Spam Sky of Fire A. That's it, that's the character.
Spam Sky of Fire A. That's it, that's the character.
Okay seriously, Hon Fu is just kind of okay. He does have some good buttons, decently damaging chains, and a relatively consistent pursuit attack but he doesn't particularly excel in either of those regards. Actually, he doesn't really excel at anything outside of having arguably the best DP in the game with his light Sky of Fire(623A). His Feint Cancel would actually be much better if his normals were better suited for it on offense, but its more likely use is to shave frames off his normals. His S-Power is fine but since each hit lands independently it's possible for it to just drop. And his P-Power is actual trash. There aren't many things Hon Fu can do that others can't do better so he has to work a bit harder than most, but if you really like Jackie Chan or just like spamming DP you'll have a good time.
Okay seriously, Hon Fu is just kind of okay. He does have some good buttons, decently damaging chains, and a relatively consistent pursuit attack but he doesn't particularly excel in either of those regards. Actually, he doesn't really excel at anything outside of having arguably the best DP in the game with his light Sky of Fire(623A). Thankfully, Sky of Fire is good enough that you can center your gameplan around it, because the rest of his moves are designed to be gimmicky and annoying rather than good. There aren't many things Hon Fu can do that others can't do better so he has to work a bit harder than most, but if you really like Jackie Chan or just like spamming DP you'll have a good time.
Spam Sky of Fire A. That's it, that's the character.
Okay seriously, Hon Fu is just kind of okay. He does have some good buttons, decently damaging chains, and a relatively consistent pursuit attack but he doesn't particularly excel in either of those regards. Actually, he doesn't really excel at anything outside of having arguably the best DP in the game with his light Sky of Fire(623A). Thankfully, Sky of Fire is good enough that you can center your gameplan around it, because the rest of his moves are designed to be gimmicky and annoying rather than good. There aren't many things Hon Fu can do that others can't do better so he has to work a bit harder than most, but if you really like Jackie Chan or just like spamming DP you'll have a good time.
Normal Moves
5A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
8
3/11
4
4
8
4
0
HL
Y
-
-
Excellent range for a far jab. Chains into 5A>C for decent damage but the latter hit can whiff at father ranges. Hitbox is pretty high so it's likely to whiff on smaller characters and those crouching (which is a common issue with Hon Fu).
5B
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
10
3/10
6
5
13
-2
-6
HL
Y
-
-
Decent poke that doubles as a starter for his 5B>B>C chain, which sends him airborne and ends in an overhead which can be input late for mixup shenanigans. That's assuming your opponent is respecting your offense, however. You can shave a frame off the recovery with an FC.
5C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
23
6/21
8
3
28
-5
-10
HL
N
-
-
Decent range and damage, but the hitbox ends just before the tip of the nunchaku. Narrows much of his hitbox aside from his extended arm, making this a decent footsie tool.
n.5A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
8
3/10
5
3
9
4
0
HL
Y
-
-
Hon Fu's fastest starter which goes into the majority of his chains, though the hitbox is somewhat high. You'll want to mind the spacing, as Hon Fu's chains can have problems when you're too far out.
n.5B
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
10
3/10
7
4
12
0
-4
HL
Y
-
-
Looks like a low but it definitely isn't. Has a significantly lower hitbox than n.5A and goes into all the same chains aside from n.5A>C>C so it can be seen as an alternate combo starter.
n.5C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
10*2
4/10*2
8
7
16
3
-3
HL
Y
-
-
Hits twice with a slightly upward hitbox, but it's quite safe and can be made +3 on block and +9 on hit with a feint cancel. Unfortunately due to its upward hitbox, it can whiff easily on smaller characters.