A mysterious and seductive femme fatale fighter who specializes in a martial art similar to Taekwondo. Although her moves are very similar to Taekwondo, there are many modifications, making it its own unique martial art. She is able to attack opponents at range with her whip-like kicks.
Gameplan
Notable normals:
Far L: Easily the best poke in the game. Hits at a high angle which beats aerial approaches and keeps opponents very far away.
Far H - Luong’s far H is actually pretty lengthy for an attack of its ilk, and still fairly fast. You can use it to check people who might come at you a bit too recklessly.
Luong’s far H is her launching normal, unlike other characters who would to the same with their close H, and as such, it’s also jump cancellable, and Luong can definitely hurt anyone she can put into a juggle state.
Normal Moves
c.L
c.L
Version
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
5L
30
5
-
-
2
0
15
13
0
Luong does a low kick. Can be delayed into 5LL OR 5LH which is a frame trap.
5LL
27
-
-
-
-2
-4
19
17
0
Luong does a far reaching kick. This is one of the most powerful blockstrings in the entire game because of the pushback, and an amazing tool for frame trapping. 5LL 5S and 5LL delay H are both amazing frame traps.
5LLL
28
-
-
-
-3
-8
16
14
0
The last hit of Luong's autocombo. 5LLL isn't safe, so cancelling into 5S or 4S will either push the opponent away or naturally frame trap them.
c.H
c.H
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
70
5
-
-
-2
-4
19
17
-
Extremely fast heavy normal. Naturally frame traps into 5S and a great move to use in juggles.
f.L
f.L
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
30
6
-
-
0
-2
13
11
0
Best poke in the game.
f.H
f.H
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
-
12
-
-
SKD
17
SKD
17
0
Luong's launcher. Unlike most characters, her launcher is used from far away rather than up close. Using this move premptively is key when trying to anti-air because of it's rather slow startup.
j.L
j.L
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
-
5
-
-
-
-
-
-
-
Has very fast startup but very small range. Dash jumping will make air to airing with this move much easier.
j.H
j.H
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
-
6
-
-
-
-
-
-
-
Luong does a far reaching kick in the air. Has insane range and is very fast.
66H
66H
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
-
20
-
-
SKD (Gnd) / HKD (Air)
-10
SKD
17
-
Wall-bounces. Its long range makes up for the slow startup.
Universal Mechanics
Forward Throw
Forward Throw 6L+G
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
-
4
-
-
HKD
Unblockable
SKD
-
-
Back Throw
Back Throw
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
-
4
-
-
HKD
Unblockable
SKD
-
-
Throw. Causes hard knockdown.
Air Throw
Air Throw j.5L+G
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
-
-
-
-
SKD
Unblockable
SKD
-
-
Throw. Causes soft knockdown.
Assist
Assist 5I
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
-
16
-
-
-
-
-
-
-
Requires SP Item.
Special Moves
5S
Geki 1 5S
Version
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
Normal
60
19
-
-
-6 / -18
-8 / -19
22
20
1
Luong kicks out in front of herself. The effect is much like a swift slash from a sword. Kind of reminiscent of Yamazaki’s arm swipes. It’s one hit, comes out decently quick, and has huge horizontal range, but doesn’t knock down.
EX
130
9
-
-
HKD
-2
SKD
17 (1), 15 (2)
0
Instead of doing a single kick, Luong does a series of three that strikes from bottom to top. If the last of the three kicks connects, the enemy is slammed into the ground. 130 damage if all 3 kicks and the throw connect.
2S
Rin 2S
Version
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
Normal
65
14
-
-
SKD / -18
-10 / -19
-
-
1
A circular rising kick that also moves Luong forward as she does it. The recovery on this is good, allowing Luong to follow up on it if it connects, in or out of the corner, but it’s of course going to leave you open if it’s blocked. Has some brief startup invincibility.
EX
86
10
-
-
SKD
-26
-
-
0
Luong doubles up on the rising kicks. The recovery of this version is even better, too, so following up is actually easier than the normal version. Like the standard version, has some brief startup invul.
4S
Geki 2 4S
Version
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
Normal
60
19
-
-
SKD / -15
-5 / -16
22
20
1
This is an upward version of the standard Geki, primarily made for anti air purposes. So much so, in fact, that if you do it close to an opponent that’s on the ground, it will whiff. Interestingly, if you hit something before doing this, it will connect, even if the hit before it, such as a cl.L, doesn’t combo into it.
EX
-
9
-
-
HKD
-2
19 (1), 19 (2)
17 (1), 15 (2)
0
EX Geki acts just like the EX version of the standard Geki, except that the kicks start from high, then go low. Like with EX Geki 1, if the last hit connects, they’ll still be thrown. 130 damage if all three kicks and the throw connect.
j.S
Ren j.S
Version
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
Normal
80
18
-
-
SKD / -5
3 / -6
-
-
1
An aerial, rotating crescent kick. This is an interesting move. It’s one of the few moves that acts the way you’d probably expect it to when you look at it by hitting on both sides. If it connects with someone that’s standing, they get knocked back. If it hits someone airborne, whether they’re caught raw, or they’re being juggled, they get groundbounced, allowing for potential follow ups. It also carries movement momentum, whether it’s from jumping or air dashing, so you can use it to get in on someone at awkward angles. All around a good move. Just be careful about the height, since you can’t use it if you’re too low to the ground, and if you hit it from too high in the air, following up will be harder.
EX
100
10
-
-
SKD
2
-
-
0
EX Ren is awkward as a move. It does the same things as the normal version of Ren in regards to movement, and allowing you to follow up should you hit it, but it’s functionally very different than its standard counterpart. For starters, it’s MUCH faster, and even though it still moves however you’re trying to move at that point in time, it doesn’t put Luong through the recoil-like motions the standard version does. Furthermore, hitting a grounded opponent with it actually pops them up a bit, while hitting an airborne opponent knocks them up a bit higher as opposed to groundbouncing them.
Dream Finish
5D
Tou 5D
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
350
11
-
-
HKD
-20
-
-
4
Luong turns her back and bends back, backflipping to bring down her leg on the opponent’s head. As quick as this move is, it’s noteworthy that it does in fact count Luong as being airborne. It also has some great horizontal range, and solid invul on startup.
2D
Tai 2D
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
350
17
-
-
HKD
-11
-
-
4
Luong rushes the opponent with a flurry of attacks, ending with her stepping on the opponent before hopping back. This move has invulnerability through the brunt of the forward dash, so it’s worth keeping in mind, for sure.
Combos
For information on combo notation, please refer to this page.