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
Great zoning and set-play with 236/623A
A lot of ways to suddenly change his movement like 5CC and 6A>1/3C
Amazing breakshots
Decent damage with P-Power
Very poor range
Sub-average pressure
Hard confirms that require charge
Worst S-Power in the game
Has a very hard time making a comeback if the opponent wants to just block
Normals
Standing
5A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
9
-
5
6
12
-2
-6
HL
Y
-
-
Quite average 5A. It's his fastest normal and it's cancellable so it's good to know what punishes you can only get with this, like Krauser's Leg Tomahawk.
Has a chain into 5C which is what you should if you can get a punish with it, as it's also special cancellable.
n.5A (within 69 px of opponent)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
9
-
6
4
8
4
0
HL
Y
-
-
Average n.5A, It has a chain into 5C which is great since it let's you combo into [4]6B with no previous charge.
5B
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
11
-
12
4
21
-9
-13
HL
Y
-
-
Pretty bad move on the ground, but has a decent anti-air hitbox.
n.5B (within 54 px of opponent)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
11
-
7
7
9
0
-4
HL
Y
-
-
Comes out somewhat quick, so for some punishes, this is the optimal starter when you don't have time for n.5C
5C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
24
-
8
5
28
0
-6
HL
N
-
-
Pretty nice move, inputting 5C again will move Cheng backwards so it's a nice way to leave a hitbox while moving backwards.
n.5C (within 54 px of opponent)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
12,12
-
10
3(7)7
14
6
0
HL
Y
-
-
This is your most damaging starter, as you have time to cancel into [4]6B during the duration of the move. The activation range can be finicky so get used to it
Crouching
2A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
9
-
6
4
8
4
0
HL
Y
-
-
A very important move as you can confirm [4]6B with it (Seeing a pattern?) Get used to the chain timing.
2B
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
11
-
7
7
9
0
-4
L
Y
-
-
Your only non-sweep low. If you aren't completely sure they are gonna block high, cancel into 2C>236A, as you are at least safe and still get a combo on hit.
2C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
24
-
9
23
20
KD
-23
L
Y
-
-
A very active sweep which is also cancellable. A good neutral tool. Cancel to 623A on hit for set-play.
Command
Glowing Orb 4A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
10,10
-
26
3,2
25
-1
-7
H
N
-
-
Slow overhead. Use them if they are sleeping. Has a good hitbox so it may be good to stop approaches.
Double Orb Attack 6A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
19
-
12
8
20
-4
-8
HL
Y
-
-
A really weird move. You have an in-built kara cancel with 1/3C which moves Cheng backwards/forward respectively without attacking. Can work as a ghetto grab set-up or to get away, but use with caution.
Open Palm Strike 5AB
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
14
-
9
7
20
-1
-7
HL
Y
-
-
Jumping
j.A
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
Neutral Hop
9
-
6
till landing
6
+8
+4
H
Y
-
-
Diagonal Hop
9
-
9
till landing
6
+8
+4
H
Y
-
-
Neutral Jump
9
-
6
9
6
+8
+4
H
Y
-
-
Diagonal Jump
9
-
6
11
6
+8
+4
H
Y
-
-
Pretty quick Air-to-ground, can beat some anti-airs thanks to its hitbox.
j.B
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
Neutral Hop
11
-
7
till landing
6
+8
+4
H
Y
-
-
Diagonal Hop
11
-
7
till landing
6
+8
+4
H
Y
-
-
Neutral Jump
11
-
7
7
6
+8
+4
H
Y
-
-
Diagonal Jump
11
-
7
9
6
+8
+4
H
Y
-
-
An average air-to-air.
j.C
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
Neutral Hop
20
-
9
7
8
+15
+9
H
Y
-
-
Diagonal Hop
20
-
9
9
8
+15
+9
H
Y
-
-
Neutral Jump
20
-
9
7
8
+15
+9
H
Y
-
-
A strong air-to-air
Diagonal Jump
20
-
9
9
8
+15
+9
H
Y
-
-
Your jump-in. Can hit cross-up. If you can learn how to hit confirm your P-Power after it, it will make your offense way better.
Oversway Actions
5D (opponent in oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
20
-
7
2,3
15
2
1
H
N
-
-
2D (opponent in oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
20
-
8
4
13
KD
4
L
N
-
-
A (A from oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
10
-
25
5
12
2
0
H
Y
-
-
Most Character's Sideline attacks are pretty universal about their use, and Cheng is no different, but he has the unique trait of having 2 chains starting from them, which is shown in the chain attack section below. This is mostly used to disuade characters of pressing something after they block SB or SC, but it's even more minus on block, so be careful.
B (B from oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
10
-
25
4
12
1
-1
L
Y
-
-
C (C in oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
20
-
27
4
12
11
-3
HL
Y
-
-
Throws
Double Hand Toss 4/6C next to opponent
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
27
-
-
-
-
-
-
-
-
-
-
Always throws the opponent behind Cheng
Headbutts 3C next to opponent
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
5,5,5,5,5
-
-
-
-
-
-
-
-
-
-
Basically a forward throw.
Feints
Feint Avalanche Crunch 6AC
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
-
-
-
-
23
-
-
-
-
-
-
Feint Fatty Bazooka 2AC
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
-
-
-
-
28
-
-
-
-
-
-
Specials
Kiten Hinzan 236A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
16
-
21
57
60
0
-2
HL
-
Y
-
A fireball with a low arc. This is a very useful zoning tool as it hits almost fullscreen and it's somewhat slow, so it controls space nicely. A fine breakshot against other fireballs to start offense from afar against other zoners.
High Kiten Hinzan 623A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
16
-
21
57
60
0
-2
HL
-
Y
-
This one travels in a very steep arc, meaning it's both a good preemptive anti-air tool and after a sweep for set-play.
Belly Drum Blast [2]8A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
32
-
20
20
29
-6
-25
H
-
N
-
You can either hold it for a Feint or not and attack. It's very bad on block so be careful when using it.
Avalanche Crunch [4]B/C
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
B
28
-
5
12
15
KD
-18
L
-
Y
-
Your most common combo ender. It's also a pretty good breakshot. On Neutral, it does hit low, so you can get some hits with it.
C
38
-
22
18
18
KD
-28
L
-
Y
-
Can't combo after anything, but does a lot of damage and gives you a pretty good knockdown. This is death on block, tho. Only use it when you are certain it's going to hit.
As a breakshot, it reaches fullscreen, so you can punish some long range/projectile attacks like Laurence's Bloody Saber.
Flexible Geezer 214B (Hold B to keep moving)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
-
-
8
-
Total 20 (Fastest)
-
-
-
-
N
-
You are high invul while holding it, but this sees more use as to cancel things with bad recovery, as his fastest feint is 3 frames slower.
The only cancellable attacks that see a frame advantage improvement by cancelling into this are 5B, 2C and 4A.
Fatty Bazooka 214C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
28
-
38
17
19
+17
+8
L
-
N
-
Insanely slow attack but pretty good reward if it hits. Has a lot of range so even at max range of something like 5B you can still be threatening.
S-Power
Bursting Heavens [1]26BC
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
76
-
51
-
Total 95
+11
-3
HL
-
Y
-
Don't use this.
Like seriously, don't. Have you seen that startup? It's not that big while in the air and it's death on whiff. The opponent will not get hit by it, just forget it. I don't know why they made it like this either.
This is really detrimental for Cheng and one of the reasons why he has such a hard time making a comeback. The fact that characters can spam their S-Power while on red life is something he doesn't get since his is so terrible. Other characters become absolute menaces at low health like Krauser or Kim, but Cheng cannot do this.
P-Power
Collapse of Creation j.41236C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
7*15,16 (94)
-
1+16
17
19
+10
-17
HL, H
-
N
-
An interesting P-Power, can only be done in the air. Cheng will throw 1-15 energy blasts from his hands and end in a belly attack that knockdowns. The belly comes depending on how much time you keep C held. You can steer this by pressing left or right.
If you don't release it after the 15th fireball, Cheng will just fall to the ground. This is good actually, as you can link after it and get even more damage. 5A>5C>[4]6B is your best bet. You can get a lot of damage from a j.C with this, but you need to be able to hit confirm it.
Chain Attacks
*5A>5C
==>
•Good damage from a far 5A. You can't combo into [4]6B, so do 236A instead. This will reset back to neutral with some good damage which is good for you
*5A>3C
==>
•This won't combo, but it can act as a weird anti-air. The recovery is HORRENDOUS as Cheng will fall to the ground after it, so always make sure to cancel into fireball or 214B.
*n.5A>5C
==>
•This is a great chain as it allows you to charge for enough time to get a [4]6B as a combo ender without any previous one. The timing is a bit tricky but it is very worthy to learn.
*n.5A>3C
==>
•Fairly situational chain, since n.5A>5C exists. Can be used delayed to try to hit someone that wants to jump out, as n.5A>5C has a low hitbox.
•It has a tiny bit more range, so sometimes, your punish will be n.5A>3C>623A, as n.5A>5C would whiff.
*2A/2B>2C
=v
=^
•Cheng will slide forward during the sweep so it has more range than displayed in combos. 2B>2C>623A is a nice string with not much risk that gives you good oki if it hits.
*5C/n.5C>5C
=v
=^
•An energy blast that will propel Cheng backwards. A good movement tool in neutral as it protects your escape.
*4A>5D
==>
•No reason not to go for it aside from baiting breakshots. Combo into [4]6B if it hits or one of the fireballs if it doesn't.
*6A>1C/3C
==|
•A chain attack without the attack part. Cheng will crawl backwards or forward depending on the direction. Can be nice for adjusting your movement, and if they think you are going to hit them with 6A, move towards them and throw them. Use with caution.
*SA>5C>5C>5C>44B
(Due to media wiki format, I can't put many images at once in the same spot, so imagine the picture of SA to apply for SB and SC as well)
=> =>
•Cheng is the only character that cancel their sideline attacks. This chain can make people scared to punish your - on block chains like SB or SC. Go for 44B if you think they are going to attack right after the last attack, or don't if they think you are going to do it and keep your turn.
*SA/SB/SC>2C
(Due to media wiki format, I can't put many images at once in the same spot, so imagine the picture of SA to apply for SB and SC as well)
=>
•Simply ending in sweep is okay too. Cancel into whatever you think is good at the moment
Combos
Meterless
2A,2A>[4]6B
n.5A>5C, [4]6B
4A>5D>[4]6B
These are your most common ways to combo into [4]6B.
Metered
j.C>j.41236C, n.5A>5C>[4]6B
Pretty much your only metered combo. End in 2A>2C>623A if you prefer the oki.