Introduction
Gender
|
Male
|
Blood type
|
B(Rh+)
|
Birthday
|
February 9th
|
Fighting Style
|
Tengen-Style Fist Law (based on Neijia/internal martial arts)
|
Birthplace
|
China
|
Height
|
141cm
|
Weight
|
436g
|
Voice Actor
|
Tomomi Tada
|
A young 12 year old boy named Typhon or Typhoon (颱風) who trains in the art of Tengen-Ryuu Kenpou (Heaven Meadow-Style Fist Law), via training at a temple in his village. Upon being bewildered by what a "hamburger" is, he decides to set out....but not before he was tasked by his grandfather to paint the faces of 108 defeated foes on a giant scroll that is now holstered on Typhon's back. As such, this was the start of his training journey....but with mistakes made here and there that cost him his honor, he's been fighting to atone ever since while trying to complete his journey.
Fun fact: He feels like he can understand animals. He takes naps as a hobby.
Gameplay
Typhon is an extremely agile and flexible character with multiple angles of entry, being an amazing speedster that controls the fight through high-jumping-based mobility and zoning. One second he could be throwing projectiles from across the screen and the next he could be swooping down on enemies with his triangle-jump-based moves or his dive kick.
However, it should be noted that his weaknesses heavily involve his lack of physical-poking range (via his stubby attacks) on top of his lack of meterless reversals; both aspects cause him to easily be cornered by aggressive foes who end up getting in on him with little trouble, and make a Typhon player carefully consider how to make the best use of their turns when they have an advantage without missing out and getting blown up.
While a far cry from how overpowered he was in the first game, he despite his fallen sense of performance has at least seen some enhancements in later versions of the second game.
Pros
|
Cons
|
Extremely mobile and evasive thanks to fast movement speed, 2 different wall jumps and a plethora of special moves that can be used in the air.
|
Short range due to stubby limbs and can easily be cornered with lack of reversals to keep his foe's out.
|
Can mix opponents up with overheads, lows and a command grab as well.
|
Weak Boost Dive compared to other characters.
|
-
|
Overall high mobility adds a layer of execution and needs to take risks to get in close when committing to direct offense.
|
Version Differences
-Fixed the issue where the final projectile launched during Taifon Shiki: Chouzetsu Renkeihou did 0 damage. (v1.1)
-Fixed an inactive hitbox issue with the additional projectile fired from SP Tenkeishou with his Boost Dive active. (v1.1)
-Increased damage on his normals. (v1.1)
-Increased the invul frames of his backstep and the distance traveled backward. (v1.1)
Move Set
Standing Normals
5LP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
5SP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
cl.SP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
5LK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
5SK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
cl.SK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
Crouching Normals
2LP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
2SP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
-
|
-
|
-
|
-
|
No
|
-
|
A launcher that sends the opponent into the air for an air combo.
|
|
2LK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Low
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
2SK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Low
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
Jumping Normals
j.LP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
j.SP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
j.LK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
j.SK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
Command Normal
Soutoushou 6SP "Twin Thrust Palms"
But it's a punch tho... "Twin Thrust Palms"
But it's a punch tho...
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High
|
-
|
-
|
-
|
-
|
No
|
-
|
A forward twin-punch move that hits overhead. Though while it doesn't have too many uses standalone, it instead works pretty well in certain combos. On hit, it blows away in order for Typhon to gain some distance from his foe but also launches on counter hit.
|
|
Sourakkyaku j.2LK "Twin Falling Legs" "Twin Falling Legs"
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
-
|
-
|
-
|
-
|
No
|
-
|
Typhon's dive kick. It goes straight down and bounces you off the opponent's head if it connects.
|
|
Sankaku Tobi/Triangle Jump 6 or 9 near the wall
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
-
|
-
|
-
|
-
|
-
|
No
|
-
|
Standard wall jump. When cornered, it provides a great escape option. This acts differently than the motion for his Mouchoushuu Wall Jump.
|
|
Special Moves
Tenkeishou 236P (air ok)
"Tying Force Palm" 236LP 236LP 236SP 236SP j.236P j.236P
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
LP
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
SP
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
LP
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
SP
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Shukukeihou 641236P "Shrinking Force Palm" "Shrinking Force Palm"
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Renkatsukyaku 623K "Chaining Lively Legs" "Chaining Lively Legs"
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
LK
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
SK
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Retsusou'an 463214P "Fury Twin Hold" "Fury Twin Hold"
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Throw
|
-
|
-
|
-
|
-
|
-
|
-
|
Typhon grabs the opponent and unleashes a burst of energy through them with both palms that puts them in a crumple state that can be comboed out of. Excellent move to mix up into while applying pressure with rapid 2LKs.
|
|
Mouchoushuu 236K/214K
"Fierce Leap Assault" Hitankyaku (Do nothing) "Flying Verge Leg" Hitankyaku (Do nothing) "Flying Verge Leg" Wall Jump (9, 8 or 7) Wall cling stop (6 or 3) Wall Jump (9, 8 or 7) Wall cling stop (6 or 3) Tenkeishou (1/2/3P) Tenkeishou (1/2/3P)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
236K/214K
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
Typhon leaps to the wall and starts his shenanigans, where you can perform various followups upon reaching the wall; the no input result is a dive kick (Hitankyaku) that's great for a surprise attack.
It's possible to perform his falling stomp command normal (j.2K) during this attack, or input any upwards direction (9/8/7) to do a wall jump to the opposite wall and perform a Hitankyaku from there to cross-up your opponent.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
6 or 3
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
However, holding forward or down-forward away from a wall (during either the first input of Mouchoushuu or the wall jump followup) results in Typhon pausing upon reaching said wall and then dropping down normally, mainly to get back to the ground with this likely psyching-out a foe that's learned to respect your offense; though if they happen to hard-read you, you could eat an attack upon dropping down.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
236K/214K-6/3-1/2/3P
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
During any input portion of Mouchoushuu or its extra wall jump, you can input a version of Tenkeishou (236P) done only during these wall jump sequences with a different input than the original version, but otherwise functions the same as the standalone airborne version for button strength used.
|
|
Bakkishou j.236K "Post-Qi Palm" "Post-Qi Palm"
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Universal Mechanics
Throw 4/6SP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Throw
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
Tenkeihou LK+SP/LP+SK "Tying Force Cannon" "Tying Force Cannon"
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
-
|
-
|
-
|
-
|
-
|
No
|
-
|
Allows Typhon to fire an additional Tenkeishou by pressing P. Not the best Boost Dive, as the damage of all projectiles is also lowered.
|
|
Jolt Attack (air OK) LP+LK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Unblockable
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
Advanced Attack SP+SK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
Super Arts
Offensive Art
Shukukei: Houshou'an 236236P (air ok) "Shrinking Force: Crumbling Pierce Hold" "Shrinking Force: Crumbling Pierce Hold"
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
Defensive Art
Kongou Toutai 463214K "Diamond Husk Pestle" "Diamond Husk Pestle"
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
Critical Art
Taifon Shiki: Chouzetsu Renkeihou 2363214P "Typhon/Typhoon Method: Transcendence Chain Force Cannon" "Typhon/Typhoon Method: Transcendence Chain Force Cannon"
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
Combos
LP > LK > SP > SK > 623K
LP > LK > SP > SK > 623K > 236236P
(In the corner) LP > SK > 2SP > a.LP > a.LK > a.SK > a.236LK > a.236LK
Strategy
quit mashing and block!
External Links
youtube.com
twitch.tv