

0 meter

  • (place combo here) = (place damage amount here)

(place combo description here)

1 meter

  • (place combo here) = (place damage amount here)

(place combo description here)

2 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

3 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

4 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

5 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

Misc

Videos

Tung Slow Motion Hitboxes

External Links

Discussion Threads

Discuss at Dream Cancel

The King of Fighters XIV
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