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The King of Fighters XIV/Tung Fu Rue

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(*) = EX OK

(!) = MAX OK


Ressen-Shou - close / +  

Tetsuzankou - close / +

Command Normals

Ukouryuu - +

Special Moves

Senshippo - + / (*)

Shou Ha - + / (*)

Geki Hou - press rapidly / (*)

Ressen Kyaku - close, + / (*)

Air • Senpuu Ken - in air, + / (*)

Super Special Moves

Senpuu Gou Ken - + / (!)

Dai Geki Hou - + / (!)

Climax Super Special Moves

Kyoku • Koureishin - +

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

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

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!



  • st. A: A standard jab; typical of most standing A’s in KOF. Decent speed since it starts in 6 frames. Can be used as your standard standing A anti-air, but quite frankly it’s not great. You are better of using other normals in not only anti-air situations, but you are better off using other normal in most to all situations. Special cancel-able as of 3.0
  • st. B: Sticks out his left leg in a weird angle for a kick. Starts up in 5 frames and is -3 on block and -1 on hit. Like his standing A, this is normal that you are going to have a hard time finding use for.
  • st. C: Palm strike that can act as a fairly decent anti-air with proper timing and spacing. Starts up in 7 frames and has 5 active frames, making it his most “active” standing normal. Special cancel-able so this move does have some combo potential. Decent normal to use for whiff punishing in certain neutral situations
  • st. D: A roundhouse that is one of his best grounded anti airs. Starts up in 9 frames and is only active for 3. Not much use for this besides an anti-air. If wanting to anti-air your opponent while being grounded, this is one of your best bets.


  • cl. A: A close-ranged palm strike that can be cancelled into his command normal df. A. 5 frames of start up and is active for 4 and -2 on block. Not much use for this button in the close range.
  • cl. B: A low kick that is by far one of Tung’s better normals with 4 frames of start-up. Can be cancelled into his command normal for combo potential and has the potential to catch people’s legs as it is a low attack. Decent combo starter.
  • cl. C: An attack with the shoulder that has 6 frames of start up and is -6 on block. Mainly used as a combo filler as it can chained into his command. Due to its recovery and start up, it is wise to use this only for combo purposes and not much else.
  • cl. D: Similar to his standing D visually, but this time he is kicking with his left leg. Same amount of start up as standing C and is +4 on block. This makes this normal one of Tung’s two normals that are plus on block. Can be chained into his command normal for combo potential. Due to this normal being plus on block, this move is quite important for pressure. Frame traps are going to be incorporating this move greatly.


  • cr. A: Your typical crouching jab that has 5 frames of start-up and is +2 on block. Can be chained into his command normal. Vital normal for pressure. This move needs to be incorporated into your block strings and frame traps. This normal along with close D are Tung’s only plus on block normals. USE THIS BUTTON.
  • cr. B: A low kick that is one of Tung’s fastest normals in the game having 4 frames of start-up. Main low combo starter. This normal can be combo’d into the previously mentioned normal “crouch A”. This allows for some pretty solid combo potential. Cannot be chained into his command normal.
  • cr. C: A double palm strike that has 8 frames of start up! A weaker version of Athena’s crouching C. Should be used in similar way. This normal’s horizontal range allows Tung to use this normal as his main whiff punisher. Special cancel-able and can be chained into his command normal. Loads of combo potential with this normal. Solid normal for Tung overall.
  • cr. D: Tung’s sweep that knocks down (soft knockdown). -16 on block, so please use this button properly. You can use this normal to evade some fireballs due to Tung’s hurtbox decreasing in size. Whiff cancel-able into specials and is special cancel-able.


  • 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. Special cancel-able on hit or block.
  • j. B: Arguably his least important jumping normal. Has an upward aiming hitbox that can be useful at certain angles. However, you are better off using jumping C.
  • j. C: This is by far his best jumping normal. Fast at 5 start-up frames and is pretty active with 10 active frames. This button is also his best anti-air. Incredibly important anti-air and button.
  • 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.


  • st. CD: Does not have great range. Hits on both sides. Can combo off of this CD anywhere on the screen
  • j. CD: The angle on this CD is somewhat bad as Tung kicks really high up. as Tung kicks really high up. Decent for wanting to knockdown your opponent whilst in the air


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) (dp + 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 + A/C)

  • 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)

  • Finicky Super that has a limited use
  • Useful as a combo into a super after connecting a fireball
  • All versions have some sort of invincibility

Max: has 4f startup and crosses the screen very fast, great for punishing fireballs and other hard to punish moves.

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

  • Tung’s best super by far
  • All versions start up in 8 frames
  • Very active super that is also very unsafe
  • Go to super for Max mode combos
  • Can be used as an anti-air
  • Throw invincibility until active frames end (3.10 change)

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

Kyoku • Koureishin - (qcf, qcf + A+C)

  • One the coolest looking climaxes in the game
  • Have the potential to do loads of damage in max mode combos
  • Not much use outside of combos


Rush Auto Combo

Meterless: 138 DMG

1 Meter: 220 DMG

EX: 336 DMG

0 meter

  • cr.B, cr.A. df.A, qcb+C = 175dmg

(place combo description here)

  • cr.B, cl.B., st.A, df.A, dp+D = 227dmg

Point blank combo.

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)


Frame Data

Tung Fu Rue KOFXIV Frama Data Link


KoF 14 guides: old man power - Tung Fu Rue

KoF XIV: Tung Beginner Breakdown

Tung Slow Motion Hitboxes



External Links

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The King of Fighters XIV

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