Kizuna Encounter/Chung

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Chung Paifu

Introduction

Fireballs. I have been told this character's voice acting gives people headaches which seems like an accurate portrayal of a guy dressed like this.

Strengths Weaknesses
  • A selection of good weapon normals, as well as an obnoxious crossup
  • Multiple projectiles that go at differing angles
  • Gains two new special moves and a double jump at 50% health
  • TWO instant overheads
  • Isn’t much scarier when raged
  • Weak neutral game despite all the fireballs
  • Stubby non-C normals
  • Lackluster super
  • The worst Guard Cancel in the game

Light Attacks

c.5A
c.5A
Damage Guard Cancel Level
- M o 1
Startup Active Recovery Block Adv Hit Adv
6 5 8 ±0 +5
c.5B
c.5B
Damage Guard Cancel Level
- M o 1
Startup Active Recovery Block Adv Hit Adv
6 4 8 ±0 +5
c.5B(angry)
c.5B(angry)
Damage Guard Cancel Level
- M o 1
Startup Active Recovery Block Adv Hit Adv
6 5 8 ±0 +5
f.5A
f.5A
Damage Guard Cancel Level
- M o 1
Startup Active Recovery Block Adv Hit Adv
5 2 10 -2 +3
f.5B
f.5B
Damage Guard Cancel Level
- M o 1
Startup Active Recovery Block Adv Hit Adv
6 2 10 -2 +3
2A
2A
Damage Guard Cancel Level
- M o 1
Startup Active Recovery Block Adv Hit Adv
5 4 8 ±0 +5
2B
2B
Damage Guard Cancel Level
- L o 1
Startup Active Recovery Block Adv Hit Adv
5 4 9 -1 +4

pursuit

Strong Attacks

c.6A
c.6A
Damage Guard Cancel Level
- M o 2
Startup Active Recovery Block Adv Hit Adv
6 5 12 ±0 +4
c.6A(angry)
c.6A(angry)
Damage Guard Cancel Level
- M o 2
Startup Active Recovery Block Adv Hit Adv
6 4 12 ±0 +4
c.6B
c.6B
Damage Guard Cancel Level
- M o 2
Startup Active Recovery Block Adv Hit Adv
7 5 12 ±0 +4
c.6B(unarmed)
c.6B(unarmed)
Damage Guard Cancel Level
- M RC 2
Startup Active Recovery Block Adv Hit Adv
5 4 27(11) -19 -15
f.6A
f.6A
Damage Guard Cancel Level
- M o 2
Startup Active Recovery Block Adv Hit Adv
6 4 12 ±0 +4
f.6B
f.6B
Damage Guard Cancel Level
- M o 2
Startup Active Recovery Block Adv Hit Adv
7 4 12 ±0 +4
f.6B(unarmed)
f.6B(unarmed)
Damage Guard Cancel Level
- M o 2
Startup Active Recovery Block Adv Hit Adv
5 3 14 -2 2
f.6B(unarmed)(angry)
f.6B(unarmed)(angry)
Damage Guard Cancel Level
- M o 1
Startup Active Recovery Block Adv Hit Adv
5 3 14 -6 -1
3A
3A
Damage Guard Cancel Level
- M o 2
Startup Active Recovery Block Adv Hit Adv
6 4 12 ±0 +4
3B
3B
Damage Guard Cancel Level
- L RC 1
Startup Active Recovery Block Adv Hit Adv
7 4 20 -12 Knockdown

pursuit

Weapon Attacks

c.5C
c.5C
Damage Guard Cancel Level
- M o 3
Startup Active Recovery Block Adv Hit Adv
9 3 15 +3 +7
c.5C(angry)
c.5C(angry)
Damage Guard Cancel Level
- M o 3
Startup Active Recovery Block Adv Hit Adv
9 4 15 +3 +7
f.5C
f.5C
Damage Guard Cancel Level
- M o 3
Startup Active Recovery Block Adv Hit Adv
13 6[3+3] 17 -2 +2
f.5C(angry)
f.5C(angry)
Damage Guard Cancel Level
- M o 3
Startup Active Recovery Block Adv Hit Adv
11 6[3+3] 15 ±0 +4
c.2C
c.2C
Damage Guard Cancel Level
- L o 3
Startup Active Recovery Block Adv Hit Adv
10 3 18 ±0 +4
c.2C(angry)
c.2C(angry)
Damage Guard Cancel Level
- L o 3
Startup Active Recovery Block Adv Hit Adv
10 4 17 +1 +5
f.2C
f.2C
Damage Guard Cancel Level
- L o 3
Startup Active Recovery Block Adv Hit Adv
10 3 15 +3 +7
f.2C(angry)
f.2C(angry)
Damage Guard Cancel Level
- L o 3
Startup Active Recovery Block Adv Hit Adv
10 4 15 +3 +7
6C
6C
Damage Guard Cancel Level
- M/M o/o 2/3
Startup Active Recovery Block Adv Hit Adv
7/18 4/7[4+3] 17 -2 +2
6C(angry)
6C(angry)
Damage Guard Cancel Level
- M/M o/o 1/3
Startup Active Recovery Block Adv Hit Adv
9/21 4/6[3+3] 17 -2 +2
3C
3C
Damage Guard Cancel Level
- L/L o/o 2/1
Startup Active Recovery Block Adv Hit Adv
7/16 4/3 17 -9 Knockdown
3C(angry)
3C(angry)
Damage Guard Cancel Level
- L/L o/o 2/1
Startup Active Recovery Block Adv Hit Adv
7/18 4/3 17 -9 Knockdown

Jumping Attacks

j.A
j.A
Damage Guard Cancel Level
- H o 1
Startup Active Recovery Block Adv Hit Adv
3 - - - -
j.B
j.B
Damage Guard Cancel Level
- H o 1
Startup Active Recovery Block Adv Hit Adv
3 25 - - -
j.6A
j.6A
Damage Guard Cancel Level
- H o 2
Startup Active Recovery Block Adv Hit Adv
4 11 - - -
j.6B
j.6B
Damage Guard Cancel Level
- H o 2
Startup Active Recovery Block Adv Hit Adv
7 8 - - -
j.C
j.C
Damage Guard Cancel Level
- H o 3
Startup Active Recovery Block Adv Hit Adv
7 8 - - -
j.6C
j.6C
Damage Guard Cancel Level
- H/H x/x 2/3
Startup Active Recovery Block Adv Hit Adv
3/9 4/7[3+4] - - -
j.6C(angry)
j.6C(angry)
Damage Guard Cancel Level
- M/H o/o 3/3
Startup Active Recovery Block Adv Hit Adv
3/10 4/5[3+2] - - -

Universal Mechanics

3+A
3+A
Damage Guard Cancel Level
- L o 3
Startup Active Recovery Block Adv Hit Adv
8 6[3+3] 13 +2 +6

pursuit

3+A(angry)
3+A(angry)
Damage Guard Cancel Level
- L o 3
Startup Active Recovery Block Adv Hit Adv
8 6[3+3] 14 +1 +5
B+C
B+C
Damage Guard Cancel Level
- H x 3L
Startup Active Recovery Block Adv Hit Adv
7 11 15 -8 +6

best: B+2F/H+16F

GC
GC
Damage Guard Cancel Level
- M - 1/1/1
Startup Active Recovery Block Adv Hit Adv
6/7/8 1/1/1 16 -8 -3

Special Moves

623A
White Tiger Gouge
623A
Damage Guard Cancel Level
- M*4 - 3*4
Startup Active Recovery Block Adv Hit Adv
13/17/21/25 2/2/2/2/3 22 -4 Knockdown

Weird multi-hitting palm special. Hits a few times, nothing particularly special seeing as it cant quite anti-air due to a slow startup and being air blockable. Decent for combos and can enables some gimmicky oki, but otherwise not too exciting.

214A
Lucky Sphere
214A
6A Follow-up
6A Follow-up
Normal
214A
Damage Guard Cancel Level
- M/M/M - 1/2/2003
Startup Active Recovery Block Adv Hit Adv
8/9/10 1/1/2001 18 ±0 4

Short range, multi-hitting puffball. Hits 3 times, and is one of your more reliable combo enders. Can be used in blockstrings due to being safe on block, but can be easy to GC due to its multiple hits.

Follow-up
6A on hit or block
Damage Guard Cancel Level
- M o 2
Startup Active Recovery Block Adv Hit Adv
- 15[5+4+3+3] 17 -15 Pursuit OK KD

Followup to Lucky Sphere that knocks down. Unsafe on block, and should be relegated only to combos.

623C
Thousand Slap Slasher
623C
Normal
Normal
Angry
Angry
Normal
623C with >50% HP
Damage Guard Cancel Level
- M o 3
Startup Active Recovery Block Adv Hit Adv
10 20* 25(20) -15 Pursuit OK KD
  • best: B-8F- * [2+1+2+1+2+1+2+1+2+1+2+1+2]

Sort of DP but not really special. Has no invincibility and can be airblocked, making it a very bad choice for anti airing or as a reversal. Thankfully, this move is great in combos. Interestingly, this move sends the opponent a slightly further distance while in range, and can set up good gimmicky oki, as opposed to 623A.

Angry
623C with <50% HP
Damage Guard Cancel Level
- M o 2
Startup Active Recovery Block Adv Hit Adv
10 20* 25(20) -33 Pursuit OK KD

best: B-14F

63214C
Purple Dragon Belch
63214C
Normal Damage Guard Cancel Level
- M/M*4 o 3S
Startup Active Recovery Block Adv Hit Adv
3 8[2+2+2+2] 76[0] -19 Pursuit OK KD
  • 9F weapon drop window.

Weird multi-hit (I’m sensing a pattern here) fire spray. Has weapon priority and does some nice chip, but otherwise doesn’t see much use due to long startup and recovery.

TODO: Specify when projectile data is relevant.

Projectile Damage Guard Cancel Level
- M*4 o 3S*4
Startup Active Recovery Block Adv Hit Adv
19/22/25/29 25*4 76[0] -19 Pursuit OK KD
  • Rank A projectile.
  • Best: B+10F
236C
Mystery Blaze
236C
Damage Guard Cancel Level
- M o 3S
Startup Active Recovery Block Adv Hit Adv
12 - 54[14] -13 -12
  • Rank B projectile.

Your standard and most useful fireball. A nice way to annoy the opponent at mid range, but you won’t be winning any fireball wars with this one. Cancelling into this from 5C lets you poke with a bit more effect.

j.2C
Fire Blast Flyer
j.2C (Angry only)
Damage Guard Cancel Level
- M/M o 3S/3S
Startup Active Recovery Block Adv Hit Adv
1/9 8[1*8]/- -25 -17 Pursuit OK KD
646C
Chocho Henka
646C (Angry only)
Damage Guard Cancel Level
- M o 3
Startup Active Recovery Block Adv Hit Adv
21 40 38[13] 12 35
  • Rank A projectile.
  • 9F weapon drop window.

Chung sends a small slow-moving cloud that goes just shy of fullscreen before dissipating. The cloud itself has weapon priority, and if it hits the opponent they will turn into a chicken until they either get hit or about eight seconds pass. The opponent in chicken form cannot block low, so this basically means a free hit for Chung if they can’t keep him out with tiny chicken attacks. Chung cannot combo into this at all (2C cancelled into this at point blank increments the combo counter, but can be blocked) and it’s very easy to block, so it’s not nearly as threatening as it sounds.

Officially translated as Cock-A-Doodle Die, and misspelled in the ACA NeoGeo re-release. The community refers to it with the JP name.

Chicken
Chicken Attacks
A or B while Chicken
Chicken A
Chicken A
Chicken B
Chicken B
A
While chicken
Damage Guard Cancel Level
- M - 1
Startup Active Recovery Block Adv Hit Adv
3 6 6 2 7
B
While chicken
Damage Guard Cancel Level
- M - 1
Startup Active Recovery Block Adv Hit Adv
9 10[2*5] 19 -24 -19

These are the frame data for A and B respectively while Chung has transformed you into a chicken. Thank you Totu.

Desperation Moves

632146A
Hermit Blast
632146A
Body Damage Guard Cancel Level
- M o 3S
Startup Active Recovery Block Adv Hit Adv
23 100[2*50] 150 2 Pursuit OK KD
Projectile Damage Guard Cancel Level
- M*11 o 3S*11
Startup Active Recovery Block Adv Hit Adv
24~ * 22*11 150 2 Pursuit OK KD
  • Rank S projectile.

It’s bad. Can’t combo into it lol

*Expanded animation startup frames: 24/34/44/54/64/74/84/94/104/114/124

General
Controls
FAQ
Glossary
HUD
System
Esoterics
Training Room
Characters
Rosa
Gozu
King Lion
Chung
Hayate
Kim
Mezu
Gordon
Joker
Eagle