The King of Fighters XIV/Tung Fu Rue

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Charaimg tung.png

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Ressen-Shou - close Bk.gif / Fd.gif + C.gif 

Tetsuzankou - close Bk.gif / Fd.gif + D.gif

Command Normals

Ukouryuu - Df.gif + A.gif

Special Moves

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

Shou Ha - Qcf.gif + A.gif / C.gif (*)

Geki Hou - press rapidly A.gif / C.gif (*)

Ressen Kyaku - close, Dp.gif + B.gif / D.gif (*)

Air • Senpuu Ken - in air, Qcb.gif + A.gif / C.gif (*)

Super Special Moves

Senpuu Gou Ken - Qcb.gif Qcb.gif + A.gif / C.gif (!)

Dai Geki Hou - Qcf.gif Qcf.gif + B.gif / D.gif (!)

Climax Super Special Moves

Kyoku • Koureishin - Qcf.gif Qcf.gif + A.gifC.gif

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Anywhere
Low, Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) = 231 dmg

1 Meter

Corner
Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) dmg

2 Meters Anywhere (Combo 1) = (damage number here) dmg

Gameplay Overview

Tung Fue Rue is a character from the Fatal Fury series. He is a master of the fighting style Hakkyokuseiken! Tung Fue Rue may be a fairly simple character, but he is a character who requires good knowledge of the system of KOF and a good understanding and “feel” for the spacing of his moves to be a real threat. Unfortunately, Tung’s normals are not very good due to the small range and hitboxes of a lot of them. This also means that he has a lot of trouble anti-airing his opponent while on the ground. However, Tung does have some things going for him. First is his damage output. Tung with meter can pack quite a punch! As a matter of fact, he has one of the most damaging 2 bar combos in the entire game! He is a character who can also crank up his opponent’s guard gauge substantially without overextending. Tung is a character that is a great pick for anyone of any level! He can teach you how space yourself properly and not over extend! Play Tung!

Normals

Standing

  • st. A: Tung sticks out his fist to perform a jab.This move is not very good to be quite frank. It is slow and doesn’t have a great hitbox. However, It could still technically be used as a typical standing A anti- air.Standing A may be Tung’s worst standing normal.
  • st. B: Tung sticks out his leg and aims it for his opponent’s lower body. This normal is interesting as you can chain this into Tung’s df. A. Standing B can also be used for whiff punishing and frame traps.The big drawback with this move this move is the range. Like most of Tung’s other normals, the range is rather poor.
  • st. C: Tung extends his arm out for a palm strike.This is Tung’s best standing normal. The reach is decent, it can be chained into df. A, and it can be canceled into other specials moves for great combo potential. In neutral, you are going to be using this move quite a lot.
  • st. D: Standing D looks awfully similar to his close D. This move fairly slow with 8 frames of start up. Also, this move is -5 on block. The main use this move has is an anti-air. Tung’s standing D is actually one of his better anti-airs. Especially around round start range.

Close

  • cl. A: Somewhat similar to his standing far A. There is not much use for this button besides possibly interrupting strings.
  • cl. B: Close B is a low that is fairly fast and can chained into df. A for solid combo potential. This move can sometimes trip people up after a jump in if they don’t block low fast enough. Definitely a useful close normal for Tung.
  • cl. C: This button is a 4 frame attack that is primarily going to be used in combo strings and frame traps. It is minus 3 so this move should be used with caution.
  • cl. D: Tung kicks you with his short stubby leg. What makes this normal significant is the fact that it is plush on block. This means that you can potentially use this move for frame traps. The only downside is that the move is a bit slow. Still, used properly this normal can can be useful. It can even be chained into df. A.

Crouching

  • cr. A: Typical crouching jab. Mainly used for strings. However, this move is +2 on block, so frame traps can be started with this normal. Lastly, this normal can chain into df. A for max combo potential. This move can and should be used a lot.
  • cr. B: This is your standard 2B. This is going to be your main combo starter off of a low and low profiler anti-air. You should always try to chain/string normals together after this button due to crouching B being -2 on block.
  • cr. C: Range wise, this move is by far the best in his set of crouching normals. This move is going to be your main “whiff punisher” as it can be canceled into various special moves such as his fireball and dash punch. It can even be chained into df. A. Biggest downside is that it is fairly slow with 8 frames of startup. Use wisely.
  • cr. D: This is Tung’s sweep. Typical sweep that a lot of character’s have. This move however has some pretty cool things about it. First off, with this button you can actually use it to low profile some of the cast’s fireballs. This way you won’t be taking any sort of chip damage. Be careful, though, this move does have a lot of recovery, so use wisely. Lastly, this move can be whiff canceled into some special moves. This means that in some neutral situations against fireball characters, if in range, you can actually low profile a fireball and punish your opponent with a dash punch. Not easy to do, but is a viable option.

Jumping

  • j. A: Jumping A is probably Tung’s best jump-in normal due to the fact that it can cross up. Also, this button reduces Tung’s hurtbox, so you can potentially cause an opponent’s anti air attack to whiff in some cases. Solid jump in when used properly.
  • j. B: This is one of Tung’s better air to airs. Due to Tung’s poor anti airs, this is one move that shall be used quite often.
  • j. C: This is also a solid air to air that has a better horizontal hitbox than jumping B, but is one frame slower than jumping B. Lastly, this is one of the best jump ins to use for jump-in combos.
  • j. D: This move will primarily only be used as a jump-in attack for combo potential. If you time this button early enough in the air, you can get two hits out of this button as it is a double-hit normal. This move will be one of your best friends for jump-in attacks.

Blowback

  • st. CD: Typical standing CD that can hit on both sides.
  • j. CD: Typical jump CD. Unfortunately the hitbox is not very good making it one of the worse jump CD’s in the game.

Throws

Ressen-Shou - (b/f + C) close

  • Standard forward throw.

Tetsuzankou - (b/f + D) close

  • Standard back throw. This throw can give you a safe jump set up in the corner if you perform Hyper Hop + D afterwards

Command Moves

Ukouryuu - (df+A)

  • This command normal is quite useful in combo strings and can be used as an anti-air. Also, this move forces stand on hit.

Special Moves

Senshippo - (qcb + A/C)

  • Tung’s Senshippo has a couple of uses. Firstly this move will be used as a combo ender a lot since both versions of this move cause a knockdown. A version is more safe than the C version but does not travel as far. Secondly, Senshippo can be used as a spacing tool. If spaced properly, this move can actually be safe. Great for wanting to keep an opponent “in check” from a distance and close in space rather quickly. Lastly, there is a safe jump set up in the corner with this move. Hop D in the corner after this move during a juggle combo will give you a safe jump setup.

EX: Half the startup of the other versions, can nullify projectiles, and is great for MAX mode combos.


Shou Ha - (qcf + A/C)

  • LP: Tung’s LP fireball is even on block, which means that this button is safe. So feel free to use this fireball as a spacing tool to keep your opponent in check. This fireball can also be used to cancel into Tung’s 214214 + A. There is combo potential off of a LP fireball because of this.
  • HP: Heavy punch fireball is +4 on block, making this move incredibly safe. The tradeoff, however, is that the move has slower startup and a fair bit of recovery. So if used at a bad time, your opponent can punish you quite easily. It is also worth mentioning that this fireball induces a juggle state. In the corner, combo opportunities are present due to this juggle state. Lastly, you could potentially use this fireball for frame traps. I.E, instead of ending a block string with LP fireball, you could use HP fireball to catch your opponent pressing a button.

EX: The EX version of Tung’s Shou Ha causes a wall bounce for combo opportunities. This move is going to used greatly in max mode situations. EX Shou Ha is +4 on block just like the HP version of this move, so the benefits of HP fireball apply here as well.


Geki Hou - (press rapidly A/C)

  • This version of Tung’s “mash” does not have any kind of invincibility and is unsafe on block. This move can, however, nullify projectiles. Also, this move can be used for meter building in neutral.

EX: This move has the same startup as the non EX version, however, there is some upper body invincibility. This means that this move can potentially be used as a reversal against bad jump in meaty attempts.


Ressen Kyaku - (close) (rdp + B/D)

  • This is a 1 frame command grab. Like other grabs in the game, it can be used to open up an opponent if they are too defensive.

EX: This version is identical to the normal version. However, the EX version does more damage and slightly has more range.


Air • Senpuu Ken - (in air) (qcb + B/D)

  • This aerial attack is primarily used for juggles mainly with Tung’s EX combos. This move could also be used for air to air purposes and for tricky cross up situations.

EX: Identical to the regular version. This version does not induce stun damage on the opponent. This is the best version of the move to use as there is more juggle/damage potential here.

Super Special Moves

Senpuu Gou Ken - (qcb, qcb + A/C)

  • This super has a fair bit of start up (12 frames) and is arguably Tung’s least useful super. This super can be useful in situations where his Dai Geki Hou would not connect. Plus this move offers a safe jump in the corner.

Max: It has faster startup with 4 frames and it does a lot more damage. Aside from this however, it is identical to the normal version of this super.


Dai Geki Hou - (qcf, qcf + B/D)

This super is by far Tung’s best super. It is useful for quite a few things. First off, this move can be used to call out jump-ins from your opponent. On counter hit, Tung is able to juggle off of this super in this situation. Dai Geki Hou is going to be his main super for combos (especially in MAX mode). This move can even be combo’d off of a LP shou ha from anywhere on the screen with ease.

Max: All that was said for the normal version of this super applies to the MAX version as well. This move aside from having more damage is practically identical to the normal version of this move.

Climax Super Special Moves

Combos

0 meter

  • (place combo here) = (place damage amount here)

(place combo description here)

1 meter

  • (place combo here) = (place damage amount here)

(place combo description here)

2 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

3 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

4 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

5 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

Misc

Videos

Tung Slow Motion Hitboxes

External Links

Discussion Threads

Discuss at Dream Cancel

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