Asura Buster: Eternal Warriors/Chen-Mao

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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 she still has 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
抜天槍

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

Secret Art: Tenpo Renbuken
奥義・天鳳連舞拳

236236X
AB Chen 236236a.png
Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
A 80 1+8 28 16 M - Knocks down -14
Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
B 76 1+8 28 16 M - Knocks down -10
Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
C 73 1+8 28 16 M - Knocks down -4

Chen-Mao rushes forward with her elbow out. On hit — not block — she will unleash a flurry of strikes as an automatic, high-damage combo sequence. Button determines said combo sequence and safety on block.

  • Chen-Mao can combo into this after a 5C or guard break.
  • This move has 3 separate versions depending on the button pressed, with opponents sometimes falling out when using heavier versions.
    • 236236C tends to let the opponent fall out of it consistently if didn't connect at point-blank and in the corner.
    • When confirming into this, stick to 236236A, as it connects most reliably and does the most damage.

Boost Mode (22ABC)

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 launcher, the hit has the launcher effect but doesn't count towards the 3 launcher limit. By timing it so that Chen-Mao misses but the mirror image's attack hits, it's possible to do more than 3 launchers in a combo.
  • Chen-Mao's launcher becomes functionally a regular launcher, since the mirror image hits right after the vertical launcher sends them airborne. To get the vertical launcher only, it has to be spaced so either Chen-Mao or the mirror image misses.
  • 6B can now be cancelled into j.214A/B/C.
  • 5C cancels faster.
  • j.C and air launcher 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

General
Controls and Notation
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Alice
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Chen-Mao
Goat
Leon
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Rose Mary
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Taros
Yashaou
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