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Line 8: |
Line 8: |
| Sadly, Cheng has among the shortest range in the game, and doesn't have the rushdown capabilities to compensate, so an opponent with a lifelead can feasible lame him out. His combos require you to have charge already, and his non-sweep low, 2B, can't be chained again, so cancelling into 4[6]B to get a low combo is a hard read rather than a confirm. He lacks any real mix-up and his feints are weak so his pressure is lackluster. His S-Power is the worst in the game, so you are stuck with using meter for Breakshots and P-Power. | | Sadly, Cheng has among the shortest range in the game, and doesn't have the rushdown capabilities to compensate, so an opponent with a lifelead can feasible lame him out. His combos require you to have charge already, and his non-sweep low, 2B, can't be chained again, so cancelling into 4[6]B to get a low combo is a hard read rather than a confirm. He lacks any real mix-up and his feints are weak so his pressure is lackluster. His S-Power is the worst in the game, so you are stuck with using meter for Breakshots and P-Power. |
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| Cheng can easily keep advantage just as easy as his opponent can keep theirs, so playing Cheng requires knowing to take advantage as possible and being as unpredictable as you can be | | Cheng can easily keep the lead in a match just as easy as his opponent can keep theirs, so playing Cheng requires knowing to take advantage as possible and being as unpredictable as you can be. He is considered Bottom 1 in most tiers but that doesn't mean you can't make good use of him. |
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Revision as of 14:22, 10 November 2021
Cheng Sinzan (RB2)
Introduction
A business man who loves eating and was considered part of the Big Three alongside Geese Howard and Jeff Bogard, can't say if that holds up currently.
Gameplay wise, Cheng is a very unorthodox, semi-joke character. He has many gimmicks with his command normals and even Sideline attacks, but that doesn't mean he is only tricks. He has genuinely good zoning and set-play with his energy balls, a good far reaching attack with his [4]6B/C that is also a great breakshot, and decent damage when the situation calls for it, He can be very hard to pin down, specially if the Cheng player knows how to trick their opponent. His P-Power can be hard to do in a combo, but it's safe if blocked and you are able to link afterwards
Sadly, Cheng has among the shortest range in the game, and doesn't have the rushdown capabilities to compensate, so an opponent with a lifelead can feasible lame him out. His combos require you to have charge already, and his non-sweep low, 2B, can't be chained again, so cancelling into 4[6]B to get a low combo is a hard read rather than a confirm. He lacks any real mix-up and his feints are weak so his pressure is lackluster. His S-Power is the worst in the game, so you are stuck with using meter for Breakshots and P-Power.
Cheng can easily keep the lead in a match just as easy as his opponent can keep theirs, so playing Cheng requires knowing to take advantage as possible and being as unpredictable as you can be. He is considered Bottom 1 in most tiers but that doesn't mean you can't make good use of him.
Pros |
Cons
|
- Great zoning and set-play with 236/623A
- A lot of ways to suddenly change his movement like 5CC and 6A>1/3C
- Amazing breakshots
- Decent damage with P-Power
|
- Very poor range
- Sub-average pressure
- Hard confirms that require charge
- Worst S-Power in the game
- Has a very hard time making a comeback if the opponent wants to just block
|
Normals
Standing
5A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
9
|
-
|
5
|
6
|
12
|
-2
|
-6
|
HL
|
Y
|
-
|
-
|
|
n.5A (within 69 px of opponent)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
9
|
-
|
6
|
4
|
8
|
4
|
0
|
HL
|
Y
|
-
|
-
|
|
5B
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
11
|
-
|
12
|
4
|
21
|
-9
|
-13
|
HL
|
Y
|
-
|
-
|
|
n.5B (within 54 px of opponent)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
11
|
-
|
7
|
7
|
9
|
0
|
-4
|
HL
|
Y
|
-
|
-
|
|
5C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
24
|
-
|
8
|
5
|
28
|
0
|
-6
|
HL
|
N
|
-
|
-
|
|
n.5C (within 54 px of opponent)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
12,12
|
-
|
10
|
3(7)7
|
14
|
6
|
0
|
HL
|
Y
|
-
|
-
|
|
Crouching
2A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
9
|
-
|
6
|
4
|
8
|
4
|
0
|
HL
|
Y
|
-
|
-
|
|
2B
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
11
|
-
|
7
|
7
|
9
|
0
|
-4
|
L
|
Y
|
-
|
-
|
|
2C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
24
|
-
|
9
|
23
|
20
|
KD
|
-23
|
L
|
Y
|
-
|
-
|
|
Command
Glowing Orb 4A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
10,10
|
-
|
26
|
3,2
|
25
|
-1
|
-7
|
H
|
N
|
-
|
-
|
|
Double Orb Attack 6A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
19
|
-
|
12
|
8
|
20
|
-4
|
-8
|
HL
|
Y
|
-
|
-
|
|
Jumping
j.A
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
Neutral Hop
|
9
|
-
|
6
|
till landing
|
6
|
+8
|
+4
|
H
|
Y
|
-
|
-
|
Diagonal Hop
|
9
|
-
|
9
|
till landing
|
6
|
+8
|
+4
|
H
|
Y
|
-
|
-
|
Neutral Jump
|
9
|
-
|
6
|
9
|
6
|
+8
|
+4
|
H
|
Y
|
-
|
-
|
Diagonal Jump
|
9
|
-
|
6
|
11
|
6
|
+8
|
+4
|
H
|
Y
|
-
|
-
|
|
j.B
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
Neutral Hop
|
11
|
-
|
7
|
till landing
|
6
|
+8
|
+4
|
H
|
Y
|
-
|
-
|
Diagonal Hop
|
11
|
-
|
7
|
till landing
|
6
|
+8
|
+4
|
H
|
Y
|
-
|
-
|
Neutral Jump
|
11
|
-
|
7
|
7
|
6
|
+8
|
+4
|
H
|
Y
|
-
|
-
|
Diagonal Jump
|
11
|
-
|
7
|
9
|
6
|
+8
|
+4
|
H
|
Y
|
-
|
-
|
|
j.C
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
Neutral Hop
|
20
|
-
|
9
|
7
|
8
|
+15
|
+9
|
H
|
Y
|
-
|
-
|
Diagonal Hop
|
20
|
-
|
9
|
9
|
8
|
+15
|
+9
|
H
|
Y
|
-
|
-
|
Neutral Jump
|
20
|
-
|
9
|
7
|
8
|
+15
|
+9
|
H
|
Y
|
-
|
-
|
Diagonal Jump
|
20
|
-
|
9
|
9
|
8
|
+15
|
+9
|
H
|
Y
|
-
|
-
|
|
Oversway Actions
5D (opponent in oversway)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
20
|
-
|
7
|
2,3
|
15
|
2
|
1
|
H
|
N
|
-
|
-
|
|
2D (opponent in oversway)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
20
|
-
|
8
|
4
|
13
|
KD
|
4
|
L
|
N
|
-
|
-
|
|
A (A from oversway)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
10
|
-
|
25
|
5
|
12
|
2
|
0
|
H
|
Y
|
-
|
-
|
|
B (B from oversway)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
10
|
-
|
25
|
4
|
12
|
1
|
-1
|
L
|
Y
|
-
|
-
|
|
C (C in oversway)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
20
|
-
|
27
|
4
|
12
|
11
|
-3
|
HL
|
Y
|
-
|
-
|
|
Throws
Double Hand Toss 4/6C next to opponent
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
27
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Always throws the opponent behind Cheng
|
|
Headbutts 3C next to opponent
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
5,5,5,5,5
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Basically a forward throw.
|
|
Feints
Feint Avalanche Crunch 6AC
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
18
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Feint Fatty Bazooka 2AC
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
28
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Specials
Kiten Hinzan 236A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
16
|
-
|
21
|
57
|
60
|
0
|
-2
|
HL
|
-
|
Y
|
-
|
|
High Kiten Hinzan 623A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
16
|
-
|
21
|
57
|
60
|
0
|
-2
|
HL
|
-
|
Y
|
-
|
|
Belly Drum Blast [2]8A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
32
|
-
|
20
|
20
|
29
|
-6
|
-25
|
H
|
-
|
N
|
-
|
|
Avalanche Crunch [4]B/C
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
B
|
28
|
-
|
5
|
12
|
15
|
KD
|
-18
|
L
|
-
|
Y
|
-
|
C
|
38
|
-
|
22
|
18
|
18
|
KD
|
-28
|
L
|
-
|
Y
|
-
|
|
Flexible Geezer 214B (Hold B to keep moving)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
8
|
-
|
Total 20 (Fastest)
|
-
|
-
|
-
|
-
|
N
|
-
|
|
Fatty Bazooka 214C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
28
|
-
|
38
|
17
|
19
|
+17
|
+8
|
L
|
-
|
N
|
-
|
|
S-Power
Bursting Heavens [1]26BC
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
76
|
-
|
51
|
-
|
Total 95
|
+11
|
-3
|
HL
|
-
|
Y
|
-
|
|
P-Power
Collapse of Creation j.41236C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
7*15,16 (94)
|
-
|
1+16
|
17
|
19
|
+10
|
-17
|
HL, H
|
-
|
N
|
-
|
|
Chain Attacks
Combos
Meterless
Metered
Strategy