m (Scanman moved page Choi 02 to The King of Fighters 2002/Choi: moving 2002 Choi page to be a subpage) |
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==General Info== | ==General Info== | ||
Crouch height: Low<br> | Crouch height: Low<br> | ||
Jump: 4/42/1<br> | |||
Hop: 4/31/1<br> | |||
Dash: 3/10~∞/3<br> | |||
Backdash: 3/16/3<br> | |||
Wakeup: 26 frames<br> | |||
Recovery roll: 30 frames<br> | |||
{| | {| | ||
! Stand | ! Stand | ||
Line 106: | Line 113: | ||
| | | | ||
|- | |- | ||
! [[image:snkc.gif]]+[[image:snkd.gif]] | ! [[image:snkc.gif]] + [[image:snkd.gif]] | ||
|align="center"| 14/7/24 | |align="center"| 14/7/24 | ||
|align="center"| KD/-9 | |align="center"| KD/-9 | ||
Line 184: | Line 191: | ||
| | | | ||
|- | |- | ||
! [[image:snkc.gif]]+[[image:snkd.gif]] | ! [[image:snkc.gif]] + [[image:snkd.gif]] | ||
|align="center"| 6/5/- | |align="center"| 6/5/- | ||
|align="center"| KD/- | |align="center"| KD/- | ||
Line 264: | Line 271: | ||
|colspan="9" align="center"| '''Command Normals''' | |colspan="9" align="center"| '''Command Normals''' | ||
|- | |- | ||
! f+[[image:snkb.gif]] | ! f + [[image:snkb.gif]] | ||
|align="center"| 19/2/11 | |align="center"| 19/2/11 | ||
|align="center"| +7/+5 | |align="center"| +7/+5 | ||
Line 274: | Line 281: | ||
|colspan="9" align="center"| '''Special Moves''' | |colspan="9" align="center"| '''Special Moves''' | ||
|- | |- | ||
! _d,u+[[image:snka.gif]] | ! _d,u + [[image:snka.gif]] | ||
|align="center"| | |align="center"| 3/3+1(1)[1*1*1(1)1*1*1(1)]x4 1*1*1/15+13 | ||
|align="center"| | |align="center"| KD/-47 (-23 in corner) | ||
|align="center"| | |align="center"| S (1st hit), Fo | ||
|align="center"| HL | |align="center"| HL | ||
|valign="bottom" style="border-right:0px; border-bottom:0px;"| [[image:Choi02_duP1.png|center]] | |valign="bottom" style="border-right:0px; border-bottom:0px;"| [[image:Choi02_duP1.png|center]] | ||
|valign="bottom" style="border-left:0px; border-right:0px; border-bottom:0px;"| [[image:Choi02_duP2.png|center]] | |valign="bottom" style="border-left:0px; border-right:0px; border-bottom:0px;"| [[image:Choi02_duP2.png|center]] | ||
|valign="bottom" style="border-left:0px; border-bottom:0px;"| [[image:Choi02_duP3.png|center]] | |valign="bottom" style="border-left:0px; border-bottom:0px;"| [[image:Choi02_duP3.png|center]] | ||
|rowspan="2"| ''' Tatsumaki Shippuu Zan - _d u+P''' | |rowspan="2"| ''' Tatsumaki Shippuu Zan - _d u + P''' | ||
* Choi spins, creating a tornado around him, then rises into the air. C version rises higher and does more hits than the A version | * Choi spins, creating a tornado around him, then rises into the air. C version rises higher and does more hits than the A version | ||
* not very good priority as an anti-air but hits behind him so it works well for stopping people who roll through you | * not very good priority as an anti-air but hits behind him so it works well for stopping people who roll through you | ||
* no invincibility on startup and very punishable if blocked | * no invincibility on startup and very punishable if blocked | ||
* supercancellable on the first hit | * supercancellable on the first hit | ||
* free cancellable out of on the first hit into ground attacks, and qcf+K(air) on all other hits | * free cancellable out of on the first hit into ground attacks, and qcf + K(air) on all other hits | ||
|- | |- | ||
! _d,u+[[image:snkc.gif]] | ! _d,u + [[image:snkc.gif]] | ||
|align="center"| | |align="center"| 3/3+1(1)[1*1*1(1)1*1*1(1)]x5, 1*1*1/25+17 | ||
|align="center"| | |align="center"| KD/-61 (-46 in corner) | ||
|align="center"| | |align="center"| S (1st hit), Fo | ||
|align="center"| HL | |align="center"| HL | ||
|valign="bottom" style="border-right:0px; border-top:0px;"| [[image:Choi02_duP4.png|center]] | |valign="bottom" style="border-right:0px; border-top:0px;"| [[image:Choi02_duP4.png|center]] | ||
Line 298: | Line 305: | ||
|valign="bottom" style="border-left:0px; border-top:0px;"| [[image:Choi02_duP6.png|center]] | |valign="bottom" style="border-left:0px; border-top:0px;"| [[image:Choi02_duP6.png|center]] | ||
|- | |- | ||
! <br>qcb+[[image:snka.gif]]<br><br> | ! <br>qcb + [[image:snka.gif]]<br><br> | ||
|align="center"| | |align="center"| 18/1(2)[2(2)]x7,1/14 (on contact:0/1(2)[2(2)]x7,2/38+14) | ||
|align="center"| | |align="center"| -34/-36 | ||
|align="center"| P | |align="center"| > P, (in bounce) qcf + K, Fo | ||
|align="center"| HL | |align="center"| HL | ||
|rowspan="2" colspan="3" | [[image:Choi02_qcbP.png|center]] | |rowspan="2" colspan="3" | [[image:Choi02_qcbP.png|center]] | ||
|rowspan="2"| '''Kaiten Hien Zan - qcb+P''' | |rowspan="2"| '''Kaiten Hien Zan - qcb + P''' | ||
* Choi does a rolling attack horizontally, where the C version travels further than the A version | * Choi does a rolling attack horizontally, where the C version travels further than the A version | ||
* if the rolling attack makes contact with the opponent (hits or is blocked), then Choi will do 9 hits, making him bounce off the opponent | * if the rolling attack makes contact with the opponent (hits or is blocked), then Choi will do 9 hits, making him bounce off the opponent | ||
* after bouncing off the opponent, if the qcb+A was used, he will bounce forward, ending up behind the opponent. If qcb+C was used, he will bounce backwards | * after bouncing off the opponent, if the qcb + A was used, he will bounce forward, ending up behind the opponent. If qcb + C was used, he will bounce backwards | ||
* anytime during the bounce off the opponent, he can perform the air qcf+K | * anytime during the bounce off the opponent, he can perform the air qcf + K | ||
* at any point before Choi hits the opponent with qcb+P, he can hit P to do Kishuu Hien Zuki followup | * at any point before Choi hits the opponent with qcb + P, he can hit P to do Kishuu Hien Zuki followup | ||
* during the roll animation, Choi can go under air projectiles such as Athena's psychoball qcb+P. It also has some invincibility | * during the roll animation, Choi can go under air projectiles such as Athena's psychoball qcb + P. It also has some invincibility | ||
* free cancellable out of on the first hit into ground attacks and to qcf+K(air) on all other hits | * free cancellable out of on the first hit into ground attacks and to qcf + K(air) on all other hits | ||
* Invincibility: A: 1-9f; C: 1-11f. | |||
|- | |- | ||
! qcb+[[image:snkc.gif]] | ! qcb + [[image:snkc.gif]] | ||
|align="center"| | |align="center"| 20/1(2)[2(2)]x12,1/17 (on contact:0/1(2)[2(2)]x7,2/38+14) | ||
|align="center"| | |align="center"| -34/-36 | ||
|align="center"| P | |align="center"| > P, (in bounce) qcf + K, Fo | ||
|align="center"| HL | |align="center"| HL | ||
|- | |- | ||
! <br>> [[image:snka.gif]]<br><br> | ! <br>> [[image:snka.gif]]<br><br> | ||
|align="center"| | |align="center"| 4/16/19 | ||
|align="center"| | |align="center"| KD/-17 | ||
|align="center"| | |align="center"| Fo | ||
|align="center"| HL | |align="center"| HL | ||
|rowspan="2" colspan="3" | [[image:Choi02_qcbPP.png|center]] | |rowspan="2" colspan="3" | [[image:Choi02_qcbPP.png|center]] | ||
|rowspan="2"| '''Kishuu Hien Zuki - P (during qcb+P)''' | |rowspan="2"| '''Kishuu Hien Zuki - P (during qcb + P)''' | ||
* A makes him leap low to the ground and about half a screen distance, while C makes him leap very high and 3/4 screen distance | * A makes him leap low to the ground and about half a screen distance, while C makes him leap very high and 3/4 screen distance | ||
* this move is fairly high priority and does good damage, but the C version is very punishable while the A version can be made unpunishable on block if spaced right | * this move is fairly high priority and does good damage, but the C version is very punishable while the A version can be made unpunishable on block if spaced right. | ||
* free cancellable out of into qcf+K(air) | * C version will whiff on some short characters at the start of the active frames, like Choi himself. | ||
* free cancellable out of into qcf + K(air) | |||
|- | |- | ||
! > [[image:snkc.gif]] | ! > [[image:snkc.gif]] | ||
|align="center"| 6/26/21 | |||
|align="center"| KD/-29 | |||
|align="center"| Fo | |||
|align="center"| HL | |||
|- | |||
! > j.qcf + [[image:snkb.gif]] | |||
|align="center"| 20/[1*]x∞/14 | |||
|align="center"| -/- | |||
|align="center"| | |align="center"| | ||
|align="center"| | |align="center"| HL | ||
|rowspan="2" colspan="3" | [[image:Choi02_jqcfK.png|center]] | |||
|rowspan="2"| '''Hishou Kyaku - qcf + K(air)''' | |||
* Different startup but otherwise identical ti the independent Hishou Kyaku, | |||
|- | |||
! > j.qcf + [[image:snkd.gif]] | |||
|align="center"| 22/[1*]x∞/14 | |||
|align="center"| -/- | |||
|align="center"| | |align="center"| | ||
|align="center"| HL | |align="center"| HL | ||
|- | |- | ||
! <br>j.qcf+[[image:snkb.gif]]<br><br> | ! <br>j.qcf + [[image:snkb.gif]]<br><br> | ||
|align="center"| | |align="center"| 10/[1*]x∞/14 | ||
|align="center"| | |align="center"| -/- | ||
|align="center"| | |align="center"| Fi | ||
|align="center"| HL | |align="center"| HL | ||
|rowspan="2" colspan="3" | [[image:Choi02_jqcfK.png|center]] | |rowspan="2" colspan="3" | [[image:Choi02_jqcfK.png|center]] | ||
|rowspan="2"| '''Hishou Kyaku - qcf+K(air)''' | |rowspan="2"| '''Hishou Kyaku - qcf + K(air)''' | ||
* Choi will do an air attack diagonally downwards doing a number of hits and having good recovery | * Choi will do an air attack diagonally downwards doing a number of hits and having good recovery | ||
* qcf+B(air) goes down at about 30 degrees to the vertical, while qcf+D(air) is at a 45 degree angle and comes out slower | * qcf + B(air) goes down at about 30 degrees to the vertical, while qcf + D(air) is at a 45 degree angle and comes out slower | ||
* free cancellable into | * free cancellable into | ||
|- | |- | ||
! j.qcf+[[image:snkd.gif]] | ! j.qcf + [[image:snkd.gif]] | ||
|align="center"| | |align="center"| 12/[1*]x∞/14 | ||
|align="center"| | |align="center"| -/- | ||
|align="center"| | |align="center"| Fi | ||
|align="center"| HL | |align="center"| HL | ||
|- | |- | ||
! dp+[[image:snkb.gif]] | ! dp + [[image:snkb.gif]] | ||
|align="center"| | |align="center"| 5/3(1)3+3/24+19 | ||
|align="center"| | |align="center"| KD/-31 | ||
|align="center"| | |align="center"| Fi | ||
|align="center"| HL | |align="center"| HL | ||
|valign="bottom" style="border-right:0px;"| [[image:Choi02_dpB1.png|center]] | |valign="bottom" style="border-right:0px;"| [[image:Choi02_dpB1.png|center]] | ||
|colspan="2" valign="bottom" style="border-left:0px;"| [[image:Choi02_dpB2.png|center]] | |colspan="2" valign="bottom" style="border-left:0px;"| [[image:Choi02_dpB2.png|center]] | ||
|rowspan="2"| '''Hien Zan - dp+K''' | |rowspan="2"| '''Hien Zan - dp + K''' | ||
* Choi does a backflip into the air, similar to Kim's Hien Zan, dp+D goes further horizontally and higher than dp+B | * Choi does a backflip into the air, similar to Kim's Hien Zan, dp + D goes further horizontally and higher than dp + B | ||
* dp+B will knockdown if it hits the opponent but dp+D does not, giving the opponent all the time in the world to punish you. Hence, dp+D should never ever be done when the opponent is on the ground | * dp + B will knockdown if it hits the opponent but dp + D does not, giving the opponent all the time in the world to punish you. Hence, dp + D should never ever be done when the opponent is on the ground | ||
* totally whiffs the opponent if cancelled from any strong attack | * totally whiffs the opponent if cancelled from any strong attack. | ||
* free cancellable into | * free cancellable into | ||
* Invincibility: Complete startup. C version Upperbody invicible first active period. | |||
|- | |- | ||
! dp+[[image:snkd.gif]] | ! dp + [[image:snkd.gif]] | ||
|align="center"| | |align="center"| 6/4(2)3+3/31+19 | ||
|align="center"| | |align="center"| KD/-38 | ||
|align="center"| | |align="center"| Fo | ||
|align="center"| HL | |align="center"| HL | ||
|valign="bottom" style="border-right:0px;"| [[image:Choi02_dpD1.png|center]] | |valign="bottom" style="border-right:0px;"| [[image:Choi02_dpD1.png|center]] | ||
|colspan="2" valign="bottom" style="border-left:0px;"| [[image:Choi02_dpD2.png|center]] | |colspan="2" valign="bottom" style="border-left:0px;"| [[image:Choi02_dpD2.png|center]] | ||
|- | |- | ||
! <br>_b,f+[[image:snka.gif]]<br><br> | ! <br>_b,f + [[image:snka.gif]]<br><br> | ||
|align="center"| | |align="center"| 13+7/32/2+14 | ||
|align="center"| | |align="center"| -28/-30 | ||
|align="center"| | |align="center"| Fo,Fi | ||
|align="center"| HL | |align="center"| HL | ||
|rowspan="2" colspan="3" | [[image:Choi02_bfP.png|center]] | |rowspan="2" colspan="3" | [[image:Choi02_bfP.png|center]] | ||
|rowspan="2"| '''Senpuu Hien Zashi - _b,f+P''' | |rowspan="2"| '''Senpuu Hien Zashi - _b,f + P''' | ||
* can be followed up by Houkou Tenkan (any direction + P/K) up to three times | * can be followed up by Houkou Tenkan (any direction + P/K) up to three times | ||
* free cancellable out of into qcf+K(air) | * free cancellable out of into qcf + K(air) | ||
|- | |- | ||
! _b,f+[[image:snkc.gif]] | ! _b,f + [[image:snkc.gif]] | ||
|align="center"| | |align="center"| 20+7/32/2+18 | ||
|align="center"| | |align="center"| -32/-34 | ||
|align="center"| | |align="center"| Fo,Fi | ||
|align="center"| HL | |align="center"| HL | ||
|- | |- | ||
! > any direction+[[image:punch.gif]]/[[image:kick.gif]] | ! > any direction + [[image:punch.gif]]/[[image:kick.gif]] | ||
|align="center"| | |align="center"| 16/19/until land+15 | ||
|align="center"| | |align="center"| -/- | ||
|align="center"| | |align="center"| | ||
|align="center"| HL | |align="center"| HL | ||
Line 401: | Line 426: | ||
* can be done up to three times, making Choi fly horizontally in the direction entered | * can be done up to three times, making Choi fly horizontally in the direction entered | ||
* the hits themselves do decent damage and have fairly high priority. Certain characters have no ways of dealing with this move once they have blocked the first hit | * the hits themselves do decent damage and have fairly high priority. Certain characters have no ways of dealing with this move once they have blocked the first hit | ||
* free cancellable out of into qcf+K(air) | * free cancellable out of into qcf + K(air) | ||
* All directions except horizontal cancel active frames when Choi hits the ground. | |||
|- | |- | ||
! _d,u+[[image:kick.gif]] | ! _d,u + [[image:kick.gif]] | ||
|align="center"| | |align="center"| 0/2-48/3 (Wall touch: 4 frames; drop: 3/until land+3) Houkou Tenkan: 3/[1*]∞/15 | ||
|align="center"| | |align="center"| -/- | ||
|align="center"| | |align="center"| | ||
|align="center"| - | |align="center"| - | ||
|colspan="3" | [[image:Choi02_duK.png|center]] | |colspan="3" | [[image:Choi02_duK.png|center]] | ||
| '''Hishou Kurretsu Zan - _d,u+K''' | | '''Hishou Kurretsu Zan - _d,u + K''' | ||
* uf+K and ub+K can be used instead of u+K<br> | * uf + K and ub + K can be used instead of u + K<br> | ||
* Choi leaps to the wall specified, or to the wall behind him if _d u+K was used. If K is held until he touches the wall, he will perform Houkou Tenkan. He can do the Houkou Tenkan (any direction + P/K) up to three more times after that | * Choi leaps to the wall specified, or to the wall behind him if _d u + K was used. If K is held until he touches the wall, he will perform Houkou Tenkan. He can do the Houkou Tenkan (any direction + P/K) up to three more times after that | ||
* if B was held, Choi will do the Houkou Tenkan at a 45 degree angle off the wall. If D was held, he will do it horizontally | * if B was held, Choi will do the Houkou Tenkan at a 45 degree angle off the wall. If D was held, he will do it horizontally | ||
|- | |- | ||
|colspan="9" align="center"| '''DMs''' | |colspan="9" align="center"| '''DMs''' | ||
|- | |- | ||
! <br>hcbx2+[[image: | ! <br>hcbx2+[[image:punch.gif]]<br><br> | ||
|align="center"| | |align="center"| 19/123/38 | ||
|align="center"| | |align="center"| KD/- | ||
|align="center"| | |align="center"| | ||
|align="center"| HL | |align="center"| HL | ||
| | |colspan="3" | [[image:Choi02_hcbx2P.png|center]] | ||
|'''Shin! Chouzetsu Tatsumaki Shinkuu Zan - hcbx2+P''' | |||
* Choi can move backwards and forward during the tornado | * Choi can move backwards and forward during the tornado | ||
* has some startup delay and invincibility but he can still be hit the moment the tornado begins to appear. However, once it has completely enveloped Choi, it is not possible to hit him aside of some very few moves, such as Kula's SDM | * has some startup delay and invincibility but he can still be hit the moment the tornado begins to appear. However, once it has completely enveloped Choi, it is not possible to hit him aside of some very few moves, such as Kula's SDM | ||
Line 428: | Line 454: | ||
* hard knockdown on all hits | * hard knockdown on all hits | ||
* negates normal and DM projectiles | * negates normal and DM projectiles | ||
* Invincibility: 1-14f. | |||
|- | |- | ||
! <br>qcf,hcb + [[image:snkb.gif]]<br><br> | |||
|align="center"| 2/16/38 | |||
|align="center"| KD/-21 | |||
! <br>qcf,hcb+[[image:snkb.gif]]<br><br> | |||
|align="center"| | |||
|align="center"| | |||
|align="center"| | |align="center"| | ||
|align="center"| HL | |align="center"| HL | ||
|rowspan="2" colspan="3" | [[image:Choi02_qcfhcbK.png|center]] | |rowspan="2" colspan="3" | [[image:Choi02_qcfhcbK.png|center]] | ||
|rowspan="2"| '''Hou'ou Kyaku - qcf,hcb+K''' | |rowspan="2"| '''Hou'ou Kyaku - qcf,hcb + K''' | ||
* Choi runs forward quickly and if he connects he will do a series of attacks | * Choi runs forward quickly and if he connects he will do a series of attacks | ||
* if it's blocked or misses, he will fall down and can be punished easily | * if it's blocked or misses, he will fall down and can be punished easily | ||
* Invincibility: Complete startup. | |||
|- | |- | ||
! qcf,hcb+[[image:snkd.gif]] | ! qcf,hcb + [[image:snkd.gif]] | ||
|align="center"| | |align="center"| 2/24/38 | ||
|align="center"| | |align="center"| KD/-21 | ||
|align="center"| | |align="center"| | ||
|align="center"| HL | |align="center"| HL | ||
Line 453: | Line 475: | ||
|colspan="9" align="center"| '''SDM''' | |colspan="9" align="center"| '''SDM''' | ||
|- | |- | ||
! qcf,hcb+[[image:snkb.gif]]+[[image:snkd.gif]] | ! qcf,hcb + [[image:snkb.gif]] + [[image:snkd.gif]] | ||
|align="center"| | |align="center"| 2/24/38 | ||
|align="center"| | |align="center"| KD/-21 | ||
|align="center"| | |align="center"| | ||
|align="center"| HL | |||
|colspan="3" | [[image:Choi02_qcfhcbK.png|center]] | |colspan="3" | [[image:Choi02_qcfhcbK.png|center]] | ||
|rowspan="2"| '''Hou'ou Kyaku - qcf,hcb+BD''' | |rowspan="2"| '''Hou'ou Kyaku - qcf,hcb + BD''' | ||
* same properties as his qcf hcb+K DM version, but does way more damage, a bit over 50% of a life bar | * same properties as his qcf hcb + K DM version, but does way more damage, a bit over 50% of a life bar | ||
|- | |- | ||
|colspan="9" align="center"| '''HSDM''' | |colspan="9" align="center"| '''HSDM''' | ||
|- | |- | ||
! hcfx2+[[image:snka.gif]]+[[image:snkc.gif]] | ! hcfx2+[[image:snka.gif]] + [[image:snkc.gif]] | ||
|align="center"| | |align="center"| 18+15+15+15+15+15+15+15/11/17 (projectile: 49/[1+1+3(15)]x6) | ||
|align="center"| | |align="center"| KD/- | ||
|align="center"| | |align="center"| | ||
|align="center"| | |align="center"| | ||
Line 477: | Line 499: | ||
=== Notes === | ==Short Movelist== | ||
* f + B | |||
* Triangle jump. | |||
* (b) f + P | |||
** any direction + P/K x 1-3 (May follow with 2nd and 3rd on startup or active frames.) | |||
* (d) u + P | |||
* qcb + P | |||
** P (Only before the attack hit/block.) | |||
** qcf + K (Same move as air qcf + K. Only during bounce after hit/block.) | |||
* dp + K | |||
* (d) u + K | |||
** Hold K (Same move as (b) f + P, but with other trajectory. Only while touching the wall.) | |||
* 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 | |||
== Notes == | |||
===Cancellable moves=== | |||
* Close: A, B, C | |||
* Far: A | |||
* Crouch: A, C | |||
* Jump: C (1-3) | |||
* CD is cancellable into specials and DMs | * CD is cancellable into specials and DMs | ||
===Super cancellable moves=== | |||
* (d) u + P (1) | |||
===Free cancellable into moves=== | |||
?? | |||
=== Free cancellable out-of moves=== | |||
?? | |||
===Moves with Invincibility=== | |||
?? | |||
=== Moves with autoguard=== | |||
(none) | |||
===Other Notes=== | |||
* C throw is mashable. | |||
== Combos == | == Combos == | ||
=== | === Basic Combos === | ||
* cr.C > | |||
** (d) u + C | |||
** (S)DM qcf hcb + K/BD {1 stock/Max Mode + 1 stock} | |||
* cr.B / cr.A x 2, st.A > (S)DM qcf hcb + K/BD {35%/??%} {1 stock/Max Mode + 1 stock} | |||
* cr.B, cr.A > | |||
** (d) u + C | |||
* cr.A / cl.A / cl.B > dp + B | |||
* j.C (1-3) > air qcf + B {20%} | |||
* f + B, | |||
** st.A > | |||
*** (S)DM qcf hcb + K/BD {35%/??%} {1 stock/Max Mode + 1 stock} | |||
** (S)DM qcf hcb + K/BD {1 stock/Max Mode + 1 stock} | |||
* Opponent in the air: (d) u + D / (b) f + P > f + P/K x 3, | |||
** (d) u + C {48%} (Corner.) | |||
Technically this combo can be started very far away from the corner and if executed fully, will take the opponent to the corner. | |||
2. | * HSDM air hcf hcf + AC, j.CD (Only if HSDM last attack miss and second last hit.) {Max Mode + 1 stock} | ||
=== Max Mode === | |||
* cr.B x 2 >> BC, cr.C > SDM qcf hcb + BD {65%} {3 stocks} | |||
* cl.D >> BC, cr.C > SDM qcf hcb + BD {75%} {3 stocks} | |||
===Combos Notes=== | |||
* cr.B x 2, st.A > DM qcf hcb + K | |||
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. | |||
* cr.C > DM qcf hcb + K | |||
Used for punishing and for hit confirming the crouch C poke (which isn't hard since it has many cancel frames). | |||
* cr.B x 2 >> BC, cr.C > SDM qcf hcb + BD {65%} | |||
Tricky combo. It must be input as d + B x 2, d + C~B, qcf hcb + BD. The combo does huge damage and is not hard to hit confirm. | |||
* j.C > air qcf + B | |||
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). | |||
* f + B, | |||
** st.A > DM qcf hcb + B | |||
** DM qcf hcb + B | |||
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. | |||
* cl.D >> BC, cr.C > SDM 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. | |||
* HSDM air hcf hcf + AC, j.CD | |||
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. | |||
== Strategies == | == Strategies == | ||
Line 537: | Line 654: | ||
=== Billy === | === Billy === | ||
* Countering crouch A and hcf+P | * 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. | 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 | * 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. | 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. | ||
Latest revision as of 23:28, 23 July 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
- Triangle jump.
- (b) f + P
- any direction + P/K x 1-3 (May follow with 2nd and 3rd on startup or active frames.)
- (d) u + P
- qcb + P
- P (Only before the attack hit/block.)
- qcf + K (Same move as air qcf + K. Only during bounce after hit/block.)
- dp + K
- (d) u + K
- Hold K (Same move as (b) f + P, but with other trajectory. Only while touching the wall.)
- 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
Notes
Cancellable moves
- Close: A, B, C
- Far: A
- Crouch: A, C
- Jump: C (1-3)
- CD is cancellable into specials and DMs
Super cancellable moves
- (d) u + P (1)
Free cancellable into moves
??
Free cancellable out-of moves
??
Moves with Invincibility
??
Moves with autoguard
(none)
Other Notes
- C throw is mashable.
Combos
Basic Combos
- cr.C >
- (d) u + C
- (S)DM qcf hcb + K/BD {1 stock/Max Mode + 1 stock}
- cr.B / cr.A x 2, st.A > (S)DM qcf hcb + K/BD {35%/??%} {1 stock/Max Mode + 1 stock}
- cr.B, cr.A >
- (d) u + C
- cr.A / cl.A / cl.B > dp + B
- j.C (1-3) > air qcf + B {20%}
- f + B,
- st.A >
- (S)DM qcf hcb + K/BD {35%/??%} {1 stock/Max Mode + 1 stock}
- (S)DM qcf hcb + K/BD {1 stock/Max Mode + 1 stock}
- st.A >
- Opponent in the air: (d) u + D / (b) f + P > f + P/K x 3,
- (d) u + C {48%} (Corner.)
Technically this combo can be started very far away from the corner and if executed fully, will take the opponent to the corner.
- HSDM air hcf hcf + AC, j.CD (Only if HSDM last attack miss and second last hit.) {Max Mode + 1 stock}
Max Mode
- cr.B x 2 >> BC, cr.C > SDM qcf hcb + BD {65%} {3 stocks}
- cl.D >> BC, cr.C > SDM qcf hcb + BD {75%} {3 stocks}
Combos Notes
- cr.B x 2, st.A > DM qcf hcb + K
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.
- cr.C > DM qcf hcb + K
Used for punishing and for hit confirming the crouch C poke (which isn't hard since it has many cancel frames).
- cr.B x 2 >> BC, cr.C > SDM qcf hcb + BD {65%}
Tricky combo. It must be input as d + B x 2, d + C~B, qcf hcb + BD. The combo does huge damage and is not hard to hit confirm.
- j.C > air qcf + B
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).
- f + B,
- st.A > DM qcf hcb + B
- DM qcf hcb + B
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.
- cl.D >> BC, cr.C > SDM 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.
- HSDM air hcf hcf + AC, j.CD
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.
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.