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== Introduction == | == Introduction == | ||
{| | {{CvS2 Character Subnav|char=Chang|short=Chang}} | ||
<div> | |||
[[File:CVS2_Chang_Data.png|right|500px]] | |||
== Story == | == Story == | ||
'''Chang Koehan''' and '''Choi Bounge''' are a pair of convicted felons from South Korea who, one day, escaped from prison easily. While they had no issue from the police, the justice warrior Kim Kaphwan defeated them swiftly. In an effort to rehabilitate them, he started his Rehabilitation Process, where he would teach them to use their skills for justice and not for crime. Also, he would teach them taekwondo. Neither Chang nor Choi are fans of this idea, and constantly look to escape their harsh teacher. However, Kim's teachings are taking hold. Chang has mellowed out from a terrifying criminal to a silly and goofy man, and Choi has went from unbearable to just mildly unpleasant. In the KOF series, both character's can perform Kim's signature Hienzan, however they don't bring this skill to CvS2. | '''Chang Koehan''' and '''Choi Bounge''' are a pair of convicted felons from South Korea who, one day, escaped from prison easily. While they had no issue from the police, the justice warrior Kim Kaphwan defeated them swiftly. In an effort to rehabilitate them, he started his Rehabilitation Process, where he would teach them to use their skills for justice and not for crime. Also, he would teach them taekwondo. Neither Chang nor Choi are fans of this idea, and constantly look to escape their harsh teacher. However, Kim's teachings are taking hold. Chang has mellowed out from a terrifying criminal to a silly and goofy man, and Choi has went from unbearable to just mildly unpleasant. In the KOF series, both character's can perform Kim's signature Hienzan, however they don't bring this skill to CvS2. | ||
== Gameplay == | == Gameplay == | ||
Chang | Chang is a very interesting character. He's not a puppet character, rather an assist character, using Choi to create a wall of pressure. Chang himself has very high damage output and serviceable tools, like his swinging ball special. His buttons are okay at best, meaning that Chang in neutral relies on Choi to give him a good mixup. With RCs, Chang is a decent character. RC Choi moves means that attempts to hit Chang out of the start-up of the Choi attacks will whiff. With the threat of Choi on the screen, you can pick and choose what to do, either push a block string/mixup, or get away and zone. | ||
It's crucial to always have Choi available for any situation in neutral. Choi's tornado special is a great anti-air, his drill special is a great combo tool and more important a way to give Chang free space, and Choi himself has his own hurtbox, meaning he can be hit out of any move he is doing. Luckily, there is no setback to this aside from a small cooldown, and single hitting attacks get their hit absorbed, so Chang can still safely push pressure. | |||
When Chang has the opponent cornered, he can really show off his strength. His corner pressure with Choi is extremely oppressive and hard to escape. With Choi essentially also acting as a shield, single hitting attacks will be absorbed by Choi, giving Chang a free punish. Chang has some very swaggy corner combos that deal very high damage, but they are difficult to land. Overall, Chang is pretty difficult to use since you always have to use Choi when available and working around that, but he can put in work. | |||
=== Groove Selection === | === Groove Selection === | ||
Chang | '''Best - C/N:''' Chang is surprisingly versatile between Grooves. Generally, C-Chang and N-Chang are considered his strongest Grooves. C-Chang gets strong neutral, and consistent access to his supers. While Chang struggles to get consistent knockdowns meterless, his super helps with this a lot, and Choi super is very strong as a way to chip out opponents and force mixups. His level 2 to level 1 cancel does insane damage as well, making it a much scarier punish. Roll also gives him RC Ball and RC Choi specials, which are very useful. N-Groove maintains his access to supers and rolls, but gives him extra movement ability which greatly enhances his mixup. In exchange, he loses the high damage level 2 cancel and access to airblock. | ||
K-Chang, A-Chang, and S-Chang are all very viable Grooves as well. K-Chang loses roll and consistent super access for scarier movement, and JD lets him punish things using his command grab or super more often. Rage can be scary, as Chang's damage becomes much more respectable, but you lose access to rolls and basically never use Choi super. A-Chang never supers in general, but gets access to one of the highest damage CC's in the game, and has a lot of versatile ways to use it. CC mixed with Choi pressure is especially scary, but you sacrifice using supers at all. S-Chang gets as many supers as he wants at low health, and this isn't a huge risk for a top tier health character. He can safely charge in neutral as well, and throwing out Choi can cover his charge making it much safer than the usual S-Groove character. Infinite Choi super is scary, but you lose out on consistent meter gain and have to deal with S-Groove mechanics in general. | '''Useful - K/A/S:''' K-Chang, A-Chang, and S-Chang are all very viable Grooves as well. K-Chang loses roll and consistent super access for scarier movement, and JD lets him punish things using his command grab or super more often. Rage can be scary, as Chang's damage becomes much more respectable, but you lose access to rolls and basically never use Choi super. A-Chang never supers in general, but gets access to one of the highest damage CC's in the game, and has a lot of versatile ways to use it. CC mixed with Choi pressure is especially scary, but you sacrifice using supers at all. S-Chang gets as many supers as he wants at low health, and this isn't a huge risk for a top tier health character. He can safely charge in neutral as well, and throwing out Choi can cover his charge making it much safer than the usual S-Groove character. Infinite Choi super is scary, but you lose out on consistent meter gain and have to deal with S-Groove mechanics in general. | ||
P-Chang is much, much worse in comparison. Parries are useful, but they are the only benefit, and Chang isn't a scary punish character so they don't benefit him much at all. Lack of supers, weak meter build, and no real defensive or offensive options besides parry makes P-Chang easily the worst. | '''Worst - P:''' P-Chang is much, much worse in comparison. Parries are useful, but they are the only benefit, and Chang isn't a scary punish character so they don't benefit him much at all. Lack of supers, weak meter build, and no real defensive or offensive options besides parry makes P-Chang easily the worst. | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
|intro= | |intro= | ||
--------------------------- | --------------------------- | ||
'''Chang | '''Chang''' is a unique tanky assist character, with Chang piloting and Choi giving assists. Powerful mixups, guard crush strings, and scary pressure mixed with tanky defense and big buttons make them scary. You have to deal with Chang's slow movement and poor combo potential however. Chang's best groove is '''C-Groove'''. | ||
'''Difficulty''': Hard<br>'''Tier''': B- | |||
|pros= | |pros= | ||
* '''Pressure and Mixups:''' Chang can force you to block Choi's actions, and can punish your response to them. This puts you in the situation of blocking Choi again, where he can either command grab you or just do more Choi specials and destroy your guard bar | * '''Pressure and Mixups:''' Chang can force you to block Choi's actions, and can punish your response to them. This puts you in the situation of blocking Choi again, where he can either command grab you or just do more Choi specials and destroy your guard bar | ||
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}} | }} | ||
== | === Players to Watch === | ||
=== Far Normals | {| class="wikitable" | ||
|- | |||
! Name !! Country !! Groove !! Accounts !! Notes | |||
|- | |||
| 178 || Japan || C-Groove || Twitter: @chandesogeese || Skilled with many weird characters, 178 employs a lot of good fundamentals and using Choi to shadow his very sluggish movement. <br> [https://youtu.be/t0TNum-0fxU?t=169 Sample Match] | |||
|- | |||
| Tobari || Japan || C-Groove || Twitter: @cvs2event_Tobari || Lands ridiculous Chang combos. Mostly known for his Zangief and Rolento. <br> [https://youtu.be/twgAlyIrl3c?t=116 Sample Match] | |||
|- | |||
| SilentScope88 || USA || K-Groove || Twitter: @silentscope88 <br> Youtube: silentscope88 <br> Discord: Silentscope88#7008 || USA's low tier hero. Puts in a ton of work with his odd K team and runs very scary offense with Chang's low jumps. <br> [https://youtu.be/6px7-q7o9yU Sample Match] | |||
|- | |||
| Chari || Japan || K-Groove || N/A || Though he is mostly known for his C-Groove play, Chari has a very strong K-Chang and uses his offensive capabilities to it's fullest. <br> [https://youtu.be/WXKTfRHfjXU Sample Match] | |||
|- | |||
|} | |||
<br><br> | |||
== Far Normals == | |||
=== <span class="invisible-header">5LP</span> === | === <span class="invisible-header">5LP</span> === | ||
{{MoveData | {{MoveData | ||
Line 237: | Line 224: | ||
}} | }} | ||
== Close Normals == | |||
=== <span class="invisible-header">clLP</span> === | === <span class="invisible-header">clLP</span> === | ||
{{MoveData | {{MoveData | ||
Line 406: | Line 393: | ||
}} | }} | ||
== Crouching Normals == | |||
=== <span class="invisible-header">2LP</span> === | === <span class="invisible-header">2LP</span> === | ||
{{MoveData | {{MoveData | ||
Line 578: | Line 564: | ||
}} | }} | ||
== Jumping Normals == | |||
=== <span class="invisible-header">jLP</span> === | === <span class="invisible-header">jLP</span> === | ||
{{MoveData | {{MoveData | ||
Line 691: | Line 677: | ||
}} | }} | ||
== <span class="invisible-header">jMK</span> == | |||
{{MoveData | {{MoveData | ||
| name = Jump Forward | | name = Jump Forward | ||
Line 747: | Line 733: | ||
}} | }} | ||
== Command Normals == | |||
=== <span class="invisible-header">Hit and Run</span> === | === <span class="invisible-header">Hit and Run</span> === | ||
{{MoveData | {{MoveData | ||
Line 776: | Line 762: | ||
}} | }} | ||
== Throws == | |||
=== <span class="invisible-header">Hagan Geki</span> === | === <span class="invisible-header">Hagan Geki</span> === | ||
{{MoveData | {{MoveData | ||
Line 851: | Line 837: | ||
}} | }} | ||
== Special Moves == | |||
=== <span class="invisible-header">Tekkyu Daikaiten</span> === | |||
{{MoveData | |||
| name = Tekkyu Daikaiten | |||
| input = Mash P, PPP to cancel | |||
| subtitle = Ball Spin | |||
| image = CVS2_Chang_PPP.PNG | |||
| caption = Yes, the active data is real | |||
| linkname = Tekkyu Daikaiten | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Mash {{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 1100 | |||
| stun = 0 | |||
| cancel = {{Icon-Capcom|P}}{{Icon-Capcom|P}}{{Icon-Capcom|P}} to cancel | |||
| guard = Mid | |||
| parry = High | |||
| startup = 5 | |||
| active = 5~130 | |||
| recovery = 32 | |||
| total = 167 | |||
| advHit = -DWN | |||
| advBlock = -4 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = Mash {{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 1100 | |||
| stun = 0 | |||
| cancel = {{Icon-Capcom|P}}{{Icon-Capcom|P}}{{Icon-Capcom|P}} to cancel | |||
| guard = Mid | |||
| parry = High | |||
| startup = 5 | |||
| active = 5~190 | |||
| recovery = 32 | |||
| total = 227 | |||
| advHit = -DWN | |||
| advBlock = -4 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = Mash {{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 1100 | |||
| stun = 0 | |||
| cancel = {{Icon-Capcom|P}}{{Icon-Capcom|P}}{{Icon-Capcom|P}} to cancel | |||
| guard = Mid | |||
| parry = High | |||
| startup = 5 | |||
| active = 5~250 | |||
| recovery = 32 | |||
| total = 287 | |||
| advHit = -DWN | |||
| advBlock = -4 | |||
| invul = None | |||
| description = Chang spins his wrecking ball above his head for an unreasonably long time. You can cancel these at any point by pressing all 3 punches. Great specials for neutral, anti-air, anti-zoning, combos, pressure, you name it. In neutral, these function as hard to contest active tools that Chang can cancel at any point and block. They're hard to hit while Chang is spinning, and since you can't always tell when he cancels them, punishing the recovery is hard. They also delete projectiles, and good Chang players will roll cancel these (input as {{Icon-Capcom|HP}}, {{Icon-Capcom|MP}}, {{Icon-Capcom|LP}}, {{Icon-Capcom|LP}}+{{Icon-Capcom|LK}}, {{Icon-Capcom|HP}}) to make them fully invulnerable and even more annoying. In pressure you can use these to chip opponents out, and get a mixup as a scared opponent won't challenge them. If roll cancelled, there's very little they can do about this. Also, these function as meterless combo enders from Chang's 2LP and 2HP. | |||
}} | |||
}} | |||
Chang' | === <span class="invisible-header">Tekkyu Funsai Geki</span> === | ||
{{MoveData | |||
| name = Tekkyu Funsai Geki | |||
| input = [4]6P | |||
| subtitle = Ball Throw | |||
| image = CVS2_Chang_46P_First.PNG | |||
| caption = The Windup | |||
| image2 = CVS2_Chang_46P_Second.PNG | |||
| caption2 = The Toss | |||
| linkname = | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Charge {{Motion|b}},{{Motion|f}}+{{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 1500 | |||
| stun = 15 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 36 | |||
| active = 4 | |||
| recovery = 32 | |||
| total = 72 | |||
| advHit = -DWN | |||
| advBlock = -12 | |||
| invul = 7~22 (Full) | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = Charge {{Motion|b}},{{Motion|f}}+{{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 1600 | |||
| stun = 16 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 38 | |||
| active = 4 | |||
| recovery = 32 | |||
| total = 74 | |||
| advHit = -DWN | |||
| advBlock = -12 | |||
| invul = 7~24 (Full) | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = Charge {{Motion|b}},{{Motion|f}}+{{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 1700 | |||
| stun = 17 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 40 | |||
| active = 4 | |||
| recovery = 32 | |||
| total = 76 | |||
| advHit = -DWN | |||
| advBlock = -12 | |||
| invul = 7~26 (Full) | |||
| description = Chang reels back and tosses the wrecking ball. Not much use really: the invincibility is short and isn't reversal, and the long startup makes it hard to punish anything with it. Functional fireball punish when you have charge, but needs to be done with a bit of specific timing, and you would rather RC Ball Spin for that if you can. Very risky on whiff, and pretty bad on block as well. Avoid using these often. | |||
}} | |||
}} | |||
=== <span class="invisible-header">Dai Hakai Nage</span> === | |||
- | {{MoveData | ||
Chang | | name = Dai Hakai Nage | ||
| input = 632146P | |||
| subtitle = Command Grab | |||
| image = CVS2_Chang_632146P.PNG | |||
| caption = | |||
| linkname = Dai Hakai Nage | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|63214}}{{Motion|f}}+{{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 200x7+800 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Grab | |||
| parry = Grab | |||
| startup = 5 | |||
| active = 1 | |||
| recovery = 20 | |||
| total = 26 | |||
| advHit = -DWN | |||
| advBlock = Grab | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|63214}}{{Motion|f}}+{{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 200x7+900 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Grab | |||
| parry = Grab | |||
| startup = 5 | |||
| active = 1 | |||
| recovery = 20 | |||
| total = 26 | |||
| advHit = -DWN | |||
| advBlock = Grab | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|63214}}{{Motion|f}}+{{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 200x7+1000 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Grab | |||
| parry = Grab | |||
| startup = 5 | |||
| active = 1 | |||
| recovery = 20 | |||
| total = 26 | |||
| advHit = -DWN | |||
| advBlock = Grab | |||
| invul = None | |||
| description = Chang grabs the opponent and slams them around a comical amount of times. Damaging and useful command grab, as while it isn't the fastest in the game, Choi pressure makes it much more of a threat. The LP version does the least damage, but has 88 pixels of range. The MP version has 80 pixels, and the HP version does the most damage but only has 72 pixels of range. You'll usually stick to the LP version for punishes and the HP version for mixups. Punishing with this isn't bad, as it gives a good knockdown and does alright damage. | |||
}} | |||
}} | |||
=== <span class="invisible-header">Tatsumaki Shippuzan</span> === | |||
- | {{MoveData | ||
Chang | | name = Tatsumaki Shippuzan | ||
| input = 63214K | |||
| subtitle = Spin, Tornado | |||
| image = CVS2_Chang_63214K.PNG | |||
| caption = | |||
| linkname = Tatsumaki Shippuzan | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|63214}}+{{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 400x2 | |||
| stun = 4x2 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4 | |||
| active = Traveling | |||
| recovery = 34 | |||
| total = 38 | |||
| advHit = -DWN | |||
| advBlock = +2 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|63214}}+{{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 300x3 | |||
| stun = 3x3 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 6 | |||
| active = Traveling | |||
| recovery = 32 | |||
| total = 38 | |||
| advHit = -DWN | |||
| advBlock = +4 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|63214}}+{{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 300x4 | |||
| stun = 3x4 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 8 | |||
| active = Traveling | |||
| recovery = 36 | |||
| total = 44 | |||
| advHit = -DWN | |||
| advBlock = +6 | |||
| invul = None | |||
| description = Choi runs forward and spins his way up into the sky. The different versions send Choi up at different angles, with the LK being a bit closer to Chang and the HK being farther away. Key special for Chang, and largely the basis of Choi pressure as a whole. This move is quite plus on block, and the rising active hitbox catches a lot of escape routes. You really want them to block this, as you can go in and do a mixup or get pressure/chip damage. Has only one drawback in that it's a long total duration where you can't use Choi, but the chip is usually worth it and Choi recovers fast enough to still continue pressure usually. Also a solid tool to cover Chang's approach in neutral, anti-air, zone with, etc etc etc. Very versatile and powerful special, use and abuse this. | |||
}} | |||
}} | |||
=== <span class="invisible-header">Shisso Kuretsuzan</span> === | |||
- | {{MoveData | ||
| name = Shisso Kuretsuzan | |||
| input = 623K | |||
| subtitle = Slash | |||
| image = CVS2_Chang_623K.PNG | |||
| caption = | |||
| linkname = Shisso Kuretsuzan | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|623}}+{{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 1100 | |||
| stun = 11 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 23 | |||
| active = Traveling | |||
| recovery = 15 | |||
| total = 38 | |||
| advHit = -DWN | |||
| advBlock = +23 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|623}}+{{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 1200 | |||
| stun = 12 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 23 | |||
| active = 23~40 | |||
| recovery = 15 | |||
| total = 38~78 | |||
| advHit = -DWN | |||
| advBlock = +23 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|623}}+{{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 1300 | |||
| stun = 13 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 23 | |||
| active = 23~55 | |||
| recovery = 15 | |||
| total = 38~93 | |||
| advHit = -DWN | |||
| advBlock = +23 | |||
| invul = None | |||
| description = Chang sends Choi running forward. The LK version is a fixed distance move, but the MK and HK versions will either activate once in proximity of the opponent or run to a fixed distance. LK is right in front of Chang, MK is halfscreen, HK is fullscreen. The other extremely useful summon. Functions almost like a fireball, as Choi runs forward and threatens to catch the opponent while Chang can sit back for a bit or approach behind him. VERY plus on block, and recover fast, making them good in Choi pressure. Only a single hit however, and much worse at catching jumps and buttons since the hitbox around Choi isn't as big or active. Use these to zone, approach, and run another mixup. | |||
}} | |||
}} | |||
=== <span class="invisible-header">Hisho Kuretsuzan</span> === | |||
- | {{MoveData | ||
Chang | | name = Hisho Kuretsuzan | ||
| input = 41236K | |||
| subtitle = Dive | |||
| image = CVS2_Chang_41236K.PNG | |||
| caption = | |||
| linkname = Hisho Kuretsuzan | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|41236}}+{{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 1000 | |||
| stun = 10 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 36+2 | |||
| active = Traveling | |||
| recovery = - | |||
| total = 38+ | |||
| advHit = +68~ | |||
| advBlock = +68~ | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|41236}}+{{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 1100 | |||
| stun = 11 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 36+2 | |||
| active = Traveling | |||
| recovery = - | |||
| total = 38+ | |||
| advHit = +68~ | |||
| advBlock = +68~ | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|41236}}+{{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 1200 | |||
| stun = 12 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 36+2 | |||
| active = Traveling | |||
| recovery = - | |||
| total = 38+ | |||
| advHit = +70~ | |||
| advBlock = +70~ | |||
| invul = None | |||
| description = A strange special where Choi jumps to the wall behind Chang and then dives forward, drilling his claws into the opponent. The startup is 36 frames to reach the wall and 2 frames to launch. No matter where Chang is, Choi has this exact startup time. Situationally useful, but because of the far backward movement it's a lot harder to use in pressure. It leaves a much larger gap than the other two summon specials, which gives your opponent a better chance to escape. It also only hits once, and doesn't do much in the way of chip damage or guard damage. Instead, use this when Chang is in the corner as an escape, or as a way to bully people respecting the other two summons too much. This is also the only summon that won't knock down, so you can combo this into a super or a 2HK or 3HP. | |||
}} | |||
}} | |||
== Supers == | |||
=== <span class="invisible-header">Tekkyu Dai Bousou</span> === | |||
{{MoveData | |||
| name = Tekkyu Dai Bousou | |||
| input = 2363214P | |||
| subtitle = Rush Super, Chang Super | |||
| image = CVS2_Chang_2363214P.PNG | |||
| caption = | |||
| linkname = Tekkyu Dai Bousou | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|236}}{{Motion|63214}}+{{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 3300~4000 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4:4 | |||
| active = 6 | |||
| recovery = 70 | |||
| total = 84 | |||
| advHit = -DWN | |||
| advBlock = -47 | |||
| invul = 8 (Full) | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|236}}{{Motion|63214}}+{{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 3900~4600 | |||
| stun = 0 | |||
| cancel = SP/SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4:4 | |||
| active = 16 | |||
| recovery = 70 | |||
| total = 80 | |||
| advHit = -DWN | |||
| advBlock = -47 | |||
| invul = 14 (Full) | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|236}}{{Motion|63214}}+{{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 5200 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4:4 | |||
| active = 26 | |||
| recovery = 70 | |||
| total = 90 | |||
| advHit = -DWN | |||
| advBlock = -47 | |||
| invul = 22 (Full) | |||
| description = Chang attempts a bellyflop on the opponent. If it hits, he goes into a long string of moves with a random ender. Different enders have different damage, but it is complete RNG which one you get. This is a great utility for Chang, as it can be surprisingly easy to combo into and gives him a much higher damage ender and a great knockdown. Should you land a 2LP or a 2HP or a 5LK, confirm into this. Notably, the level 2 to level 1 cancel of this does a large chunk of damage and is very threatening, which is nice since Chang is usually played in C-Groove. This is also nice if you get a guard crush. You can use the reeling punish window of a guard crush and go right into this for great damage. | |||
}} | |||
}} | |||
=== <span class="invisible-header">Shin! Chouzetsu Tatsumaki Sinkuuzan</span> === | |||
{{MoveData | |||
| name = Shin! Chouzetsu Tatsumaki Sinkuuzan | |||
| input = 6321463214K | |||
| subtitle = Tornado Super, Choi Super | |||
- | | image = CVS2_Chang_6321463214K.PNG | ||
| caption = You used to have a guard bar | |||
| linkname = Shin! Chouzetsu Tatsumaki Sinkuuzan | |||
| data = | |||
- | {{AttackData-CvS2 | ||
| version = {{Motion|63214}}{{Motion|63214}}+{{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 2800 | |||
| stun = 0 | |||
=== | | cancel = None | ||
| guard = Mid | |||
| parry = High | |||
- | | startup = 4:40 | ||
| active = Traveling | |||
| recovery = 100 | |||
| total = 144 | |||
| advHit = -DWN | |||
| advBlock = +46 | |||
| invul = 8 (Full) | |||
== | }} | ||
{{AttackData-CvS2 | |||
= | | header = no | ||
| version = {{Motion|63214}}{{Motion|63214}}+{{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 4000 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
' | | startup = 4:40 | ||
| active = Traveling | |||
| recovery = 100 | |||
| total = 144 | |||
| advHit = -DWN | |||
| advBlock = +46 | |||
| invul = 14 (Full) | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|63214}}{{Motion|63214}}+{{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 5600 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4:40 | |||
| active = Traveling | |||
| recovery = 100 | |||
| total = 144 | |||
| advHit = -DWN | |||
| advBlock = +46 | |||
| invul = 22 (Full) | |||
| description = Chang does a very silly pose and sends Choi out to do a massive tornado spin. Puts the opponent in blockstun for a few years, and makes their guard bar cry. Does enough in chip to make it almost a combo on it's own as well. The listed frame data is 4 frame superflash, 40 frams for Choi to start spinning, and Chang is stuck in the total duration. You'll set this up meaty usually, since cancelling into it leaves a very reactable and large gap to hit Chang out of. Not only does this destroy the guard bar, but Chang recovers in time to do whatever he wants, usually a jump mixup. Basically, while they block the tornado, you jump. You either do j.HK, 2HP, HP Spinning Ball, or you land and do a low hit or 2LP, 2LP, LP Spinning Ball for chip and guard crush. You can also always tick throw, and run another mixup after that. Being able to save the super for this as a meaty and Chang Super when you get a punish is a big reason C-Chang is the best. | |||
}} | |||
}} | |||
== Colors == | == Colors == | ||
[[File:Chang_CvS2_colors.png]] | [[File:Chang_CvS2_colors.png]] | ||
{{Navbox-CvS2}} | {{Navbox-CvS2}} | ||
[[Category:Capcom vs SNK 2]] | [[Category:Capcom vs SNK 2]] | ||
[[Category:Chang]] |
Latest revision as of 01:53, 10 July 2023
Introduction
Story
Chang Koehan and Choi Bounge are a pair of convicted felons from South Korea who, one day, escaped from prison easily. While they had no issue from the police, the justice warrior Kim Kaphwan defeated them swiftly. In an effort to rehabilitate them, he started his Rehabilitation Process, where he would teach them to use their skills for justice and not for crime. Also, he would teach them taekwondo. Neither Chang nor Choi are fans of this idea, and constantly look to escape their harsh teacher. However, Kim's teachings are taking hold. Chang has mellowed out from a terrifying criminal to a silly and goofy man, and Choi has went from unbearable to just mildly unpleasant. In the KOF series, both character's can perform Kim's signature Hienzan, however they don't bring this skill to CvS2.
Gameplay
Chang is a very interesting character. He's not a puppet character, rather an assist character, using Choi to create a wall of pressure. Chang himself has very high damage output and serviceable tools, like his swinging ball special. His buttons are okay at best, meaning that Chang in neutral relies on Choi to give him a good mixup. With RCs, Chang is a decent character. RC Choi moves means that attempts to hit Chang out of the start-up of the Choi attacks will whiff. With the threat of Choi on the screen, you can pick and choose what to do, either push a block string/mixup, or get away and zone.
It's crucial to always have Choi available for any situation in neutral. Choi's tornado special is a great anti-air, his drill special is a great combo tool and more important a way to give Chang free space, and Choi himself has his own hurtbox, meaning he can be hit out of any move he is doing. Luckily, there is no setback to this aside from a small cooldown, and single hitting attacks get their hit absorbed, so Chang can still safely push pressure.
When Chang has the opponent cornered, he can really show off his strength. His corner pressure with Choi is extremely oppressive and hard to escape. With Choi essentially also acting as a shield, single hitting attacks will be absorbed by Choi, giving Chang a free punish. Chang has some very swaggy corner combos that deal very high damage, but they are difficult to land. Overall, Chang is pretty difficult to use since you always have to use Choi when available and working around that, but he can put in work.
Groove Selection
Best - C/N: Chang is surprisingly versatile between Grooves. Generally, C-Chang and N-Chang are considered his strongest Grooves. C-Chang gets strong neutral, and consistent access to his supers. While Chang struggles to get consistent knockdowns meterless, his super helps with this a lot, and Choi super is very strong as a way to chip out opponents and force mixups. His level 2 to level 1 cancel does insane damage as well, making it a much scarier punish. Roll also gives him RC Ball and RC Choi specials, which are very useful. N-Groove maintains his access to supers and rolls, but gives him extra movement ability which greatly enhances his mixup. In exchange, he loses the high damage level 2 cancel and access to airblock.
Useful - K/A/S: K-Chang, A-Chang, and S-Chang are all very viable Grooves as well. K-Chang loses roll and consistent super access for scarier movement, and JD lets him punish things using his command grab or super more often. Rage can be scary, as Chang's damage becomes much more respectable, but you lose access to rolls and basically never use Choi super. A-Chang never supers in general, but gets access to one of the highest damage CC's in the game, and has a lot of versatile ways to use it. CC mixed with Choi pressure is especially scary, but you sacrifice using supers at all. S-Chang gets as many supers as he wants at low health, and this isn't a huge risk for a top tier health character. He can safely charge in neutral as well, and throwing out Choi can cover his charge making it much safer than the usual S-Groove character. Infinite Choi super is scary, but you lose out on consistent meter gain and have to deal with S-Groove mechanics in general.
Worst - P: P-Chang is much, much worse in comparison. Parries are useful, but they are the only benefit, and Chang isn't a scary punish character so they don't benefit him much at all. Lack of supers, weak meter build, and no real defensive or offensive options besides parry makes P-Chang easily the worst.
Chang is a unique tanky assist character, with Chang piloting and Choi giving assists. Powerful mixups, guard crush strings, and scary pressure mixed with tanky defense and big buttons make them scary. You have to deal with Chang's slow movement and poor combo potential however. Chang's best groove is C-Groove. Difficulty: HardTier: B- |
|
Pros | Cons |
|
|
Players to Watch
Name | Country | Groove | Accounts | Notes |
---|---|---|---|---|
178 | Japan | C-Groove | Twitter: @chandesogeese | Skilled with many weird characters, 178 employs a lot of good fundamentals and using Choi to shadow his very sluggish movement. Sample Match |
Tobari | Japan | C-Groove | Twitter: @cvs2event_Tobari | Lands ridiculous Chang combos. Mostly known for his Zangief and Rolento. Sample Match |
SilentScope88 | USA | K-Groove | Twitter: @silentscope88 Youtube: silentscope88 Discord: Silentscope88#7008 |
USA's low tier hero. Puts in a ton of work with his odd K team and runs very scary offense with Chang's low jumps. Sample Match |
Chari | Japan | K-Groove | N/A | Though he is mostly known for his C-Groove play, Chari has a very strong K-Chang and uses his offensive capabilities to it's fullest. Sample Match |
Far Normals
5LP
5MP
5HP
5LK
5MK
5HK
Close Normals
clLP
clMP
clHP
clLK
clMK
5HK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
jLP
jMP
jHP
jLK
jMK
jHK
Command Normals
Hit and Run
Throws
Hagan Geki
Kusari Jime
Special Moves
Tekkyu Daikaiten
Tekkyu Funsai Geki
Dai Hakai Nage
Tatsumaki Shippuzan
Shisso Kuretsuzan
Hisho Kuretsuzan
Supers
Tekkyu Dai Bousou
Shin! Chouzetsu Tatsumaki Sinkuuzan
Colors