Tiny shoto child #2, and one of Real Bout 2's infamous top tiers. He's impossible to keep out and impossible to block. He has a projectile S-Power that can be used in the air and heals him, the ability to vortex off of any knockdown, plus frames for days, and a bunch of teleports for some reason. His scant weaknesses are mostly that he's stuck with lame small normals and a poor midrange game. This is further exacerbated by his ground movement not being quite quick enough to let him force his way in at that awkward spacing. But that's a very minor set of weaknesses when one touch can guarantee his offense and likely win him the round.
Pros
Cons
Zippy ground movement, particularly in the Sway Plane
Fully invincible and very quick backdash
Unreactable left/right vortex that's plus on block
Smothering up-close offense
P-Power enables huge damage combos
Incredibly quick DP that hits behind him and enables his vortex
Mediocre Breakshots
Susceptible to getting bullied by long range footsies
Feint is completely unviable for Feint Cancelling
Normals
All grounded A/B normals uniquely have 2f less hitstop and blockstop than equivalent attacks from other characters. This renders his A/B normals and subsequent chains harder to Breakshot, but also harder to hitconfirm.
Standing
5A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
3x2
3/5x2
4
1,1
10
5
1
HL
N
-
-
Quick two-hitting jab. The existence of your 6A overhead limits your ability to walk and pressure with this. It can go into further combos, but Chonshu is a bit too stubby for this to reliably allow such.
If they get pushed out too far for the second hit to connect, you're +4 on hit and even on block.
n.5A (within 48px of opponent)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
4x2
2/5x2
4
1,1
10
5
1
HL
N
-
-
5A but close. At this distance you'll be able to get a proper combo chain going, so be ready to confirm the hit. The existence of 6A continues to be the bane of this move's usefulness in pressure.
5B
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
5x2
3/5x2
5
2,1
12
3
-1
HL
N
-
-
Weird-looking two-hitting kick move. This is what you walk and pester with. The startup and recovery aren't quite as good as your 5A, but it has a better hitbox for the job and there's no 6B to get in your way. Like 5A, it's not likely to start any meaningful combos for you. You can keep dash momentum while using this by inputting it as 5BC during your dash, but it loses its ability to chain into any followups. Still a necessary approach tool at times.
If they get pushed too far out for the second hit to connect, you're +1 on hit and -3 on block.
n.5B (within 42px of opponent)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
4x2
2/5x2
5
2,1
12
3
-1
HL
N
-
-
It's your 5B but close. Quick scramble combo starter and mash button that can be confirmed, like you'd expect.
5C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
11x2
3/9x2
7
3,3
20
3
-3
HL
N
-
-
Advancing two-hitter axe kick. This goes over some low attacks and lets you press your offense. There's no cancel window on it, though, so what you see here is what you get.
n.5C (within 54px of opponent)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
11x2
3/9x2
7
3,3
20
3
-3
HL
Y
-
-
The moneymaker. Hitting with this button lets you start the carnage. It's the beginner of Chonshu's vortex as well as a wicked fast punish, with lots of ways to keep the initiative even if blocked. It can only be cancelled or chained out of on the first hit, but the second hit is safe on block outside of Breakshots anyways. A funny side effect of this move reaching upwards is it can sometimes tag people trying to neutral jump, but that's a fringe case. If it happens, it happens.
Crouching
2A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
3x2
3/5x2
4
1,1
10
5
1
HL
N
-
-
It's like 5A but crouching, with almost identical properties. This one has slightly more use, as it goes into Chonshu's 2A2C string. More on that later.
2B
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
5x2
3/5x2
5
2,1
12
-3
-1
L
N
-
-
This move is to 2A what 5B is to 5A. That's really it.
2C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
21
6/24
7
6
20
KD
-3
L
Y
-
-
Chonshu's sweep. It's probably your longest reaching normal, and safe on block. Note that Chonshu's hurtbox actually stays a bit higher up than his sprite makes it appear, so it isn't good as a low-profile anti-air.
Like any shoto sweep worth its salt, it possesses a cancel window -- try thinking a little more creatively than just cancelling it into fireball.
Command
Falling Slap 6A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
16
3/9
15
5
22
-1
-7
H
N
-
-
Your overhead. It's very fast and has similar reach to 2C, so it can net you a cheap bit of damage if your opponent is turtling in the corner. Thanks to your fast jabs, you might trade and keep your turn even if they mash their fastest button out afterwards.
Quick Poke 5AB
High Avoid Attack
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
14
5/15
6
7
20
-11
-15
HL
Y
-
-
It's quick, but the range is notably lacking. Overall has the same universal applications as other high avoids, with low-profiling incoming attacks and jumpins.
Jumping
j.A
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
Hop
6
3/9
4
...
6
8
4
HL
-
-
-
Jump
6
3/9
4
10
6
8
4
HL
-
-
-
An upwards angled air to air with good priority and speed.
j.B
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
Neutral Jump/Hop
8
3/9
5
6
6
9
5
H
-
-
-
Diagonal Jump
8
3/9
5
6
6
8
4
H
-
-
-
Diagonal Hop
8
3/9
5
8
6
8
4
H
-
-
-
A downwards angled j.A, with a hitbox behind his head. It's actually pretty hard to cross up with this.
j.C
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
Neutral/Diagonal Hop, Neutral Jump
21
6/18
7
8
8
15
9
H
-
-
-
Diagonal Jump
21
6/18
7
6
8
15
9
H
-
-
-
A pretty nutty button. It can cross up, will stomp airborne opponents below you with ease, and lock the opponent down long enough on block to pressure and on hit to combo. If they're unwilling or unable to anti-air you, you use this. A lot.
Oversway Actions
5D (opponent in oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
18
4/15
5
3+3
14
4/6
1/0
H
Y
-
-
Be sure to combo this into 66A if you connect with it.
2D (opponent in oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
18
4/15
8
3+4
15
KD/7
15/-2
L
N
-
-
A (from oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
8
2/9
26
1
12
3
-1
H
N
-
-
B (from oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
8
2/11
24
3
13
1
-1
L
N
-
-
C (from oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
18
6/18
23
4
10
13
-3
HL
N
-
-
If you're farther away when hitting with this, you can combo straight into 66A for the hard knockdown and oki (though this can still drop at max range). If you're close enough, confirm into the full n.5C string for more damage and somewhat worse oki.
Throw
Blast Away 4/6C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
26
-
-
-
-
-
-
-
-
-
-
Standard throw. A hard knockdown for Chonshu is a bad time for the opponent. Note that this does not side switch.
Feints
Leviathan's Strain Feint 2BC
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
-
-
-
-
58
-
-
-
-
-
-
Chonshu fakes his P-Power and settles back down. Terrible feint. It goes over lows, but cannot be cancelled and as such is way too slow to be used for any practical purpose. You deserve whatever big punish the opponent has in store if you use this.
Special Moves
Sight of Heaven 236A/C
Initial hitProjectile
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
A
16
5
19/26
-
25
2
0
HL
-
Y
Y
C
16
5
19/26
-
28
2
0
HL
-
Y
Y
Pretty mediocre fireball. There is a hitbox on frame 19, before the actual projectile comes out on frame 26 -- if the first hit connects, the projectile does not come out. You're never minus even if it's blocked, but the slow startup and recovery make this difficult to use effectively sometimes. It's decent to throw out at fullscreen and maybe get some slight advantage, or frametrap off of n.5C at point blank. The main issue is there isn't usually anything stopping your opponent from just leaping over it and handing you a combo punish. This doubles as Chonshu's safest Breakshot.
Empire Heaven Smash 623A/C
6f invuln
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
A
8,12x2
2x3
3
4,20
39
KD
-35
HL
-
Y
Y
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
C
8,9x4
2, 1x4
4
6,23
47
KD
-45
HL
-
Y
Y
A very fast DP with a wide hitbox that will snipe opponents behind Chonshu as well as in front. The startup is fast and the invincibility fully covers the startup, but it's still very possible to trade for very little damage if you use it too early. Outside of its uses as a reversal and anti-air, it's a great tool to juggle after certain combo strings, and Chonshu gets to start running his oki train after landing it. A very useful DP, and his fastest Breakshot to boot.
Emperor God Bop 66A
We return to the land of plus frames.
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
2, 28
0.5
6
10
20
KD
6
HL
-
N
Y
Rushing elbow hitgrab that side switches and inflicts a hard knockdoown. Not only is this an asinine +6 on block, the hard knockdown prevents the opponent from tech rolling, giving them far fewer options to deal with your oki. Its main downside is that it has limited range and as such can be difficult to combo into reliably, but when used closer up it can combo off of his jab chains.
When juggled into, the opponent is dealt minute damage and sent into a long tumbling knockdown. On trade, this has a lot of hitstun so you might be able to snag a quick conversion as well.
Emperor's God Eye 63214A/B/C
35f invincible63214A63214B63214C
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
A/C
-
-
-
-
47
-
-
-
-
Y
-
Teleport. 63214A teleports Chonshu in place like a glorified sidestep, 63214C teleports Chonshu behind the opponent. There's a decent amount of invincibility to these, and Chonshu has some low avoidance properties all the way through the recovery, but it's easy to punish if used poorly. As a Breakshot, the silhouettes follow Chonshu's path, making it less of a mixup and more a tool to bait whiffs and hopefully get a punish.
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
B
-
-
-
-
47
-
-
-
-
Y
-
Chonshu teleports in the air behind the opponent. This move by itself is not very good, but it has a followup that is designed specifically to sneak in a quick low-damage mixup. More on that below.
Rolling Dive A/B/C during B Emperor's God Eye
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
19
5
3
-
25
-
-
HL
-
N
N
Falling roll attack. Chonshu's direction can be steered left and right to make this an annoying left/right, though it's a large risk for a small bit of damage, with the punishable recovery afterwards.
Imperial Exterminator j.214B
50f invincibility
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
-
-
-
-
43
-
-
-
-
N
-
The good air teleport. There is a minimum height on this, meaning you cannot Tiger Knee it, and you cannot use it while hopping. The rule of thumb is to use it around the peak of your normal jump. This is overall quicker than grounded teleports, and Chonshu can choose any attack he wishes on the way down. The invincibility gained from this teleport is actually longer than the teleport itself, so he maintains about 7 frames of invincibility post-recovery before he can be hit. You probably guessed it: teleport in and press j.C.
Dragon's Light 236B
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
15
0
14
3
31
KD
-13
HL
-
N
N
Slow short ranged move that's nothing special by itself, but has a damaging followup in Teleport Attack.
Teleport Attack 63214B during Dragon's Light
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
31 (+27)
0
-
-
-
KD
-
-
-
-
-
Chonshu unleashes a sick teleporting autocombo on his opponent. You have a brief period afterwards where you can walk over your knocked down opponent to reposition for, you guessed it, oki. Comboing into this off of n.5C (your only reliable way to combo into this) will do slightly more damage than the full string into 623C juggle in exchange for inflicting no stun, so keep that in mind.
Desperation Moves
Emperor Drain 641236BC
Heals 38 damage on hit
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
76
?
30
-
55
KD
20
HL
-
N(?)
N
Slow fireball that eats other projectiles and heals half of the damage it deals if it connects. You recover instantly if this is blocked, so the risk is if they jump over it and punish you for throwing it. Don't expect to land this much outside of maybe punishing reckless DPs, but every successful connect is 38 more damage your opponent has to deal to take you out. You can even heal out of red health this this and lose access to your P-Power, so do be mindful.
Air Emperor Drain j.2146BC
Heals 38 damage on hit
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
76
0
30
-
55
KD
-
HL/L
N
N
N
Emperor Drain but, of course, in the air. It has that special air fireball property SNK loved to put in their games where if it hits your feet, it's a low. Whiffing this is death, but it's much safer (not always completely safe) on block. Playing into this, your recovery on landing is actually shorter than normal jump recovery, at only 4 frames.
Super Desperation Move
Leviathan's Strain 641236C
4f invincible
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
14x8 (86)
0
1+11
-
???
KD
-36
HL/L
N
N
Y
Big dick damage cashout P-Power. This move gives Chonshu ridiculous damage off of his most reliable combo tools and his vortex. It's safe to say Chonshu at red health, with the combination of Emperor Drain and Leviathan's Strain, becomes ridiculously threatening. The only problem is that this can be finicky to land in juggles. It's almost impossible to juggle into if you're all the way into the corner, and if used too early the opponent won't fall into every hit and will come out relatively unscathed. But don't be fooled, Chonshu has countless opportunities to land this and erase lifebars.
Chain Attacks
Punch Starters
A --------> A (*, 1) -----> C (E)
A close B (*, 1) f + C (^, E)
d + B (*, 1, _) d + C (_, E)
df + C (*, A, E)
d + A --------> A (*, 1) -----> C (E)
B (*, 1) f + C (^, E)
d + B (*, _) d + C (_, E)
C (1, _, E) df + C (*, A, E)
A in air (O)---> B (1, H, O, E)
C (1, H, O, E)
Kick Starters
B --------> B (*, 1) -----> C (E)
B close d + B (*, 1, _) f + C (^, E)
d + C (_, E)
df + C (*, A, E)
d + K (_)------> A (*, 1) -----> C (E)
B (*, 1) f + C (^, E)
d + B (*, _) d + C (_, E)
C (1, _, E) df + C (*, A, E)
B in air (O)---> C (1, H, O, E)
Chonshu's grounded A/B starters all hit twice, and can only be chained out of on the second hit.
5C ender is a reset that leaves Chonshu at the advantage on hit, and is safe on block.
6C ender sends the opponent into the sway plane, but Chonshu is slightly minus, limiting his ability to keep the initiative if not used sparingly.
3C ender is a launcher that is safe on block and combos into all of his best juggle enders (i.e. DP and P-Power).
2C ender is a sweep. Your most reliable knockdown if you aren't in range for a 3C ender, but you don't get much off of it.
2A/2B into 2C is a unique chain that ends with a low-hitting roll sporting a hurtbox matching the evasive properties of a High Avoid. This has some anti-air capability if spaced right.
Strong Starters
C close (*)----> C -----> C -----> f, b + C (*, A, >, E)
Your most powerful and important chain. The fourth hit has an invincible teleport that goes behind the opponent and launches them for a juggle, and is additionally plus on block. It also is the lynchpin of your left/right oki.
Combos
Meterless
5AB3C xx 236C/66A/623c
Fireball juggles for a reset far away, 66A inflicts a low-damage knockdown far away, 623C keeps them close and does the most damage. Poor spacing can and will make the wrong followup miss completely.
n.5CCC64C 66 623C
You'll be doing this one a lot. Against some characters and at some spacings you can just go straight into 623C, but the dash is always safer to put in there to ensure it hits.
n.5C xx 236B xx 63214B
Max damage point blank punish. Mostly exists to make people cry for missing their DPs.
Metered
5AB3C xx 641236C
Basic P-Power combo. Does a lot more damage than a basic jab combo probably should. The super won't connect properly if you're too close to the corner or don't delay the cancel when launching them.
n.5CCC64C 641236C
Like with the other P-Power combo, you want to not be too close to the corner and delay the P-Power so it fully connects.