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==In-depth Analysis== | ==In-depth Analysis== | ||
===[[ | ===[[The King of Fighters 2002/Normals Guide|Movelist]]=== | ||
{|border="1" | {|border="1" | ||
!width="10%"| | !width="10%"| | ||
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|align="center"| HL | |align="center"| HL | ||
|colspan="3" | [[image:Chang98_stB.png|center]] | |colspan="3" | [[image:Chang98_stB.png|center]] | ||
| The move of choice to cancel into things, since it's Chang's fastest cancelable move. It even links into his A Belly Flop (qcf | | The move of choice to cancel into things, since it's Chang's fastest cancelable move. It even links into his A Belly Flop (qcf qcf + A). | ||
It has more hit stun than other weak attacks (df + A can combo from it) | It has more hit stun than other weak attacks, the hit stun is the same of a normal heavy attack (df + A can combo from it for example). | ||
Chain: - | Chain: - | ||
|- | |- | ||
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|align="center"| HL | |align="center"| HL | ||
|colspan="3" | [[image:Chang98_crA.png|center]] | |colspan="3" | [[image:Chang98_crA.png|center]] | ||
| Easy to cancel into Ball Swing ( | | Easy to cancel into Ball Swing (P rapidly). | ||
Chain: - | Chain: - | ||
|- | |- | ||
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|valign="bottom" style="border-right:0px; border-left:0px;"| [[image:Chang98_crD2.png|center]] | |valign="bottom" style="border-right:0px; border-left:0px;"| [[image:Chang98_crD2.png|center]] | ||
|valign="bottom" style="border-left:0px;"| [[image:Chang98_crD3.png|center]] | |valign="bottom" style="border-left:0px;"| [[image:Chang98_crD3.png|center]] | ||
| #1 long range ground move. Cancelable on hit/block or on whiff, good to cancel into Ball Swing~cancel or A Ball Thrust ( | | #1 long range ground move. Cancelable on hit/block or on whiff, good to cancel into Ball Swing~cancel or A Ball Thrust ((b) f + A). Has a blind spot between Chang and the ball. | ||
|- | |- | ||
|colspan="9" align="center"| '''Jump''' | |colspan="9" align="center"| '''Jump''' | ||
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|align="center"| H | |align="center"| H | ||
|colspan="3" | [[image:Chang98_jD.png|center]] | |colspan="3" | [[image:Chang98_jD.png|center]] | ||
| Jumping attack if choice when you're too close for jumping C. Good as a jump-in to combo st.B | | Jumping attack if choice when you're too close for jumping C. Good as a jump-in to combo st.B > Ragdoll Slam from. | ||
|- | |- | ||
! [[image:snkc.gif]]+[[image:snkd.gif]] | ! [[image:snkc.gif]]+[[image:snkd.gif]] | ||
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|colspan="9" align="center"| '''Command Normals''' | |colspan="9" align="center"| '''Command Normals''' | ||
|- | |- | ||
! df+[[image:snka.gif]] | ! df + [[image:snka.gif]] | ||
|align="center"| 12/12/31 | |align="center"| 12/12/31 | ||
|align="center"| KD/-25 | |align="center"| KD/-25 | ||
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|colspan="9" align="center"| '''Special Moves''' | |colspan="9" align="center"| '''Special Moves''' | ||
|- | |- | ||
! | ! [[image:snka.gif]] rapidly | ||
|align="center"| | |align="center"| | ||
|align="center"| | |align="center"| | ||
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|align="center"| HL | |align="center"| HL | ||
|rowspan="2" colspan="3" | [[image:Chang98_mashP.png|center]] | |rowspan="2" colspan="3" | [[image:Chang98_mashP.png|center]] | ||
|rowspan="2"|'''Ball Swing ( | |rowspan="2"|'''Ball Swing (P rapidly, b or f to move, ABCD to cancel)'''<br> | ||
Practice and get proficient at performing this and immediately canceling it with ABCD, especially from whiff canceling cr.D. You can easily be hit by a low attack and various other moves while swinging. Snuffs fireballs. Can be a very good anti-air, especially if it hits on counter (2 hits). In the corner you can use it for chip damage, and use different canceling points to make them guess when it's going to end. | Practice and get proficient at performing this and immediately canceling it with ABCD, especially from whiff canceling cr.D. You can easily be hit by a low attack and various other moves while swinging. Snuffs fireballs. Can be a very good anti-air, especially if it hits on counter (2 hits). In the corner you can use it for chip damage, and use different canceling points to make them guess when it's going to end. | ||
|- | |- | ||
! | ! [[image:snkc.gif]] rapidly | ||
|align="center"| | |align="center"| | ||
|align="center"| | |align="center"| | ||
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|align="center"| HL | |align="center"| HL | ||
|- | |- | ||
! | ! (b) f + [[image:snka.gif]] | ||
|align="center"| | |align="center"| | ||
|align="center"| | |align="center"| | ||
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|valign="bottom" style="border-right:0px;"| [[image:Chang98_bfA1.png|center]] | |valign="bottom" style="border-right:0px;"| [[image:Chang98_bfA1.png|center]] | ||
|colspan="2" valign="bottom" style="border-left:0px;"| [[image:Chang98_bfA2.png|center]] | |colspan="2" valign="bottom" style="border-left:0px;"| [[image:Chang98_bfA2.png|center]] | ||
|rowspan="2"| '''Ball Thrust ( | |rowspan="2"| '''Ball Thrust ((b) f + P)'''<br> | ||
The startup has auto-guard, the A version is faster and has shorter auto-guard, C version is slower/longer auto-guard. This is a pretty nice long range move as an alternative to st.C. Don't use it close, you're asking to get comboed right after the auto-guard ends and before the attack comes out. | The startup has auto-guard, the A version is faster and has shorter auto-guard, C version is slower/longer auto-guard. This is a pretty nice long range move as an alternative to st.C. Don't use it close, you're asking to get comboed right after the auto-guard ends and before the attack comes out. | ||
The C version has an additional ball swing during the auto-guard before he attacks, and it can actually hit the opponent. This hardly ever hits, but it does do a shit ton fuck of damage. If it's a counter-hit, it'll hit twice, too. Once I tested on Yuri (low hp), MAX mode activated, counter-hit and it did about 90% damage. Not practical but good to know. | The C version has an additional ball swing during the auto-guard before he attacks, and it can actually hit the opponent. This hardly ever hits, but it does do a shit ton fuck of damage. If it's a counter-hit, it'll hit twice, too. Once I tested on Yuri (low hp), MAX mode activated, counter-hit and it did about 90% damage. Not practical but good to know. | ||
|- | |- | ||
! | ! (b) f + [[image:snkc.gif]] | ||
|align="center"| | |align="center"| | ||
|align="center"| | |align="center"| | ||
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|colspan="2" valign="bottom" style="border-left:0px;"| [[image:Chang98_bfC-2.png|center]] | |colspan="2" valign="bottom" style="border-left:0px;"| [[image:Chang98_bfC-2.png|center]] | ||
|- | |- | ||
! | ! (d) u + [[image:snkb.gif]] | ||
|align="center"| | |align="center"| | ||
|align="center"| | |align="center"| | ||
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|valign="bottom" style="border-right:0px; border-left:0px; border-bottom:0px;"| [[image:Chang98_duK2.png|center]] | |valign="bottom" style="border-right:0px; border-left:0px; border-bottom:0px;"| [[image:Chang98_duK2.png|center]] | ||
|valign="bottom" style="border-left:0px; border-bottom:0px;"| [[image:Chang98_duK3.png|center]] | |valign="bottom" style="border-left:0px; border-bottom:0px;"| [[image:Chang98_duK3.png|center]] | ||
|rowspan="2"| '''Flash Kick ( | |rowspan="2"| '''Flash Kick ((d) u + K)'''<br> | ||
Not invincible. It hits on the way up and the way down. The B version doesn't knock down on the way up, the C version does. Looks funny! | Not invincible. It hits on the way up and the way down. The B version doesn't knock down on the way up, the C version does. Looks funny! | ||
|- | |- | ||
! | ! (d) u + [[image:snkd.gif]] | ||
|align="center"| | |align="center"| | ||
|align="center"| | |align="center"| | ||
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|colspan="2" valign="bottom" style="border-left:0px; border-top:0px;"| [[image:Chang98_duK5.png|center]] | |colspan="2" valign="bottom" style="border-left:0px; border-top:0px;"| [[image:Chang98_duK5.png|center]] | ||
|- | |- | ||
! hcb | ! hcb f + [[image:punch.gif]] | ||
|align="center"| | |align="center"| | ||
|align="center"| | |align="center"| | ||
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|align="center"| Grab | |align="center"| Grab | ||
|colspan="3" | [[image:Chang98_hcbfP.png|center]] | |colspan="3" | [[image:Chang98_hcbfP.png|center]] | ||
|'''Ragdoll Slam (hcb | |'''Ragdoll Slam (hcb f + P)'''<br> | ||
Instant command throw. You use it to throw people. Good after empty short hop, etc. you know the drill. This is KOF so get crackin'. | Instant command throw. You use it to throw people. Good after empty short hop, etc. you know the drill. This is KOF so get crackin'. | ||
|} | |} | ||
===Normal Throws=== | ===Normal Throws=== | ||
'''b or f+D''' - Unbreakable (mashable), front knockdown, face forward, rollable. | * '''b or f + C''' - Breakable, front knockdown, face forward, rollable. | ||
* '''b or f + D''' - Unbreakable (mashable), front knockdown, face forward, rollable. | |||
D throw obviously preferred since it's unbreakable. It can even potentially do more damage than his command throw. Mash! | D throw obviously preferred since it's unbreakable. It can even potentially do more damage than his command throw. Mash! | ||
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===Special Moves=== | ===Special Moves=== | ||
'''Tekkyuu | * '''Tekkyuu DaiKaiten''' - P rapidly (ABCD cancels, b / f to move) | ||
See description on Movelist section. | |||
'''Dai Hakai Nage''' - | * '''Tekkyuu FunsaiGeki''' - (b) f + P | ||
See description on Movelist section. | |||
* '''Tekkyuu HienZan''' - (d) u + K | |||
See description on Movelist section. | |||
* '''Dai Hakai Nage''' - hcb f + P | |||
See description on Movelist section. | |||
===Desperation Moves=== | ===Desperation Moves=== | ||
At the end of the super, Chang will randomly do a different ender. One of the enders looks like his st.B. If this connects in the corner, you can combo a A version Belly Flop (qcf | * '''Chang Rush (qcf hcb + P)''' - Invincible startup, A version is faster. Safe on block, but can be rolled though and Chang will fall on his face and it's a free punish. It's not super fast, but good as a 'random' super. I would recommend it as an anti-air super (and it isn't bad as one either), but Belly Flop is faster. MAX version does more damage. | ||
At the end of the super, Chang will randomly do a different ender. One of the enders looks like his st.B. If this connects in the corner, you can combo a A version Belly Flop (qcf qcf + A) after. | |||
* '''Belly Flop (qcf qcf + P)''' - A version is a super-fast invincible move that works as an infallible anti-air. Be careful because the opponent can recovery roll after it and heavily punish you while you recover. If it hits on counter, both hits will connect. The C version will cause him to run forward before he performs the belly flop. This can cross up, so watch it. The MAX version will cause him to belly flop in place no matter what. When he lands, he causes a damaging 'earthquake' effect similar to Daimon's DP + A. The "fall" in the normal version is an overhead, in the MAX version the "fall" may be blocked high or low, but is better to block low, so you be already crouching during the following 'earthquake' effect. | |||
== Fastest Attacks == | |||
* 0F: C throw; D throw; hcb f + P | |||
* 1F: - | |||
* 2F: - | |||
* 3F: - | |||
* 4F: '''cl.B'''; '''st.B''' | |||
* 5F: '''cl.A'''; st.A | |||
* 6F: '''cr.A''' | |||
* 7F: '''cr.B''' | |||
* 8F: '''cr.C''' | |||
* 9F: '''cl.D''' | |||
* 10F: - | |||
==Combos== | ==Combos== | ||
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Chang doesn't have many combos, but you're going to hit them with something if you need to get in and do some damage. | Chang doesn't have many combos, but you're going to hit them with something if you need to get in and do some damage. | ||
* | |||
* Best jump-ins: | |||
** j.D | |||
* cl.B, cr.A > | |||
** DM A Belly Flop (qcf qcf + A) | |||
** Ball Swing (P rapidly > ABCD to cancel.) | |||
* cr.B / cr.A > | |||
** DM A Belly Flop (qcf qcf + A) | ** DM A Belly Flop (qcf qcf + A) | ||
** Ragdoll Slam (hcb f + P) | ** Ragdoll Slam (hcb f + P) | ||
** Ball Swing ( | ** Ball Swing (P rapidly > ABCD to cancel.) | ||
** | |||
* cl.B / st.B / cr.C / cl.D > | |||
** (S)DM qcf hcb + A, [junggler] (Point blank and only against large characters like Brian or Chang because of the push back - in the case o Chang only out of MAX and from cl.B.) | |||
** DM A Belly Flop (qcf qcf + A) | |||
** Ragdoll Slam (hcb f + P) | |||
** Ball Swing (P rapidly, ABCD to cancel.) | |||
** df + A | |||
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* Corner: qcf hcb + P ( | * Counter: P rapidly > ABCD (Cancel), CD > DM A Belly Flop (qcf qcf + A) (OTG) | ||
** DM A Belly Flop (qcf | |||
* Corner: ... (S)DM qcf hcb + P (Kick ender.), | |||
** DM A Belly Flop (qcf qcf + A) | |||
** st.CD | ** st.CD | ||
{{ | * Simple buffers: | ||
** cl.B / st.B / cl.A / cl.D > DM qcf qcf + A | |||
*** qcf + B/A/D > qcf + A | |||
** cl.B / cl.D > (S)DM qcf hcb + A | |||
*** qcf + B/D > hcb + A | |||
{{StrategyCorner| | |||
* MAX: cl.B > {{hcb}} {{f}} + P | |||
deals just a tiny less damage (~ 1/4 cl.A) than | |||
* cl.B > {{qcf}} {{qcf}} + A | |||
Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM. | |||
}} | |||
== Links == | |||
{{Navbox-KOF98}} | |||
[[Category:The King of Fighters '98: The Slugfest]] | [[Category:The King of Fighters '98: The Slugfest]] |
Latest revision as of 04:08, 1 January 2021
Introduction
Chang aka Chang, Lord of the Balls, ruler of the ancient kingdom of Ballgaria, was crowned Emperor after defeating the marble from Marble Madness and the entire cast of Ballz 3D - 3D Fighting At Its Ballziest.
In his quest to destroy all other balls, one time Chang mistook Sonic for a ball and crushed him with his bare hands and that's why all new Sonic games suck.
Colors
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Gameplay Overview
Chang is a mid-range zoning/powerhouse/tank character. He has very high priority and high damage air normals, making him a prime character to use MAX mode with. He has some very strong anti-airs and basically focuses on keeping the opponent from moving. While he is ridiculously strong against most characters when he has the life advantage, he is oppositely weak when he is at a life disadvantage. He's still really good though, a solid high-mid tier character. He requires little execution skill, and he is a great character for a beginner.
In-depth Analysis
Movelist
Normal Throws
- b or f + C - Breakable, front knockdown, face forward, rollable.
- b or f + D - Unbreakable (mashable), front knockdown, face forward, rollable.
D throw obviously preferred since it's unbreakable. It can even potentially do more damage than his command throw. Mash!
Special Moves
- Tekkyuu DaiKaiten - P rapidly (ABCD cancels, b / f to move)
See description on Movelist section.
- Tekkyuu FunsaiGeki - (b) f + P
See description on Movelist section.
- Tekkyuu HienZan - (d) u + K
See description on Movelist section.
- Dai Hakai Nage - hcb f + P
See description on Movelist section.
Desperation Moves
- Chang Rush (qcf hcb + P) - Invincible startup, A version is faster. Safe on block, but can be rolled though and Chang will fall on his face and it's a free punish. It's not super fast, but good as a 'random' super. I would recommend it as an anti-air super (and it isn't bad as one either), but Belly Flop is faster. MAX version does more damage.
At the end of the super, Chang will randomly do a different ender. One of the enders looks like his st.B. If this connects in the corner, you can combo a A version Belly Flop (qcf qcf + A) after.
- Belly Flop (qcf qcf + P) - A version is a super-fast invincible move that works as an infallible anti-air. Be careful because the opponent can recovery roll after it and heavily punish you while you recover. If it hits on counter, both hits will connect. The C version will cause him to run forward before he performs the belly flop. This can cross up, so watch it. The MAX version will cause him to belly flop in place no matter what. When he lands, he causes a damaging 'earthquake' effect similar to Daimon's DP + A. The "fall" in the normal version is an overhead, in the MAX version the "fall" may be blocked high or low, but is better to block low, so you be already crouching during the following 'earthquake' effect.
Fastest Attacks
- 0F: C throw; D throw; hcb f + P
- 1F: -
- 2F: -
- 3F: -
- 4F: cl.B; st.B
- 5F: cl.A; st.A
- 6F: cr.A
- 7F: cr.B
- 8F: cr.C
- 9F: cl.D
- 10F: -
Combos
Chang doesn't have many combos, but you're going to hit them with something if you need to get in and do some damage.
- Best jump-ins:
- j.D
- cl.B, cr.A >
- DM A Belly Flop (qcf qcf + A)
- Ball Swing (P rapidly > ABCD to cancel.)
- cr.B / cr.A >
- DM A Belly Flop (qcf qcf + A)
- Ragdoll Slam (hcb f + P)
- Ball Swing (P rapidly > ABCD to cancel.)
- cl.B / st.B / cr.C / cl.D >
- (S)DM qcf hcb + A, [junggler] (Point blank and only against large characters like Brian or Chang because of the push back - in the case o Chang only out of MAX and from cl.B.)
- DM A Belly Flop (qcf qcf + A)
- Ragdoll Slam (hcb f + P)
- Ball Swing (P rapidly, ABCD to cancel.)
- df + A
- Counter: j.CD, DM A Belly Flop (qcf qcf + A)
- Counter: P rapidly > ABCD (Cancel), CD > DM A Belly Flop (qcf qcf + A) (OTG)
- Corner: ... (S)DM qcf hcb + P (Kick ender.),
- DM A Belly Flop (qcf qcf + A)
- st.CD
- Simple buffers:
- cl.B / st.B / cl.A / cl.D > DM qcf qcf + A
- qcf + B/A/D > qcf + A
- cl.B / cl.D > (S)DM qcf hcb + A
- qcf + B/D > hcb + A
- cl.B / st.B / cl.A / cl.D > DM qcf qcf + A
Strategy Corner
- MAX: cl.B >
+ P
deals just a tiny less damage (~ 1/4 cl.A) than
- cl.B >
+ A
Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM.