Diskussion:Cheng(RB2): Unterschied zwischen den Versionen

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[http://www.shoryuken.com/showthread.php?t=139480&page=29 C_Austrila aus Hong Kong erklärt Competitive Cheng]
[http://www.shoryuken.com/showthread.php?t=139480&p=8476213&viewfull=1#post8476213 C_Austrila aus Hong Kong erklärt Competitive Cheng]


Thank you, Mr. big' ve reminded me the Soh channel and lighted my fury on RB2 again. When Cheng got beaten up by turtle user of Krauser. I just want to do M.J. move and yell 'is that it'? After so many years I've stand enough. Below are how to crack a camping turtle
how to be solid at close range
Firstly, when jump attack land following 2 sets of mix up. A then C is combo or A then A low jump or A vertical low jump C. The other mix up of 4 choices are 2A or B then 2C cancelled with feints or other moves. CC or C cancelled with feints or 214C or big roll are the most safety approach. double orb attack(6A) and low jump C are risky but rewarding.
Secondly, when jump attack land very close followed 2 sets of mix up. A then C for hitting below or low jump C for cross over or even collapse of Creation (P-power 412369C)for 'the back or front half chance attack'(move forward or backward).This P-super can also be applied on the mix up of 4B and 6B.
As mentioned before, high fireball protects Cheng from jumping into the opponent. It is the condition for far B to be a successful poke. 236B then fireball or 4B then small roll are both connected and kara cancellable. Of course you can always use 214A cancelled with flexible Geezer or 4A then fireball or small roll towards aggressive opponent.
At last these are some habit of mine. I cancel normals with only 2A+C or 214C since it gives me charge up for belly Blast as I can mix up with jumpto confuse opponent.
Feint move(6A+C)is only used for investment on opponent falling on ground. either you gain time for setting up low jump C or you get a free meal with big roll for someone doingD recovery.


First of all, keep away from opponent. D with B,A and C can all combo with 2C plus 2AC or 214C or even 4C for overhead attack. Light jump backward B and small roll across opponent jumping are effective on controlling distance.
This time hope everyone can enjoy being 'the mentalist' with Cheng. Afterall it is why I am into the FFRB2.
Second, attack with kara cancel. 236AC can cancel with fireball or the snaking move(1 or 3C). [1],3AC can cancel with belly Blast or big roll for counter attack or snaking move.
Third, Once opponent block your fireball. 214A can kara cancel with flexible Geezer follow with big or small roll for counter attack. "1,charge up 4AC" can cancel with belly Blast or s.power super. If people believed you are pretending. Simply 236A keep the fish on your hook.


With the breakshot small roll keeps the opponent bleeding. You should be enjoying the show easily. But skillful player will stay close and wait for a chance to do big damage. Below are how to be solid at close range


"1 charge up step forward(66)" for half second can do belly Blast(8A) or backstep then small roll. Mix up those with jump C to get close.
[http://www.shoryuken.com/showthread.php?t=139480&p=8482649&viewfull=1#post8482649 nächster post]
Further, when jump attack land followed by 2A or B then 3 choices 2C with feints or other move cancelled. 236B with fireball or 4B then 4A with small roll but opponent may escape.
Sorry I am annoying but I have to do this. I find out Cheng's '''C''' in grab range will become overhead attack. Using it with '''A''' then '''C''' to hit bebow you got a 50% chance mix up attack. Normally opponent can grab you or you'll grab him instead of using this slow overhead attack. But '''C'''  with small roll is even an unblockable combo makes it a big temptation.
when jump attack land very close followed 6B with low jump C for cross over or 4B with low jump C for normal attack. If you followed A with C for hitting below or A with double orb attack(6A) for overhead attack.
I can only think of applying those on fireball, high fireball and collapse of Creation(p-power). It is not fully tested and is only with PS2 version. If someone can go further on the below contents I would be appreciated.
The last but not the least, high fireball(623A) protects Cheng when you try to get close to the opponent. If people ran away simply 236A or high fireball again to save the risk and keep the fish on your hook.


In certain degree what Mr.Big said about randoness of Cheng is true. That's the reason for this Asian being even harder to be figured out. Anyway sorry for my absence. I wish Malven or others can make use of this. There are still many thoery and combination to be tested. A prefect writeups would be just boring and hopeless.
Correction for how to be solid at close range
when jump attack land very close followed 2 sets of mix up. '''A''' then '''C''' is replaced by '''A''' then '''3C''' can combo with fireball for more damage. '''A''' then low jump '''C''' will jump over unless with jump '''D''' then '''A or C''' to cross over but it seems pointless to me.
The collapse of Creation(p-power) in low air(low height) can push opponent to the corner. Beside the extra hit (belly Blast)will miss and you can do 50% chance mix up of '''C or A then C''' when opponent is blocking.
 
My new tactic of high fireball is surprisingly simple and easy. Fireball and high fireball are mix up to gain power meter. Opponent is far from the range of high fireball or not. The 3 choices are not much different.
Mix up of '''D''' and small roll. walk back(charge up) for small roll to sneak up on opponent. When opponent is blocking fireball you can get close to do 50% chance mix up. You '''D''' shift to back plane to limit opponent's movement and dominate the timing.
Mix up of fireball and '''4A''' kara canceled with small roll. Sometime just do '''214A or 214A''' kara canceled with flexible Geezer will be rewarding.
Simply do high fireball again is risky but rewarding.
 
Opponent getting close under high fireball is the last undeveloped paradise on earth. Here are some good habit of mine.
Mix up of small roll and back step('''44'''). Small roll hit before fireball gives you recovery when opponent is still blocking the fireball. back step let you do mix up of '''D''' and small roll.
Mix up of feint('''6A+C''') and big roll. Feint is to delay opponent' s reaction then '''D''' shift to back plane to sneak up on opponent.
In the corner with fireball you can do mix up of '''D''' and small roll. With high fireball you have the chance to do legendary '''C''' with small roll. I believe everyone got their own style on doing this.
 
My theory is changed upside down but I am happy with that. Cheng can run away as hard as he can. From now on towards the camper, I will be loving it.

Aktuelle Version vom 5. März 2010, 15:52 Uhr

C_Austrila aus Hong Kong erklärt Competitive Cheng

how to be solid at close range Firstly, when jump attack land following 2 sets of mix up. A then C is combo or A then A low jump or A vertical low jump C. The other mix up of 4 choices are 2A or B then 2C cancelled with feints or other moves. CC or C cancelled with feints or 214C or big roll are the most safety approach. double orb attack(6A) and low jump C are risky but rewarding. Secondly, when jump attack land very close followed 2 sets of mix up. A then C for hitting below or low jump C for cross over or even collapse of Creation (P-power 412369C)for 'the back or front half chance attack'(move forward or backward).This P-super can also be applied on the mix up of 4B and 6B. As mentioned before, high fireball protects Cheng from jumping into the opponent. It is the condition for far B to be a successful poke. 236B then fireball or 4B then small roll are both connected and kara cancellable. Of course you can always use 214A cancelled with flexible Geezer or 4A then fireball or small roll towards aggressive opponent. At last these are some habit of mine. I cancel normals with only 2A+C or 214C since it gives me charge up for belly Blast as I can mix up with jumpto confuse opponent. Feint move(6A+C)is only used for investment on opponent falling on ground. either you gain time for setting up low jump C or you get a free meal with big roll for someone doingD recovery.

This time hope everyone can enjoy being 'the mentalist' with Cheng. Afterall it is why I am into the FFRB2.


nächster post Sorry I am annoying but I have to do this. I find out Cheng's C in grab range will become overhead attack. Using it with A then C to hit bebow you got a 50% chance mix up attack. Normally opponent can grab you or you'll grab him instead of using this slow overhead attack. But C with small roll is even an unblockable combo makes it a big temptation. I can only think of applying those on fireball, high fireball and collapse of Creation(p-power). It is not fully tested and is only with PS2 version. If someone can go further on the below contents I would be appreciated.

Correction for how to be solid at close range when jump attack land very close followed 2 sets of mix up. A then C is replaced by A then 3C can combo with fireball for more damage. A then low jump C will jump over unless with jump D then A or C to cross over but it seems pointless to me. The collapse of Creation(p-power) in low air(low height) can push opponent to the corner. Beside the extra hit (belly Blast)will miss and you can do 50% chance mix up of C or A then C when opponent is blocking.

My new tactic of high fireball is surprisingly simple and easy. Fireball and high fireball are mix up to gain power meter. Opponent is far from the range of high fireball or not. The 3 choices are not much different. Mix up of D and small roll. walk back(charge up) for small roll to sneak up on opponent. When opponent is blocking fireball you can get close to do 50% chance mix up. You D shift to back plane to limit opponent's movement and dominate the timing. Mix up of fireball and 4A kara canceled with small roll. Sometime just do 214A or 214A kara canceled with flexible Geezer will be rewarding. Simply do high fireball again is risky but rewarding.

Opponent getting close under high fireball is the last undeveloped paradise on earth. Here are some good habit of mine. Mix up of small roll and back step(44). Small roll hit before fireball gives you recovery when opponent is still blocking the fireball. back step let you do mix up of D and small roll. Mix up of feint(6A+C) and big roll. Feint is to delay opponent' s reaction then D shift to back plane to sneak up on opponent. In the corner with fireball you can do mix up of D and small roll. With high fireball you have the chance to do legendary C with small roll. I believe everyone got their own style on doing this.

My theory is changed upside down but I am happy with that. Cheng can run away as hard as he can. From now on towards the camper, I will be loving it.