Asura Buster: Eternal Warriors/Chen-Mao: Difference between revisions

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(Added frame data and updated descriptions for →‎Normals: and →‎Universal Mechanics)
(→‎Special Moves: Updated frame data and descriptions)
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== Special moves ==
===Special Moves===
{{MoveData
{{MoveData
|name= Spirit palm - スピリットパーム
|name= Ki Palm<br>練氣掌
|image=AB_Chen_236a.png
|image=AB_Chen_236a.png
|image2=AB_Chen_236ex.png
|caption=A/B/C version
|caption=A/B/C version
|caption2=EX version
|input=236X
|input=236A/B/C
|data=
|data=
{{AttackData-Simple
|description=Chen-Mao shoots a small energy blast out of her hands. Knocks down.
* These special moves are small and very unsafe, giving them niche use at best.
* At some angles, the last hit won't connect and the opponent will be stuck in hitstun in mid-air for a few frames.
** This can give reset opportunities against unaware opponents, even if they may actually have frame advantage.
<span></span>
}}
{{AttackData-AB
|version=A
|guard=M
|damage=10, 8 × 2 (21)
|startup=10
|active=1 (1) 3 (1) 6
|recovery=26
|advHit=Knocks down
|advBlock=-24
|description=Hits 3 times.
}}
{{AttackData-AB
|version=B
|guard=M
|damage=10, 8 × 3 (25)
|startup=10
|active=1 (1) 3 (1) 8
|recovery=28
|advHit=Knocks down
|advBlock=-23
|description=Hits 4 times.
}}
{{AttackData-AB
{{AttackData-AB
|version=C
|guard=M
|guard=M
|cancel=O
|damage=10, 8 × 4 (28)
|startup=24 / 26 / 28
|startup=10
|active=1 (1) 4 (1) 10
|recovery=31
|advHit=Knocks down
|advHit=Knocks down
|advBlock=4 / 3 / 2
|advBlock=-24
|description=Chen-Mao shoots a small energy blast.<br>Does not counter projectiles<br>always ends in a knockdown<br>A,B and C version will do 3,4 and 5 hits respectively<br>Ex version makes Chen-Mao envelops herself in a large green sphere, doing up to 16 hits. She seems to be invincible for the duration of this move. Last hit floats.
|description=Hits 5 times.
}}
}}
{{MoveData
|image=AB_Chen_236ex.png
|caption=EX version
|data=
{{AttackData-AB
|version=EX
|guard=M
|damage=8 × 16 (39)
|startup=15
|active={{Tooltip | text=39 | hovertext=Real active frame with gaps in parentheses are: 5 (1) 1 (1) 1 (1) 1 (1) 1 (1) 1 (1) 1 (1) 1 (1) 1 (1) 1 (1) 1 (1) 1 (1) 1 (2) 3 (3) 3}}
|recovery=22
|advHit=Launches
|advBlock=-34 ~ -31
|description=Chen-Mao envelops herself in a large sphere of energy, hitting up to 16 times. Chen-Mao's only true reversal.
* Chen-Mao is invincible on frames 1-14 and is then covered by the initial hitbox once it comes out, which will reliably clash with opposing attacks.
** If their attack is active enough to last until the first gap in between hitboxes, 236EX will lose the clash war.  
* The final, launching hitbox is comboable.
}}
}}
}}
}}
<br>
<br>
{{MoveData
{{MoveData
|name= Flaming Chi knuckle - 炎のチー・ナックル
|name=Suzaku Kick<br>朱雀蹴
|image=AB_Chen_214a.png
|image=AB_Chen_623a.png
|image2=AB_Chen_214ex.png
|caption=A/B/C version
|caption=A/B/C version
|caption2=EX version
|input=623X
|input=214A/B/C
|data=
|data=
{{AttackData-AB
{{AttackData-AB
|version=A
|guard=M
|damage=22
|startup=8
|active=2
|recovery=30
|advHit=-19
|advBlock=-20
}}
{{AttackData-AB
|version=B
|guard=M
|damage=14 × 2 (25)
|startup=10
|active=4
|recovery=32
|advHit=-17
|advBlock=-18
}}
{{AttackData-AB
|version=C
|guard=M
|damage=10 × 4 (29)
|startup=10
|active=2 (1) 5
|recovery=33
|advHit=-11
|advBlock=-12
|description=Chen-Mao spins around then kicks up and over her head in a circular motion. '''Not a reversal.''' Button determines speed and number of hits.
* Decently disjointed, and can be somewhat safe despite being negative on hit, thanks to pushback.
** Heavier versions are safer, as they have more hits, thus more pushback.
* Decent anti-air guard cancel option in a pinch.
<span></span>
}}
}}
{{MoveData
|image=AB_Chen_623ex.png
|caption=EX version
|data=
{{AttackData-AB
|version=EX
|guard=H
|guard=H
|cancel=O
|damage=10 × 7 (34)
|startup=29 / 29 / 29
|startup=9
|active=9
|recovery=30
|advHit=Knocks down
|advHit=Knocks down
|advBlock=  
|advBlock=-12
|description= Chen-Mao stomps on the ground then advances forward to do a devestating punch<br>A version is very short and doesn't end in a knockdown, so most people use B version (medium range + Knockdown : Use with A>B chain for ez damage) or C version (Longer hop forward, knockdown with more airtime. Goes a little less that half screen. Does not combo with A>B)<br>EX version does three hops forward with an attack at each hop. '''Last hit is a launcher.'''
|description=Chen-Mao performs a quick overhead kick that knocks down. ''Still'' '''not a reversal.'''
* This is one of the safest, most ruthless mixup options in the game.
** While it is unsafe on block, it is an unreactable overhead, hitting frame 9, that can be canceled into while you still have lows available mid-blockstring.
** It reliably beats reversals, winning clash wars against nearly every single move in the game thanks to its seven hits and its huge hitboxes that cover Chen-Mao completely.
** This makes it an amazing guard cancel option, being one of the only moves in the game that can reliably beat out airborne multihit options like j.A spam, {{Character Label|Asura Buster: Eternal Warriors|Rose Mary|22px|AB_RoseMary_CSS.png}}'s j.B and {{Character Label|Asura Buster: Eternal Warriors|Taros|22px|AB_Taros_CSS.png}}'s j.236X.
* Don't rely on it to open people up in [[Asura Buster: Eternal Warriors/System#Last Stand|Last Stand]], as the latter adds a visible slowdown on superflash to EX moves. This makes 623EX reactable (and thus, easily punished).
* Most of the move can actually hit slightly behind her, but the final, knockdown hit won't.
}}
}}
}}
}}
<br>
<br>
{{MoveData
{{MoveData
|name= Moon Blade - ムーンブレード
|name=Boulder Crush<br>岩砕撃
|image=AB_Chen_623a.png
|image=AB_Chen_214a.png
|image2=AB_Chen_623ex.png
|caption=A/B/C version
|caption=A/B/C version
|caption2=EX version
|input=214X
|input=623A/B/C
|data=
|data=
{{AttackData-Simple
|description=Chen-Mao leaps forward with a lunging punch. Great special series for guard canceling and ending combos.
}}
{{AttackData-AB
|version=A
|guard=M
|damage=20
|startup=10
|active=2
|recovery=24
|advHit=-13
|advBlock=-14
|description=Very short and not only unsafe on block, but also on grounded hit. Mostly useful for picking up off of 214EX in the corner.
}}
{{AttackData-AB
{{AttackData-AB
|guard=H
|version=B
|cancel=O
|guard=M
|startup=29 / 29 / 29
|damage=22
|startup=12
|active=2
|recovery=26
|advHit=Knocks down
|advHit=Knocks down
|advBlock=  
|advBlock=-12|description=Moves a good distance, knocks down, and can be confirmed into from 5B, 2B and 5C at all ranges.
|description= Chen-Mao spins around then kicks up and over her head, doing a circular slice<br>For a DP, Doesn't have much vertical range, but the hitbox is pretty far from the hurtbox so it's pretty safe<br>deals great damage and can end air combos<br>button determines startup and number of hits (1, 2 or 4)<br>EX version does a pretty Fast kick that does up to 7 hits. Overhead and Knockdown
}}
{{AttackData-AB
|version=C
|guard=M
|damage=24
|startup=14
|active=2
|recovery=28
|advHit=Launches
|advBlock=-8
|description=Goes almost half screen. Confirmable from 5C. Launches the opponent, but puts them in an uncomboable state.
}}
}}
{{MoveData
|image=AB_Chen_214ex.png
|caption=EX version
|data=
{{AttackData-AB
|version=EX
|guard=M
|damage=16 × 3 (39)
|startup=8
|active=2 (15) 2 (17) 3
|recovery=21
|advHit=Launches
|advBlock=-36, -21, -2
|description=Performs three consecutive lunging punches, with the last one being a launcher. Goes very far, very fast.
* A very potent, reliable guard cancel option.
** Not only is it her fastest special, but it moves extremely far and leads to good damage with her rejump loops.
** This move can technically punish ''jabs'' if they are left uncanceled (but not on reaction).
* The first hit stabilizes airborne opponents back on the ground. '''This resets the launcher count back to 0'''.
** However, the last hit counts towards the 3 launcher cap in a combo, putting it back to 1.
* Can cross the opponent up on block midscreen.
** Holding the opposite direction on block lets midscreen opponents walk out and avoid the crossup.
}}
}}
}}
}}
<br>
<br>
{{MoveData
{{MoveData
|name= Roar of Heaven's Cannon - 文字通りのお尻
|name=Roaring Celestial Cannon<br>轟天砲
|image=AB_Chen_butt.png
|image=AB_Chen_butt.png
|caption=way too cool of a name for a butt drop
|caption=If only it was as good as its name makes it sound.
|input=2146A/B/C
|input=2146X
|data=
|data=
{{AttackData-Simple
|description=Chen-Mao hops high into the air and slams her butt down on the opponent. Button determines the distance and angle of the jump.
* Despite being an overhead, most versions of this move '''whiff crouchers''', with few exceptions. See below.
** {{Character Label|Asura Buster: Eternal Warriors|Leon|22px|AB_Leon_CSS.png}} and {{Character Label|Asura Buster: Eternal Warriors|Taros|22px|AB_Taros_CSS.png}} can both get hit by every version crouching.
<span></span>
}}
{{AttackData-AB
{{AttackData-AB
|version=A
|guard=H
|guard=H
|cancel=O
|damage=16
|startup=29 / 29 / 29
|startup=26
|active=15
|recovery=24
|advHit=-14
|advBlock=-16
|description=Goes the shortest distance.
*Unsafe on hit.
*Crouching {{Character Label|Asura Buster: Eternal Warriors|Goat|22px|AB_Goat_CSS.png}} only gets hit by this version.
<span></span>
}}
{{AttackData-AB
|version=B
|guard=H
|damage=20
|startup=26
|active=15
|recovery=26
|advHit=2
|advBlock=-11
|description=Goes a bit further than the A version.
*Actually advantageous on hit.
*Whiffs {{Character Label|Asura Buster: Eternal Warriors|Alice|22px|AB_Alice_CSS.png}} and {{Character Label|Asura Buster: Eternal Warriors|Alice!|22px|AB_AliceSecret_CSS.png}} ''standing''.
<span></span>
}}
{{AttackData-AB
|version=C
|guard=H
|damage=24
|startup=26
|active=15
|recovery=24
|advHit=Knocks down
|advHit=Knocks down
|advBlock=  
|advBlock=-4
|description= Chen-Mao hops high into the air and slams her butt down on the opponent.<br>C version knocks down on hit<br>button determines distance of the jump<br>EX version has a longer jump, does up to 7 hits and ends in a launcher. If you get more than 4 hits, it's likely to count as 2 launchers, giving the rest of your attacks ''WaCkY pRoPeRtIeS''
|description=Goes the furthest. This version knocks down.
 
}}
* '''Whiffs on crouching opponents'''
{{AttackData-AB
|version=EX
|guard=H
|damage=16 × 7 (30)
|startup=26
|active=15
|recovery=24
|advHit=Launches
|advBlock=-3
|description=Multi-hit version of the above moves. Hits up to 7 times and launches.
* Despite being an overhead, this move '''whiffs 9 out 12 of the roster crouching''', the exceptions being {{Character Label|Asura Buster: Eternal Warriors|Goat|22px|AB_Goat_CSS.png}}, {{Character Label|Asura Buster: Eternal Warriors|Leon|22px|AB_Leon_CSS.png}} and {{Character Label|Asura Buster: Eternal Warriors|Taros|22px|AB_Taros_CSS.png}}.
* If it hits more than 3 times, it's likely to count towards the 3 launcher cap ''twice''.
** This makes the move's already poor reward even worse.
}}
}}
}}
}}
<br>
<br>
{{MoveData
{{MoveData
|name= Falling Star Spear - フォーリングスター・スピア
|name=Celestial Spear Dive
|image=AB_Chen_j214a.png
|image=AB_Chen_j214a.png
|image2=AB_Chen_j214ex.png
|caption=A/B/C version
|caption=A/B/C version
|caption2=EX version
|input=j.214X
|input=j.214A/B/C
|data=
|data=
{{AttackData-Simple
|description=Chen-Mao divekicks at a 70 degree angle diagonally down. One of her best tools, useful in all aspects of her gameplan.
* All versions are overheads with no minimum height requirement, making them good mixup options when input as a [https://glossary.infil.net/?t=Tiger%20Knee tiger knee].
* They all possess only 3 frames of landing recovery, with generous frame advantage if Chen-Mao lands during (or shortly after) the active frames.
* Performing a divekick at the apex of a jump allows her to do it again after she recovers, giving her mixups further layers to mess with the opponent.
<span></span>
}}
{{AttackData-AB
{{AttackData-AB
|version=A
|guard=H
|guard=H
|cancel=O
|damage=12 × 2 (21)
|startup=29 / 29 / 29
|startup=10
|advHit=Knocks down
|active=7
|advBlock=  
|recovery={{Tooltip | text=13 | hovertext=13 frames of recovery in the air. 3 frames of landing recovery when landing before the move is over.}}
|description= Easily her best move, contender for best advancing move in the game<br>for mobility, speed, range, and combos, this move is excellent<br>Chen-Mao divekicks at a 70 degree angle diagonally down.<br>When you land with this move after hitting an opponent, you bypass recovery frames leading to easy combos. so anything that makes Yashaou's 214x the best move in the game also applies here<br>Additionally, preforming this move at the apex of your jump can allow you to preform it twice in one jump, allowing you to left/right mix-up your opponent, and do some nasty crossup combos.<br>Using 44 backhops, this move can combo into itself for an infinte, though it's not as consistent as just jumping. Don't blame me if you get arthritis early.<br>does 2,3 and 4 hits for A,B and C respectively<br>EX version does 10 hits, with the last one being '''a launcher'''
|advHit=Up to 9
|advBlock=Up to 8
|description=Hits twice.
}}
{{AttackData-AB
|version=B
|guard=H
|damage=12 × 3 (28)
|startup=10
|active=9
|recovery={{Tooltip | text=16 | hovertext=16 frames of recovery in the air. 3 frames of landing recovery when landing before the move is over.}}
|advHit=Up to 13 / Knocks down
|advBlock=Up to 12
|description=Hits three times. Its last hit knocks down and can be confirmed from with an instant rising j.A into a full combo.
}}
{{AttackData-AB
|version=C
|guard=H
|damage=12, 10, 8 × 2 (29)
|startup=10
|active={{Tooltip | text=15 | hovertext=3 frames of 12 damage, then 3 frames of 10 damage, then 9 frames of 8 damage.}}
|recovery={{Tooltip | text=16 | hovertext=16 frames of recovery in the air. 3 frames of landing recovery when landing before the move is over.}}
|advHit=Up to 18 / Launches
|advBlock=Up to 17
|description=Hits four times. Its last hit launches the opponent, but puts them into an uncomboable state.
}}
}}
{{MoveData
|image=AB_Chen_j214ex.png
|caption=EX version
|input=j.214X
|data=
{{AttackData-AB
|version=EX
|guard=H
|damage=10 × 10 (40)
|startup=10
|active=17
|recovery={{Tooltip | text=16 | hovertext=16 frames of recovery in the air. 3 frames of landing recovery when landing before the move is over.}}
|advHit=Up to 18 / Launches
|advBlock=Up to 17
|description=Hits 10 times. The last hit launches and can be picked up into a full air combo.
}}
}}
}}
}}

Revision as of 22:22, 14 May 2023

Chen-Mao is a martial artist who uses her hands and feet as her weapons of choice. She is the young disciple of Footee from Asura Blade: Sword of Dynasty. She fights and trains in order to be just like her mentor.

Upon learning of Footee's disappearance from within a personal training journey, Chen-Mao set out on a journey of her own in order to find her. Chen-Mao then found herself investigating the mystery of the lost continent, feeling and believing that it might have something to do with Footee's disappearance.

Overview

AB Chen Taunt.png
Chen-Mao is a character with great mix-up options who wants to stay close to her opponent to press her advantage.
Pros Cons
  • Unpredictable and rewarding offense
  • Strong guard cancel options, especially with meter
  • High damage
  • Great mobility thanks to fast ground movement and unique tools
  • Very short normals
  • No full-screen presence
  • Has a hard time getting in
  • Very meter reliant on all fronts
AB Chen-Mao Name.png
AB Chen.png
Play Style Rushdown
Dash Type Stepdash
Backdash Type Airborne
Defense Modifier 1.0
Air Options Walljump
Meter Gauge 64

Movelist

Normals

Standing Normals

5A
AB Chen 5a.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
7 / 8 5 4 7 M -A-, -B-, -C-, -SP-, -UM- 2 1

Quick jab. Has less reach than 2A.

  • The first 2 frames deal 7 damage. The last two deal 8 damage.


5B
AB Chen 5B.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
15 5 8 13 M C, SP, UM -4 -5

A forward-moving backhand strike.

  • Thanks to the forward movement, can be used to readily combo into launcher or C normals.
  • As fast as her jab and very active.


5C
AB Chen 5c.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
23 5 10 21 M SP, UM -8 -9

Chen-Mao perform a palm strike on both sides at once.

  • Unlike most characters, Chen-Mao's 5C is special cancellable, making it great combo filler if it reaches.
  • As fast as her jab and extremely active.

Crouching Normals

2A
AB Chen 2a.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
7 5 4 7 L -A-, -B-, -C-, -SP-, -UM- 2 1

A quick, crouching backhand chop. Has more reach than 5A.


2B
AB Chen 2B.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
15 5 4 19 L C, SP, UM -6 -7

A quick low kick.

  • Her most versatile poke, thanks to its speed and range.
  • Lacks 5B's forward movement, and thus its ability to confirm into launcher or C normals at most ranges.
    • As such, Chen-Mao must rely on 214B or 214EX to confirm off of this in most situations.


2C
AB Chen 2c.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
23 7 8 24 L SP, UM -6 -7

Low elbow strike. Serves as her sweep.

  • Unlike most characters, Chen-Mao's 2C can be canceled into specials or launcher.
    • This is of limited use, since sweeps don't leave the opponent in a comboable state and all of Chen-Mao's grounded specials are negative on block.
    • This can still be canceled into launcher to stay safe at point blank.

Air Normals

j.A
AB Chen j.a.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
7 3 24 7 H -A-, -B-, -C-, -SP-, -UM- N/A N/A

Chen-Mao sticks her leg out in front of her.

  • Whiff cancelable starting on frame 17.
  • Very active.
  • Great juggle tool.
  • Can be used as an unconfirmable instant overhead.


j.B
AB Chen j.B.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
15 5 10 5 H B, C, SP, UM N/A N/A

Chen-Mao busts out the Footee side kick.

  • Great preemptive air-to-air thanks to its reach.
  • Confirmable instant overhead on AB Taros CSS.png Taros and AB Leon CSS.png Leon.
    • Cancel into j.214B on hit for a full combo.


j.C
AB Chen j.c.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
23 5 12 11 H SP, UM N/A N/A

A powerful backhand punch.

  • Unlike most characters, Chen-Mao's j.C can be canceled into specials or launcher.
  • Very fast for how hard it hits.
  • This move's numerous active frames tend to clash through and beat a lot of potential anti-airs.
    • It notably tends to trade with AB Yashaou CSS.png Yashaou's DP.

Command Normals

6B
AB Chen 6b.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
15 11 8 7 H - 2 1

Very fast hop into overhead kick. Does not combo into anything, but is actually plus on block.

Universal Mechanics

Launcher
Any 2 buttons on the ground
AB Chen AB.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
5 5 6 16 M - Launches 0

Kicks upwards for a launcher. Counts towards the 3 launcher cap in a combo.

  • Launches grounded opponents straight up, unlike other launchers. Launches airborne opponents normally.
Dash Launcher
Any 2 buttons while dashing
AB Chen jAB.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
5 5 10 16 M - Launches -4

Kicks upwards for a launcher. Same animation as air launcher. Counts towards the 3 launcher cap in a combo.

  • More active than standing launcher, but pays the price by being less safe on block.
  • Always launches at a regular angle.
Air Launcher
Any 2 buttons in the air
AB Chen jAB.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
5 5 10 19 H - Launches N/A

Kicks upwards for a launcher. Same animation as dash launcher. Counts towards the 3 launcher cap in a combo.

  • Always launches at a regular angle.
  • Hits overhead.


Guard Break
22C
AB Chen GB.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
1, 1 (2) 5 4 33 U - 23 N/A

A quick, unblockable point blank attack that stuns grounded opponents. Throw function.

Special Moves

Ki Palm
練氣掌

236X
AB Chen 236a.png
A/B/C version

Chen-Mao shoots a small energy blast out of her hands. Knocks down.

  • These special moves are small and very unsafe, giving them niche use at best.
  • At some angles, the last hit won't connect and the opponent will be stuck in hitstun in mid-air for a few frames.
    • This can give reset opportunities against unaware opponents, even if they may actually have frame advantage.

Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
A 10, 8 × 2 (21) 10 1 (1) 3 (1) 6 26 M - Knocks down -24

Hits 3 times.

Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
B 10, 8 × 3 (25) 10 1 (1) 3 (1) 8 28 M - Knocks down -23

Hits 4 times.

Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
C 10, 8 × 4 (28) 10 1 (1) 4 (1) 10 31 M - Knocks down -24

Hits 5 times.

AB Chen 236ex.png
EX version
Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
EX 8 × 16 (39) 15 39 22 M - Launches -34 ~ -31

Chen-Mao envelops herself in a large sphere of energy, hitting up to 16 times. Chen-Mao's only true reversal.

  • Chen-Mao is invincible on frames 1-14 and is then covered by the initial hitbox once it comes out, which will reliably clash with opposing attacks.
    • If their attack is active enough to last until the first gap in between hitboxes, 236EX will lose the clash war.
  • The final, launching hitbox is comboable.


Suzaku Kick
朱雀蹴

623X
AB Chen 623a.png
A/B/C version
Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
A 22 8 2 30 M - -19 -20
Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
B 14 × 2 (25) 10 4 32 M - -17 -18
Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
C 10 × 4 (29) 10 2 (1) 5 33 M - -11 -12

Chen-Mao spins around then kicks up and over her head in a circular motion. Not a reversal. Button determines speed and number of hits.

  • Decently disjointed, and can be somewhat safe despite being negative on hit, thanks to pushback.
    • Heavier versions are safer, as they have more hits, thus more pushback.
  • Decent anti-air guard cancel option in a pinch.

AB Chen 623ex.png
EX version
Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
EX 10 × 7 (34) 9 9 30 H - Knocks down -12

Chen-Mao performs a quick overhead kick that knocks down. Still not a reversal.

  • This is one of the safest, most ruthless mixup options in the game.
    • While it is unsafe on block, it is an unreactable overhead, hitting frame 9, that can be canceled into while you still have lows available mid-blockstring.
    • It reliably beats reversals, winning clash wars against nearly every single move in the game thanks to its seven hits and its huge hitboxes that cover Chen-Mao completely.
    • This makes it an amazing guard cancel option, being one of the only moves in the game that can reliably beat out airborne multihit options like j.A spam, AB RoseMary CSS.png Rose Mary's j.B and AB Taros CSS.png Taros's j.236X.
  • Don't rely on it to open people up in Last Stand, as the latter adds a visible slowdown on superflash to EX moves. This makes 623EX reactable (and thus, easily punished).
  • Most of the move can actually hit slightly behind her, but the final, knockdown hit won't.


Boulder Crush
岩砕撃

214X
AB Chen 214a.png
A/B/C version

Chen-Mao leaps forward with a lunging punch. Great special series for guard canceling and ending combos.

Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
A 20 10 2 24 M - -13 -14

Very short and not only unsafe on block, but also on grounded hit. Mostly useful for picking up off of 214EX in the corner.

Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
B 22 12 2 26 M - Knocks down -12

Moves a good distance, knocks down, and can be confirmed into from 5B, 2B and 5C at all ranges.

Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
C 24 14 2 28 M - Launches -8

Goes almost half screen. Confirmable from 5C. Launches the opponent, but puts them in an uncomboable state.

AB Chen 214ex.png
EX version
Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
EX 16 × 3 (39) 8 2 (15) 2 (17) 3 21 M - Launches -36, -21, -2

Performs three consecutive lunging punches, with the last one being a launcher. Goes very far, very fast.

  • A very potent, reliable guard cancel option.
    • Not only is it her fastest special, but it moves extremely far and leads to good damage with her rejump loops.
    • This move can technically punish jabs if they are left uncanceled (but not on reaction).
  • The first hit stabilizes airborne opponents back on the ground. This resets the launcher count back to 0.
    • However, the last hit counts towards the 3 launcher cap in a combo, putting it back to 1.
  • Can cross the opponent up on block midscreen.
    • Holding the opposite direction on block lets midscreen opponents walk out and avoid the crossup.


Roaring Celestial Cannon
轟天砲

2146X
AB Chen butt.png
If only it was as good as its name makes it sound.

Chen-Mao hops high into the air and slams her butt down on the opponent. Button determines the distance and angle of the jump.

  • Despite being an overhead, most versions of this move whiff crouchers, with few exceptions. See below.
    • AB Leon CSS.png Leon and AB Taros CSS.png Taros can both get hit by every version crouching.

Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
A 16 26 15 24 H - -14 -16

Goes the shortest distance.

  • Unsafe on hit.
  • Crouching AB Goat CSS.png Goat only gets hit by this version.

Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
B 20 26 15 26 H - 2 -11

Goes a bit further than the A version.

  • Actually advantageous on hit.
  • Whiffs AB Alice CSS.png Alice and AB AliceSecret CSS.png Alice! standing.

Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
C 24 26 15 24 H - Knocks down -4

Goes the furthest. This version knocks down.

Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
EX 16 × 7 (30) 26 15 24 H - Launches -3

Multi-hit version of the above moves. Hits up to 7 times and launches.

  • Despite being an overhead, this move whiffs 9 out 12 of the roster crouching, the exceptions being AB Goat CSS.png Goat, AB Leon CSS.png Leon and AB Taros CSS.png Taros.
  • If it hits more than 3 times, it's likely to count towards the 3 launcher cap twice.
    • This makes the move's already poor reward even worse.


Celestial Spear Dive
j.214X
AB Chen j214a.png
A/B/C version

Chen-Mao divekicks at a 70 degree angle diagonally down. One of her best tools, useful in all aspects of her gameplan.

  • All versions are overheads with no minimum height requirement, making them good mixup options when input as a tiger knee.
  • They all possess only 3 frames of landing recovery, with generous frame advantage if Chen-Mao lands during (or shortly after) the active frames.
  • Performing a divekick at the apex of a jump allows her to do it again after she recovers, giving her mixups further layers to mess with the opponent.

Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
A 12 × 2 (21) 10 7 13 H - Up to 9 Up to 8

Hits twice.

Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
B 12 × 3 (28) 10 9 16 H - Up to 13 / Knocks down Up to 12

Hits three times. Its last hit knocks down and can be confirmed from with an instant rising j.A into a full combo.

Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
C 12, 10, 8 × 2 (29) 10 15 16 H - Up to 18 / Launches Up to 17

Hits four times. Its last hit launches the opponent, but puts them into an uncomboable state.

j.214X
AB Chen j214ex.png
EX version
Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
EX 10 × 10 (40) 10 17 16 H - Up to 18 / Launches Up to 17

Hits 10 times. The last hit launches and can be picked up into a full air combo.

Supers

Ballad of the Goddess Fist - 女神の拳のバラード
236-236A/B/C
AB Chen 236236a.png
the Last stand MVP
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 59(53+6) - - M O Knocks down -15

Chen-Mao rushes forward with her elbow out. If she hits (not blocked) she commences a series of moves.
ATTENTION EVERYONE! THIS MOVE COMBOES OFF OF GUARD BREAK
I REPEAT, USE THIS AFTER GUARD BREAK!
Sometimes, they occasionally don't always all seem to connect, and the move is sometimes blockable after the first 2 or 3 hits.
However, when this does happen, damage will scale randomly, and from my testing can scale to ridiculous levels, anywhere from 1-2 full bars of HP.
When it does work normally, which is most of the time, it gets 17 hits. and about 4/7th of an HP bar

Boost mode (22+ABC)

After Images :

Chen-Mao gets it on, SFA3 style. Gets a shadow that mirrors her attacks, allowing for nutty air combos. Moves will generally deal less damage, but, because of the shadow, she'll get more damage overall.

  • If the mirror image hits with a bash or other launcher, the hit has the launcher effect but doesn't count towards the 3 launcher limit. By timing it so that your attack misses but the mirror image's attack hits, it's possible to do many more than 3 launchers in a combo.
  • Chen-Mao's standing AB is functionally a launcher, since the mirror image hits right after the v.launcher hit, giving it normal launcher effect. The only way you'll get a v.launcher is if you do it from just far enough away that the mirror image misses, or so only the mirror image hits.
  • 6B can now be cancelled into j.214A/B/C.
  • 214A/B/C does different patterns of skulls.
  • Standing C cancels more easily.
  • Jumping C and AB can now be cancelled normally as well as delayed.
  • Chen-Mao's special moves all get more hits...except 214C, which is now a launcher.
  • Some special moves give higher knockdowns.

Color Palettes


AB Palettes Chen-Mao.png


ABEW Navigation

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