Difference between revisions of "XV Broken/Luong"

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{{CharNavbox_XV}}
{{CharNavbox_XV}}
[[File:KOFXV Luong Profile.png|thumb|Luong is a femme fatale type fighter with mysterious motives. She can and will lacerate her enemies like a whip with her long legs and her arranged tae kwon do kicking techniques.<br/>This KOF, she's seemingly working in opposition to her lover Gang-il and his disciple Kim, but perhaps all is not how it seems...]]
<section begin="image"/>[[File:KOFXV Luong Profile.png|thumb|Luong is a femme fatale type fighter with mysterious motives. She can and will lacerate her enemies like a whip with her long legs and her arranged tae kwon do kicking techniques.<br/>This KOF, she's seemingly working in opposition to her lover Gang-il and his disciple Kim, but perhaps all is not how it seems...]]<section end="image"/>
{{TOClimit|3}}  
{{TOClimit|3}}  
==Gameplay Overview==
{{StrengthsAndWeaknesses
| intro = Luong is a neutral based character who uses her kick specials to harass opponents at long range.
Luong can easily instill fear in her opponents by threatening them with her varied options, mainly by using Geki as a mind game tool. Apart from neutral, another trait of hers is combo structure. About half of her Special Moves give access to easy combos on hit, metered or meterless, which is something not everyone has. She has a simple gameplan - Poke, land a hit, do a big combo, repeat. She does have several advanced techniques, but it's not required at the basic level. Luong is a perfect character for players who like having access to good neutral buttons and combos, as well as players who love labbing big combos and finding new ways to make existing combos even better. She can function well anywhere in the team, as she is not overly reliant on meter, so she is probably best used in the Point or Mid positions.
| pros=
* '''Simple and Clean Gameplan''': Luong is very easy to pick up and play. She wants to poke with her long kick specials before forcing an air approach, anti-airing it, and going into a combo. Simple, easily understood, and very effective.
* '''Good Close-Range Offense''': Good standing buttons and great crossup options make Luong intimidating to fight at close range. This compliments her long-range game very well. Her 6B is also a good overhead, making her mixup game overall quite strong.
* '''Stellar Combo Game''': Luong has great combo opportunities, with tons of paths based on relative position to the opponent or her chosen opener. Her damage is quite good with low amounts of meter, but what makes Luong truly shine is her ability to meter dump with multiple EX Moves, convert off anything, and get you to the corner no matter where she hits you.
* '''Fantastic Neutral''': Between her gigantic buttons, great mobility and speed, Geki, and her batshit confirm range, Luong plays neutral like it's no one's business.
* '''Conversions From Hell''': Luong can convert off almost anything. From geki anti airs, to random 2Bs, counterhit anti airs, and of course her crazy st.CD, it's almost rare to see a good Luong NOT convert off a hit.
| cons=
* '''Choice Overload''': Luong can get very complex at higher levels thanks to the sheer depth of her combo choices. Knowing which moves to combo into at specific effective ranges are central to performing well, but she is very simple at lower levels.
* '''Floaty Jump''': She has one of the floatier jumps in the game, making it harder to do hop pressure than your average character, although that floatiness helps make her j.214K more effective.
* '''Bad Defense''': A lack of non super reversals and a floaty jump make it harder for Luong to escape pressure than the average character. Though, it's too bad.
* '''Meter Hog''': Luong requires meter, and lots of it, to make the most out of her conversions. This means she can't play point quite as well as some other characters.
}}
Luong is a character who made her debut in the previous game, KOFXIV.
Her game plan at that time was relatively simple: She excels at fighting at the mid-range while setting the target up for high-damage combos. Luong is one of the more relatively easier characters to play but making use of her mix-up potential from her insta-air overheads from Max Mode did require a bit of practice. With these aspects in mind, Luong was a relatively strong character whose game play lies in mid-to-close range neutral and using feints to bait enemies into making mistakes.
The character is also known to have a lot in common with Yamazaki, particularly with how their feints work from their special moves and the fact that a part of their gameplay lies in punishing targets heavily for their mistakes after baiting them out.
She also has options to exploit while in midair, her jumping air 214+K. This is her jumping cartwheel that enables her to slightly change the trajectory of her landing and also build meter. In addition, she can also cancel some of her jumping normals into air 214+K which can yield some rather devastating mix-ups and damage, specifically when going from jumping A (light punch) and then canceling into her EX 214+K which yields a full combo and will still hit overhead and will even cross targets up depending on whether the user hops forward or not. This was specifically exploitable from Max Mode canceling from a light normal.
As of now, she is still capable of this feat in the mix-up department, thus she remains a major threat just as she was in KOFXIV.
This aspect of Luong remains largely the same. As of this time, she has a new move from 214+P, where she delivers two kicks to send the target flying. The EX version serves as a wall bounce (wall wire) for combo extensions, which offers the player more creative combo potential. The regular versions of 214+P enable her to either end combos and also super cancel into her Desperation Moves when either of them lands successfully.
Another addition is her 236+A, 236+B, 236+C which normally enables players to hold the corresponding button and feint out the rapid kick strikes with D while keeping them held. What the player can do in addition to this is dash cancel, which will have its own uses.
If the player is looking for a relatively simplistic approach with a variety of options for baiting out the enemy's mistakes from her special moves, Luong is an excellent character to pick up and is pretty fun to play.
==Movelist==
==Movelist==


Line 12: Line 45:
'''Throws'''
'''Throws'''


Sen
Sen - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]


Chou
Chou - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]


'''Command Normals'''
'''Command Normals'''


Tsui
Tsui - [[image:fd.gif]] + [[image:b.gif]]


'''Special Moves'''
'''Special Moves'''


Geki (*)
Geki - [[image:qcf.gif]] + [[image:a.gif]] / [[image:b.gif]] / [[image:c.gif]] (*)


┗ Geki (Keep)
┗ Geki (Held)
:┗ Geki (Cancel)
:┗ Geki [[image:d.gif]] (Cancel)
::┗ Geki (Cancel)  
:┗ Geki [[image:fd.gif]][[image:fd.gif]] (Cancel)  


Ren (Midair Only) (*)
Ren - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*) (Midair Only)


Rin (*)
Rin - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)


Kou (*)
Kou - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)


'''Super Special Moves'''
'''Super Special Moves'''
Tou (!)


Tei (!)
Tou - [[image:qcf.gif]][[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!)


Ben (!)
Tei - [[image:qcf.gif]][[image:df.gif]][[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (!)
 
'''Climax Super Special Move'''
 
Ben - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]]


==Quick Combo Reference==
==Quick Combo Reference==
Line 50: Line 86:
| '''0 Meter'''
| '''0 Meter'''
|
|
2B(x3), 214+B XX 214+A<br/>
Low confirm<br/>
cl.D, 6B, 214+C<br/>
Anywhere<br/>
Anywhere<br/>
Anywhere<br/>
Anywhere<br/>
Corner Carry<br/>
Corner<br/>
|
|
( = 181 dmg<br/>
c.5A - 2A xx 214B - 236B = 135 dmg<br/>
( = 205 dmg<br/>
2B(x3) xx 214B - 214+A = 138 dmg<br/>
2A(x3) xx 214B - CD = 164 dmg<br/>
c.5C - 6B xx 214B - 236B = 195 dmg<br/>
c.5D - 6B xx 214C = 205 dmg<br/>
c.5D - 6B xx 214D, 214C = 245 dmg<br/>
c.5D - 6B xx 214D, 214B, 236A, 214C = 317 dmg</br>
|-
| '''0.5 Meter'''
|
Side Switch <br/>
Low confirm <br/>
Low confirm <br/>
Corner Carry <br/>
Corner Carry, Damage <br/>
|
2A(x3) xx 236AC = 183 dmg <br/>
2B(x3) xx 214AC - 214D - 214B - 214C = 251 dmg<br/>
2A(x3) xx 214BD - 236A - 236B = 255 dmg<br/>
c.5C - 6B xx 214BD - 214B - 236A - CD = 315 dmg<br/>
c.5D - 6B xx 214AC - 214D - 214B - 236A - 214C = 379 dmg<br/>
|-
|-
| '''1 Meter'''
| '''1 Meter'''
|
|
2B(x3), 214+B, 214+A, 236236+B<br/>
Low confirm<br/>
|
|
( = 307 dmg<br/>
2B(x3), 214B, 214A, 236236B = 307 dmg<br/>
|-
|-
| '''2(.05) Meters'''
| '''2 Meters'''
|
|
cl.D, 6B, 214+AC, 214+D, 214+B, 236+A, 214+A, 2363214+BD<br/>
Anywhere<br/>
|
|
( = 547 dmg<br/>
cl.D, 6B, 214AC, 214D, 214B, 236A, 214C(2) 2363214+BD = 562<br/>
|-
|-
|}
|}
==Gameplay Overview==
{{StrengthsAndWeaknesses
| intro = Luong is a neutral based character. She can easily instil fear in her opponents by threathening them with her options, mainly by using Geki as a mind game tool. Apart from neutral, another trait of hers is combo structure. About half of her Special Moves give access to easy combos, metered or meterless, which is something not everyone has. She has a simple gameplan - Poke, land a hit, do a big combo, repeat. She does have several advanced techniques, but it's not required at the basic level. Luong is a perfect character for players who like having access to good neutral buttons and combos, as well as players who love labbing big combos and finding new ways to make existing combos even better. She can function well anywhere in the team, as she is not overly reliant on meter, so she is probably best used in the Point or Mid positions.
| pros=
* Easy gameplan
* Decent damage
* Good neutral buttons
* Has good crossup tools
* Variety of combo paths and options
* Easy meterless combos, so not overly reliant on meter
* Builds meter rather quickly during combos
* Has an Overhead command normal (6B)
| cons=
* Can get complex at a higher level
* Can have difficulties actually getting close enough to do her big combos
}}
Luong is a character who made her debut in the previous game, KOFXIV.
Her game plan at that time was relatively simple: She excels at fighting at the mid-range while setting the target up for high-damage combos.
Luong is one of the more relatively easier characters to play but making use of her mix-up potential from her insta-air overheads from Max Mode did require a bit of practice. With these aspects in mind, Luong was a relatively strong character whose game play lies in mid-to-close range neutral and using feints to bait enemies into making mistakes.
The character is also known to have a lot in common with Yamazaki, particularly with how their feints work from their special moves and the fact that a part of their game play lies in punishing targets heavily for their mistakes aftering baiting them out.
She also has options to exploit while in midair, her jumping air 214+K. This is jumping cartwheel that enables enables her to slightly change the trajectory of her landing and also build meter. In addition, she can also cancel some of her jumping normals into air 214+K which can yield some rather devastating mix-ups and damage, specifically when going from jumping A (light punch) and then canceling into her EX 214+K which yields a full combo and will still hit overhead and will even cross targets up depending on whether the user hops forward or not. This was specifically exploitable from Max Mode canceling from a light normal.
As of now, she is still capable of this feat in the mix-up department, thus is likely to become a major threat once again as she was in KOFXIV.
This aspect of Luong remains largely the same. As of this time, she has a new move from 214+P, where she delivers two kicks to send the target flying. The EX version serves as a wall bounce (wall wire) for combo extensions, which offers the player more creative combo potential. The regular versions of 214+P enable her to either end combos and also super cancel into her Desperation Moves when either of them land successfully.
Another addition is her 236+A, 236+B, 236+C which normally enables players to hold the corresponding button and feint out the rapid kick strikes with D while keeping them held. What the player can do in addition to this is dash cancel, which will have its own uses.
If the player is looking for a relatively simplistic approach with a variety of options for baiting out the enemies mistakes from her special moves, Luong is an excellent character to pick up and is pretty fun to play.


==Normals==
==Normals==
Line 142: Line 168:
|moveId=luong_cla
|moveId=luong_cla
|description=
|description=
*Can be chained into from lights and into other lights from itself.
*Can be chained into from lights and into other lights from itself. Can't chain into c.5C due to the pushback on hit, however.  
*Mash A for rush combo.
*Mash A for rush combo.
Luong quickly jabs her opponent in the neck. Does not whiff on crouchers and is special cancellable, all around a normal c.A.
Luong quickly jabs her opponent in the neck. Does not whiff on crouchers and is special cancellable. Plus on block and very plus on hit, though Luong can't link anything after it.
}}
}}
====Close B====
====Close B====
Line 151: Line 177:
|description=
|description=
*Can be chained into from lights.
*Can be chained into from lights.
Luong quickly strikes the opponents leg with her heel. Hits low and special cancellable making it a good way to check for opponents who are trying to guess high. Pretty basic move.
Luong quickly strikes the opponents leg with her heel. Hits low and special cancellable making it a good way to check for opponents who are trying to guess high. Plus on block.
}}
}}


Line 157: Line 183:
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=luong_clc
|moveId=luong_clc
|captions=Godlike Button #1
|description=
|description=
*Multi hitting, either hit may be cancelled.
*Multi hitting, either hit may be cancelled.
Luong strikes her opponents chest and then neck. Great hit confirm although on hit grants less damage than c.D. Both hits hit crouchers and due to both hits being cancellable you can catch your opponent off guard by cancelling it early.
Luong strikes her opponents chest and then neck. Fast at 4f, and a great hit confirm, although on hit grants less damage than c.D. Both hits hit crouchers and due to both hits being cancellable you can catch your opponent off guard by cancelling it early.
}}
}}


Line 166: Line 193:
|moveId=luong_cld
|moveId=luong_cld
|description=
|description=
Luong strikes the opponent with her ass- i mean her right foot, in similar fashion to c.B this hits low and is cancellable. Surprising range for a c.D.
Luong strikes the opponent with her right foot, in similar fashion to cl.B this hits low and is cancellable, leading to big damage low starter combos. The activation range is a bit bigger than cl.C.
}}
}}


Line 175: Line 202:
|description=
|description=
*Can be chained from lights and into other lights.
*Can be chained from lights and into other lights.
Standard 2A with decent range.  
Standard 2A with decent range. Plus on block.
}}
}}
====Crouch B====
====Crouch B====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=luong_crb
|moveId=luong_crb
|captions= Godlike Button #2
|description=
|description=
*Can be chained from lights and into other lights.
*Can be chained from lights and into other lights.
Luongs fastest normal and without a doubt her best hit confirm. May be chained into itself three times and then can be cancelled into specials, most likely 214B. Good for stagger pressure and really reliable move although short range.
Luongs fastest normal and without a doubt her best hit confirm. May be chained into itself three times and then can be cancelled into specials, most likely 214B. Good for stagger pressure and really reliable move although short range.
}}
}}
====Crouch C====
====Crouch C====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=luong_crc
|moveId=luong_crc
|description=
|description=
Luong's main anti air if crouching, 2C lacks range but is surprisingly effective despite looking stubby. The great angle can allow for decent reward for good reactions, relatively safe too when used as an anti air. No reason to use this for grounded opponents over c.D and c.C.  
Luong's main anti air if crouching, 2C lacks range but is surprisingly effective despite looking stubby. The great angle can allow for decent reward for good reactions, relatively safe too when used as an anti air. No reason to use this for grounded opponents over cl.D and cl.C.  
}}
}}
====Crouch D====
====Crouch D====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=luong_crd
|moveId=luong_crd
|captions= Godlike Button #3
|description=
|description=
*She can do that??
Luong does the splits in her best crouching normal. This move puts her at such a low profile that it can genuinely anti air moves. One of her best pokes for its speed/low profile and since its special cancellable it can be made safe with ease. Use often.
Luong does the splits in her best crouching normal, this move is ridiculous and puts her at such a low profile that it can genuinely anti air moves. One of her best pokes for its speed/low profile and since its special cancellable it can be made safe with ease. Use this move, seriously.  
}}
}}


Line 204: Line 233:
|name=jump A
|name=jump A
|input=j.A
|input=j.A
|description2=* Can crossup weirdly enough yet not advised. Use j.B instead of this move its range is quite abysmal.
|description2=* Can crossup weirdly enough yet not advised. Use j.B instead of this move, as its range is quite abyssmal.
}}
}}
====Jump B====
====Jump B====
Line 211: Line 240:
|name=jump B
|name=jump B
|input=j.B
|input=j.B
|description2=* Luongs main crossup normal, almost Kyo j.B but slightly worse, could be a good air to air with how its angled. Probably her best jump in due to how ambiguous it hits.
|description2=* Luongs main crossup normal, almost Kyo j.B but slightly worse, could be a good air to air with how it's angled. Probably her best jump in due to how ambiguous it hits.
}}
}}
====Jump C====
====Jump C====
Line 219: Line 248:
|input=j.C
|input=j.C
|description2=* Whiffs on crouchers.
|description2=* Whiffs on crouchers.
Really strange move, causes air reset on hit but the range is very bad and must be done on a jumping or standing opponent. Wont even go into j.214B/D.
Very high angled swipe. Seems built for air-to-airs, but the horizontal range is very bad and it whiffs on crouchers so it's not recommended to use often. Won't even go into j.214B/D.
}}
}}
====Jump D====
====Jump D====
Line 233: Line 262:
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=luong_cd
|moveId=luong_cd
|captions=Godlike Button #4
|description=
|description=
* Luong's blowback is actually really good due to it being forward moving and so disjointed, Luong gets good reward off raw blowback too. Use this in niche situations since it can also hit crouchers. It can also anti air opponents hops at longer ranges due to the tip of her foot reaching so far making it a really nice option if you feel it will reach.
* Luong's blowback is one of the best in the game due to it moving forward and being so disjointed. She also gets good reward off raw blowback, too. Use this often to establish a midscreen game, especially since it can hit crouchers unlike many of her far normals. It can also anti-air opponents hops at longer ranges due to the tip of her foot reaching so far, making it cover multiple angles.
* Good luck actually punishing this on block due to the pushback and the fact that Luong can just cancel into 236B to keep you away from her.
* With its forward momentum, the ability to kara cancel, and with the Geki Cancel, this is also a(n unconventional) godlike approach tool, too.
}}
}}


Line 250: Line 282:
|input=j.CD
|input=j.CD
|description2=* Solid air to air and reaches further than her j.B , can stuff opponents hops and jumps well too.
|description2=* Solid air to air and reaches further than her j.B , can stuff opponents hops and jumps well too.
}}
==Rush Moves==
{{FrameDataCargo-KOFXV
|moveId=luong_rush1,luong_rush2
|name=rush
|input=cl.AA/c.AAX
|description2=* Placeholder
}}
}}


Line 262: Line 302:
  |stun= 0
  |stun= 0
  |startup= 1
  |startup= 1
  |active=
  |active= 1
  |recovery=
  |recovery= 0
  |hitAdv= +38
  |hitAdv= HKD (53)
  |blockAdv=
  |blockAdv= Unblockable
  |hitbox=
  |hitbox=
  |invul=  
  |invul=  
Line 283: Line 323:
  |stun= 0
  |stun= 0
  |startup= 1
  |startup= 1
  |active=
  |active= 1
  |recovery=
  |recovery= 0
  |hitAdv= +45
  |hitAdv= HKD (42)
  |blockAdv=
  |blockAdv= Unblockable
  |hitbox=
  |hitbox=
  |invul=  
  |invul=  
Line 294: Line 334:
  }}
  }}
}}
}}
==Command Moves==
==Command Moves==


{{MoveData
{{FrameDataCargo-KOFXV
|image= XV_luong_6b_1_ima.png
|moveId=luong_6b
|caption=
|captions= '''Start-up''','''Active frame'''
|name=Tsui
|name=Tsui
|input=6B
|input=6B
|data=
|description= * Luongs only grounded overhead, slow yet very effective. Where it lacks in speed, it makes up for in reach. 6B reaches a good distance and can actually work as a counter poke versus lower hitting moves for instance Iori 2D. Also a big part of her combo and pressure game, she can combo her heavies into 6B and then special cancel for big confirms. This gives her longer to hitconfirm than prior and ups her damage considerably. May be used as a frametrap from heavies to bait out mashers. Use this for quick max too since outside of being cancelled into you cannot special cancel. Great tool and crucial to use.  
{{AttackData-KOFXV
 
|damage= 70
|stun= 60
|startup= 24
|active=
|recovery=
|hitAdv= -3
|blockAdv= -1
|hitbox=
|invul=
|description= * Luongs only grounded overhead, slow yet very effective. Where it lacks in speed, it makes up for in reach. 6B reaches a good distance and can actually work as a counter poke versus lower hitting moves for instance Iori 2D. Also a big part of her combo and pressure game, she can combo her heavies into 6B and then special cancel for big confirms. This gives her longer to hitconfirm than prior and ups her damage considerably. May be used as a frametrap from heavies to bait out mashers. Use this for quick max too since outside of being cancelled into you cannot special cancel. Great tool and crucial to use.  
*
*
}}
}}
}}


Line 322: Line 350:
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=luong_236a,luong_236b,luong_236c,luong_236ac,luong_236[x]_66,luong_236[x]_d
|moveId=luong_236a,luong_236b,luong_236c,luong_236ac,luong_236[x]_66,luong_236[x]_d
|captions= '''High''', '''Mid''', '''Low''', '''Dash Cancel''', '''Feint'''
|input=236A/B/C/A+C  
|input=236A/B/C/A+C  
(A/B/C hold OK)
(A/B/C hold OK)
Line 340: Line 369:
|description6=
|description6=
* Luong cancels her Geki stance by pressing D. Not as much to say compared to dash cancel but good for throw mixups. On block this will mostly be a close quarters option where when cancelled you can go into a grab which is completely unreactable. In neutral this is a niche option compared to dash cancel but can work to fake your opponents out and cause them to make assumptions about what you're about to do.
* Luong cancels her Geki stance by pressing D. Not as much to say compared to dash cancel but good for throw mixups. On block this will mostly be a close quarters option where when cancelled you can go into a grab which is completely unreactable. In neutral this is a niche option compared to dash cancel but can work to fake your opponents out and cause them to make assumptions about what you're about to do.
* You can also ''really'' screw with the opponent's timing by using this in tandem with her CD. Or even render it safe. Either way, use this the most with either 2D or CD to stay safe.


}}
}}
Line 345: Line 375:


===Ren===
===Ren===
{{MoveData
{{FrameDataCargo-KOFXV
|image= XV_luong_j214b_ima.png
|moveId=luong_j214b,luong_j214d,luong_j214bd
|caption=
|captions= THE Cross-up
|name=Ren
|name=Ren
|input=j.214B/D/BD
|input=j.214B/D/BD
|data=
|description3=  
{{AttackData-KOFXV
|version=B
|damage= 80
|stun= 80
|startup= 13
|active=
|recovery=
|hitAdv= +32
|blockAdv= -1~+8
|hitbox=
|invul=
}}
{{AttackData-KOFXV
|version=D
|damage= 80
|stun= 80
|startup= 18
|active=
|recovery=
|hitAdv= +30~+40
|blockAdv= -4~+4
|hitbox=
|invul=
}}
{{AttackData-KOFXV
|version=BD
|damage= 80
|stun= 0
|startup= 10
|active=
|recovery=
|hitAdv= +39~+49
|blockAdv= -13~+1
|hitbox=
|invul=
|description=  
*All versions crossup yet do not hit overhead despite being air only.
*All versions crossup yet do not hit overhead despite being air only.


Line 396: Line 390:


}}
}}
}}
 
===Rin===
===Rin===
{{MoveData
{{FrameDataCargo-KOFXV
|image= XV_luong_214bd_ima.png, XV_luong_214b_ima.png
|moveId=luong_214b,luong_214d,luong_214bd
|caption=
|name=Rin
|name=Rin
|input=214B/D/BD
|input=214B/D/BD
|data=
|description3= * All versions put Luong in an airborne state, meaning you cannot super cancel from this move alone.
{{AttackData-KOFXV
|version=B
|damage= 40
|stun= 50
|startup= 14
|active=
|recovery=
|hitAdv= +42
|blockAdv= -10
|hitbox=
|invul=
}}
{{AttackData-KOFXV
|version=D
|damage= 50
|stun= 50
|startup= 18
|active=
|recovery=
|hitAdv= +44
|blockAdv= -8
|hitbox=
|invul=
}}
{{AttackData-KOFXV
|version=BD
|damage= 87
|stun= 0
|startup= 10
|active=
|recovery=
|hitAdv= +48
|blockAdv= -25
|hitbox=
|invul=
|description= * All versions put Luong in an airborne state, meaning you cannot super cancel from this move alone.


* B version is your main special for metered combos. Can be comboed into from lights, mainly 2B for low confirms making it a reliable combo tool and one of her best. Bare in mind due to this moves short range you may whiff it in longer hit confirms but it should be noted the hitbox is a bit disjointed. On hit, allows for juggles afterwards so make sure to keep that in mind. Not useful in pressure, it's quite minus and even when spaced you are very vulnerable.
* B version is your main special for metered combos. Can be comboed into from lights, mainly 2B for low confirms making it a reliable combo tool and one of her best. Bare in mind due to this moves short range you may whiff it in longer hit confirms but it should be noted the hitbox is a bit disjointed. On hit, allows for juggles afterwards so make sure to keep that in mind. Not useful in pressure, it's quite minus and even when spaced you are very vulnerable.
Line 446: Line 403:


* The EX version as a starter is good but where it truly shines is at the start of juggles.  
* The EX version as a starter is good but where it truly shines is at the start of juggles.  
* This move can avoid some projectiles when it is ACTIVE, including Athena's Psycho Ball.


}}
}}
}}


===Kou===
===Kou===
{{MoveData
{{FrameDataCargo-KOFXV
|image= XV_luong_214c_ima.png, XV_luong_214a_ima.png
|moveId=luong_214a,luong_214c,luong_214ac
|caption=
|name=Kou
|name=Kou
|input=214A/C/AC
|input=214A/C/AC
|data=
|description3=
{{AttackData-KOFXV
|version=A
|damage= 78
|stun= 30
|startup= 10
|active=
|recovery=
|hitAdv= +28
|blockAdv= -9
|hitbox=
|invul=
}}
{{AttackData-KOFXV
|version=C
|damage= 97
|stun= 40
|startup= 20
|active=
|recovery=
|hitAdv= +74
|blockAdv= -5
|hitbox=
|invul=
}}
{{AttackData-KOFXV
|version=AC
|damage= 97
|stun= 0
|startup= 13
|active=
|recovery=
|hitAdv= +79
|blockAdv= -12
|hitbox=
|invul=
|description=


* A version is good for combos where C version would whiff but where C is available A becomes useless due to it only being a soft knockdown. Not a good combo starter either due to it knocking back. Has its uses.
* A version is good for combos where C version would whiff but where C is available A becomes useless due to it only being a soft knockdown. Not a good combo starter either due to it knocking back. Has its uses.
Line 500: Line 421:
* EX version is good for combos and an amazing starter. This move wallsplats allowing for juggles afterwards with her 214B/D but be weary when in the corner as you will sideswitch due to the wallbounce. This extends your combos well and gives you strong damage with minimal meter.
* EX version is good for combos and an amazing starter. This move wallsplats allowing for juggles afterwards with her 214B/D but be weary when in the corner as you will sideswitch due to the wallbounce. This extends your combos well and gives you strong damage with minimal meter.


}}
* The second hit can be easily ducked under and punished, so exercise caution when using this.
 
  }}
  }}


==Super Special Moves==
==Super Special Moves==
===Tou===
===Tou===
{{MoveData
{{FrameDataCargo-KOFXV
|image= XV_luong_236236bd_ima.png, XV_luong_236236k_ima.png
|moveId=luong_236236b,luong_236236d,luong_236236bd
|caption=
|name=Tou
|name=Tou
|input=236236B/D/BD
|input=236236B/D/BD
|data=
|description3=  
{{AttackData-KOFXV
|version=B/D
|damage= 180
|stun= 0
|startup= 17
|active=
|recovery=
|hitAdv= +67
|blockAdv= -17
|hitbox=
|invul=
}}
{{AttackData-KOFXV
|version=AC
|damage= 320
|stun= 0
|startup= 9
|active=
|recovery=
|hitAdv= +58
|blockAdv= -26
|hitbox=
|invul=
|description=  
* Your go to super for either going into her other supers or upclose. At range this super can whiff so be aware of spacing. Up close, the B/D versions keep the opponent closer to Luong whereas the BD leave them further, giving oki for B/D yet trading said oki for raw damage in BD. Her BD version goes through fireballs if you are close enough, this can be good but risky for sure.
* Your go to super for either going into her other supers or upclose. At range this super can whiff so be aware of spacing. Up close, the B/D versions keep the opponent closer to Luong whereas the BD leave them further, giving oki for B/D yet trading said oki for raw damage in BD. Her BD version goes through fireballs if you are close enough, this can be good but risky for sure.


}}
}}
}}


===Tei===
===Tei===
{{MoveData
{{FrameDataCargo-KOFXV
|image= XV_luong_2363214bd_ima.png, XV_luong_2363214k_ima.png
|moveId=luong_236214k,luong_236214bd
|caption=
|name=Tei
|name=Tei
|input=236214B/D/BD
|input=236214B/D/BD
|data=
|description2= * This super is really not meant for climax cancelling or super cancelling at all due to it ending with a knockdown. You can still cancel it before Luong mounts the opponent, however - though you'll lose damage in the process.
{{AttackData-KOFXV
 
|version=B/D
* Regular version has projectile invincibility. The level 2 version curiously does not.
|damage= 190
|stun= 0
|startup= 12
|active=
|recovery=
|hitAdv= +25
|blockAdv= -11
|hitbox=
|invul=
}}
{{AttackData-KOFXV
|version=AC
|damage= 340
|stun= 0
|startup= 5
|active=
|recovery=
|hitAdv= +29
|blockAdv= -17
|hitbox=
|invul=
|description= * This super is really not meant for climax cancelling or super cancelling at all due to it ending with a knockdown.


* Both versions are good for combos that leave them too far for 236236B/D/BD yet its to be noted that even this super can whiff if the opponent is too high, so time accordingly. The BD version is notable for being 5 startup so this could be a really great way to punish heavily in scenarios where 236AC might be unoptimal. No special attributes here either.
* Both versions are good for combos that leave them too far for 236236B/D/BD yet its to be noted that even this super can whiff if the opponent is too high, so time accordingly. The BD version is notable for being 5 startup so this could be a really great way to punish heavily in scenarios where 236AC might be unoptimal.  


}}
}}
}}
==Climax Super Special Move==
 
===Ben===
===Ben===
{{MoveData
{{FrameDataCargo-KOFXV
|image= XV_luong_2141236cd_1_ima.png, XV_luong_2141236cd_ima.png
|moveId=luong_214236CD
|caption=
|captions= ( ͡° ͜ʖ ͡°)
|name=Ben
|name=Ben
|input=214236CD
|input=214236CD
|data=
|description=
{{AttackData-KOFXV
|damage= 427
|stun= 0
|startup= 11
|active=
|recovery=
|hitAdv= +25
|blockAdv= -31
|hitbox=
|invul=
|description= *For the culture!


* Usually cancelled from her 236236B/D/BD because as established above her 236214B/D/BD doesn't allow for super cancels. Also goes through fireballs like her 236236BD does making it astonishingly good for hard reads and can help you get in with ease if you play your cards right.
* Usually cancelled from her 236236B/D/BD because as established above her 236214B/D/BD doesn't allow for super cancels. Also goes through fireballs like her 236236BD does making it astonishingly good for hard reads and can help you get in with ease if you play your cards right.


}}
}}
}}


==Misc==
==Geki Dash Cancel Shortcut==
Earlier on, I mentioned doing her 66 dash cancel as fast as possible. Here's how.


When you do 236A/B/C, input 6 right after so the inputs overlap and you just get the dash. The input should be 236(A/B/C)56. As of now, I haven't found any use for this in combos but in pressure this has so much potential for throw mixups and general resets. Use with care since the pressure resets will probably be caught on in longer sets and you will be punished. This can be a really sneaky way to open someone up though and a great option for general movement.
When you do 236A/B/C, input 6 right after so the inputs overlap and you just get the dash. The input should be 236(A/B/C)56. Not used for combos but in pressure this has so much potential for throw mixups and general resets. Use with care since the pressure resets will probably be caught on in longer sets and you will be punished. This can be a really sneaky way to open someone up though and a great option for general movement.


==Videos==
==Videos==
Line 610: Line 469:
Luong Reveal Trailer by SNK Official
Luong Reveal Trailer by SNK Official


{{#ev:youtube|ylb05LTlQQk|||'''Luong 2.05 Bar Combo'''|frame}}
{{#ev:youtube|U3sH74w-7c4|||'''Luong Basic Combos'''|frame}}
 
Luong Basic Combos by Meno
{{#ev:youtube|RFFjdJCrS70|||'''Luong Combo Ideas & Concepts'''|frame}}
Luong Combo Ideas & Concepts by Orochinagi Dark Chaotix


{{CharNavbox_XV}}
{{CharNavbox_XV}}

Revision as of 23:41, 11 February 2023

The King of Fighters XV

OverviewStrategyDataCombosReplays

Luong is a femme fatale type fighter with mysterious motives. She can and will lacerate her enemies like a whip with her long legs and her arranged tae kwon do kicking techniques.
This KOF, she's seemingly working in opposition to her lover Gang-il and his disciple Kim, but perhaps all is not how it seems...

Gameplay Overview

Luong is a neutral based character who uses her kick specials to harass opponents at long range.

Luong can easily instill fear in her opponents by threatening them with her varied options, mainly by using Geki as a mind game tool. Apart from neutral, another trait of hers is combo structure. About half of her Special Moves give access to easy combos on hit, metered or meterless, which is something not everyone has. She has a simple gameplan - Poke, land a hit, do a big combo, repeat. She does have several advanced techniques, but it's not required at the basic level. Luong is a perfect character for players who like having access to good neutral buttons and combos, as well as players who love labbing big combos and finding new ways to make existing combos even better. She can function well anywhere in the team, as she is not overly reliant on meter, so she is probably best used in the Point or Mid positions.
Pros Cons
  • Simple and Clean Gameplan: Luong is very easy to pick up and play. She wants to poke with her long kick specials before forcing an air approach, anti-airing it, and going into a combo. Simple, easily understood, and very effective.
  • Good Close-Range Offense: Good standing buttons and great crossup options make Luong intimidating to fight at close range. This compliments her long-range game very well. Her 6B is also a good overhead, making her mixup game overall quite strong.
  • Stellar Combo Game: Luong has great combo opportunities, with tons of paths based on relative position to the opponent or her chosen opener. Her damage is quite good with low amounts of meter, but what makes Luong truly shine is her ability to meter dump with multiple EX Moves, convert off anything, and get you to the corner no matter where she hits you.
  • Fantastic Neutral: Between her gigantic buttons, great mobility and speed, Geki, and her batshit confirm range, Luong plays neutral like it's no one's business.
  • Conversions From Hell: Luong can convert off almost anything. From geki anti airs, to random 2Bs, counterhit anti airs, and of course her crazy st.CD, it's almost rare to see a good Luong NOT convert off a hit.
  • Choice Overload: Luong can get very complex at higher levels thanks to the sheer depth of her combo choices. Knowing which moves to combo into at specific effective ranges are central to performing well, but she is very simple at lower levels.
  • Floaty Jump: She has one of the floatier jumps in the game, making it harder to do hop pressure than your average character, although that floatiness helps make her j.214K more effective.
  • Bad Defense: A lack of non super reversals and a floaty jump make it harder for Luong to escape pressure than the average character. Though, it's too bad.
  • Meter Hog: Luong requires meter, and lots of it, to make the most out of her conversions. This means she can't play point quite as well as some other characters.


Luong is a character who made her debut in the previous game, KOFXIV.

Her game plan at that time was relatively simple: She excels at fighting at the mid-range while setting the target up for high-damage combos. Luong is one of the more relatively easier characters to play but making use of her mix-up potential from her insta-air overheads from Max Mode did require a bit of practice. With these aspects in mind, Luong was a relatively strong character whose game play lies in mid-to-close range neutral and using feints to bait enemies into making mistakes.

The character is also known to have a lot in common with Yamazaki, particularly with how their feints work from their special moves and the fact that a part of their gameplay lies in punishing targets heavily for their mistakes after baiting them out.

She also has options to exploit while in midair, her jumping air 214+K. This is her jumping cartwheel that enables her to slightly change the trajectory of her landing and also build meter. In addition, she can also cancel some of her jumping normals into air 214+K which can yield some rather devastating mix-ups and damage, specifically when going from jumping A (light punch) and then canceling into her EX 214+K which yields a full combo and will still hit overhead and will even cross targets up depending on whether the user hops forward or not. This was specifically exploitable from Max Mode canceling from a light normal.

As of now, she is still capable of this feat in the mix-up department, thus she remains a major threat just as she was in KOFXIV.

This aspect of Luong remains largely the same. As of this time, she has a new move from 214+P, where she delivers two kicks to send the target flying. The EX version serves as a wall bounce (wall wire) for combo extensions, which offers the player more creative combo potential. The regular versions of 214+P enable her to either end combos and also super cancel into her Desperation Moves when either of them lands successfully.

Another addition is her 236+A, 236+B, 236+C which normally enables players to hold the corresponding button and feint out the rapid kick strikes with D while keeping them held. What the player can do in addition to this is dash cancel, which will have its own uses.

If the player is looking for a relatively simplistic approach with a variety of options for baiting out the enemy's mistakes from her special moves, Luong is an excellent character to pick up and is pretty fun to play.

Movelist

(*) = EX OK

(!) = MAX OK

(Midair Only) = Can only be done in the air.

Throws

Sen - (close) Bk.gif / Fd.gif + C.gif

Chou - (close) Bk.gif / Fd.gif + D.gif

Command Normals

Tsui - Fd.gif + B.gif

Special Moves

Geki - Qcf.gif + A.gif / B.gif / C.gif (*)

┗ Geki (Held)

┗ Geki D.gif (Cancel)
┗ Geki Fd.gifFd.gif (Cancel)

Ren - Qcb.gif + B.gif / D.gif (*) (Midair Only)

Rin - Qcb.gif + B.gif / D.gif (*)

Kou - Qcb.gif + A.gif / C.gif (*)

Super Special Moves

Tou - Qcf.gifQcf.gif + B.gif / D.gif (!)

Tei - Qcf.gifDf.gifQcb.gif + B.gif / D.gif (!)

Climax Super Special Move

Ben - Qcb.gifDb.gifQcf.gif+C.gif+D.gif

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

Low confirm
Anywhere
Anywhere
Anywhere
Anywhere
Corner Carry
Corner

c.5A - 2A xx 214B - 236B = 135 dmg
2B(x3) xx 214B - 214+A = 138 dmg
2A(x3) xx 214B - CD = 164 dmg
c.5C - 6B xx 214B - 236B = 195 dmg
c.5D - 6B xx 214C = 205 dmg
c.5D - 6B xx 214D, 214C = 245 dmg
c.5D - 6B xx 214D, 214B, 236A, 214C = 317 dmg

0.5 Meter

Side Switch
Low confirm
Low confirm
Corner Carry
Corner Carry, Damage

2A(x3) xx 236AC = 183 dmg
2B(x3) xx 214AC - 214D - 214B - 214C = 251 dmg
2A(x3) xx 214BD - 236A - 236B = 255 dmg
c.5C - 6B xx 214BD - 214B - 236A - CD = 315 dmg
c.5D - 6B xx 214AC - 214D - 214B - 236A - 214C = 379 dmg

1 Meter

Low confirm

2B(x3), 214B, 214A, 236236B = 307 dmg

2 Meters

Anywhere

cl.D, 6B, 214AC, 214D, 214B, 236A, 214C(2) 2363214+BD = 562

Normals

Far Standing Normals

Far A

stand A
st.A
st.A
XV luong fa ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 High special 5 3 11 +1 -1 - 30 60
  • Whiffs on crouching opponents.

Luong extends her left hand quickly and pokes the opponent. Special cancellable. Not a lot of range but can snipe hops quickly with little to no risk. Will be punished by lower hitting moves.

Far B

stand B
st.B
st.B
XV luong fb ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 High super 6 4 11 0 -2 - 30 60
  • Whiffs on crouching opponents.

Luong does a quick angled kick aimed towards the opponents head/neck. Cannot be special cancelled although where it shines is versus air approaches. f.B can stuff hops very effectively. Vulnerable to lower hitting moves.

Far C

stand C
st.C
st.C
XV luong fc ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid special 10 4 16 +1 -1 - 70 120

Luong throws her left hand out and strikes the opponent. Startup is a bit slow yet this move does not whiff on crouchers unlike her other far normals and allows her to cancel into special moves. Cannot be cancelled on whiff either so full commitment is needed. Effectively a longer f.A and is disjointed. Loses to lower profile moves.

Far D

stand D
st.D
st.D
XV luong fd ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 High - 10 5 20 -4 -6 - 70 120
  • Whiffs on crouchers.

Luong swings her leg in an upwards position, this move is really solid and one of her best anti airs. Due to its angle, it helps versus rising hops and jumps although cannot be special cancelled. Use this move, even if riskier than her other anti airs the damage will be higher regardless.


Close Standing Normals

Close A

close A
cl.A
cl.A
XV luong cla ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 command Yes 5 3 7 +5 +3 - 30 60
  • Can be chained into from lights and into other lights from itself. Can't chain into c.5C due to the pushback on hit, however.
  • Mash A for rush combo.

Luong quickly jabs her opponent in the neck. Does not whiff on crouchers and is special cancellable. Plus on block and very plus on hit, though Luong can't link anything after it.

Close B

close B
cl.B
cl.B
XV luong clb ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Low command 5 3 9 +3 +1 - 30 60
  • Can be chained into from lights.

Luong quickly strikes the opponents leg with her heel. Hits low and special cancellable making it a good way to check for opponents who are trying to guess high. Plus on block.

Close C

close C
cl.C
cl.C
XV luong clc 1 ima.png
Godlike Button #1
XV luong clc 2 ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
40+30 (70) Mid*2 command 4 4 (5) 4 20 -3 -5 - 40+30 (70) 60+60 (120)
  • Multi hitting, either hit may be cancelled.

Luong strikes her opponents chest and then neck. Fast at 4f, and a great hit confirm, although on hit grants less damage than c.D. Both hits hit crouchers and due to both hits being cancellable you can catch your opponent off guard by cancelling it early.

Close D

close D
cl.D
cl.D
XV luong cld ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Low command 5 4 21 -4 -6 - 70 120

Luong strikes the opponent with her right foot, in similar fashion to cl.B this hits low and is cancellable, leading to big damage low starter combos. The activation range is a bit bigger than cl.C.

Crouch Normals

Crouch A

crouch A
cr.A
cr.A
XV luong 2a ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 5 3 9 +3 +1 - 30 60
  • Can be chained from lights and into other lights.

Standard 2A with decent range. Plus on block.

Crouch B

crouch B
cr.B
cr.B
XV luong 2b ima.png
Godlike Button #2
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
15 Low command 4 4 10 +1 -1 - 15 30
  • Can be chained from lights and into other lights.

Luongs fastest normal and without a doubt her best hit confirm. May be chained into itself three times and then can be cancelled into specials, most likely 214B. Good for stagger pressure and really reliable move although short range.

Crouch C

crouch C
cr.C
cr.C
XV luong 2c ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid Yes 6 5 20 -4 -6 - 70 120

Luong's main anti air if crouching, 2C lacks range but is surprisingly effective despite looking stubby. The great angle can allow for decent reward for good reactions, relatively safe too when used as an anti air. No reason to use this for grounded opponents over cl.D and cl.C.

Crouch D

crouch D
cr.D
cr.D
XV luong 2d ima.png
Godlike Button #3
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Low command 10 5 20 SKD (24: Tech / 51: Non-tech) -6 - 70 120

Luong does the splits in her best crouching normal. This move puts her at such a low profile that it can genuinely anti air moves. One of her best pokes for its speed/low profile and since its special cancellable it can be made safe with ease. Use often.

Jump Normals

Jump A

jump A
j.A
j.A
XV luong ja ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop A hop A

40 High special 6 9 1 on ground - - - 30 50

jump A jump A

45 High special 6 12 1 on ground - - - 30 60
  • Can crossup weirdly enough yet not advised. Use j.B instead of this move, as its range is quite abyssmal.

Jump B

jump B
j.B
j.B
XV luong jb ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop B hop B

40 High - 5 8 1 on ground - - - 30 50

jump B jump B

45 High - 5 10 1 on ground - - - 30 60
  • Luongs main crossup normal, almost Kyo j.B but slightly worse, could be a good air to air with how it's angled. Probably her best jump in due to how ambiguous it hits.

Jump C

jump C
j.C
j.C
XV luong jc ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop C hop C

70 High - 10 7 1 on ground - - - 70 100

jump C jump C

70 High - 10 8 1 on ground - - - 70 120
  • Whiffs on crouchers.

Very high angled swipe. Seems built for air-to-airs, but the horizontal range is very bad and it whiffs on crouchers so it's not recommended to use often. Won't even go into j.214B/D.

Jump D

jump D
j.D
j.D
XV luong jd ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop D hop D

70 High - 6 8 1 on ground - - - 70 100

jump D jump D

70 High - 6 9 1 on ground - - - 70 120
  • Good standard jump in, good range, can instant overhead taller characters. Best jump in damage wise.

Blowback

Blowback

Blowback
CD
CD
XV luong 5cd ima.png
Godlike Button #4
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid command 16 6 28 Wall Splat - HKD (gnd) (66 to 81) -11 Low Body: 13 to 15 (3 Frames) 100 160
  • Luong's blowback is one of the best in the game due to it moving forward and being so disjointed. She also gets good reward off raw blowback, too. Use this often to establish a midscreen game, especially since it can hit crouchers unlike many of her far normals. It can also anti-air opponents hops at longer ranges due to the tip of her foot reaching so far, making it cover multiple angles.
  • Good luck actually punishing this on block due to the pushback and the fact that Luong can just cancel into 236B to keep you away from her.
  • With its forward momentum, the ability to kara cancel, and with the Geki Cancel, this is also a(n unconventional) godlike approach tool, too.

ShatterStrike

ShatterStrike
236CD
236CD
XV luong 236cd ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid - 15 6 27 Crumple - HKD (93) -10 Armor: 4 to 14 (11 frames) 100 200
  • Same pros as her raw blowback but now it's armoured. Jumpers beware. Wallbounce is great for Luong too for 214B pickups.

jump CD

jump CD
j.CD
j.CD
XV luong jcd ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop CD hop CD

80 Mid - 13 7 1 on ground SKD (+?) - - 80 120

jump CD jump CD

90 Mid - 13 8 1 on ground SKD (+?) - - 80 140
  • Solid air to air and reaches further than her j.B , can stuff opponents hops and jumps well too.

Rush Moves

rush
cl.AA/c.AAX
cl.AA/c.AAX
XV luong rush1 ima.png
XV luong rush2 ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

cl.AA cl.AA

48 (25+25) Mid - 9 - - -3 -5 - 30 120 (60+60)

cl.AAX cl.AAX

70 (25+25+25) Mid - 11 - - -5 -7 - 30 120 (60+60+60)
  • Placeholder

Throws

Sen
XV luong cthrow ima.png
Damage Stun Startup Active Recovery Hit Adv Block Adv
100 0 1 1 0 HKD (53) Unblockable
  • Luong wraps her legs around the opponents neck and throws them past midscreen, allowing j.214B/D/BD shenanigans for okizeme.
Chou
XV luong dthrow ima.png
Damage Stun Startup Active Recovery Hit Adv Block Adv
100 0 1 1 0 HKD (42) Unblockable
  • Basically just forward throw but now backwards, more plus allowing for even more j.214B/D/BD shenanigans. Throws them midscreen distance since it moves backwards.

Command Moves

Tsui
6B
6B
XV luong 6b 1 ima.png
Start-up
XV luong 6b 2 ima.png
Active frame
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 [40] High super [special] 24 [15] 2 19 [20] 0 [-1] -2 [-3] - 60 [40] 120 [60]
  • Luongs only grounded overhead, slow yet very effective. Where it lacks in speed, it makes up for in reach. 6B reaches a good distance and can actually work as a counter poke versus lower hitting moves for instance Iori 2D. Also a big part of her combo and pressure game, she can combo her heavies into 6B and then special cancel for big confirms. This gives her longer to hitconfirm than prior and ups her damage considerably. May be used as a frametrap from heavies to bait out mashers. Use this for quick max too since outside of being cancelled into you cannot special cancel. Great tool and crucial to use.

Special Moves

Geki

Geki

236A/B/C/A+C

(A/B/C hold OK)

236A/B/C/A+C

(A/B/C hold OK)
XV luong 236a ima.png
High
XV luong 236b ima.png
Mid
XV luong 236c ima.png
Low
XV luong 2363214k ima.png
Dash Cancel
XV luong 236 ima.png
Feint
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

60 High super 13 4 20 ±0 -2 - 60 80

B B

60 Mid - 13 4 26 -6 -8 - 60 80

C C

60 Low - 13 4 20 ±0 -2 - 60 120

AC AC

136 (30+30+30+60) Low - 9 2 (7) 2 (8) 3 18 HKD (42) -12 - 0 60 (30+30)
  • Can hold A/B/C to delay the kick until release
  • Delay stance can be cancelled into other follow-ups after ??F

Luong quickly kicks her leg in three different directions.

  • A version aims upwards. Whiffs on crouchers but is effective versus jumpers and used in juggles. Great anti air and can snipe people with ease making it frustrating to fight versus.
  • B version is a forward slash. Less range than it looks like it has but still great. Not as useful compared to A or C but has its place in stopping people from running at you and for ending juggles where you cannot do A or 214A/C.
  • C version is a low strike. This will be your main pressure ender for safe blockstrings since the pushback is immense and it reaches far. Not really good for juggles but shines in being safe and a good block check. Being even on hit greatly benefits it too.
  • EX Geki is a great move. For its range, it has the ability to punish more minus moves on block efficiently and gives a hard knockdown sideswitch on hit which can really turn the tides of some matches. Being able to pressure with j.214B/D/BD after makes this one of your best moves.
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

[X]~66 [X]~66

- - - - - 29 (Fastest Cancel) - - - - -
  • Luong dash cancels her Geki stance. Although this doesn't build meter whereas Geki would, this move is more utilised for mixups and for mobility. While it's not that fast, it can be a good tool to catch a blocking opponent off guard and gives them more to be worried about. Don't overuse this on block though since opponents will start to stuff your dash and punish you heavily. Geki stance is counter hit vulnerable so learning how to do the dash cancel instantly will be key for this move to be as effective as possible.
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

[X]~D [X]~D

- - - - - 24 (Fastest Cancel) - - - - -
  • Luong cancels her Geki stance by pressing D. Not as much to say compared to dash cancel but good for throw mixups. On block this will mostly be a close quarters option where when cancelled you can go into a grab which is completely unreactable. In neutral this is a niche option compared to dash cancel but can work to fake your opponents out and cause them to make assumptions about what you're about to do.
  • You can also really screw with the opponent's timing by using this in tandem with her CD. Or even render it safe. Either way, use this the most with either 2D or CD to stay safe.


Ren

Ren
j.214B/D/BD
j.214B/D/BD
XV luong j214b ima.png
THE Cross-up
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

80 Mid - 13 4 8 on ground Juggle - SKD (+33~+43) 9 (Lowest height) to -7 (Highest height) - 80 120

D D

80 Mid - 18 4 8 on ground Juggle - SKD (+30~+40) 4 (Lowest height) to -5 (Highest height) - 80 120

BD BD

120 Mid - 10 - 8 on ground Juggle - SKD (+39~+48) -4 (Lowest height) to -14 (Highest height) - 0 120
  • All versions crossup yet do not hit overhead despite being air only.
  • B version will be your go to version of this move due to how fast it is and how plus on block it can potentially be. When done instantly from the ground via a tiger knee input (2149B), this move is completely unreactable but the drawback to this is it can only be performed in the air so using it on wakeup is preferred compared to blockstrings. On hit you can go into a juggle with EX 214BD or go for nasty setups.
  • D version is good but slower and less plus on block but to make up for it has a bigger hitbox and keeps her suspended in the air for a bit. Same pros mostly apply, has its uses where B version may not reach in time for the opponents wakeup.
  • EX Ren is unique because on hit the opponent isn't knocked back, they are put in place for juggles with 214B after making it a great way to open someone up. The trade-off is far worse frame data than the other two versions but this move certainly has its place. Due to its ridiculous speed too, this is a great option for short hops.

Rin

Rin
214B/D/BD
214B/D/BD
XV luong 214b ima.png
XV luong 214bd ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

40 Mid - 14 6 23 (9 on ground) SKD (42*: Tech / 69: Non-tech) -10 Low Body: 11 to 33 (23 Frames) 50 80

D D

50 Mid - 18 6 21 (9 on ground) SKD (44: Tech / 71: Non-tech) -8 Low Body: 15 to 35 (21 Frames) 50 80

BD BD

87 (40+50) Mid - 10 3 (16) 5 20 (16 on ground) Juggle (+48) -25 Upper Body: 1 to 8 (8 Frames), Low Body: 9 to 29 (21 Frames) 0 100 (40+60)
  • All versions put Luong in an airborne state, meaning you cannot super cancel from this move alone.
  • B version is your main special for metered combos. Can be comboed into from lights, mainly 2B for low confirms making it a reliable combo tool and one of her best. Bare in mind due to this moves short range you may whiff it in longer hit confirms but it should be noted the hitbox is a bit disjointed. On hit, allows for juggles afterwards so make sure to keep that in mind. Not useful in pressure, it's quite minus and even when spaced you are very vulnerable.
  • D version whilst less useful will still have its place. D version is slower but on hit launches the opponent higher allowing for more juggle options. Cannot be comboed into from lights but only heavies making it more niche and a harder move to use without good hits. Although less minus on block, don't use it in blockstrings since she has safer tools.
  • The EX version as a starter is good but where it truly shines is at the start of juggles.
  • This move can avoid some projectiles when it is ACTIVE, including Athena's Psycho Ball.

Kou

Kou
214A/C/AC
214A/C/AC
XV luong 214a ima.png
XV luong 214c ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

78 (40+40) Mid/High Super 10 3 (3) 6 22 SKD (28: Tech / 55: Non-tech) -9 - 60 (30+30) 100 (50+50)

C C

97 (50+50) Mid/High Super 17 3 (3) 6 17 HKD (+74) -5 - 80 (40+40) 120 (60+60)

AC AC

97 (50+50) Mid/High - 13 5 (4) 8 19 Wall Bounce - HKD (+79) -12 - 0 60+50 (110)
  • A version is good for combos where C version would whiff but where C is available A becomes useless due to it only being a soft knockdown. Not a good combo starter either due to it knocking back. Has its uses.
  • C version is your main way to get hard knockdowns without super; in her 0.5 combos this becomes your main ender and is incredibly effective. Since you are so ridiculously plus you can practically set anything up. Can be used midscreen or corner for good oki but in midscreen they get knocked back hard so you cant really set anything up compared to corner.
  • EX version is good for combos and an amazing starter. This move wallsplats allowing for juggles afterwards with her 214B/D but be weary when in the corner as you will sideswitch due to the wallbounce. This extends your combos well and gives you strong damage with minimal meter.
  • The second hit can be easily ducked under and punished, so exercise caution when using this.

Super Special Moves

Tou

Tou
236236B/D/BD
236236B/D/BD
XV luong 236236k ima.png
XV luong 236236bd ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

180 Mid Advanced, Climax 9 3 53 HKD (67) -37 Full Body: 1 to 3 (3 Frames) 0 0

D D

180 Mid Advanced, Climax 17 3 53 HKD (67) -37 Full Body: 1 to 17 (17 Frames) 0 0

BD BD

320 (100+220) Mid Climax 9 2 (16) 4 41 HKD (58) -26 Full Body: 1 to 10 (10 Frames) 0 0
  • Your go to super for either going into her other supers or upclose. At range this super can whiff so be aware of spacing. Up close, the B/D versions keep the opponent closer to Luong whereas the BD leave them further, giving oki for B/D yet trading said oki for raw damage in BD. Her BD version goes through fireballs if you are close enough, this can be good but risky for sure.

Tei

Tei
236214B/D/BD
236214B/D/BD
XV luong 2363214k ima.png
XV luong 2363214bd ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B or D B or D

190 (0+20+20+20+30+100) Mid Advanced, Climax 8 10 27 HKD (25) -11 Full Body: 1 to 3 (3 Frames) / Projectile Invincibility: 1 to 17 (17 Frames) 0 0

BD BD

340 (0+30*8+100) Mid Climax 5 13 34 HKD (29) -17 Full Body: 1 (1 Frame) 0 0
  • This super is really not meant for climax cancelling or super cancelling at all due to it ending with a knockdown. You can still cancel it before Luong mounts the opponent, however - though you'll lose damage in the process.
  • Regular version has projectile invincibility. The level 2 version curiously does not.
  • Both versions are good for combos that leave them too far for 236236B/D/BD yet its to be noted that even this super can whiff if the opponent is too high, so time accordingly. The BD version is notable for being 5 startup so this could be a really great way to punish heavily in scenarios where 236AC might be unoptimal.

Climax Super Special Move

Ben

Ben
214236CD
214236CD
XV luong 2141236cd 1 ima.png
( ͡° ͜ʖ ͡°)
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

CD CD

427 (100+237+90) Min: 225 Mid - 11 4 32 HKD (25) -31 Full Body: 1 to 13 (13 Frames) 0 0
  • Usually cancelled from her 236236B/D/BD because as established above her 236214B/D/BD doesn't allow for super cancels. Also goes through fireballs like her 236236BD does making it astonishingly good for hard reads and can help you get in with ease if you play your cards right.

Geki Dash Cancel Shortcut

When you do 236A/B/C, input 6 right after so the inputs overlap and you just get the dash. The input should be 236(A/B/C)56. Not used for combos but in pressure this has so much potential for throw mixups and general resets. Use with care since the pressure resets will probably be caught on in longer sets and you will be punished. This can be a really sneaky way to open someone up though and a great option for general movement.

Videos

Luong Reveal Trailer

Luong Reveal Trailer by SNK Official

Luong Basic Combos

Luong Basic Combos by Meno

The King of Fighters XV

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