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Real Bout Fatal Fury 2/Cheng Sinzan: Difference between revisions
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Gameplay wise, Cheng is a very unorthodox, semi-joke character. He has many gimmicks with his command normals and even Sideline attacks, but that doesn't mean he is only tricks. He has genuinely good zoning and set-play with his energy balls, a good far reaching attack with his [4]6B/C that is also a great breakshot, and decent damage when the situation calls for it, He can be very hard to pin down, specially if the Cheng player knows how to trick their opponent. His P-Power can be hard to do in a combo, but it's safe if blocked and you are able to link afterwards | Gameplay wise, Cheng is a very unorthodox, semi-joke character. He has many gimmicks with his command normals and even Sideline attacks, but that doesn't mean he is only tricks. He has genuinely good zoning and set-play with his energy balls, a good far reaching attack with his [4]6B/C that is also a great breakshot, and decent damage when the situation calls for it, He can be very hard to pin down, specially if the Cheng player knows how to trick their opponent. His P-Power can be hard to do in a combo, but it's safe if blocked and you are able to link afterwards | ||
Sadly, Cheng has among the shortest range in the game, and doesn't have the rushdown capabilities to compensate, so an opponent with a lifelead can | Sadly, Cheng has among the shortest range in the game, and doesn't have the rushdown capabilities to compensate, so an opponent with a lifelead can feasibly lame him out. His combos require you to have charge already, and his non-sweep low, 2B, can't be chained again, so cancelling into 4[6]B to get a low combo is a hard read rather than a confirm. He lacks any real mix-up and his buttons with + frames are short, so his pressure is lackluster. His S-Power is the worst in the game, so you are stuck with using meter for Breakshots and P-Power. | ||
Cheng can easily keep the lead in a match just as easy as his opponent can keep theirs, so playing Cheng requires knowing to take advantage as possible and being as unpredictable as you can be. He is considered Bottom 1 in most tiers but that doesn't mean you can't make good use of him. | Cheng can easily keep the lead in a match just as easy as his opponent can keep theirs, so playing Cheng requires knowing to take advantage as possible and being as unpredictable as you can be. He is considered Bottom 1 in most tiers but that doesn't mean you can't make good use of him. |
Revision as of 14:25, 10 November 2021
Cheng Sinzan (RB2)
Introduction
A business man who loves eating and was considered part of the Big Three alongside Geese Howard and Jeff Bogard, can't say if that holds up currently.
Gameplay wise, Cheng is a very unorthodox, semi-joke character. He has many gimmicks with his command normals and even Sideline attacks, but that doesn't mean he is only tricks. He has genuinely good zoning and set-play with his energy balls, a good far reaching attack with his [4]6B/C that is also a great breakshot, and decent damage when the situation calls for it, He can be very hard to pin down, specially if the Cheng player knows how to trick their opponent. His P-Power can be hard to do in a combo, but it's safe if blocked and you are able to link afterwards
Sadly, Cheng has among the shortest range in the game, and doesn't have the rushdown capabilities to compensate, so an opponent with a lifelead can feasibly lame him out. His combos require you to have charge already, and his non-sweep low, 2B, can't be chained again, so cancelling into 4[6]B to get a low combo is a hard read rather than a confirm. He lacks any real mix-up and his buttons with + frames are short, so his pressure is lackluster. His S-Power is the worst in the game, so you are stuck with using meter for Breakshots and P-Power.
Cheng can easily keep the lead in a match just as easy as his opponent can keep theirs, so playing Cheng requires knowing to take advantage as possible and being as unpredictable as you can be. He is considered Bottom 1 in most tiers but that doesn't mean you can't make good use of him.
Pros | Cons |
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Normals
Standing
5A |
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n.5A (within 69 px of opponent) |
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5B |
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n.5B (within 54 px of opponent) |
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5C |
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n.5C (within 54 px of opponent) |
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Crouching
2A |
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2B |
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2C |
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Command
Glowing Orb 4A |
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Double Orb Attack 6A |
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Jumping
j.A |
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j.B |
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j.C |
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Oversway Actions
5D (opponent in oversway) |
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2D (opponent in oversway) |
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A (A from oversway) |
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B (B from oversway) |
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C (C in oversway) |
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Throws
Double Hand Toss 4/6C next to opponent |
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Headbutts 3C next to opponent |
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Feints
Feint Avalanche Crunch 6AC |
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Feint Fatty Bazooka 2AC |
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Specials
Kiten Hinzan 236A |
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High Kiten Hinzan 623A |
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Belly Drum Blast [2]8A |
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Avalanche Crunch [4]B/C |
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Flexible Geezer 214B (Hold B to keep moving) |
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Fatty Bazooka 214C |
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S-Power
Bursting Heavens [1]26BC |
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P-Power
Collapse of Creation j.41236C |
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