Sango Guardian Chaos Generation/Huang Zhong/Moves

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Normal Attacks

Standing

cl.A
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

A quick gut punch. About even on block, useful in confirms and pressure.

5A
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

A fast horizontal chop. About the same benefits as cl.A.

cl.B
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

A small toe kick. Doesn't hit low.

5B
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

A quick side kick. Has deceptively long reach.

cl.C
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

A big palm strike. Slightly on the slow side, but is surprisingly plus on block.

5C
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

Another big palm strike. Another move with deceptively long reach, and with a special cancel, making it a very potent footsie tool.

cl.D
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

A two-hit close range kick combo. First hit is special cancelable, second hit chains to 6A.

5D
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

A real big side kick. Negative on block, and only cancellable into Force Attack or Air Burst.

5CD
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

Huang Zhong swings back and lets out a spinning roundhouse kick. Has a good amount of forward movement.

Crouching

2A
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

A crouching jab that is basically the same as your standing jabs.

2B
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

A quick crouching low kick that's around even on block. Great for pressure and confirms.

2C
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

A straight punch. About even on block and useful in some combos.

2D
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

A sweep. Has very little blockstun, but is special cancelable, making it useful as a poke.

Jumping

nj.A
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

A quick straight punch. Can be useful as a reaction air-to-air.

j.A
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

A quick downward-angled punch.

nj.B
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

A light knee attack with an upward angle. Less useful than nj.A as an air-to-air.

j.B
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

A downward-angled knee attack. Really easy to cross up with.

nj.C
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

Kind of like an aerial version of 5C.

j.C
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

Standard downward-angled shoto jumping heavy punch. Good for aerial approaches.

nj.D
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

A huge horizontal sweeping kick. Has some decent range as an air-to-air.

j.D
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

Big shoto jumping roundhouse-style kick. Good downward angle, can be used to cross up but it requires some spacing.

j.CD
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

A big spinning chop. Somewhat short on range, but still useful in combos and block pressure.

Command Normals

6A
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

An overhead chop. Gains a special cancel when chained into, but retains its overhead property. Has a ton of hitstun, so you can also link after it if you hit it raw.

Target Combos

cl.C,C
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

A one-two palm strike combo. Useful in punishes.

6C,C,C
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

A three hit combo ending in a mini-Shoryuken. The first hit links from many attacks, and the second hit chains into 6A, making it incredibly useful in combos.

Universal Mechanics

Throws

Forward throw
Forward throw
Back throw
Back throw
Version Damage Guard Startup Active Recovery Frame Adv. Cancel
Forward - Throw - - - - -

Huang Zhong hits the opponent with a palm thrust, leaving them knocked down at a mid distance away. Can set up a meaty fireball at midscreen.

Back - Throw - - - - -

Huang Zhong spins behind the opponent, knocking them down with a double palm strike. Leaves the opponent slightly closer than his forward throw.

Dodge Attack

5AB~X
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

Guard Cancel Force Attack

CD while blocking
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

Special Moves

Fire Cloud Palm
236P
Normal version
Normal version
EX version
EX version
Version Damage Guard Startup Active Recovery Frame Adv. Cancel
Normal - - - - - - -

Strength changes the speed of the fireball. Fireballs are chargeable to three levels, hitting 1-3 times depending on charge. Extreme hitstun and blockstun lets you use this for blockstrings or even combo extensions.

EX - - - - - - -

EX version hits 2-4 times depending on charge.

Fire Cloud Palm
j.236P
Normal version
Normal version
EX version
EX version
Version Damage Guard Startup Active Recovery Frame Adv. Cancel
Normal - - - - - - -

Strength determines the angle the fireball travels at. The hitstun and blockstun on this move is equally as insane as the ground version.

EX - - - - - - -
Soaring Dragon Palm
623P
Normal version
Normal version
EX version
EX version
Version Damage Guard Startup Active Recovery Frame Adv. Cancel
Normal - - - - - - -

Standard issue reversal uppercut. Useful in all the ways you would expect a move of its type to be.

EX - - - - - - -
Golden Dragon Kick
214K~214K~214K
Normal version
Normal version
EX version
EX version
Version Damage Guard Startup Active Recovery Frame Adv. Cancel
Normal - - - - - - -

A series of three spinning kicks, similar to Ryu's Tatsumaki Senpukyaku in Street Fighter EX2+. Doesn't see much use, but can be a sensible combo ender.

EX - - - - - - -
Phantom Kick
236K
Normal version
Normal version
EX version
EX version
Version Damage Guard Startup Active Recovery Frame Adv. Cancel
Normal - - - - - - -

A launching hopkick attack that puts the opponent in a class 3 juggle state. Essential combo part.

EX - - - - - - -

Super Attacks

Flaming God Palm
236236P
Normal version
Normal version
EX version
EX version
Version Damage Guard Startup Active Recovery Frame Adv. Cancel
Normal - - - - - - -

Super fast fullscreen fireball. You can use this to blow up opposing fireballs or scout whiff punishes from far away, as well as to cash out on damage.

EX - - - - - - -

The EX version of this super throws two fireballs, increasing its damage and making it even more potent in fireball contests.

Master's Fury
j.A,A,6B,D
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

Note: This move does not have an official name as far as we are able to tell.

An air-only Raging Demon super. Requires two bars, but can be easily worked into combos. Good for showing off.

Revenge Attack

World Rebirth
236236PP
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

Cutscene on ground hit at close range, otherwise becomes a four-hit ultra fireball. Good damage.

Navigation

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FAQ
Controls
HUD
Mechanics
Characters
Zhang Fei
Xu Chu
Huang Zhong
Lu Meng
Xiahou Dun
Xiahou Yuan
Wei Yan
Huang Gai
Zhao Yun
Zhang Jiao