Name: 趙雲 子龍 (Chō'un Shiryū) Real Name: Sei Historical Counterpart: Zhào Yún - Zilong Voice Actress: Emi Motoi Wielding a spear known as Dragon Fang, she is a warrior of ability to match Kan'u and Chōhi. Revered as the Divine Spear, she cuts down her foes as if dancing gracefully, her long hair floating behind her. She has her own unique opinions concerning beauty, but her esthetics do not match those of the ordinary person. She likes bamboo shoots and wine.
Chō'un is a neutral oriented character, who excels at whiff punishing, and controlling space from afar. Her reach is among the longest in the game, and without sacrifice of speed. Chō'un can do distance specific combos, and even has a few tricky mix-ups if she is able to get in close. Her 2C is an exceptional anti-air, and also combos if you are in range to do so. A great character if you have high awareness of your own spacing.
Recommended Strategists
Houtou (Chains) - The best projectile assist in the game is likewise useful for Chouun.
Normal Moves
5A
5A
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
300
Mid
5
2
10
±0
-2
Knockback
Self-cancelable up to 3 times.
Fast, mid-hitting jab that is self- and special-cancelable, and can be used for stagger pressure.
Hits mid, so it can beat out 6Bs.
c.B
c.B
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
800
Mid
6
4
15
+5
-5
Knockback
Followup- and special-cancelable, good for punishing unsafe moves at a very close range. Canceling into c.C works as a combo or a frametrap, and can be made slightly safer when used as a meaty.
f.B
f.B
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1100
Mid
10
3
37
+1
-12
Knockback
Having good range, speed, damage, and being +1 on hit makes this a good poking and whiff punishing tool if you're out of range for 2B.
Punishable on block, unless you space it at the tip of the spear.
c.C
c.C
Version
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
Normal
1400
Mid
14
2
26
+2
-14
Collapse
Causes Hougeki on counter-hit.
Despite how the animation looks, does not hit behind Chō'un. Can be used to fish for counterhits.
c.B Followup
1000
Mid
14
2
26
+2
-14
Collapse
Causes Hougeki on counter-hit.
f.C
f.C
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1600
Mid
16
4
44
±0
-24
Knockback
Cuts projectiles during active frames.
Chō'un's longest reaching normal that is very unsafe on block and gives you a good chunk of damage on hit. Best used near max range for whiff or fireball punishes. Can also punish attacks that are very unsafe when you're outside of f.B range.
2A
2A
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
300
Low
5
2
9
+1
-1
Knockback
Self-cancelable up to 3 times midscreen and 4 times in the corner.
Also self- and special-cancelable. Has 1f better frame advantage and more range than 5A and can also be used for stagger pressure. Vulnerable to attacks with low-body invul.
Confirms into 236AB on hit.
2B
2B
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
900
Low
11
2
31
±0
-10
Knockback
Chō'un's 2B is shorter than her f.B, but can be special canceled. Good for poking and punishing moves on block, then canceling into 623B/C.
2C
2C
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1200
Mid
12
6
33
+3
-11
Knockback
An anti-air stab that reached up to the top of the screen and is special cancelable. Anti-air with 2C instead of 3B if opponents are jumping in from directly above, or against jump attacks that will beat 3B. Canceling it after an anti-air hit is not recommended.
jA
j.A
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
600
High
5
12
-
+19
+7
Knockback
A Shoto-styled kick that can crossup, can link into 5/2A, 2B, or c.B depending on where it hits.
jB
j.B
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1000
High
9
2
-
+20
+8
-
A long reaching, jump-in and air-to-air that is angled downward slightly. A great air normal to use from neutral jumps in both air-to-air and air-to-ground situations. Be careful of jumping forward though, 3Bs can still beat you.
jC
j.C
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1200
High
10
2
-
+22
+8
Knockback
Reaches straight down to the bottom of the screen, all the way from the top. j.C can be used as an instant overhead, both from jump forward, and neutral jump. Otherwise, if you must do a direct jump-in, j.C is your button to use.
Hougeki Moves
6B
6B
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
900
High
24
2
24
+1
-13
Collapse
Lower-body invul on frames 13-26.
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.
6C
6C
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1200
Mid
18
8
26
+1
-18
Collapse
Wall bounces during a Hougeki.
Forward moving face-stomp like kick that can go over some lows, very active. Moves pretty far horizontally, so you can use this move to call out obvious pokes in neutral, if you do it early enough.
Its forward momentum gives it an effective range that is slightly shorter than 2B.
3B
3B
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1000
Mid
12
3
28
+1
-13
Blow Away
Aerial invul on frames 13-15.
Launches during a Hougeki.
Anti-air kick that fatal counters on air counter-hit. Not the best 3B, but it gets the job done. If your opponent has hitboxes that are beating it, switch off to 2C, or change your strategy entirely.
3C
3C
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1100
Low
13
2
29
+47
-18
Collapse
Hardcoded to always be -18f on block.
A forward moving sweep that lowers Chō'un's hurtbox and is special-cancelable.
Throws
5D/6D
Throw 5D/6D/4D
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1600
Throw
7
1
24
+46
-
Throw
Initial hit causes proration, leading to 1280 actual damage instead.
If it throws them close to the corner, whiff a 623C afterwards for some extra meter.
Special Moves
236X
Dragon Strike Ryūgeki 236A/B/C
Version
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
A
500 x3
Mid
14
1, (4), 1, (4), 1
43
+3
-13
Knockback
Chō'un swipes in front of her 3 times, hits about as high as it suggests. Can be used instead of 22X to keep the corner if you're far enough to where 22X will side-switch.
B
550 x3
Mid
16
1, (4), 1, (4), 1
45
+2
-14
Knockback
C
600 x3
Mid
18
1, (4), 1, (4), 1
47
+1
-15
Knockback
EX
600 x3, 200 x3
Mid
10
[1, (4), x5], 1
50
-
-24
Knockback
Fully Invincible frames 1-11.
Chō'un swipes in front of her 6 times then follows up with a final stab.
EX Followup
900
-
8
7
43
+2
-
Knockback
Only occurs if any of the prior hits are is successful.
623X
Dragon Fang Ryūga 623A/B/C
Version
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
A
1200
-
14
12
31
+64
+8
Blow Away
Aerial invul on frames 1-30.
Airborne on frames 13-52.
Guard crushes vs standing.
Chō'un launches herself in the air with a rising kick that has high vertical reach. Will always whiff vs crouching opponents, leaving you very vulnerable.
B
1200
Mid
18
8
26
+4
-19
Knockback
Airborne on frames 17-43.
The B version launches her at roughly half the height of the A version and travels the furthest. Can be used to hit confirm from max range 2B.
C
1200
Mid
14
6
18
+2
-12
Hard Knockdown
Projectile invul on frames 1-20.
The C version travels along the ground and travels slightly shorter than the B version. Can also be used to hit-confirm from a max range 2B and to punish reckless fireball use.
EX
1800
Mid
10
12
44
+58
+12
Blow Away
Fully invul on frames 1-14.
Airborne frames 9-52.
Guard crushes vs standing.
The EX version launches her slightly higher than the A version and travels the same distance as the B version. When used during a Hougeki, it will wall bounce. Similar to the A version, it will whiff on crouching opponents.
22X
Dragon Stream Sōryūsei 22A/B/C
Version
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
A
400 x7
Mid
6
5
35
+23
-24
Unique Hard Knockdown
Aerial invul on frames 1-11.
Button strength determines where Chouun lands afterwards. A version recovers in front of the opponent, B version at point blank range, C version sideswaps.
Your optimal hit-confirm, when possible, and ender for Hougeki combos. Useful to beat out crossups and delayed or short ranged jump-in attacks.
B
400 x7
Mid
6
5
35
+23
-24
Unique Hard Knockdown
Aerial invul on frames 1-11.
C
400 x7
Mid
6
5
35
+23
-24
Unique Hard Knockdown
Aerial invul on frames 1-11.
Will not sideswap if the opponent is in the corner.
EX
800, 400 x2, 500 x4
Mid
12
5
35
+23
-22
Unique Hard Knockdown
Fully invul on frames 1-17.
Leaves Chouun right in front of the opponent, same as 22B.
Ougi
Nebular Wizardry Seiun Shinmyōgeki 2363214D
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
800, 1600
Mid
22
4
40
+136
+4
Unique Hard Knockdown
Fully invul on frames 1-26.
Collapses after a successful hit.
Costs three bars. Automatically brings the opponent to the corner, no matter where it hits, and is the only Ougi in the game to do that.
Can be combo'd afterwards.
Hiougi
Meet Butterfly Mask Kachō Kenzan 236BC
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
300, 50 x7, 3350
-
30
16
16
+49
-
Unique Hard Knockdown
Fully invul on frames 1-46.
Only available during a Hougeki, uses 4 bars.
Minimum damage: 3000.
Combos
General
[5A/2A]*n > 236AB
Jab confirm.
2B > 236A
Only connects up close. Can be an alright frametrap on block as well.
2B > 623B (> 2A > 236AB)
Works at almost-tip range. 323 also works for the DP motion. Tack in some extra damage with 2A > 236AB or take the massive advantage on hit for a mixup.
Super can be input as 2321D. Can also link into c.B after 623B, though it's much harder. Or just go for a reset after 623B, since you're massively + and have dealt most of the damage anyway.