The King of Fighters 2002/Choi: Difference between revisions

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'''Anywhere:'''<br>
'''Anywhere:'''<br>
1. Jump C, Crouch C, _d u+C - 35% (more damage in corner)<br>
1. Crouch BB, Far A(Buffer:qcf+A), qcf hcb+K(Buffer:qcb+K) - 33%<br>
2. Jump C, qcf+B, A(Buffer:qcf+A), qcf hcb+K/BD(Buffer:qcb+K/BD) - 45%<br>
2. f+B, Crouch D - 20%<br>
3. f+B, A(Buffer:qcf+A), qcf hcb+K(Buffer:qcb+K) - 45%<br>
3. f+B, Far A(Buffer:qcf+A), qcf hcb+K(Buffer:qcb+K) - 45%<br>
4. Crouch B, Crouch A, far A(Buffer:qcf+A), qcf hcb+K(Buffer:qcb+K) - 33%
4. Crouch B, Crouch A, Far A(Buffer:qcf+A), qcf hcb+K(Buffer:qcb+K) - 33%<br>
5.(Opponent in air) _b f+P, f+Px4, (opponent in corner), _d u+C - 47%


'''Max mode''' <br>
'''Corner:'''<br>
1. qcb+P(5), qcf+B, A(Buffer:qcf+A), qcf hcb+K/BD(Buffer:qcb+K/BD) -  
1. Jump C, qcf+B(air), Far A(Buffer:qcf+A), qcf hcb+K(Buffer:qcb+K) - 50%
 
'''Maxmode:'''<br>
1. Crouch BB, BC, Crouch C, qcf hcb+BD - 60%


'''Attack Strings:'''<br>
'''Attack Strings:'''<br>
1. Crouch B, AA, f+B, A (repeat)<br>
1. Crouch BB, Far A, f+B, Far A, f+B (repeat)<br>
2. Jump C, qcf+B(air), A
2. Jump C, qcf+B, Far A (Corner)


'''Move Properties:'''<br>
'''Move Properties:'''<br>
-cancellable normals are close A, far A, crouch A, close B, close C, crouch C, jump C<br>
-cancellable normals are close A, far A, crouch A, close B, close C, crouch C, jump C<br>
-CD is cancellable into specials and DMs<br>
-CD is cancellable into specials and DMs<br>
-_d u+P is supercancellable on the first hit <br>
-free cancellable into moves are dp+K and qcf+K(air)<br>
- f+B is very good at hopping over lows.
-free cancellable out-of moves are f+B, qcb+P, P followup of qcb+P, _b f+P and _d u+K and it's f+P followups, and _d u+P<br>
-_d u+P is supercancellable on the first hit<br>
-hcbx2+P is a hard knockdown


'''Strategies''' <br>
'''Strategies:''' <br>
- jump around. a lot. <br>
 
- j.C crosses up ambiguously and then combos into super<br>
-jump C is a one of the best crossup moves in the game. It will almost always crossup, even if it looks like Choi has jumped too far away from his opponent. In addition, it can hit multiple times (up to three times if done very early in a jump). Since the move hits multiple times, the opponent is forced to block in different directions for each attack. The move also has decent priority and range, hitting most people out of their anti-airs. It can be cancelled into his air qcf+K as well. Jump C alone can make fighting Choi a nightmare
-his hcbx2+P is a great DM to use to chip an opponent to death who is in the corner. They cannot roll through this DM. He also has invincibility during this super (although not at startup)
- sf.A is a retarded poke. <br>
- sf.A is a retarded poke. <br>
- press A. a lot. then throw in f+B and press A some more. If anything hits press A again and cancel to super<br>
- press A. a lot. then throw in f+B and press A some more. If anything hits press A again and cancel to super<br>
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- if your opponent has a command throw avoid the chip throw shenanigans<br>
- if your opponent has a command throw avoid the chip throw shenanigans<br>
- know your opponent. Neither the qcb+P nor j.qcf+K is exactly safe, if he's punishing you 100% with more damage than your chipping is doing, stop.<br>
- know your opponent. Neither the qcb+P nor j.qcf+K is exactly safe, if he's punishing you 100% with more damage than your chipping is doing, stop.<br>
Notes:
-during HSDM hcfx2+AC(air), he can easily be countered by anti-airs and autoguard moves

Revision as of 10:56, 15 June 2006

Anywhere:
1. Crouch BB, Far A(Buffer:qcf+A), qcf hcb+K(Buffer:qcb+K) - 33%
2. f+B, Crouch D - 20%
3. f+B, Far A(Buffer:qcf+A), qcf hcb+K(Buffer:qcb+K) - 45%
4. Crouch B, Crouch A, Far A(Buffer:qcf+A), qcf hcb+K(Buffer:qcb+K) - 33%
5.(Opponent in air) _b f+P, f+Px4, (opponent in corner), _d u+C - 47%

Corner:
1. Jump C, qcf+B(air), Far A(Buffer:qcf+A), qcf hcb+K(Buffer:qcb+K) - 50%

Maxmode:
1. Crouch BB, BC, Crouch C, qcf hcb+BD - 60%

Attack Strings:
1. Crouch BB, Far A, f+B, Far A, f+B (repeat)
2. Jump C, qcf+B, Far A (Corner)

Move Properties:
-cancellable normals are close A, far A, crouch A, close B, close C, crouch C, jump C
-CD is cancellable into specials and DMs
-free cancellable into moves are dp+K and qcf+K(air)
-free cancellable out-of moves are f+B, qcb+P, P followup of qcb+P, _b f+P and _d u+K and it's f+P followups, and _d u+P
-_d u+P is supercancellable on the first hit
-hcbx2+P is a hard knockdown

Strategies:

-jump C is a one of the best crossup moves in the game. It will almost always crossup, even if it looks like Choi has jumped too far away from his opponent. In addition, it can hit multiple times (up to three times if done very early in a jump). Since the move hits multiple times, the opponent is forced to block in different directions for each attack. The move also has decent priority and range, hitting most people out of their anti-airs. It can be cancelled into his air qcf+K as well. Jump C alone can make fighting Choi a nightmare -his hcbx2+P is a great DM to use to chip an opponent to death who is in the corner. They cannot roll through this DM. He also has invincibility during this super (although not at startup) - sf.A is a retarded poke.
- press A. a lot. then throw in f+B and press A some more. If anything hits press A again and cancel to super
- after pressing a lot of A and f+B and your opponent stops attacking, throw him
- run away. a lot.
- use _d u +_K to screw around with your opponent.
- know that all high attacks whiff over Choi's head.
- occasionally go for qcb+C qcf+K set-ups. It does throw damage in chip. Use it to chip your opponent to death or force him to blow all his super (if he guard rolls, don't follow the K and try not to die, if he CDs the damage will even up.
- learn to qcf+K as soon as possible following the qcb+C this minimizes any counter attacks your opponent may attempt. Then learn to mix in the distance at which you qcf+K him, this can randomly punish counters.
- mixup with the qcb+A version with the C version, the A version crosses over and is less punishable.
- mixup the P followup with the the qcb+P moves if your opponent tries to roll out of your set ups.
- if your opponent has a command throw avoid the chip throw shenanigans
- know your opponent. Neither the qcb+P nor j.qcf+K is exactly safe, if he's punishing you 100% with more damage than your chipping is doing, stop.

Notes: -during HSDM hcfx2+AC(air), he can easily be countered by anti-airs and autoguard moves