Difference between revisions of "SNK Heroines: Tag Team Frenzy/Luong"

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[[File:Characters_luong_thumb.png|right]]
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[[File:Characters luong thumb.png|right]]


==Gameplay Overview==
==Profile==
 
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.
==Normals==


==Gameplan==
Notable normals: Far L, 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.  
Notable normals: Far L, 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.
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.


===Recommended Partners===
<!-- *'''Partner 1''' - Reasoning. -->


'''Close'''
==Normal Moves==
 
====== <font style="visibility:hidden" size="0">c.L</font> ======
cl. L:
{{MoveData
 
|image=SNHK_Luong_cL.png
*
|caption=
 
|image2=SNHK_Luong_cLL.png
cl. H:
|caption2=
 
|image3=SNHK_Luong_cLLL.png
*
|caption3=
 
|name=c.L
'''Far'''
|input=
 
|data=
Far L:
{{AttackData-SNKH
 
|version=5L
*
|damage=
 
|startup=
 
|active=
Far H:
|recovery=
 
|hitAdv=
*
|blockAdv=
 
|HTC=
'''Dash'''
|BTC=
 
|spirit=
Dash H:
|description=
 
}}
*
{{AttackData-SNKH
 
|header=no
 
|version=5LL
'''Jump'''
|damage=
 
|startup=
j. L:
|active=
 
|recovery=
*
|hitAdv=
 
|blockAdv=
j. H:
|HTC=
 
|BTC=
*
|spirit=
|description=
}}
{{AttackData-SNKH
|header=no
|version=5LLL
|damage=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|HTC=
|BTC=
|spirit=
|description=
}}
}}


==Throws==
====== <font style="visibility:hidden" size="0">c.H</font> ======
{{MoveData
|image=SNHK_Luong_cH.png
|caption=
|name=c.H
|input=
|data=
{{AttackData-SNKH
|damage=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|HTC=
|BTC=
|spirit=
|description=Can be jump canceled on guard.
}}
}}


'''Forward throw:'''
====== <font style="visibility:hidden" size="0">f.L</font> ======
{{MoveData
|image=SNHK_Luong_fL.png
|caption=
|name=f.L
|input=
|data=
{{AttackData-SNKH
|damage=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|HTC=
|BTC=
|spirit=
|description=
}}
}}


* xxx dmg
====== <font style="visibility:hidden" size="0">f.H</font> ======
* Causes (soft or hard knockdown)
{{MoveData
*
|image=SNHK_Luong_fH.png
|caption=
|name=f.H
|input=
|data=
{{AttackData-SNKH
|damage=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|HTC=
|BTC=
|spirit=
|description=
}}
}}


====== <font style="visibility:hidden" size="0">j.L</font> ======
{{MoveData
|image=SNHK_Luong_jL.png
|caption=
|name=j.L
|input=
|data=
{{AttackData-SNKH
|damage=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|HTC=
|BTC=
|spirit=
|description=
}}
}}


'''Back throw:'''
====== <font style="visibility:hidden" size="0">j.H</font> ======
{{MoveData
|image=SNHK_Luong_jH.png
|caption=
|name=j.H
|input=
|data=
{{AttackData-SNKH
|damage=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|HTC=
|BTC=
|spirit=
|description=
}}
}}


* xxx dmg
====== <font style="visibility:hidden" size="0">66H</font> ======
* Throws opponent
{{MoveData
|image=SNHK_Luong_66H.png
|caption=
|name=66H
|input=
|data=
{{AttackData-SNKH
|damage=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|HTC=
|BTC=
|spirit=
|description=Wall-bounces. This move is also the ender of a c.L > c.H gatling.
}}
}}


==Universal Mechanics==
====== <font style="visibility:hidden" size="0">Forward Throw</font> ======
{{MoveData
|image=SNHK_Luong_FT.png
|caption=
|name=Forward Throw
|input=6L+G
|data=
{{AttackData-SNKH
|damage=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=Unblockable
|HTC=SKD
|BTC=
|spirit=
|description=Throw. Causes soft knockdown.
}}
}}


====== <font style="visibility:hidden" size="0">Back Throw</font> ======
{{MoveData
|image=SNHK_Luong_BT.png
|caption=
|name=Back Throw
|input=
|data=
{{AttackData-SNKH
|damage=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=Unblockable
|HTC=SKD
|BTC=
|spirit=
|description=Throw. Causes soft knockdown.
}}
}}


'''Air throw:'''
====== <font style="visibility:hidden" size="0">Air Throw</font> ======
{{MoveData
|image=SNHK_Luong_AT.png
|caption=
|name=Air Throw
|input=j.5L+G
|data=
{{AttackData-SNKH
|damage=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=Unblockable
|HTC=SKD
|BTC=
|spirit=
|description=Throw. Causes soft knockdown.
}}
}}


* Throws opponent behind
====== <font style="visibility:hidden" size="0">Assist</font> ======
 
{{MoveData
==SP==
|image=SNHK_Luong_SP.png
 
|caption=
'''Assist:'''
|name=Assist
 
|input=5I
*
|data=
{{AttackData-SNKH
|damage=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|HTC=
|BTC=
|spirit=
|description=Requires SP Item.
}}
}}


==Special Moves==
==Special Moves==
====== <font style="visibility:hidden" size="0">5S</font> ======
{{MoveData
|image=SNHK_Luong_5S.png
|caption=
|image2=SNHK_Luong_5SEX.png
|caption2=
|name=Geki 1
|input=5S
|data=
{{AttackData-SNKH
|version=Normal
|damage=60
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|HTC=
|BTC=
|spirit=1
|description=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.
}}
{{AttackData-SNKH
|header=no
|version=EX
|damage=130
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|HTC=
|BTC=
|spirit=0
|description=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.
}}
}}


5S - '''Geki 1'''
====== <font style="visibility:hidden" size="0">2S</font> ======
 
{{MoveData
* 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. 60 damage. SP cost: 1 bar.
|image=SNHK_Luong_2S.png
 
|caption=
Without Spirit:
|image2=SNHK_Luong_2SEX.png
 
|caption2=
EX Item:
|name=Rin
* 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.
|input=2S
 
|data=
 
{{AttackData-SNKH
 
|version=Normal
2S - '''Rin'''
|damage=65
 
|startup=
* 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. 65 damage. SP cost: 1 bar.
|active=
 
|recovery=
Without Spirit:
|hitAdv=
 
|blockAdv=
EX Item:
|HTC=
* 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. 86 damage.
|BTC=
 
|spirit=1
 
|description=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.
4S - '''Geki 2'''
}}
 
{{AttackData-SNKH
* 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. 60 damage. SP cost: 1 bar.
|header=no
|version=EX
|damage=86
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|HTC=
|BTC=
|spirit=0
|description=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.
}}
}}


Without Spirit:
====== <font style="visibility:hidden" size="0">4S</font> ======
{{MoveData
|image=SNHK_Luong_4S.png
|caption=
|image2=SNHK_Luong_4SEX.png
|caption2=
|name=Geki 2
|input=4S
|data=
{{AttackData-SNKH
|version=Normal
|damage=60
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|HTC=
|BTC=
|spirit=1
|description=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.
}}
{{AttackData-SNKH
|header=no
|version=EX
|damage=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|HTC=
|BTC=
|spirit=0
|description=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.
}}
}}


EX Item:
====== <font style="visibility:hidden" size="0">j.S</font> ======
* 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.
{{MoveData
 
|image=SNHK_Luong_jS.png
 
|caption=
 
|image2=SNHK_Luong_jSEX.png
j.S - '''Ren'''
|caption2=
 
|name=Ren
* 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. 80 damage. SP cost: 1 bar.
|input=j.S
 
|data=
Without Spirit:
{{AttackData-SNKH
 
|version=Normal
EX Item:
|damage=80
* 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. 100 damage.
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|HTC=
|BTC=
|spirit=1
|description=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.
}}
{{AttackData-SNKH
|header=no
|version=EX
|damage=100
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|HTC=
|BTC=
|spirit=0
  |description=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==
==Dream Finish==
====== <font style="visibility:hidden" size="0">5D</font> ======
{{MoveData
|image=SNHK_Luong_5D1.png
|caption=
|image2=SNHK_Luong_5D2.png
|caption2=
|name=Tou
|input=5D
|data=
{{AttackData-SNKH
|damage=350
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|HTC=
|BTC=
|spirit=4
|description=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.
}}
}}


'''5D'''
====== <font style="visibility:hidden" size="0">2D</font> ======
 
{{MoveData
'''Tou'''
|image=SNHK_Luong_2D1.png
 
|caption=
* 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. 350 damage. SP cost: 4 bars.
|image2=SNHK_Luong_2D2.png
 
|caption2=
 
|name=Tai
'''2D'''
|input=2D
 
|data=
'''Tai'''
{{AttackData-SNKH
 
|damage=350
* 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. 350 damage. SP cost: 4 bars.
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|HTC=
|BTC=
|spirit=4
|description=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==
==Combos==
''For information on combo notation, please refer to [[SNK_Heroines:_Tag_Team_Frenzy/Controls#Notation|this page]].''


IAD = Instant Air Dash
===Mid-screen===
====1000 health====
* j.H, L,cl.H, jc, IAD.H, 66H, IAD.L, cl.H~2S, 2D (451 damage)'''
* j.H, L,L,L~4S, far.H, jc, IAD.H, 66H, IAD.L, cl.H~2S, 2D '''(456 damage)'''
* j.H, L,L,H, 4S, far.H, jc, IAD.H, 66H, IAD.L, cl.H~2S, 5D '''(462 damage)'''


cl. = Close (i.e, doing a Light or Heavy normal right next to the opponent)
====500 health====
* j.H, L,L,L~4S, far.H, jc, IAD.H~j.S, 66H, IAD.L, 2S, cl.H~5S xx 2D '''(484 damage)'''
* j.H, L,cl.H, jc, IAD.H~j.S, 66H, IAD.L, 2S, cl.H~4S, 2D '''(490 damage)'''
* j.H, L,L,H, 4S, far.H, jc.H~j.S, 66H, IAD.L, 2S, cl.H~5S xx 2D '''(490 damage)'''


far. = Far (i.e, doing a Light or Heavy farther away from the opponent)
===Corner===
====1000 health====
* j.H, L,L,L~4S, far.H, jc, IAD.L, 66H, IAD.H, cl.H~2S, 2D '''(453 damage)'''
* j.H, L,cl.H, jc, IAD.L, 66H, IAD.H, 66H, cl.H~2S, 2D '''(461 damage)'''
* j.H, L,L,H, cl.H~4S, far.H, jc, IAD.L, 66H, IAD.H, 66H, 5S xx 2D '''(485 damage)'''


xx = Means you cancel into the next move immediately (i.e, 2S xx 5D)
====500 health====
* j.H, L,cl.H, jc, IAD.L, 66H, IAD.H, 66H, cl.H~4S, 2S, 5D '''(473 damage)'''
* j.H, L,L,H, cl.H~4S, far.H, jc.L~j.S, 66H, IAD.H, 66H, 2S, 5D '''(502 damage)'''
* j.H, L,cl.H, jc, IAD.H~j.S, IAD.L~j.S, 66H, cl.H~4S, 2S, 5D '''(512 damage)'''


~ = Means you press the next command immediately after (i.e, cl.H~2D)
===Corner-carry===
====1000 health====
* L,L,H, IAD.H~j.S, 66H, IAD.L, 66H, cl.H~2S, 2D '''(460 damage)'''
* L,cl.H, jc, IAD.L~j.S, 66H, IAD.H, 66H, cl.H~4S, 2D '''(471 damage)'''


jc. = Jump Cancel
====500 health====
* L,L,H, IAD.H~j.S, IAD.L~j.S, 66H, cl.H~4S, 2S, 5D '''(475 damage)'''
* L,L,H, IAD.H~j.S, 66H, IAD.L~j.S, 66H, cl.H~4S, 2S, 5D '''(488 damage)'''


dj. = Double Jump
==Videos==
 
*[https://www.youtube.com/watch?v=irqWCT1EZB0 SNK Heroines - Luong combos by Mikadok] (2018)
walk() = This means you walk in the direction in the ()'s create the distance needed for the next move. So walk(4) means walk back, walk(6) means to walk forward.
 
dash = This means to dash to close distance.
 
 
'''Mid-screen, 1000 health'''
 
1: j.H, L,cl.H, jc, IAD.H, 66H, IAD.L, cl.H~2S, 2D (451 damage)
 
2: j.H, L,L,L~4S, far.H, jc, IAD.H, 66H, IAD.L, cl.H~2S, 2D (456 damage)
 
3: j.H, L,L,H, 4S, far.H, jc, IAD.H, 66H, IAD.L, cl.H~2S, 5D (462 damage)


'''Mid-screen, 500 health'''
==Costumes==
 
{{Costumes-SNKH|Character=SNKH Luong}}
1: j.H, L,L,L~4S, far.H, jc, IAD.H~j.S, 66H, IAD.L, 2S, cl.H~5S xx 2D (484 damage)
 
2: j.H, L,cl.H, jc, IAD.H~j.S, 66H, IAD.L, 2S, cl.H~4S, 2D (490 damage)
 
3: j.H, L,L,H, 4S, far.H, jc.H~j.S, 66H, IAD.L, 2S, cl.H~5S xx 2D (490 damage)
 
 
'''Opponent in corner, 1000 health'''
 
1: j.H, L,L,L~4S, far.H, jc, IAD.L, 66H, IAD.H, cl.H~2S, 2D (453 damage)
 
2: j.H, L,cl.H, jc, IAD.L, 66H, IAD.H, 66H, cl.H~2S, 2D (461 damage)
 
3: j.H, L,L,H, cl.H~4S, far.H, jc, IAD.L, 66H, IAD.H, 66H, 5S xx 2D (485 damage)
 
 
'''Opponent in corner, 500 health'''
 
1: j.H, L,cl.H, jc, IAD.L, 66H, IAD.H, 66H, cl.H~4S, 2S, 5D (473 damage)
 
2: j.H, L,L,H, cl.H~4S, far.H, jc.L~j.S, 66H, IAD.H, 66H, 2S, 5D (502 damage)
 
3: j.H, L,cl.H, jc, IAD.H~j.S, IAD.L~j.S, 66H, cl.H~4S, 2S, 5D (512 damage)
 
 
'''Corner-to-Corner, 1000 health'''
 
1: L,L,H, IAD.H~j.S, 66H, IAD.L, 66H, cl.H~2S, 2D (460 damage)
 
2: L,cl.H, jc, IAD.L~j.S, 66H, IAD.H, 66H, cl.H~4S, 2D (471 damage)
 
 
'''Corner-to-Corner, 500 health'''
 
1: L,L,H, IAD.H~j.S, IAD.L~j.S, 66H, cl.H~4S, 2S, 5D (475 damage)
 
2: L,L,H, IAD.H~j.S, 66H, IAD.L~j.S, 66H, cl.H~4S, 2S, 5D (488 damage)
 
==Videos==
{{#ev:youtube|irqWCT1EZB0}}


==External Links==
==External Links==
*[https://docs.google.com/spreadsheets/d/1ymluKechf6RzEm0hVAnpuE-F4l47IBilWh3ePCT4oxg/edit#gid=1844377143 SNKH Luong Frame Data]


{{Navbox SNKH}}
{{Navbox SNKH}}

Revision as of 14:31, 7 February 2020

Profile

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, 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.

Recommended Partners

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 - - - - - - - - -
5LL - - - - - - - - -
5LLL - - - - - - - - -
c.H
c.H
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
- - - - - - - - -

Can be jump canceled on guard.

f.L
f.L
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
- - - - - - - - -
f.H
f.H
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
- - - - - - - - -
j.L
j.L
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
- - - - - - - - -
j.H
j.H
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
- - - - - - - - -
66H
66H
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
- - - - - - - - -

Wall-bounces. This move is also the ender of a c.L > c.H gatling.

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
- - - - - Unblockable SKD - -

Throw. Causes soft knockdown.

Back Throw
Back Throw
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
- - - - - Unblockable SKD - -

Throw. Causes soft 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
- - - - - 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
- - - - - - - - -

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 - - - - - - - 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 - - - - - - - 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 - - - - - - - 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 - - - - - - - 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 - - - - - - - 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 - - - - - - - - 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 - - - - - - - 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 - - - - - - - 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 - - - - - - - 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 - - - - - - - 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.

Mid-screen

1000 health

  • j.H, L,cl.H, jc, IAD.H, 66H, IAD.L, cl.H~2S, 2D (451 damage)
  • j.H, L,L,L~4S, far.H, jc, IAD.H, 66H, IAD.L, cl.H~2S, 2D (456 damage)
  • j.H, L,L,H, 4S, far.H, jc, IAD.H, 66H, IAD.L, cl.H~2S, 5D (462 damage)

500 health

  • j.H, L,L,L~4S, far.H, jc, IAD.H~j.S, 66H, IAD.L, 2S, cl.H~5S xx 2D (484 damage)
  • j.H, L,cl.H, jc, IAD.H~j.S, 66H, IAD.L, 2S, cl.H~4S, 2D (490 damage)
  • j.H, L,L,H, 4S, far.H, jc.H~j.S, 66H, IAD.L, 2S, cl.H~5S xx 2D (490 damage)

Corner

1000 health

  • j.H, L,L,L~4S, far.H, jc, IAD.L, 66H, IAD.H, cl.H~2S, 2D (453 damage)
  • j.H, L,cl.H, jc, IAD.L, 66H, IAD.H, 66H, cl.H~2S, 2D (461 damage)
  • j.H, L,L,H, cl.H~4S, far.H, jc, IAD.L, 66H, IAD.H, 66H, 5S xx 2D (485 damage)

500 health

  • j.H, L,cl.H, jc, IAD.L, 66H, IAD.H, 66H, cl.H~4S, 2S, 5D (473 damage)
  • j.H, L,L,H, cl.H~4S, far.H, jc.L~j.S, 66H, IAD.H, 66H, 2S, 5D (502 damage)
  • j.H, L,cl.H, jc, IAD.H~j.S, IAD.L~j.S, 66H, cl.H~4S, 2S, 5D (512 damage)

Corner-carry

1000 health

  • L,L,H, IAD.H~j.S, 66H, IAD.L, 66H, cl.H~2S, 2D (460 damage)
  • L,cl.H, jc, IAD.L~j.S, 66H, IAD.H, 66H, cl.H~4S, 2D (471 damage)

500 health

  • L,L,H, IAD.H~j.S, IAD.L~j.S, 66H, cl.H~4S, 2S, 5D (475 damage)
  • L,L,H, IAD.H~j.S, 66H, IAD.L~j.S, 66H, cl.H~4S, 2S, 5D (488 damage)

Videos

Costumes

SNKH Luong 1.png
SNKH Luong 2.png
SNKH Luong 3.png


External Links

SNK Heroines: Tag Team Frenzy
General

ControlsCustomizationItemsPatch NotesSystem

Characters

Athena AsamiyaJeanneKula DiamondLeona HeidernLove HeartLuongMai ShiranuiMianMissXMui MuiNakoruruShermieSkullo ManiaSylvie Paula PaulaTerry BogardThief ArthurYuri SakazakiZarina