Introduction
Tiny shoto child #1. Chonrei sports good fireballs, zippy movement, reliable combos, good anti-airs, a supremely dumb jumping normal in his j.C, and the ability to low profile all sorts of stuff. You've probably guessed that Chonrei mostly wants to chuck fireballs and anti-air people for trying to jump over them, and you'd be right. He can also just roll right under them and get a guaranteed punish courtesy of his Transcendent Dragon rolls. These rolls, amazingly, enable him to get around some higher-hitting Breakshots and generally annoy people for trying to hit him. But none of this makes up for his lack of any sort of real overhead threat. He can tick throw better than most people, but if he doesn't have the life lead or his opponent can contest his zoning, he starts to struggle. But his overall toolkit is solid, so he's still great for shoto players looking for a slightly different flavor to their usual archetype.
Pros
Cons
Some of the quickest ground movement in the game
Great basic shoto tools
S-Power lets him cut off huge swathes of screen space
Transcendent Dragon rolls enable low profile punishes and tick throws
j.C is a great crossup
Can't combo into any of his supers
Lame buttons outside of j.C
Zero overhead threat
Slow and hard to use P-Power
Normals
Standing
5A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
8
-
5
2
10
4
0
HL
Y
-
-
n.5A (within 48 px of opponent)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
8
-
5
2
10
4
0
HL
Y
-
-
5B
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
10
-
6
3
12
1
-3
HL
Y
-
-
n.5B (within 42 px of opponent)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
10
-
6
3
12
1
-3
HL
Y
-
-
5C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
23
-
8
6
20
0
-6
HL
N
-
-
n.5C (within 61 px of opponent)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
23
-
8
6
20
0
-6
HL
Y
-
-
Crouching
2A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
8
-
5
2
10
4
0
HL
Y
-
-
2B
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
10
-
6
3
12
1
-3
L
Y
-
-
2C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
23
-
8
3
20
KD
-3
L
Y
-
-
Command
Axe Kick 6B
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
16
-
25
3
19
4
-2
H
N
-
-
Quick Punch 5AB
High Avoid Attack
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
14
-
8
4
20
-8
-8
HL
Y
-
-
Jumping
j.A
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
Neutral Hop
8
-
5
9
6
+8
+4
H
N
-
-
Diagonal Hop
8
-
5
9
6
+8
+4
H
N
-
-
Neutral Jump
8
-
5
8
6
+8
+4
H
N
-
-
Diagonal Jump
8
-
5
10
6
+8
+4
H
N
-
-
j.B
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
Neutral Hop
10
-
6
8
6
+8
+4
H
N
-
-
Diagonal Hop
10
-
6
8
6
+8
+4
H
N
-
-
Neutral Jump
10
-
6
6
6
+8
+4
H
N
-
-
Diagonal Jump
10
-
6
8
6
+8
+4
H
N
-
-
j.C
Normal Hop/Jump Diagonal Hop/Jump
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
Neutral Hop
19
-
8
8
8
+15
+4
H
N
-
-
Diagonal Hop
19
-
9
4
8
+15
+4
H
N
-
-
Neutral Jump
19
-
8
6
8
+15
+4
H
N
-
-
Diagonal Jump
19
-
9
4
8
+15
+4
H
N
-
-
Oversway Actions
5D (opponent in oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
19
-
8
3,4
15
4
-2
H
Y
-
-
2D (opponent in oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
19
-
8
3,4
15
7
1
L
-
-
-
A (from oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
10
-
23
3
12
3
-1
H
N
-
-
B (from oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
10
-
21
3
12
1
-1
L
N
-
-
C (from oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
19
-
23
4
11
12
-3
HL
N
-
-
Throw
Blast Away 4/6C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
26
-
-
-
-
-
-
-
-
-
-
Feints
Feint Empire Destiny 2BC
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
-
-
-
-
27
-
-
-
-
-
-
Special Moves
Emperor's Eye 236A/C
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
A
16
-
12
-
53 total
-5
-6
HL
-
Y
Y
C
16
-
16
-
56 total
-4
-6
-
HL
Y
Y
Emperor Crunch 623A/C
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
A
28
-
4
3(2)15
33
KD
-25
HL
-
Y
Y
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
C
28
-
4
3(2)15
45
KD
-42
HL
-
Y
Y
Trascendent Dragon 236B/214B (Hold ok)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
-
-
-
-
20-56 total
-
-
-
-
-
-
Emperor God Bop 66A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
28
-
7
9
28
-1
-7
HL
-
-
-
Extended Emperor God Bop 666A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
28
-
7
18
8
-1
-7
HL
-
-
-
Emperor Blast 2146C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
28
-
33
-
65-120
KD
22
HL
-
Y
-
Restores 14 health points on hit
Desperation Move
Empire Destiny Blow 641236BC-C-C-C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
20,20,20,20(67)
-
31
-
85 total
-19
-21
HL
-
-
-
Can absorb up to 4 projectiles
Empire Destiny Slash 641236BC (hold ok)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
13*5(61)
-
35-41
-
85 total
7
4
HL
-
N
-
Super Desperation Move
Emperor Roar Destroyer 641236C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
96
-
1+25
12
21
+9
-6
HL
-
N
-
Chain Attacks
Combos
Meterless
Metered
Strategy