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* Choi can easily be hit out of this move while he has disappeared, using various attacks including rising uppercuts and even standing jabs. However, it's not guaranteed to always work | * Choi can easily be hit out of this move while he has disappeared, using various attacks including rising uppercuts and even standing jabs. However, it's not guaranteed to always work | ||
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==Short Movelist== | |||
* f + B | |||
* (b) f + P | |||
** any direction + P/K x 1-3 | |||
* (d) u + P (SC (1).) | |||
* qcb + P | |||
** P (Only before the attack hit/block.) | |||
** qcf + K (Only after the attack hit/block. Same move as air qcf + K) | |||
* dp + K | |||
* (d) u + K | |||
** Hold K (Same move as (b) f + P, but with other trajectory.) | |||
* air qcf + K | |||
* DM hcb hcb + P (Use b / f to move.) | |||
* DM qcf hcb + K | |||
* SDM qcf hcb + BD | |||
* HSDM air hcf hcf + AC (Unblockable.) | |||
Revision as of 11:58, 21 February 2020
General Info
Crouch height: Low
Jump: 4/42/1
Hop: 4/31/1
Dash: 3/10~∞/3
Backdash: 3/16/3
Wakeup: 26 frames
Recovery roll: 30 frames
Stand | Crouch | Jump | Grab | Run |
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Colors
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Movelist
Short Movelist
- f + B
- (b) f + P
- any direction + P/K x 1-3
- (d) u + P (SC (1).)
- qcb + P
- P (Only before the attack hit/block.)
- qcf + K (Only after the attack hit/block. Same move as air qcf + K)
- dp + K
- (d) u + K
- Hold K (Same move as (b) f + P, but with other trajectory.)
- air qcf + K
- DM hcb hcb + P (Use b / f to move.)
- DM qcf hcb + K
- SDM qcf hcb + BD
- HSDM air hcf hcf + AC (Unblockable.)
Notes
- Cancellable normals are:
- Close: A, B, C
- Far: A
- Crouch: A, C
- Jump: C (1-3)
- CD is cancellable into specials and DMs
Combos
Anywhere
1. [Jump attack] Crouch BB, far A, qcf hcb + K - 35%
This is easily Choi's most useful combo which MUST be learned if one is considering being a Choi player. The far A, qcf hcb + K part of the combo can be input with the shortcut qcf + A, hcb + K.
2. Crouch C, qcf hcb + K - 40%
Used for punishing and for hit confirming the crouch C poke (which isn't hard since it has many cancel frames).
3. [Jump attack] Crouch BB, BC, Crouch C, qcf hcb + BD - 65%
Tricky combo. It must be input as Crouch BB, Crouch C~B, qcf hcb + BD. The combo does huge damage and is not hard to hit confirm.
4. jump C, qcf + B(air) - 20%
Not damaging but a very useful combo. Depending on the spacing, it is possible to combo a far A after landing from qcf + B(and a DM after that as well, though not that easy).
5. f + B, [far A], qcf hcb + B - 35%
After f + B, far A and qcf hcb + B are links that are about 1-2 frames tight. It's much easier to do a reversal special move/super than it is to do a reversal normal, so the far A is listed as optional.
6. Close D, BC, Crouch C, qcf hcb + BD - 75%
This is strictly a combo to use when someone has missed a laggy move(super or dp). Can't really be comboed after a jump attack.
7. HSDM, jump CD - % varies
This combo doesn't always work. If one of the last hits (but not the very last hit since that puts the opponent into an unjugglable state) connects and the opponent happens to be in range, Choi can combo a superjump CD after.
Corner
1. _d u + D/_b f + P, f + P, f + P, f + P, _d u + C - 48%
Technically this combo can be started very far away from the corner and if executed fully, will take the opponent to the corner. The _d u + C won't combo outside the corner.
Strategies
Matchup Information
Billy
- Countering crouch A and hcf + P
At a distance, Choi can spam crouch C whiff cancels into _d u + D. If Billy sticks out crouch A or hcf + A, crouch C will beat it. If Billy doesn't do it, CHoi will whiff the crouch C but immediately fly away to safety such that Billy would be unable to punish.
- Evading Billy's f + A
Choi's crouching and crouch blocking hitbox allows him to crouch under both hits of Billy's f + A, which is arguably Billy's best attack. On reaction, punish with crouch C into DM combo.