The King of Fighters 2003/Chang: Difference between revisions

From SuperCombo Wiki
mNo edit summary
 
(4 intermediate revisions by 2 users not shown)
Line 2: Line 2:


{| class="wikitable" style="float:right; margin-left: 10px;"
{| class="wikitable" style="float:right; margin-left: 10px;"
|-
! align="center" colspan="2" | 장거한 / 張巨漢, Chang Koehan
|-
|-
! align="center" colspan="2" | [[Image:KoF2003Portrait11-Chang.png|Center]]
! align="center" colspan="2" | [[Image:KoF2003Portrait11-Chang.png|Center]]
Line 15: Line 17:
| '''Good LDM?''' || Great
| '''Good LDM?''' || Great
|-
|-
| '''Crouch Height''' || ?
| '''Crouch Height''' || High
|-
| '''Wakeup Speed''' || 27 Frames
|-
| '''Stun Value''' || 1000
|-
|}
|}


Line 28: Line 35:


===Colors===
===Colors===
'''UNDER CONSTRUCTION'''
[[File:KOF2003 Chang Color A.png]]
[[File:Kof2003 Chang Color B.png]]
[[File:KOF2003 Chang Color C.png]]
[[File:KOF2003 Chang Color D.png]]


==Movelist==
==Movelist==
'''UNDER CONSTRUCTION'''
=== Normals ===
=== Normals ===
==== Far Normals ====
==== Far Normals ====
Line 37: Line 46:
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=KOF2003 Chang St.LP.png
|caption=
|caption=
|name=st.A
|name=st.A
Line 62: Line 71:
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=KOF2003 Chang St.LK.png
|caption=
|caption=
|name=st.B
|name=st.B
Line 87: Line 96:
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=KOF2003 Chang St.HP.png
|caption=
|caption=
|name=st.C
|name=st.C
Line 112: Line 121:
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=KOF2003 Chang St.HK.png
|caption=
|caption=
|name=st.D
|name=st.D
Line 139: Line 148:
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=KOF2003 Chang Cl.LP.png
|caption=
|caption=
|name=cl.A
|name=cl.A
Line 164: Line 173:
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=KOF2003 Chang Cl.LK.png
|caption=
|caption=
|name=cl.B
|name=cl.B
Line 189: Line 198:
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=KOF2003 Chang Cl.C.png
|image2=KOF2003 Chang Cl.C 2.png
|caption=
|caption=
|name=cl.C
|name=cl.C
Line 214: Line 224:
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=KOF2003 Chang Cl.D.png
|caption=
|caption=
|name=cl.D
|name=cl.D
Line 241: Line 251:
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=KOF2003 Chang Cr.LP.png
|caption=
|caption=
|name=cr.A
|name=cr.A
Line 266: Line 276:
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=KOF2003 Chang Cr.LK.png
|caption=
|caption=
|name=cr.B
|name=cr.B
Line 291: Line 301:
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=KOF2003 Chang Cr.HP.png
|image2=KOF2003 Chang Cr.HP 2.png
|image3=KOF2003 Chang Cr.HP 3.png
|caption=
|caption=
|name=cr.C
|name=cr.C
Line 316: Line 328:
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=KOF2003 Chang Cr.HK.png
|caption=
|caption=
|name=cr.D
|name=cr.D
Line 444: Line 456:
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=KOF2003 Chang J.LP.png
|caption=
|caption=
|name=dj.A
|name=dj.A
Line 469: Line 481:
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=KOF2003 Chang J.LK.png
|caption=
|caption=
|name=dj.B
|name=dj.B
Line 494: Line 506:
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=KOF2003 Chang J.HP.png
|caption=
|caption=
|name=dj.C
|name=dj.C
Line 519: Line 531:
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=KOF2003 Chang J.HK.png
|caption=
|caption=
|name=dj.D
|name=dj.D
Line 620: Line 632:
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=KOF2003 Chang Hiki Nige (DF+A).png
|caption=
|caption=
|name=Hiki Nige
|name=Hiki Nige
Line 645: Line 657:
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=KOF2003 Chang Tekkyu Geki (j.F+C) 2.png
|caption=
|caption=
|name=Tekkyuu Geki
|name=Tekkyuu Geki
Line 671: Line 683:
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=KOF2003 Chang Tekkyu Dai Kaiten (Mash P).png
|caption=
|caption=
|name=Tekkyuu Dai Kaiten
|name=Tekkyuu Dai Kaiten
Line 715: Line 727:
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=KOF2003 Chang Tekkyu Funsaigeki (ch.B, F+P).png
|caption=
|caption=
|name=Tekkyuu Funsai Geki
|name=Tekkyuu Funsai Geki
Line 757: Line 769:
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=KOF2003 Chang Tekkyu Dai Bokusatsu (QCF+K).png
|image2=KOF2003 Chang Tekkyu Dai Bokusatsu (QCF+K) 2.png
|caption=
|caption=
|name=Tekkyuu Dai Bokusatsu
|name=Tekkyuu Dai Bokusatsu
Line 799: Line 812:
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=KOF2003 Chang Dai Hakai Nage (HCB, F+P).png
|caption=
|caption=
|name=Dai Hakai Nage
|name=Dai Hakai Nage
Line 825: Line 838:
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=KOF2003 Chang Tekkyu Dai Bousou (QCF, HCB+P).png
|caption=
|caption=
|name=Tekkyuu Dai Bousou
|name=Tekkyuu Dai Bousou
Line 874: Line 887:
=== LDM ===
=== LDM ===
{{MoveData
{{MoveData
|image=
|image=KOF2003 Chang Tekkyu Dai Assatsu (CQF+A+C).png
|image2=KOF2003 Chang Tekkyu Dai Assatsu (CQF+A+C) 2.png
|caption=
|caption=
|name=Tekkyuu Dai Assatsu
|name=Tekkyuu Dai Assatsu
Line 897: Line 911:


==Combos==
==Combos==
'''UNDER CONSTRUCTION'''
'''BnBs:'''
* '''cr.Ax2 / st.B / cr.B, hcb,f P'''
 
* '''cr.Ax3, df.A / qcbx2 P / LDM'''
 
* '''cr.C / st.D, mash A~AC'''
 
* '''cr.D, qcf K'''
if your opponent doesn't tech the KND, then go for it.
 
'''MSA Starters:'''
* '''jp.C / jp.D, MSA***
chang doesn't really have an MSA set-up outside of comboing
into it from a jump-in
 
'''MSA Enders:'''
*'''any jp normal'''
universal option
 
* '''LDM'''


==Strategy==
==Strategy==
'''UNDER CONSTRUCTION'''
Chang is designed to be played at around the mid range where his j.CD(j.f+C in this game), j.C, st.A cr.D are all effective. he wants to shut down the opponents movement with his big ass normals, b~f+P and ballspin. st.A is great for stopping hops and as a poke for your opponent to run into. j.CD has a lot of reach and works well both as an air to air and as a air to ground attack at further ranges. j.C hits more below him and comes out faster than j.CD. cr.D is a long range sweep that can be made safe by cancelling it into a immediately stopped ballspin. Once you've made the opponent sit still with your normals/hit them with something and gotten close you can start the second part of his gameplan which is closeup pressure.
 
His best tools for when he has the opponent close and he gets to pressure them are j.B/D, cr.A, cr.B, st.B and his command grab. he gets good hop pressure with j.B/D, j.B is useful because it puts chang close to the opponent while giving him frame advantage, j.D pushes them away a bit more but has more reward on hit. You can then mix up the hopping with all the usual kof goodness like empty jump low with cr.B into ballspin to make it safer(or command grab if you're feeling sure that it will hit), empty jump command grab, another hop button. If they block something and you get pushed out a bit it's not that bad because you're still in Changs preferred range and can start using the midrange tools again.
 
Chang really dislikes being at further ranges than the mid range because he has very little to effectively fight with at that range and he is slow and big so getting in can be a struggle if the opponent has good zoning capabilities. He also really dislikes being up close when the opponent is the one in control because he lacks a reversal (especially in this game where the belly flop super is a LDM) and his fastest button is st.B which is usually 5f startup. he also gets mixed/crossed up/IOH'd easier because he's so big.
 
Chang essentially needs to play a lot of active defence where you try and see what kind of approach your opponent is doing so you can choose the correct tool to stop it, and he then creates advantage and pressure from successful active defence.
Chang is generally strong when he can force the opponent to try and go in on him either by having a life advantage or if they don't happen to have long range tools. Chang is generally weak when he is not in advantage either because he's at a life disadvantage where he has to try and get in and open the opponent up or if they have tools to keep him out of the midrange and attack him at further ranges.
 
for anti airs against full jumps he has his air to air tools like j.C, j.f+C, j.A, and also a really slow upwards strike with the ball in cr.C that can work well preemptively but not so much reactively unless it was against a superjump.
Ballspin another great tool for anti airing, though it is a bit trickier to use because you need to buffer it behind something but if you can get it out in time it has a big hitbox.


===Match Up===
===Match Up===
Line 1,052: Line 1,095:
{{Navbox-KOF2003}}
{{Navbox-KOF2003}}
[[Category:The King of Fighters 2003]]
[[Category:The King of Fighters 2003]]
[[Category:Chang Koehan]]

Latest revision as of 02:33, 13 August 2022

장거한 / 張巨漢, Chang Koehan
Center
Tier Placement B
Ratio Cost (Sarsen) 2 Points (3 Points Leader) of 15
Ratio Cost (China) 5 Points of 20
Best Position Anchor
Good LDM? Great
Crouch Height High
Wakeup Speed 27 Frames
Stun Value 1000

Introduction

「 Chang Koehan 」

Strengths Weaknesses
  • placeholder
  • placeholder

Colors

KOF2003 Chang Color A.png Kof2003 Chang Color B.png KOF2003 Chang Color C.png KOF2003 Chang Color D.png

Movelist

Normals

Far Normals

st.A
Kof.lp.png
KOF2003 Chang St.LP.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -

st.B
Kof.lk.png
KOF2003 Chang St.LK.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -

st.C
Kof.sp.png
KOF2003 Chang St.HP.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -

st.D
Kof.sk.png
KOF2003 Chang St.HK.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -


Close Range Normals

cl.A
Kof.lp.png
KOF2003 Chang Cl.LP.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -

cl.B
Kof.lk.png
KOF2003 Chang Cl.LK.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -

cl.C
Kof.sp.png
KOF2003 Chang Cl.C.png
KOF2003 Chang Cl.C 2.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -

cl.D
Kof.sk.png
KOF2003 Chang Cl.D.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -


Crouching Normals

cr.A
D.pngKof.lp.png
KOF2003 Chang Cr.LP.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -

cr.B
D.pngKof.lk.png
KOF2003 Chang Cr.LK.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Low - - - - - - - - - - - - -

cr.C
D.pngKof.sp.png
KOF2003 Chang Cr.HP.png
KOF2003 Chang Cr.HP 2.png
KOF2003 Chang Cr.HP 3.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - None - - - - - - -

cr.D
D.pngKof.sk.png
KOF2003 Chang Cr.HK.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Low - - - - - - - - - - KD - -


Neutral Jumping Normals

nj.A
U.pngKof.lp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -

nj.B
U.pngKof.lk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -

nj.C
U.pngKof.sp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -

nj.D
U.pngKof.sk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -

Diagonal Jump Normals

dj.A
Ub.png/Uf.png+Kof.lp.png
KOF2003 Chang J.LP.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -

dj.B
Ub.png/Uf.png+Kof.lk.png
KOF2003 Chang J.LK.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -

dj.C
Ub.png/Uf.png+Kof.sp.png
KOF2003 Chang J.HP.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -

dj.D
Ub.png/Uf.png+Kof.sk.png
KOF2003 Chang J.HK.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -

Throws

Hagan Geki
B.png/F.png+Kof.sp.png/Kof.sk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Throw - - - - - - - - - - - - -

MSA

MSA Startup
Qcf.png+Kof.lk.pngKof.sp.png/Kof.sp.pngKof.sk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - Strike/Projectile

MSA Entry
After MSA
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -

Command Normals

Hiki Nige
Df.pngKof.lp.png
KOF2003 Chang Hiki Nige (DF+A).png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -

Tekkyuu Geki
Jump F.pngKof.sp.png
KOF2003 Chang Tekkyu Geki (j.F+C) 2.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -

Special Moves

Tekkyuu Dai Kaiten
Tap P.png
KOF2003 Chang Tekkyu Dai Kaiten (Mash P).png
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.lp.png - - - - - - - - - - - - - - - -
  • Can move left and right during the attack.
  • Able to cancel out the attack by pressing A+C.
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.sp.png - - - - - - - - - - - - - - - -
  • Can move left and right during the attack.
  • Able to cancel out the attack by pressing A+C.

Tekkyuu Funsai Geki
Charge B.png~F.pngP.png
KOF2003 Chang Tekkyu Funsaigeki (ch.B, F+P).png
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.lp.png - - - - - - - - - - - - - - - -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.sp.png - - - - - - - - - - - - - - - -

Tekkyuu Dai Bokusatsu
Qcf.pngK.png
KOF2003 Chang Tekkyu Dai Bokusatsu (QCF+K).png
KOF2003 Chang Tekkyu Dai Bokusatsu (QCF+K) 2.png
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.lk.png - - - - - - - - - - - - - - - -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.sk.png - - - - - - - - - - - - - - - -

Dai Hakai Nage
Hcb.pngF.pngP.png
KOF2003 Chang Dai Hakai Nage (HCB, F+P).png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -

Super Moves

Tekkyuu Dai Bousou
Qcf.pngHcb.pngP.png
KOF2003 Chang Tekkyu Dai Bousou (QCF, HCB+P).png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - - - - - - - - - - - - - - -

Tekkyuu Dai Funsai Geki
Qcb.pngQcb.pngP.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - - - - - - - - - - - - - - -

LDM

Tekkyuu Dai Assatsu
Qcf.pngQcf.pngKof.lp.pngKof.sp.png
KOF2003 Chang Tekkyu Dai Assatsu (CQF+A+C).png
KOF2003 Chang Tekkyu Dai Assatsu (CQF+A+C) 2.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - - - - - - - - - - - - - - -

Combos

BnBs:

  • cr.Ax2 / st.B / cr.B, hcb,f P
  • cr.Ax3, df.A / qcbx2 P / LDM
  • cr.C / st.D, mash A~AC
  • cr.D, qcf K

if your opponent doesn't tech the KND, then go for it.

MSA Starters:

  • jp.C / jp.D, MSA***

chang doesn't really have an MSA set-up outside of comboing into it from a jump-in

MSA Enders:

  • any jp normal

universal option

  • LDM

Strategy

Chang is designed to be played at around the mid range where his j.CD(j.f+C in this game), j.C, st.A cr.D are all effective. he wants to shut down the opponents movement with his big ass normals, b~f+P and ballspin. st.A is great for stopping hops and as a poke for your opponent to run into. j.CD has a lot of reach and works well both as an air to air and as a air to ground attack at further ranges. j.C hits more below him and comes out faster than j.CD. cr.D is a long range sweep that can be made safe by cancelling it into a immediately stopped ballspin. Once you've made the opponent sit still with your normals/hit them with something and gotten close you can start the second part of his gameplan which is closeup pressure.

His best tools for when he has the opponent close and he gets to pressure them are j.B/D, cr.A, cr.B, st.B and his command grab. he gets good hop pressure with j.B/D, j.B is useful because it puts chang close to the opponent while giving him frame advantage, j.D pushes them away a bit more but has more reward on hit. You can then mix up the hopping with all the usual kof goodness like empty jump low with cr.B into ballspin to make it safer(or command grab if you're feeling sure that it will hit), empty jump command grab, another hop button. If they block something and you get pushed out a bit it's not that bad because you're still in Changs preferred range and can start using the midrange tools again.

Chang really dislikes being at further ranges than the mid range because he has very little to effectively fight with at that range and he is slow and big so getting in can be a struggle if the opponent has good zoning capabilities. He also really dislikes being up close when the opponent is the one in control because he lacks a reversal (especially in this game where the belly flop super is a LDM) and his fastest button is st.B which is usually 5f startup. he also gets mixed/crossed up/IOH'd easier because he's so big.

Chang essentially needs to play a lot of active defence where you try and see what kind of approach your opponent is doing so you can choose the correct tool to stop it, and he then creates advantage and pressure from successful active defence. Chang is generally strong when he can force the opponent to try and go in on him either by having a life advantage or if they don't happen to have long range tools. Chang is generally weak when he is not in advantage either because he's at a life disadvantage where he has to try and get in and open the opponent up or if they have tools to keep him out of the midrange and attack him at further ranges.

for anti airs against full jumps he has his air to air tools like j.C, j.f+C, j.A, and also a really slow upwards strike with the ball in cr.C that can work well preemptively but not so much reactively unless it was against a superjump. Ballspin another great tool for anti airing, though it is a bit trickier to use because you need to buffer it behind something but if you can get it out in time it has a big hitbox.

Match Up

UNDER CONSTRUCTION

Kof03bar01ash.jpg

| - Ash:

Kof03bar02duolon.jpg

| - Duo Lon:

Kof03bar03shen.jpg

| - Shen:

Kof03bar04terry.jpg

| - Terry:

Kof03bar05joe.jpg

| - Joe:

Kof03bar06tizoc.jpg

| - Tizoc:

Kof03bar07ryo.jpg

| - Ryo:

Kof03bar08Robert.jpg

| - Robert:

Kof03bar09Yuri.jpg

| - Yuri:

Kof03bar10Kim.jpg

| - Kim:

Kof03bar11Chang.jpg

| - Chang:

Kof03bar12Jhun.jpg

| - Jhun:

Kof03bar13Leona.jpg

| - Leona:

Kof03bar14Ralf.jpg

| - Ralf:

Kof03bar15Clark.jpg

| - Clark:

Kof03bar16Gato.jpg

| - Gato:

Kof03bar17Billy.jpg

| - Billy:

Kof03bar18Yamazaki.jpg

| - Yamazaki:

Kof03bar19King.jpg

| - King:

Kof03bar20Mai.jpg

| - Mai:

Kof03bar21Mary.jpg

| - Mary:

Kof03bar22Benimaru.jpg

| - Benimaru:

Kof03bar23Shingo.jpg

| - Shingo:

Kof03bar24Daimon.jpg

| - Daimon:

Kof03bar25Athena.jpg

| - Athena:

Kof03bar26Hinako.jpg

| - Hinako:

Kof03bar27Malin.jpg

| - Malin:

Kof03bar28K'.jpg

| - K':

Kof03bar29Maxima.jpg

| - Maxima:

Kof03bar30Whip.jpg

| - Whip:

Kof03bar31Kyo.jpg

| - Kyo:

Kof03bar33Chizuru.jpg

| - Chizuru:

Kof03bar34KUSANAGI.jpg

| - KUSANAGI:

Kof03bar35Maki.jpg

| - Maki:

Kof03bar36Adelheid.jpg

| - Adelheid:

Kof03bar37Mukai.jpg

| - Mukai:


Game Navigation

General
Controls
Notation
HUD
System
FAQ
Characters
Ash
Athena
Benimaru
Billy
Chang
Chizuru
Clark
Daimon
Duo Lon
Gato
Hinako
Iori
Jhun
Joe
K'
Kim
King
Kusanagi
Kyo
Leona
Mai
Malin
Mary
Maxima
Ralf
Robert
Ryo
Shen
Shingo
Terry
Tizoc
Whip
Yamazaki
Yuri
Console/Cheats/Rom Hacks Only
Adelheid
Maki
Mukai