Sango Guardian Chaos Generation/Zhang Fei/Moves

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Normal Attacks

Standing

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

Even on block, and hits crouchers, so it's useful for starting pressure.

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

Slightly negative on block, but self-chains and can also confirm into a combo, so it's good for checking people at semi-close distances.

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

Doesn't hit low, slightly negative on block. Links into f.A, but you've got better options for the kind of situations you want to use this in.

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

Decent range for a light attack, but lack of cancels and slight frame disadvantage relegates it primarily to usage when you want a low-commitment poke.

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

Decently fast, and both hits are cancelable, making it useful in punish and frame trap situations.

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

Stubby compared to some other moves of the same type, but it's cancelable, so if you've got a keen eye for whiff punishes you can score a combo out of this.

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

Not cancelable, but it's safe and has a ton of hitstun, allowing a link into 2A. Useful for some punishes if you're feeling a little showy.

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

Useful as anti-air when spaced correctly.

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

Excellent range, not half bad as a poke.

Crouching

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

Chains into itself and 2B, so it's useful in some basic pressure strings.

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

Chains into itself and 2A, so much like 2A, it's useful in basic pressure strings.

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

Cancelable, so if you tag someone out of the air you can get a short combo.

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

Good range, but unsafe and lacking in cancel options like most other sweeps.

Jumping

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

Not much good for anything.

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

The same story as nj.A, except it's a punch, so it's slightly less stubby.

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

Decent reach, can see some use as an air-to-air.

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

Can cross up, but you need to hit pretty deep with it to get a combo.

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

Can be an air-to-air if you're really feeling it.

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

A downward angled punch, good for air to ground approaches.

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

Good angle for air to ground.

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

Decent air-to-air angle, but doesn't cross up.

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

Absolutely massive range. Abusable by virtue of that alone.

Command Normals

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

Links out of A normals, but doesn't cancel or link into anything else. I don't even know why this move is here.

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

A lightning fast overhead that knocks down on its own, but also cancels into Minute Spike for some extra damage. Can be chained into from B and standing C normals.

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

Links from A normals, and chains into 6D, but doesn't cancel into anything other than MAX Mode or EX Force Attack.

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

Can be canceled into specials from the chained version, but by itself it's uncancelable. Only useful as a combo part.

Universal Mechanics

Throws

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

Leaves the opponent at a mid distance away from Zhang Fei. Pretty standard throw.

Back - Throw - - - - -

Leaves the opponent at a similar distance as his forward throw.

Dodge Attack

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

Same animation as his 6C. Fairly standard dodge attack.

Hopdash Attack

222C
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

Pretty standard hopdash attack, great for throwing in a sneaky overhead from a mid distance.

Guard Cancel Force Attack

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

Has great range thanks to it being based on his Force Attack.

Special Moves

Sonic Shock
236P
Normal version
Normal version
EX version
EX version
Version Damage Guard Startup Active Recovery Frame Adv. Cancel
Normal - - - - - - -

Creates a projectile in place, in front of Zhang Fei. A version launches on hit, while C version keeps opponent standing. A version is even on block, making it very useful as a pressure reset. C version is Anywhere Juggle, making it useful from Air Combos. Has a handful of built-in follow-ups.

EX - - - - - - -

EX version throws an A and then a C version. Can see some use in fireball wars, but otherwise it's a fairly niche option.

Sonic Wave
236P~P
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

Fires a second projectile that travels fullscreen. Great for space control. On air hit, C version launches higher than the A version, so it's preferred in combos.

Sonic Swing
236P~8P
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

An upward guitar swing that launches the opponent high into the air. Very useful in combos. Causes a minor camera glitch that is very funny to look at.

Sonic Speed
236P~4K
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

See "Sonic Speed".


Sonic Decoy
214P
Normal version
Normal version
EX version
EX version
Version Damage Guard Startup Active Recovery Frame Adv. Cancel
Normal - - - - - - -

Counters all high and mid attacks with a guitar swing that switches sides.

EX - - - - - - -

Counters high, mid and low attacks, and pops the opponent up for a combo.


Sonic Burst
214K (air OK)
Normal version
Normal version
EX version
EX version
Version Damage Guard Startup Active Recovery Frame Adv. Cancel
Normal - - - - - - -

A forward moving kick that knocks down. Useful in combos after 6B. Grounded version has a follow-up.

EX - - - - - - -

Air EX version launches the opponent up for a combo.

Sonic Slide
214K~4K
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

A low-hitting slide follow-up to Sonic Burst, using the same animation as Blackout. Launches the opponent for a free follow-up.


Sonic Strike
623P
Normal version
Normal version
EX version
EX version
Version Damage Guard Startup Active Recovery Frame Adv. Cancel
Normal - - - - - - -

Reversal uppercut with good invincibility and combo utility. A version hits once, C version hits 3 times and has an extra follow-up with C.

EX - - - - - - -

More damaging version that performs the follow up automatically.


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

Zhang Fei slides along the ground, without a hurtbox -- purely a mobility tool. D version moves further than the B version, and can cross through the opponent.

EX - - - - - - -

Behaves identically to the D version, but with less recovery.

Super Attacks

Supersonic Shock
236236P
Normal version
Normal version
EX version
EX version
Version Damage Guard Startup Active Recovery Frame Adv. Cancel
Normal - - - - - - -

Zhang Fei enters a quick-draw stance with his guitar before letting out a large forward moving swing. This super is chargeable, and at the final level, it becomes unblockable. Takes too long to get to the unblockable, so you'll mainly be using this to tack on damage with super cancels.

EX - - - - - - -

EX version deals extra damage and launches the opponent for a combo with the final hit.

Revenge Attack

Heavy Metal Storm
236236KK
Damage Guard Startup Active Recovery Frame Adv. Cancel
- - - - - - -

After a short cinematic, Zhang Fei assumes a counter stance. Upon catching any physical attack, the opponent will be on the receiving end of what is essentially SF4 Balrog's Dirty Bull ultra before being launched into the air. While the timing is somewhat tight, it is possible to combo after this Revenge Attack, although the combo isn't usually very rewarding without a MAX Cancel. Even then, due to how telegraphed this ultra is, you probably won't be getting much use out of it.

Navigation

General
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