The quintessential small Kung Fu master, Tung is small, fast, and tricky. He centers around the use of his quick, high priority normals to get in and pressure the opponent. His small stature combined with his obscenely good High Avoid attack ensures he's a frustrating foe to hit, but also means his effective reach is ridiculously small. Against a prepared opponent, he is forced to resort to gimmicks or simply bulldogging his way in.
Pros
Cons
Easily one of the best High Avoid attacks in the game, as well as an invincible reversal in 623B
Simple combos that are easy to hit confirm
Attacks have great priority and speed, so he can stuff a lot of attempts to mash out of his pressure
Good ability to attack while moving
An unblockable
Lots of moves that just don't have any real uses, or are too gimmicky to be worth going for
No real chain combos
Strong attacks don't reach quite as far as they look like they should
Unconventional mixup that deals comparatively small damage
His most frequent combos don't score a knockdown, limiting his pressure
Gets shut down by characters with effective keep out, especially Mai
Normals
Standing
5A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
6
-
4
2
10
4
0
HL
Y
-
-
n.5A (within 52 px of opponent)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
6
-
4
5
5
6
2
HL
Y
-
-
5B
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
8
-
7
3
12
1
-3
HL
N
-
-
n.5B (within 35 px of opponent)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
8
-
4
3
9
4
0
HL
Y
-
-
5C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
21
-
7
6
22
0
-6
HL
N
-
-
n.5C (within 58 px of opponent)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
11,11
-
5
2,4
20
2
-4
HL
Y
-
-
Crouching
2A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
6
-
4
2
8
6
2
HL
Y
-
-
2B
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
8
-
4
3
9
4
0
L
Y
-
-
2C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
21
-
8
6
20
KD
-6
L
Y
-
-
Command
Rising Fist 3A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
19
-
8
4
30
-8
-12
HL
Y
-
-
Shoulder Thrust 5AB
High Avoid Attack
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
14
-
9
6
20
0
-6
HL
Y
-
-
Jumping
j.A
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
Neutral Hop
6
-
3
till landing
6
+8
+4
H
N
-
-
Diagonal Hop
6
-
4
till landing
6
+8
+4
H
N
-
-
Neutral Jump
6
-
4
8
6
+8
+4
H
N
-
-
Diagonal Jump
6
-
4
10
6
+8
+4
H
N
-
-
j.B
Neutral Hop/JumpDiagonal Hop/Jump
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
Neutral Hop
8
-
5
till landing
6
+8
+4
H
N
-
-
Diagonal Hop
8
-
5
til landing
6
+8
+4
H
N
-
-
Neutral Jump
8
-
5
6
6
+8
+4
H
N
-
-
This and the Hop version, if hit right before landing, will become an unblockeable. This is due to SNK games thinking that, since you are hitting so low to their hurtbox, it's a low, but mixed with it being coded in as an overhead, it does some jank and becomes an unblockeable. It's weird I know.
This is sometimes useful but the timing to hit it as an unblockeable is a bit strict and there aren't many set-ups into it, but if mastered, it can make Tung's mix very deadly if they don't read your hop and preemptively 5A.
Diagonal Jump
8
-
5
8
6
+8
+4
H
N
-
-
j.C
Neutral Hop/JumpDiagonal Hop/Jump
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
Neutral Hop
11
-
7
8
8
+15
+9
H
N
-
-
Diagonal Hop
11
-
7
4,4
8
+15
+9
H
N
-
-
Neutral Jump
11
-
7
6
8
+15
+9
H
N
-
-
Diagonal Jump
11
-
7
4,4
8
+15
+9
H
N
-
-
Oversway Actions
5D (opponent in oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
18
-
8
4,5
12
-6
-7
H
Y
-
-
2D (opponent in oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
18
-
12
2,2
9
KD
8
L
Y
-
-
A (from oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
8
-
26
3
12
+3
+1
H
-
-
-
B (from oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
8
-
23
6
12
-1
-3
L
-
-
-
C (from oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
18
-
25
4
10
13
-3
HL
-
-
-
Throw
Rapid Punches 4/6C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
26
-
-
-
-
-
-
-
-
-
-
Feints
Feint Senpu Gouken 2BC
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
-
-
-
-
19
-
-
-
-
-
-
Special Moves
Shou Ha 236A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
16
-
24
6
29
-6
-8
HL
-
Y
Y
Geki Ha 236C (hold ok)
1st part2nd part3rd part
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
1st part
8
-
17
14
19
-5
-11
HL
-
N
Y
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
2nd part
10-10*5
-
9
active until 5 hits
25
+2
-4
HL
-
N
Y
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
3rd part
10*5
-
3
3(5)44
31
-
-
HL
-
N
Y
Thousand Kicks 623B
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
10,8,8,8,8(35)
-
4
2(4)2(4)2(2)2(2)7
37
KD
-36
HL
-
Y
-
Shin Shippu 214A/C
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
A
28
-
12
12
20
KD
-10
HL
-
Y
-
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
C
38
-
25
16
20
KD
-14
HL
-
Y
-
Meditation
Tung has an unique taunt among the rest of the cast, having unique attacks from it unable to be done otherwise
Scratch CD-CD
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
-
-
-
-
-
-
-
-
-
N
-
You can either do the follow-ups from here or continue with CD-CD-CD
Drained CD-CD-CD
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
-
-
-
-
-
-
-
-
-
-
-
This is mostly used to continue the taunt period so opponents are still weary to approach