Chen-Mao

A female martial artist who uses her hands and feet as her weapons. Chen-Mao is the young disciple of Footee and that 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 sets out on a journey of her own in order to find Footee and at the same time, Chen-Mao finds herself investigating the mystery of the lost continent, feeling and believing that it might have something to do with Footee's disappearance.

Chen-Mao is a speed based character that uses her Falling Star Spear and Flaming Knuckle to get in. Additionally, her Falling Star Spear can easily be abused for combos and Mixups

Meter Length: 2 bars

Defence Level: Normal

Weapon: Hands and Feet

Stage: Yokumin (Temple OR Central Geo)

Command Normals
Hop Dash (44,66) -


 * Unlike the rest of the roster, Chen-Mao has no forward Dash, instead having a hop. This prevents her from getting swept while dashing, but also makes it so that she cannot preform an Ultra Jump
 * Chen-Mao Back-hops instead of dashing, and can interrupt her hop into any aerial normal 1 time per each side she faces, or cancel into an Aerial Special. For example, If Chen is facing right, then back-hops to aerial B, she cannot use a back-hop attack until she faces the opposite direction. Aerial Specials are exempt from this limitation.

Wall Jump - What it sounds like it is. 7 or 9 when jumping near a wall will jump off of it.

Specials
Kneading Spirit Palm (236A) - Chen-Mao shoots a small energy blast. Does not counter projectiles

Red Sparrow Kick (623A) - Chen-Mao kicks up and over her head. For a DP, Doesn't have much vertical range, but the hitbox is pretty far from the hurtbox so it's pretty safe

Flaming Knuckle (214A) - As the name suggests, it's a Copy Paste Burning Knuckle. Easy to combo into off of B Roar of Heaven's Cannon (2146A) - Chen-Mao hops high into the air and slams her ass down on the opponent.

Falling Star Spear (AIR 214A) - Easily on of the best moves in the game, for both mobility, speed, range, and combos, Chen-Mao divekicks at a 70 degree angle diagonally down. When you land with this move after hitting an opponent, you bypass recovery frames leading to easy combos. 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. Using 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.

Supers
Ballad of the Goddess Fist (236236A) - Chen-Mao rushes forward with her elbow out. If she hits (not blocked) she commences a series of moves. 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

After Images Boost Mode (22ABC) - 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.
 * 6 + B can now be cancelled into air 214 + A/B/C.
 * 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 214 + C, which is now a launcher.
 * Some special moves give higher knockdowns.

Combos
5A>5B>2B>214B - Basic Jab to Flaming Knuckle. Opponent will land behind you and you'll have enough time to set up okizeme