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.
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.
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.
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.
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