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| ===Mid-screen=== | | ===Mid-screen=== |
| ====1000 health==== | | ====1000 health==== |
| * j.H, L,cl.H, jc, IAD.H, 66H, IAD.L, cl.H~2S, 2D (451 damage)''' | | * j.H, L,cl.H, jc, IAD.H, 66H, IAD.L, cl.H~2S, 2D '''(451 damage)''' |
| * j.H, L,L,L~4S, far.H, jc, IAD.H, 66H, IAD.L, cl.H~2S, 2D '''(456 damage)''' | | * j.H, L,L,L~4S, far.H, jc, IAD.H, 66H, IAD.L, cl.H~2S, 2D '''(456 damage)''' |
| * j.H, L,L,H, 4S, far.H, jc, IAD.H, 66H, IAD.L, cl.H~2S, 5D '''(462 damage)''' | | * j.H, L,L,H, 4S, far.H, jc, IAD.H, 66H, IAD.L, cl.H~2S, 5D '''(462 damage)''' |
Revision as of 14:31, 7 February 2020
Profile
A mysterious and seductive femme fatale fighter who specializes in a martial art similar to Taekwondo. Although her moves are very similar to Taekwondo, there are many modifications, making it its own unique martial art. She is able to attack opponents at range with her whip-like kicks.
Gameplan
Notable normals: Far L, Far H - Luong’s far H is actually pretty lengthy for an attack of its ilk, and still fairly fast. You can use it to check people who might come at you a bit too recklessly.
Luong’s far H is her launching normal, unlike other characters who would to the same with their close H, and as such, it’s also jump cancellable, and Luong can definitely hurt anyone she can put into a juggle state.
Recommended Partners
Normal Moves
c.L
c.L
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
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Spirit Gauge Cost
|
5L
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
5LL
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
5LLL
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
c.H
c.H
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Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
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Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
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Spirit Gauge Cost
|
-
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-
|
-
|
-
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-
|
-
|
-
|
-
|
-
|
Can be jump canceled on guard.
|
|
f.L
f.L
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Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
f.H
f.H
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Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
j.L
j.L
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Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
j.H
j.H
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Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
66H
66H
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Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
-
|
-
|
-
|
-
|
-
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-
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-
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-
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-
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Wall-bounces. This move is also the ender of a c.L > c.H gatling.
|
|
Universal Mechanics
Forward Throw
Forward Throw 6L+G
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
-
|
-
|
-
|
-
|
-
|
Unblockable
|
SKD
|
-
|
-
|
Throw. Causes soft knockdown.
|
|
Back Throw
Back Throw
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
-
|
-
|
-
|
-
|
-
|
Unblockable
|
SKD
|
-
|
-
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Throw. Causes soft knockdown.
|
|
Air Throw
Air Throw j.5L+G
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
-
|
-
|
-
|
-
|
-
|
Unblockable
|
SKD
|
-
|
-
|
Throw. Causes soft knockdown.
|
|
Assist
Assist 5I
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Special Moves
5S
Geki 1 5S
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
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Block Tag Cancel
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Spirit Gauge Cost
|
Normal
|
60
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
1
|
Luong kicks out in front of herself. The effect is much like a swift slash from a sword. Kind of reminiscent of Yamazaki’s arm swipes. It’s one hit, comes out decently quick, and has huge horizontal range, but doesn’t knock down.
|
EX
|
130
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
0
|
Instead of doing a single kick, Luong does a series of three that strikes from bottom to top. If the last of the three kicks connects, the enemy is slammed into the ground. 130 damage if all 3 kicks and the throw connect.
|
|
2S
Rin 2S
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
Normal
|
65
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
1
|
A circular rising kick that also moves Luong forward as she does it. The recovery on this is good, allowing Luong to follow up on it if it connects, in or out of the corner, but it’s of course going to leave you open if it’s blocked. Has some brief startup invincibility.
|
EX
|
86
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
0
|
Luong doubles up on the rising kicks. The recovery of this version is even better, too, so following up is actually easier than the normal version. Like the standard version, has some brief startup invul.
|
|
4S
Geki 2 4S
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
Normal
|
60
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
1
|
This is an upward version of the standard Geki, primarily made for anti air purposes. So much so, in fact, that if you do it close to an opponent that’s on the ground, it will whiff. Interestingly, if you hit something before doing this, it will connect, even if the hit before it, such as a cl.L, doesn’t combo into it.
|
EX
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
0
|
EX Geki acts just like the EX version of the standard Geki, except that the kicks start from high, then go low. Like with EX Geki 1, if the last hit connects, they’ll still be thrown. 130 damage if all three kicks and the throw connect.
|
|
j.S
Ren j.S
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
Normal
|
80
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
1
|
An aerial, rotating crescent kick. This is an interesting move. It’s one of the few moves that acts the way you’d probably expect it to when you look at it by hitting on both sides. If it connects with someone that’s standing, they get knocked back. If it hits someone airborne, whether they’re caught raw, or they’re being juggled, they get groundbounced, allowing for potential follow ups. It also carries movement momentum, whether it’s from jumping or air dashing, so you can use it to get in on someone at awkward angles. All around a good move. Just be careful about the height, since you can’t use it if you’re too low to the ground, and if you hit it from too high in the air, following up will be harder.
|
EX
|
100
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
0
|
EX Ren is awkward as a move. It does the same things as the normal version of Ren in regards to movement, and allowing you to follow up should you hit it, but it’s functionally very different than its standard counterpart. For starters, it’s MUCH faster, and even though it still moves however you’re trying to move at that point in time, it doesn’t put Luong through the recoil-like motions the standard version does. Furthermore, hitting a grounded opponent with it actually pops them up a bit, while hitting an airborne opponent knocks them up a bit higher as opposed to groundbouncing them.
|
|
Dream Finish
5D
Tou 5D
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
350
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
4
|
Luong turns her back and bends back, backflipping to bring down her leg on the opponent’s head. As quick as this move is, it’s noteworthy that it does in fact count Luong as being airborne. It also has some great horizontal range, and solid invul on startup.
|
|
2D
Tai 2D
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
350
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
4
|
Luong rushes the opponent with a flurry of attacks, ending with her stepping on the opponent before hopping back. This move has invulnerability through the brunt of the forward dash, so it’s worth keeping in mind, for sure.
|
|
Combos
For information on combo notation, please refer to this page.
Mid-screen
1000 health
- j.H, L,cl.H, jc, IAD.H, 66H, IAD.L, cl.H~2S, 2D (451 damage)
- j.H, L,L,L~4S, far.H, jc, IAD.H, 66H, IAD.L, cl.H~2S, 2D (456 damage)
- j.H, L,L,H, 4S, far.H, jc, IAD.H, 66H, IAD.L, cl.H~2S, 5D (462 damage)
500 health
- j.H, L,L,L~4S, far.H, jc, IAD.H~j.S, 66H, IAD.L, 2S, cl.H~5S xx 2D (484 damage)
- j.H, L,cl.H, jc, IAD.H~j.S, 66H, IAD.L, 2S, cl.H~4S, 2D (490 damage)
- j.H, L,L,H, 4S, far.H, jc.H~j.S, 66H, IAD.L, 2S, cl.H~5S xx 2D (490 damage)
Corner
1000 health
- j.H, L,L,L~4S, far.H, jc, IAD.L, 66H, IAD.H, cl.H~2S, 2D (453 damage)
- j.H, L,cl.H, jc, IAD.L, 66H, IAD.H, 66H, cl.H~2S, 2D (461 damage)
- j.H, L,L,H, cl.H~4S, far.H, jc, IAD.L, 66H, IAD.H, 66H, 5S xx 2D (485 damage)
500 health
- j.H, L,cl.H, jc, IAD.L, 66H, IAD.H, 66H, cl.H~4S, 2S, 5D (473 damage)
- j.H, L,L,H, cl.H~4S, far.H, jc.L~j.S, 66H, IAD.H, 66H, 2S, 5D (502 damage)
- j.H, L,cl.H, jc, IAD.H~j.S, IAD.L~j.S, 66H, cl.H~4S, 2S, 5D (512 damage)
Corner-carry
1000 health
- L,L,H, IAD.H~j.S, 66H, IAD.L, 66H, cl.H~2S, 2D (460 damage)
- L,cl.H, jc, IAD.L~j.S, 66H, IAD.H, 66H, cl.H~4S, 2D (471 damage)
500 health
- L,L,H, IAD.H~j.S, IAD.L~j.S, 66H, cl.H~4S, 2S, 5D (475 damage)
- L,L,H, IAD.H~j.S, 66H, IAD.L~j.S, 66H, cl.H~4S, 2S, 5D (488 damage)
Videos
Costumes
External Links