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 and even let's you combo [4]6B without any previous charge.
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, learn the timing of chaining two of them to hit confirm 4[6]B.
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 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.
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
-
-
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
-
-
Most Character's SC are pretty universal about their use, and Cheng is no different, but he has the unique trait of having a chain starting from his SC (SC>C>C>C). This is mostly used to disuade characters of pressing something after they block SC, but it's even more minus on block, so be careful.