NeoGeo Battle Coliseum/Tung Fu Rue

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Normals

---Close---

  • cl. A/B/C/D are cancel-able.
  • Close D does two hits making it very easy to hit-confirm into command moves or special attacks only after the first hit.

---Standing---

  • Stand A/B/C/D is cancel-able/whiff cancel-able.

---Crouching---

  • cr. A/C/D are cancel-able/whiff cancel-able.
  • cr. B is chain-able and his best ground poke.
  • cr. C is a moderately good anti-air if used early enough, it can canceled but only before her arm extends into the air
  • cr. D is great in the corner, and can be canceled into his dp + BD move (costs 1/2 of 1 stock in meter).

---Jumping---

  • j. D is a great crossup tool that allows Tung's rapid P move to be used as an easy follow up.

(more to be updated)


Blowback Attack

Pressing the E button while blocking will allow Tung to do counter with a standing C, and he will then tag out.


Throw

Thousand Palms - b/f + CD

  • Can be broken. Regular knockdown.


Command Moves

Kourin Hazaki - f + C

  • Tung does an overhead chop with an energy ball. This move can be linked to a special move or a desperation move. This move counts as an overhead.

Overhead Kick - f + D

  • Tung does a small jumping roundhouse towards the opponent. This move can be linked, but this move ends the combo. It is primarily used for mixups and closing in on the opponent. This move counts as an overhead.


Special Moves

Note: Moves that have an EX option will have the term "EX" in parentheses next to the command. In order to do the EX moves, both punches or both kicks need to be pressed together for the move to be executed. EX moves cost 1/2 of 1 full stock of meter.

Senshippo - qcb + A/C (EX)

  • Tung does a dash punch like Gato from MOTW, or Yun from Street Fighter 3. The button strength determines the distance. The EX version does multiple hits and can nullify several hits from certain moves.

Ressen Kyaku = dp + B/D (EX)

  • Tung shoots upward, feet first while doing several air kicks. The button strength determines the arc and the number of hits. The EX version does multiple hits and slightly follows the arc that the D version makes.

Shou Ha = charge b, f + A

  • Tung throws out a medium-sized fireball. This move can be used in a combo, but its not a great poking tool.

Geki Ha = charge b, f + C

  • Tung throws out an even bigger fireball with enlarged arm. This move is the better fireball to use in terms of poking and zoning. It can push opponents back, and even if they decide to GCFS, you are still at a safe distance.

Gekihou - P rapidly

  • This is the move to use often. Tung can combo easily with this move, allowing him to not only build meter, but do combos ranging from 20-40+ hits. It has a huge hitbox, as some opponents that attempt to jump over will not be able to; however, this move can be stopped by projectiles, and a few normal moves.

Raimei Kyaku - in the air, qcb + B

  • This is Tung's dive kick. It can be a combo starter, or it can be used to bait out attack moves or specials. This move cannot be done using the tiger knee method, and this move can only be done with B.

Joujiken - in the air, qcf + A/C

  • This is another air dash attack that Tung is capable of doing. This time, he dives head first with fist out. At its best, its only good to use as a counter to fireball pressure. The button strength determines the slant/distance at which Tung travels.

Kuuchuu Senpuuken - in the air, qcb + C

  • Tung does a spinning attack with his chi-enfused arms. This move can be executed with the tiger knee method. The button strength determines the distance.


Despiration Moves

Teigekiken - qcf x 2 + B/D

  • Tung grows into his massive form and does a wide range attack. This move counts as an overhead.

Senpuu Gouken - f, hcf x 2 + A/C

  • Tung does a super version of his Kuuchuu Senpuuken. The button strength determines whether he stays in place (A) or moves forward (C).

Combos

  • cl. D, f + C, P rapidly
  • in the corner, crouching D, dp + BD
  • cross-up j.D, P rapidly
  • j.D, standing D, f + C, qcf x2 + K