The King of Fighters '99/Chang: Difference between revisions

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Chang is a mid-range zoning, powerhouse and tank character
Chang is a mid-range zoning, powerhouse and tank character


==In-depth Analysis==
Mid-tier as striker
''Qualities :''
*More powerful character of the game
*His jump attacks get good range, priority and various roles
*His ball helps him to have a good keepaway gameplay
*Doesn't stay in corner vs Chang, especially without meter
 
''Faults :''
*He's slow. It gives him hard matchups vs fireball characters overall (King, Bao, Iori, Takuma, K') and is pretty bad vs Choi
*Very big hitbox. He can easily be crossuped
*No viable anti-air
*Tekkyuu Dai Bousou >> qcf, hcb + P has startup invincibility but is very slow, that cannot surprise the opponent
*He's pretty sensitive to low attacks and characters which have low crouching
 


The main strengh of striker Chang : He prevents the opponent to rush Chang's teammate too much but he's still a striker you can avoid by keepawaying
The main strengh of striker Chang : He prevents the opponent to rush Chang's teammate too much but he's still a striker you can avoid by keepawaying


Mid-tier as striker
{{ ProConTable
| pros=
* Above average damage output
* Jump normals are useful and have a multitude of uses
* Ball attack makes it difficult to get in against Chang
* Doesn't stay in corner vs Chang, especially without meter (?)
| cons=
* Very slow
* Struggles a lot against zoners and especially Choi
* Very large hurtbox which allows easy crossups
* No viable anti-air
* Tekkyuu Dai Bousou >> qcf, hcb + P has startup invincibility but is very slow
* Easily stuffed by crouching light attacks
}}


==Movelist==
==Movelist==
Line 74: Line 74:


==Combos==
==Combos==
cr.C > cr,df+A or hcb,f+C  
*cr.C > cr,df+A or hcb,f+C  


j.D > cl.B > hcb,f+C or cr,df+A
*j.D > cl.B > hcb,f+C or cr,df+A


cl.A or cr.A or cr.C or cl.B or Cl.D or cr.B > hcb,f+P
*cl.A or cr.A or cr.C or cl.B or Cl.D or cr.B > hcb,f+P


cl.B > qcf,qcf+A
*cl.B > qcf,qcf+A


==Fastest Attacks==
==Fastest Attacks==


* 0F: C throw; D throw
* 0F: C throw ; D throw ; hcb,f+P
* 1F:
* 1F:
* 2F:  
* 2F:  
* 3F:  
* 3F: j.A ; nj.A ; j.B ; nj.B
* 4F:  
* 4F: cl.B ; far.B
* 5F:  
* 5F: far.A ; cl.A
* 6F:
* 6F: j.C
* 7F:  
* 7F: cr.A ; cr.B ; j.D ; nj.D
* 8F:  
* 8F: cr.C
* 9F:  
* 9F: cl.D
* 10F:  
* 10F:  
* 11F:
* 11F: cr.D ; j.CD


==Frame Data and Hitboxes==
==Frame Data and Hitboxes==
Line 109: Line 109:


Yellow = Fireball
Yellow = Fireball
Medium : You can guard move of the opponent while standing and crouching


{|border="1"
{|border="1"
Line 114: Line 117:
! Frames
! Frames
! Advantage
! Advantage
! Cancel
! Cancel , movement and hit ([https://wiki.supercombo.gg/w/The_King_of_Fighters_XIII/Glossary glossary])
! Block
! Block
!colspan="3"| Hitbox
!colspan="3"| Hitbox
Line 124: Line 127:
|align="center"| 5/5/6
|align="center"| 5/5/6
|align="center"| 0/-2
|align="center"| 0/-2
|align="center"| C
|align="center"| [[image:Cancel.png]]
|align="center"| HL
|align="center"| Medium
|colspan="3" | [[image:Cl.a chang kof99.jpg|center]]
|colspan="3" | [[image:Cl.a chang kof99.jpg|center]]
|Very good move vs short hop. It beats Shingo's hcf+K or Kyo's reverse dragon kick for example.
|Very good move vs short hop. It beats Shingo's hcf+K or Kyo's reverse dragon kick for example.
Line 132: Line 135:
|align="center"| 4/6/7
|align="center"| 4/6/7
|align="center"| -1/-3
|align="center"| -1/-3
|align="center"| C
|align="center"| [[image:Cancel.png]]
|align="center"| HL
|align="center"| Medium
|colspan="3" | [[image:Cl.b chang kof99.jpg|center]]
|colspan="3" | [[image:Cl.b chang kof99.jpg|center]]
|Identical to far B. Can be used as meaty attack
|Identical to far B. Can be used as meaty attack
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|align="center"| 14/4+8/12
|align="center"| 14/4+8/12
|align="center"| 0/-2
|align="center"| 0/-2
|align="center"| -/-
|align="center"| [[image:Nocancel.png]] / [[image:Nocancel.png]]
|align="center"| HL/HL
|align="center"| Medium/Medium
|valign="bottom" style="border-right:0px;"| [[image:Cl.c 1 chang kof99.jpg|center]]
|valign="bottom" style="border-right:0px;"| [[image:Cl.c 1 chang kof99.jpg|center]]
|colspan="2" valign="bottom" style="border-left:0px;"| [[image:Cl.c 2 chang kof99.jpg|center]]
|colspan="2" valign="bottom" style="border-left:0px;"| [[image:Cl.c 2 chang kof99.jpg|center]]
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|align="center"| 9/8/13
|align="center"| 9/8/13
|align="center"| -1/-3
|align="center"| -1/-3
|align="center"| C
|align="center"| [[image:Cancel.png]]
|align="center"| HL
|align="center"| Medium
|colspan="3" | [[image:Cl.d chang kof99.jpg|center]]
|colspan="3" | [[image:Cl.d chang kof99.jpg|center]]
|This move isn't useful in many situation because it whiffs vs low and medium crounchers. Moreover it's unsafe.
|This move isn't useful in many situation because it whiffs vs low and medium crounchers. Moreover it's unsafe.
Line 159: Line 162:
|align="center"| 5/5/7
|align="center"| 5/5/7
|align="center"| 0/-2
|align="center"| 0/-2
|align="center"| -
|align="center"| [[image:Nocancel.png]]
|align="center"| HL
|align="center"| Medium
|colspan="3" | [[image:Far a chang kof99.jpg|center]]
|colspan="3" | [[image:Far a chang kof99.jpg|center]]
| Super crazy diesel anti-air vs short hop or even a normal height jump, and has high priority in general.
| Super crazy diesel anti-air vs short hop or even a normal height jump, and has high priority in general.
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|align="center"| 4/6/7
|align="center"| 4/6/7
|align="center"| -1/-3
|align="center"| -1/-3
|align="center"| C
|align="center"| [[image:Cancel.png]]
|align="center"| HL
|align="center"| Medium
|colspan="3" | [[image:Far b chang kof99.jpg|center]]
|colspan="3" | [[image:Far b chang kof99.jpg|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 qcf + A).
| 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).
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|align="center"| 16/4/19
|align="center"| 16/4/19
|align="center"| -3/-5
|align="center"| -3/-5
|align="center"| -
|align="center"| [[image:Nocancel.png]]
|align="center"| HL
|align="center"| Medium
|colspan="3" | [[image:Far c chang kof99.jpg|center]]
|colspan="3" | [[image:Far c chang kof99.jpg|center]]
| Long range and a pretty big hitbox, but slow and has a lot of recovery. Still, you can use it to beat certain pokes and things, so experiment.
| Long range and a pretty big hitbox, but slow and has a lot of recovery. Still, you can use it to beat certain pokes and things, so experiment.
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|align="center"| 13/9/22
|align="center"| 13/9/22
|align="center"| -11/-13
|align="center"| -11/-13
|align="center"| -
|align="center"| [[image:Nocancel.png]]
|align="center"| HL
|align="center"| Medium
|colspan="3" | [[image:Far d chang kof99.jpg|center]]
|colspan="3" | [[image:Far d chang kof99.jpg|center]]
|Useful as long range poke like Far.C but it has more recovery than far.C
|Useful as long range poke like Far.C but it has more recovery than far.C
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|align="center"| 19/4+3/18
|align="center"| 19/4+3/18
|align="center"| KD/-4
|align="center"| KD/-4
|align="center"| S
|align="center"| [[image:Cancel.png]]
|align="center"| HL
|align="center"| Medium
|colspan="3"| [[image:Cd chang kof99.jpg|center]]
|colspan="3"| [[image:Cd chang kof99.jpg|center]]
| Nice big hitbox, cancelable. Good as a meaty.
| Nice big hitbox, cancelable. Good as a meaty.
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|align="center"| 7/5/7
|align="center"| 7/5/7
|align="center"| 0/-2
|align="center"| 0/-2
|align="center"| C
|align="center"| [[image:Cancel.png]]
|align="center"| HL
|align="center"| Medium
|colspan="3" | [[image:Cr a chang kof 99.jpg|center]]
|colspan="3" | [[image:Cr a chang kof 99.jpg|center]]
| Easy to cancel into Ball Swing (P rapidly). His best meaty attack compared to cr.B because his recovery is better.
| Easy to cancel into Ball Swing (P rapidly). His best meaty attack compared to cr.B because his recovery is better.
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|align="center"| 7/5/12
|align="center"| 7/5/12
|align="center"| -5/-7
|align="center"| -5/-7
|align="center"| C
|align="center"| [[image:Cancel.png]]
|align="center"| L
|align="center"| [[image:Low.png]]
|colspan="3" | [[image:Cr b chang kof99.jpg|center]]
|colspan="3" | [[image:Cr b chang kof99.jpg|center]]
| Low and cancelable, but slow. Good as a meaty but less good than cr.A
| Low and cancelable, but slow. Good as a meaty but less good than cr.A
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|rowspan="2" align="center"| 8/3+3+3+4+5/18
|rowspan="2" align="center"| 8/3+3+3+4+5/18
|rowspan="2" align="center"| /
|rowspan="2" align="center"| /
|rowspan="2" align="center"| C (1st part)
|rowspan="2" align="center"| [[image:Cancel.png]] (1st part)
|rowspan="2" align="center"| HL
|rowspan="2" align="center"| Medium
|valign="bottom" style="border-right:0px; border-bottom:0px;"| [[image:Cr c 1 chang kof99.jpg|center]]
|valign="bottom" style="border-right:0px; border-bottom:0px;"| [[image:Cr c 1 chang kof99.jpg|center]]
|valign="bottom" style="border-right:0px; border-left:0px; border-bottom:0px;"| [[image:Cr c 2 chang kof99.jpg|center]]
|valign="bottom" style="border-right:0px; border-left:0px; border-bottom:0px;"| [[image:Cr c 2 chang kof99.jpg|center]]
Line 235: Line 238:
|align="center"| 11/4+4+4/23
|align="center"| 11/4+4+4/23
|align="center"| KD/-17
|align="center"| KD/-17
|align="center"| C
|align="center"| [[image:Cancel.png]] [[image:Softknockdown.png]]
|align="center"| L
|align="center"| [[image:Low.png]]
|valign="bottom" style="border-right:0px;"| [[image:Cr d 1 chang kof99.jpg|center]]
|valign="bottom" style="border-right:0px;"| [[image:Cr d 1 chang kof99.jpg|center]]
|valign="bottom" style="border-right:0px; border-left:0px;"| [[image:Cr d 2 chang kof99.jpg|center]]
|valign="bottom" style="border-right:0px; border-left:0px;"| [[image:Cr d 2 chang kof99.jpg|center]]
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|align="center"| 3/17/-
|align="center"| 3/17/-
|align="center"| -/-
|align="center"| -/-
|align="center"| -
|align="center"| [[image:Nocancel.png]]
|align="center"| H
|align="center"| [[image:High.png]]
|colspan="3" | [[image:J.a chang kof99.jpg|center]]
|colspan="3" | [[image:J.a chang kof99.jpg|center]]
|Fastest and "meatiest" Chang's jump normal attack move. Great priority and effective on air-to-air and vs short hop
|Fastest and "meatiest" Chang's jump normal attack move. Great priority and effective on air-to-air and vs short hop
Line 255: Line 258:
|align="center"| 3/13/-
|align="center"| 3/13/-
|align="center"| -/-
|align="center"| -/-
|align="center"| -
|align="center"| [[image:Nocancel.png]]
|align="center"| H
|align="center"| [[image:High.png]]
|colspan="3" | [[image:J.b chang kof99.jpg|center]]
|colspan="3" | [[image:J.b chang kof99.jpg|center]]
|  
|  
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|align="center"| 6/5/-
|align="center"| 6/5/-
|align="center"| -/-
|align="center"| -/-
|align="center"| -
|align="center"| [[image:Nocancel.png]]
|align="center"| H
|align="center"| [[image:High.png]]
|colspan="3" | [[image:J.c chang kof99.jpg|center]]
|colspan="3" | [[image:J.c chang kof99.jpg|center]]
|This move is interesting to keep away opponent. It's also useful to air-to-ground  
|This move is interesting to keep away opponent. It's also useful to air-to-ground  
Line 271: Line 274:
|align="center"| 7/7/-
|align="center"| 7/7/-
|align="center"| -/-
|align="center"| -/-
|align="center"| -
|align="center"| [[image:Nocancel.png]]
|align="center"| H
|align="center"| [[image:High.png]]
|colspan="3" | [[image:J.d chang kof99.jpg|center]]
|colspan="3" | [[image:J.d chang kof99.jpg|center]]
| Jumping attack if choice when you're too close for jumping C. Good as a jump-in to combo st.B > Ragdoll Slam from.
| Jumping attack if choice when you're too close for jumping C. Good as a jump-in to combo st.B > Ragdoll Slam from.
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|align="center"| 11/3+3/-
|align="center"| 11/3+3/-
|align="center"| KD/-
|align="center"| KD/-
|align="center"| -
|align="center"| [[image:Nocancel.png]] [[image:Softknockdown.png]]
|align="center"| HL
|align="center"| Medium
|valign="bottom" style="border-right:0px;"| [[image:J.cd 1 chang kof99.jpg|center]]
|valign="bottom" style="border-right:0px;"| [[image:J.cd 1 chang kof99.jpg|center]]
|colspan="2" valign="bottom" style="border-left:0px;"| [[image:J.cd 2 chang kof99.jpg|center]]
|colspan="2" valign="bottom" style="border-left:0px;"| [[image:J.cd 2 chang kof99.jpg|center]]
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|align="center"| 12/12/31
|align="center"| 12/12/31
|align="center"| KD/-19
|align="center"| KD/-19
|align="center"| -
|align="center"| [[image:Softknockdown.png]]
|align="center"| L
|align="center"| [[image:Low.png]]
|colspan="3" | [[image:Cr df+a chang kof99.jpg|center]]
|colspan="3" | [[image:Cr df+a chang kof99.jpg|center]]
| Low slide. Can go under any non-ground fireballs or high attacks. Has really bad recovery compared to other slides so be very careful using it.
| Low slide. Can go under any non-ground fireballs or high attacks. Has really bad recovery compared to other slides so be very careful using it.
Line 300: Line 303:
|align="center"|  
|align="center"|  
|align="center"|  
|align="center"|  
|align="center"|  
|align="center"| [[image:Softknockdown.png]]
|align="center"| HL
|align="center"| Medium
|valign="bottom" style="border-right:0px;"| [[image:Ch, f + A 1 chang kof99.jpg|center]]
|valign="bottom" style="border-right:0px;"| [[image:Ch, f + A 1 chang kof99.jpg|center]]
|colspan="2" valign="bottom" style="border-left:0px;"| [[image:Ch, f + A 2 chang kof99.jpg|center]]
|colspan="2" valign="bottom" style="border-left:0px;"| [[image:Ch, f + A 2 chang kof99.jpg|center]]
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|align="center"| 0/1/32
|align="center"| 0/1/32
|align="center"|  
|align="center"|  
|
|align="center"| [[image:Hardknockdown.png]] [[image:throw.png]] [[image:startupinv.png]]
|align="center"| Grab
|align="center"| Grab
|colspan="3" | [[image:Hcb, f+A chang kof99.jpg|center]]
|colspan="3" | [[image:Hcb, f+A chang kof99.jpg|center]]
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|align="center"| 16/36/28
|align="center"| 16/36/28
|align="center"| KD
|align="center"| KD
|align="center"| Fi, Fo
|align="center"| [[image:Hardknockdown.png]]  [[image:counter.png]]
|align="center"| -
|align="center"| -
|colspan="3" | [[image:Hcf+B chang kof99.jpg|center]]
|colspan="3" | [[image:Hcf+B chang kof99.jpg|center]]

Latest revision as of 00:54, 13 August 2022

Introduction

Up Mid tier character in this game. Choi's best friend

Chang is a mid-range zoning, powerhouse and tank character

Mid-tier as striker

The main strengh of striker Chang : He prevents the opponent to rush Chang's teammate too much but he's still a striker you can avoid by keepawaying

Strengths Weaknesses
  • Above average damage output
  • Jump normals are useful and have a multitude of uses
  • Ball attack makes it difficult to get in against Chang
  • Doesn't stay in corner vs Chang, especially without meter (?)
  • Very slow
  • Struggles a lot against zoners and especially Choi
  • Very large hurtbox which allows easy crossups
  • No viable anti-air
  • Tekkyuu Dai Bousou >> qcf, hcb + P has startup invincibility but is very slow
  • Easily stuffed by crouching light attacks

Movelist

THROWS-------------------------------------------------------------------------

Hagan Geki >> When close - b / f + C >> Breakable

Kusari Jime >> When close - b / f + D >> This is his best normal throw because unbreakable and mashable

COMMAND ATTACKS----------------------------------------------------------------

Hiki Nige >> df + P >> Hits low.

   Evades several high attacks.


SPECIAL MOVES------------------------------------------------------------------

Tekkyuu Dai Kaiten >> Tap P repeatedly, move b/f >> Tap ABCD to stop.

Tekkyuu Tai Kouchi >> hcf + K

Tekkyuu Funsai Geki >> Charge b, f + P >> Has autoguard.

Dai Hakai Nage >> When close - hcb, f + P >> Unblockable.


DESPERATION MOVES--------------------------------------------------------------

Tekkyuu Dai Bousou >> qcf, hcb + P >> His main DM to combo with Striker Clark

Tekkyuu Dai Assatsu >> qcf, qcf + P

Tekkyuu Dai Bokusatsu >> qcf, qcf + K >> Negates several projectiles. >> Hits opponents on the floor.

Combos

  • cr.C > cr,df+A or hcb,f+C
  • j.D > cl.B > hcb,f+C or cr,df+A
  • cl.A or cr.A or cr.C or cl.B or Cl.D or cr.B > hcb,f+P
  • cl.B > qcf,qcf+A

Fastest Attacks

  • 0F: C throw ; D throw ; hcb,f+P
  • 1F:
  • 2F:
  • 3F: j.A ; nj.A ; j.B ; nj.B
  • 4F: cl.B ; far.B
  • 5F: far.A ; cl.A
  • 6F: j.C
  • 7F: cr.A ; cr.B ; j.D ; nj.D
  • 8F: cr.C
  • 9F: cl.D
  • 10F:
  • 11F: cr.D ; j.CD

Frame Data and Hitboxes

Red Color = Hurtbox

Purple / White Color = Hitbox


For Special Moves :

Black Color = Hitbox

Yellow = Fireball

Medium : You can guard move of the opponent while standing and crouching


Frames Advantage Cancel , movement and hit (glossary) Block Hitbox Notes
Standing Close
Snka.gif 5/5/6 0/-2 Cancel.png Medium
Cl.a chang kof99.jpg
Very good move vs short hop. It beats Shingo's hcf+K or Kyo's reverse dragon kick for example.
Snkb.gif 4/6/7 -1/-3 Cancel.png Medium
Cl.b chang kof99.jpg
Identical to far B. Can be used as meaty attack
Snkc.gif 14/4+8/12 0/-2 Nocancel.png / Nocancel.png Medium/Medium
Cl.c 1 chang kof99.jpg
Cl.c 2 chang kof99.jpg
This move is generally unsafe because it isn't cancelable. Easily punishable by opponent's Guard Cancel Roll
Snkd.gif 9/8/13 -1/-3 Cancel.png Medium
Cl.d chang kof99.jpg
This move isn't useful in many situation because it whiffs vs low and medium crounchers. Moreover it's unsafe.
Standing Far
Snka.gif 5/5/7 0/-2 Nocancel.png Medium
Far a chang kof99.jpg
Super crazy diesel anti-air vs short hop or even a normal height jump, and has high priority in general.

Chain: -

Snkb.gif 4/6/7 -1/-3 Cancel.png Medium
Far b chang kof99.jpg
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, the hit stun is the same of a normal heavy attack (df + A can combo from it for example). Chain: -

Snkc.gif 16/4/19 -3/-5 Nocancel.png Medium
Far c chang kof99.jpg
Long range and a pretty big hitbox, but slow and has a lot of recovery. Still, you can use it to beat certain pokes and things, so experiment.
Snkd.gif 13/9/22 -11/-13 Nocancel.png Medium
Far d chang kof99.jpg
Useful as long range poke like Far.C but it has more recovery than far.C
Snkc.gif+Snkd.gif 19/4+3/18 KD/-4 Cancel.png Medium
Cd chang kof99.jpg
Nice big hitbox, cancelable. Good as a meaty.
Crouching
Snka.gif 7/5/7 0/-2 Cancel.png Medium
Cr a chang kof 99.jpg
Easy to cancel into Ball Swing (P rapidly). His best meaty attack compared to cr.B because his recovery is better.

Chain: -

Snkb.gif 7/5/12 -5/-7 Cancel.png Low.png
Cr b chang kof99.jpg
Low and cancelable, but slow. Good as a meaty but less good than cr.A

Chain: -

Snkc.gif 8/3+3+3+4+5/18 / Cancel.png (1st part) Medium
Cr c 1 chang kof99.jpg
Cr c 2 chang kof99.jpg
Cr c 3 chang kof99.jpg
Cancelable before he extends his arm all the way. Can be used an an early anti-air.
Cr c 3 chang kof99.jpg
Cr c 3 chang kof99.jpg
Snkd.gif 11/4+4+4/23 KD/-17 Cancel.png Softknockdown.png Low.png
Cr d 1 chang kof99.jpg
Cr d 2 chang kof99.jpg
Cr d 3 chang kof99.jpg
#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.
Jump
Snka.gif 3/17/- -/- Nocancel.png High.png
J.a chang kof99.jpg
Fastest and "meatiest" Chang's jump normal attack move. Great priority and effective on air-to-air and vs short hop
Snkb.gif 3/13/- -/- Nocancel.png High.png
J.b chang kof99.jpg
Snkc.gif 6/5/- -/- Nocancel.png High.png
J.c chang kof99.jpg
This move is interesting to keep away opponent. It's also useful to air-to-ground
Snkd.gif 7/7/- -/- Nocancel.png High.png
J.d chang kof99.jpg
Jumping attack if choice when you're too close for jumping C. Good as a jump-in to combo st.B > Ragdoll Slam from.
Snkc.gif+Snkd.gif 11/3+3/- KD/- Nocancel.png Softknockdown.png Medium
J.cd 1 chang kof99.jpg
J.cd 2 chang kof99.jpg
Infamous jumping attack #2. Longer reach and more horizontally angled than jumping C. Actually better for hitting lower at long range than jumping C because it stays out longer.
Command Normals
Df.png + Snka.gif 12/12/31 KD/-19 Softknockdown.png Low.png
Cr df+a chang kof99.jpg
Low slide. Can go under any non-ground fireballs or high attacks. Has really bad recovery compared to other slides so be very careful using it.
Special Moves
(B.png) F.png + Snka.gif Softknockdown.png Medium
Ch, f + A 1 chang kof99.jpg
Ch, f + A 2 chang kof99.jpg
Ball Thrust ((b) f + P)

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.

Hcb.png f + Punch.gif 0/1/32 Hardknockdown.png Throw.png Startupinv.png Grab
Hcb, f+A chang kof99.jpg
Ragdoll Slam (hcb f + P)

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'.

Hcf.png + Kick.gif 16/36/28 KD Hardknockdown.png Counter.png -
Hcf+B chang kof99.jpg
Tekkyuu Taiko Uchi (hcf + K)

Chang stands and picks his nose, reversing air, high and mid attacks, as well as special moves and some DMs, doing mediocre damage. It cannot reverse most low attacks with the exception of ones that have a higher hitbox, such as Iori's crouch D

Game Navigation

General
Controls
Notation
HUD
System
FAQ
Characters
Andy
Athena
Bao
Benimaru
Chang
Chin
Choi
Clark
Iori
Jhun
Joe
K'
Kasumi
Kensou
Kim
King
Kyo Kusanagi
Kyo-1
Kyo-2
Leona
Mai
Mary
Maxima
Ralf
Robert
Ryo
Shingo
Takuma
Terry
Whip
Xiangfei
Yuri