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Outdated Version
- This page is for an outdated version of the game (RyoRaiRai). To see Chouryou's character page for the latest version (RyoRaiRai V3), click here.
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Profile
Name: 張遼 文遠 (Chōryō Bun'en)
Real Name: Shia
Historical Counterpart: Zhang Liao
Voice Actress: Kaoru Morota
A commander for the Tōtaku army who holds morality and valor in high value. A proud warrior who finds joy in displaying her martial arts prowess. She has a friendly rivalry with Kan'u (Aisha). Her weapon is named the Flying Dragon Crescent Blade.
Gameplan
Chōryō has good midrange normals with which to poke and harass the opponent, as well as very strong whiff punish, antiair, and anti-fireball tools to counter reckless attacks. She has excellent corner carry and meter gain with which to build her advantage and shut the opponent down.
Recommended Strategists
Chōryō's moveset is well-rounded and does not heavily favor any single assist. Assists that offer lockdown or passive space control can help her start offense or shut down opponents, though additional utility and good reward on hit are welcome. Different matchups and/or playstyles may favor different assists.
Tei'iku (lightning) forces the opponent to block from halfscreen and puts a hitbox in front of them at further ranges. It crumples on hit, leading into c.C or jC for a full combo as well as Hougeki extensions. Jun'iku (pit) focuses on passive space control, placing a pit that allows for a followup combo if the opponent falls into it. It appears directly underneath the opponent if used from closer than halfscreen. However, the pit does not trigger against airborne opponents. Shoukatsuryou (wind) has limited range, but is very good for lockdown due to its long active frames and can extend Hougeki combos for even greater damage. Houtou (chain) offers full screen control with a combo on hit, good frame advantage on block, and nullifies meterless projectiles, but does not whiff punish effectively due to travel time.
Shuuyu (fire) is similar in use to lightning, but whiff punishes more reliably at long range and trips the opponent. However, Chōryō has little reason to stand that far from her opponent, 236AB covers the same range, and followup combos from fire are both less consistent and less rewarding. Ryomou (items) focuses on safely starting offense and locking the opponent down on wakeup. Chinkyuu (kick) is good at shutting down the opponent's movement and has no screen flash, but is difficult to properly confirm for full reward on hit. Kaku (ice) is generally not useful for Chōryō given her already strong anti-air and anti-fireball game.
Normal Moves
5A
5A
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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Counter-hit Attribute
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300
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Mid
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5
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2
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10
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±0
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-2
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-
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- Self-cancelable up to 3 times.
Fast, mid-hitting jab that is self- and special-cancelable, and can be used for stagger pressure.
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c.B
c.B
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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Counter-hit Attribute
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800
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Mid
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6
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3
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21
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+7
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-3
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Knockback
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Special-cancelable, good for punishing unsafe moves at a very close range.
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f.B
f.B
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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Counter-hit Attribute
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1100
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Mid
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10
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3
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26
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+3
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-7
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Knockback
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General poking and whiff-punishing normal.
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c.C
c.C
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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Counter-hit Attribute
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1200
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Mid
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10
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5
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22
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+4
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-11
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Knockback
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A more damaging close range punish option than c.B, but slower and unsafe on block.
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f.C
f.C
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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Counter-hit Attribute
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1400
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Mid
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18
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3
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38
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±0
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-19
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Knockback
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Excellent whiff punish tool. Big and reasonably fast, but very dangerous to whiff or have blocked. Nullifies projectiles like other 5Cs, but Chouryou has other options that are usually better suited to this purpose.
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2A
2A
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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Counter-hit Attribute
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-
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Mid
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5
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2
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9
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+1
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-1
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Knockback
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- Self-cancelable up to 3 times.
Also self- and special-cancelable. Has 1f better frame advantage than 5A and can also be used for stagger pressure, but has slightly less range. Vulnerable to attacks with low-body invulnerability, though it hits mid.
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2B
2B
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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Counter-hit Attribute
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900
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Low
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11
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2
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29
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+1
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-9
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Knockback
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Low poke, same horizontal range as 5B but slightly slower to recover. Can cancel into specials.
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2C
2C
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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Counter-hit Attribute
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1100
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Mid
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14
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4
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27
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+4
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-10
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Knockback
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Slightly less horizontal range than 5B and 2B, but also hits upwards. Can function as a spaced antiair and more damaging punish starter outside of close normal range. Launches during Hougeki combos.
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j.A
j.A
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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Counter-hit Attribute
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600
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High
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5
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12
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-
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+19
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+7
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Knockback
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Mostly useful as a quick air to air.
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j.B
j.B
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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Counter-hit Attribute
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1000
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High
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8
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2
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-
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+20
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+8
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Knockback
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Very narrow hitbox, but reaches far underneath her. Floor bounces during a Hougeki.
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j.C
j.C
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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Counter-hit Attribute
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1300
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High
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10
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2
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-
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+26
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+8
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Knockback
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Chouryou's primary jump-in normal.
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Hougeki Moves
6B
6B
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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Counter-hit Attribute
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900
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High
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24
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4
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32
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±0
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-12
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Collapse
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- Lower-body invul on frames 13-28.
- Airborne on frames 11-24.
- Floor bounces during a Hougeki.
Universal overhead with an obvious animation. Shares properties across characters like being even on hit, punishable on block or whiff, and causing Hougeki on counter-hit.
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6C
6C
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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Counter-hit Attribute
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1200
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Mid
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18
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2
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36
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+1
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-16
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Collapse
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- Wall bounces during a Hougeki.
Universal lunge move. Shares properties across characters like causing Hougeki on counter-hit and wall bouncing during Hougeki. Same startup as 5C but same range as 5B/2B; use only if you're confident in a counterhit for a Hougeki combo.
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3B
3B
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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Counter-hit Attribute
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1000
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Mid
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12
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3
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43
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+2
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-13
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Blow Away
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- Aerial invul on frames 13-15.
Universal anti-air. Shares properties across characters like invulnerability to air moves during active frames, causing Hougeki on air counter-hit, and launching during Hougeki. Stands up for the full animation, leaving Chouryou vulnerable to early jump-in attacks before the aerial invulnerability frames.
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3C
3C
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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Counter-hit Attribute
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1100
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Low
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14
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3
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28
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+48
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-15
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Collapse
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- Airborne on frames 13-15.
Universal sweep. Shares properties across characters like causing hard knockdown on hit and Hougeki on counter-hit. Rarely used due to poor range and lack of cancel options.
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Throws
Forward Throw
Forward Throw 5D/6D
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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Counter-hit Attribute
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1600
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Throw
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7
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1
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24
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+22
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-
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Throw
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Initial hit causes proration, leading to 1280 actual damage.
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Back Throw
Back Throw 4D
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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Counter-hit Attribute
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1600
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Throw
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7
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1
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24
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+22
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-
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Throw
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Initial hit causes proration, leading to 1280 actual damage.
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Special Moves
236X
Chōrai Gale Shippū Chōrai 236A/B/C
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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Counter-hit Attribute
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A
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200, 1000
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Mid
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12
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12
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18
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+84
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-9
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Blow Away
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- Projectile invul on frames 1-20.
- On hit, can cancel into Divine Speed Stance by pressing D.
- Bonus wall stick attribute.
Gale is Choryo's primary confirm special, with good range to match her 2B. Launches the opponent on hit; midscreen you can follow up into 214A by pressing D then A, but in the corner they will wall splat and fall before you can follow up. A Gale has projectile invulnerability, allowing it to pass through meterless fireballs and punish reckless opponents. B and C versions have longer startup, but have slightly more range and damage.
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B
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250, 1000
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Mid
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14
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14
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18
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+84
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-9
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Blow Away
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- On hit, can cancel into Divine Speed Stance by pressing D.
- Bonus wall stick attribute.
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C
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300, 1000
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Mid
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16
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16
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18
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+84
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-9
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Blow Away
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- On hit, can cancel into Divine Speed Stance by pressing D.
- Bonus wall stick attribute.
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EX
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400, 1750
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Mid
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16
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15
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18
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+102
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-14
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Blow Away
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- Fully invul on frames 1-18.
- Bonus wall stick attribute.
Excellent whiff punish tool that travels most of the screen. Will also catch airborne opponents if not near the apex of their jump. Can cancel into EX stance slashes (D~AB) for one additional bar.
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623X
Rising Heaven Strike Tenshōgeki 623A/B/C
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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Counter-hit Attribute
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A
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450 x3
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Mid
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10
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5
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37
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+2
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-12
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Knockback
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- Aerial invul on frames 1-15.
- Can cancel into Divine Speed Stance by pressing D.
Anti-air special, all versions hits as high as it suggests. Also a close range confirm option that leaves the opponent standing. Can follow up with 214C on grounded hits by pressing D~C; air hits can only combo into the EX stance followup (D~AB). Range does not differ between A/B/C versions.
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B
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500 x3
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Mid
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11
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5
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37
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+2
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-12
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Knockback
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- Aerial invul on frames 1-16.
- Can cancel into Divine Speed Stance by pressing D.
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C
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550 x3
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Mid
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12
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5
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37
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+2
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-12
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Knockback
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- Aerial invul on frames 1-17.
- Can cancel into Divine Speed Stance by pressing D.
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EX
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600 x5
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Mid
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10
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10
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38
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+61
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-14
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Blow Away
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- Fully invul on frames 1-14. Slightly more range than the meterless versions. Can cancel into EX stance slashes (D~AB) for one additional bar. Chouryou's primary reversal in close quarters, but slow for a DP.
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214X
Divine Speed Stance Shinsoku no Kamae 214A/B/C
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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Counter-hit Attribute
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Any
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-
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-
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26
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64*
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13
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-
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-
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-
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Enters stance, building up to 20% of one bar while standing in stance. Press a button to follow up with an attack, or D to cancel and exit stance. Pressing and holding a button as you enter stance will cause Chouryou to perform the corresponding attack as soon as possible. *Active means time spent in stance.
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~A
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1100
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Mid
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2
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2
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40
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+1
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-12
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Knockback
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- Aerial invul on frames 1-4
- Wall bounces during a Hougeki.
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~B
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1100
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Mid
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8
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2
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42
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+3
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-12
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Floor Bounce
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- Lower-body invul on frames 1-10. Guard crushes crouch blocking opponents, but does not recover in time for a followup combo. Hard knockdown on counterhit.
- Floor bounces during a Hougeki.
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~C
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1100
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Low
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2
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2
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40
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+1
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-12
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Hard Knockdown
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- Floor bounces during a Hougeki. Hard knockdown on counterhit.
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~EX
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750 x3
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Mid
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2
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2, (6), 2, (6), 2
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47
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+65
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-26
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Blow Away
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- Fully invul on frames 1-4.
- Wall bounces during a Hougeki.
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Ougi
Dragon from the Clouds Unjō Ryūhen 2363214D
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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Counter-hit Attribute
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1600
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Mid
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20
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3
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37
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+121
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+4
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Unique Hard Knockdown
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- Fully invul on frames 1-23.
Costs three bars. Can follow with a short combo on hit.
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Hiougi
Divine Speed Dragon Strike Sōryū Shinsokugeki 236BC
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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Counter-hit Attribute
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300, 3700
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-
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30
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2
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44
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+43
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-
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Unique Hard Knockdown
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- Fully invul on frames 1-59.
- Only available during a Hougeki, uses 4 bars.
- Minimum damage: 3000.
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Combos
General
(jC >) 2B/c.B/2C/c.C > 236X-D-A
- Typical poke/jump-in/punish confirm. Launches the opponent away, but deals decent damage, has very good corner carry, and gives you time to run after them or build meter with stance. 236A is the easiest to confirm pokes with, while 236C deals the most damage.
- Use c.B and c.C starter for punishes, and 2C for very minus punishes where you can't reach with c.C. Follow 236X with stance AB instead of A to secure additional damage and knockdown for one bar.
(jC >) 2B/c.B/2C/c.C > 236X~D~C
- Spaced corner confirm. C (low) slash is more consistent than A here. Stance followups aside from AB slashes do not work after point blank 236X; either take the knockdown and meter from stance or use 623X point blank instead. If the opponent is a few steps out of the corner and wallsplats high enough, 236X>236A~D~X is possible.
5/2AAA > 623A+B
- Knockdown confirm off of A normal mash. Uses one bar. Slightly more range than the meterless A confirm. Can extend with D~AB for an additional 450 damage at the cost of a second bar.
5/2AA 623A~D~C
- Harder DP confirm off of 2 A normals. Can cancel to D~AB instead for more damage and a knockdown for one bar. More damage than the above route for the same meter spent, but doesn't allow spending the second bar for max damage. Also works off c.B and c.C if point blank.
Hougeki Starter
FC > crossover j.C ▷ c.C > 236C-D-B, dash crossunder j.C ▷ c.B, 2B > 236C-D-A, dash j.C ▷ dash c.C > 236(A/B/C)-D-A ▷ 2C, dash j.C ▷ c.B/2B > 236A
- Typical midscreen Hougeki.
FC > j.C ▷ 2C > j.C ▷ 3B, 3B, 2B > 236A-D-A, c.C, 2B > 236A-D-C, 623C-D-A, j.C ▷ 2B 236A-D-D
- Typical corner Hougeki.
Videos
Koihime Enbu
Koihime Enbu RyoRaiRai
Colors
A Button
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B Button
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C Button
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D Button
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A+B Button
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B+C Button
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External Links