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|colspan="3"| [[image:Choi98_fB.png|center]] | |colspan="3"| [[image:Choi98_fB.png|center]] | ||
| | | | ||
|- | |||
|colspan="9" align="center"| '''Special Moves''' | |||
|- | |||
! _d,u+[[image:snka.gif]] | |||
|align="center"| 3/3+1(1)[1*1*1(1)1*1*1(1)]x4 1*1*1/15+13 | |||
|align="center"| KD/-47 (-23 in corner) | |||
|align="center"| S (1st hit), Fo | |||
|align="center"| HL | |||
|valign="bottom" style="border-right:0px; border-bottom:0px;"| [[image:Choi02_duP1.png|center]] | |||
|valign="bottom" style="border-left:0px; border-right:0px; border-bottom:0px;"| [[image:Choi02_duP2.png|center]] | |||
|valign="bottom" style="border-left:0px; border-bottom:0px;"| [[image:Choi02_duP3.png|center]] | |||
|rowspan="2"| ''' Tatsumaki Shippuu Zan - _d u+P''' | |||
* Choi spins, creating a tornado around him, then rises into the air. C version rises higher and does more hits than the A version | |||
* not very good priority as an anti-air but hits behind him so it works well for stopping people who roll through you | |||
* no invincibility on startup and very punishable if blocked | |||
* supercancellable on the first hit | |||
* free cancellable out of on the first hit into ground attacks, and qcf+K(air) on all other hits | |||
|- | |||
! _d,u+[[image:snkc.gif]] | |||
|align="center"| 3/3+1(1)[1*1*1(1)1*1*1(1)]x5, 1*1*1/25+17 | |||
|align="center"| KD/-61 (-46 in corner) | |||
|align="center"| S (1st hit), Fo | |||
|align="center"| HL | |||
|valign="bottom" style="border-right:0px; border-top:0px;"| [[image:Choi02_duP4.png|center]] | |||
|valign="bottom" style="border-left:0px; border-right:0px; border-top:0px;"| [[image:Choi02_duP5.png|center]] | |||
|valign="bottom" style="border-left:0px; border-top:0px;"| [[image:Choi02_duP6.png|center]] | |||
|- | |||
! <br>qcb+[[image:snka.gif]]<br><br> | |||
|align="center"| 18/1(2)[2(2)]x7,1/14 (on contact:0/1(2)[2(2)]x7,2/38+14) | |||
|align="center"| -34/-36 | |||
|align="center"| > P, (in bounce) qcf+K, Fo | |||
|align="center"| HL | |||
|rowspan="2" colspan="3" | [[image:Choi02_qcbP.png|center]] | |||
|rowspan="2"| '''Kaiten Hien Zan - qcb+P''' | |||
* Choi does a rolling attack horizontally, where the C version travels further than the A version | |||
* if the rolling attack makes contact with the opponent (hits or is blocked), then Choi will do 9 hits, making him bounce off the opponent | |||
* after bouncing off the opponent, if the qcb+A was used, he will bounce forward, ending up behind the opponent. If qcb+C was used, he will bounce backwards | |||
* anytime during the bounce off the opponent, he can perform the air qcf+K | |||
* at any point before Choi hits the opponent with qcb+P, he can hit P to do Kishuu Hien Zuki followup | |||
* during the roll animation, Choi can go under air projectiles such as Athena's psychoball qcb+P. It also has some invincibility | |||
* free cancellable out of on the first hit into ground attacks and to qcf+K(air) on all other hits | |||
* Invincibility: A: 1-9f; C: 1-11f. | |||
|- | |||
! qcb+[[image:snkc.gif]] | |||
|align="center"| 20/1(2)[2(2)]x12,1/17 (on contact:0/1(2)[2(2)]x7,2/38+14) | |||
|align="center"| -34/-36 | |||
|align="center"| > P, (in bounce) qcf+K, Fo | |||
|align="center"| HL | |||
|- | |||
! <br>> [[image:snka.gif]]<br><br> | |||
|align="center"| 4/16/19 | |||
|align="center"| KD/-17 | |||
|align="center"| Fo | |||
|align="center"| HL | |||
|rowspan="2" colspan="3" | [[image:Choi02_qcbPP.png|center]] | |||
|rowspan="2"| '''Kishuu Hien Zuki - P (during qcb+P)''' | |||
* A makes him leap low to the ground and about half a screen distance, while C makes him leap very high and 3/4 screen distance | |||
* this move is fairly high priority and does good damage, but the C version is very punishable while the A version can be made unpunishable on block if spaced right. | |||
* C version will whiff on some short characters at the start of the active frames, like Choi himself. | |||
* free cancellable out of into qcf+K(air) | |||
|- | |||
! > [[image:snkc.gif]] | |||
|align="center"| 6/26/21 | |||
|align="center"| KD/-29 | |||
|align="center"| Fo | |||
|align="center"| HL | |||
|- | |||
! > j.qcf+[[image:snkb.gif]] | |||
|align="center"| 20/[1*]x∞/14 | |||
|align="center"| -/- | |||
|align="center"| | |||
|align="center"| HL | |||
|rowspan="2" colspan="3" | [[image:Choi02_jqcfK.png|center]] | |||
|rowspan="2"| '''Hishou Kyaku - qcf+K(air)''' | |||
* Different startup but otherwise identical ti the independent Hishou Kyaku, | |||
|- | |||
! > j.qcf+[[image:snkd.gif]] | |||
|align="center"| 22/[1*]x∞/14 | |||
|align="center"| -/- | |||
|align="center"| | |||
|align="center"| HL | |||
|- | |||
! <br>j.qcf+[[image:snkb.gif]]<br><br> | |||
|align="center"| 10/[1*]x∞/14 | |||
|align="center"| -/- | |||
|align="center"| Fi | |||
|align="center"| HL | |||
|rowspan="2" colspan="3" | [[image:Choi02_jqcfK.png|center]] | |||
|rowspan="2"| '''Hishou Kyaku - qcf+K(air)''' | |||
* Choi will do an air attack diagonally downwards doing a number of hits and having good recovery | |||
* qcf+B(air) goes down at about 30 degrees to the vertical, while qcf+D(air) is at a 45 degree angle and comes out slower | |||
* free cancellable into | |||
|- | |||
! j.qcf+[[image:snkd.gif]] | |||
|align="center"| 12/[1*]x∞/14 | |||
|align="center"| -/- | |||
|align="center"| Fi | |||
|align="center"| HL | |||
|- | |||
! dp+[[image:snkb.gif]] | |||
|align="center"| 5/3(1)3+3/24+19 | |||
|align="center"| KD/-31 | |||
|align="center"| Fi | |||
|align="center"| HL | |||
|valign="bottom" style="border-right:0px;"| [[image:Choi02_dpB1.png|center]] | |||
|colspan="2" valign="bottom" style="border-left:0px;"| [[image:Choi02_dpB2.png|center]] | |||
|rowspan="2"| '''Hien Zan - dp+K''' | |||
* Choi does a backflip into the air, similar to Kim's Hien Zan, dp+D goes further horizontally and higher than dp+B | |||
* dp+B will knockdown if it hits the opponent but dp+D does not, giving the opponent all the time in the world to punish you. Hence, dp+D should never ever be done when the opponent is on the ground | |||
* totally whiffs the opponent if cancelled from any strong attack. | |||
* free cancellable into | |||
* Invincibility: Complete startup. C version Upperbody invicible first active period. | |||
|- | |||
! dp+[[image:snkd.gif]] | |||
|align="center"| 6/4(2)3+3/31+19 | |||
|align="center"| KD/-38 | |||
|align="center"| Fo | |||
|align="center"| HL | |||
|valign="bottom" style="border-right:0px;"| [[image:Choi02_dpD1.png|center]] | |||
|colspan="2" valign="bottom" style="border-left:0px;"| [[image:Choi02_dpD2.png|center]] | |||
|- | |||
! <br>_b,f+[[image:snka.gif]]<br><br> | |||
|align="center"| 13+7/32/2+14 | |||
|align="center"| -28/-30 | |||
|align="center"| Fo,Fi | |||
|align="center"| HL | |||
|rowspan="2" colspan="3" | [[image:Choi02_bfP.png|center]] | |||
|rowspan="2"| '''Senpuu Hien Zashi - _b,f+P''' | |||
* can be followed up by Houkou Tenkan (any direction + P/K) up to three times | |||
* free cancellable out of into qcf+K(air) | |||
|- | |||
! _b,f+[[image:snkc.gif]] | |||
|align="center"| 20+7/32/2+18 | |||
|align="center"| -32/-34 | |||
|align="center"| Fo,Fi | |||
|align="center"| HL | |||
|- | |||
! > any direction+[[image:punch.gif]]/[[image:kick.gif]] | |||
|align="center"| 16/19/until land+15 | |||
|align="center"| -/- | |||
|align="center"| | |||
|align="center"| HL | |||
|valign="bottom" style="border-right:0px;"| [[image:Choi02_dPK.png|center]] | |||
|valign="bottom" style="border-left:0px; border-right:0px"| [[image:Choi02_dfPK.png|center]] | |||
|valign="bottom" style="border-left:0px;"| [[image:Choi02_bfP.png|center]] | |||
| '''Houkou Tenkan - any direction + P/K''' | |||
* can be done up to three times, making Choi fly horizontally in the direction entered | |||
* the hits themselves do decent damage and have fairly high priority. Certain characters have no ways of dealing with this move once they have blocked the first hit | |||
* free cancellable out of into qcf+K(air) | |||
* All directions except horizontal cancel active frames when Choi hits the ground. | |||
|- | |||
! _d,u+[[image:kick.gif]] | |||
|align="center"| 0/2-48/3 (Wall touch: 4 frames; drop: 3/until land+3) Houkou Tenkan: 3/[1*]∞/15 | |||
|align="center"| -/- | |||
|align="center"| | |||
|align="center"| - | |||
|colspan="3" | [[image:Choi02_duK.png|center]] | |||
| '''Hishou Kurretsu Zan - _d,u+K''' | |||
* uf+K and ub+K can be used instead of u+K<br> | |||
* Choi leaps to the wall specified, or to the wall behind him if _d u+K was used. If K is held until he touches the wall, he will perform Houkou Tenkan. He can do the Houkou Tenkan (any direction + P/K) up to three more times after that | |||
* if B was held, Choi will do the Houkou Tenkan at a 45 degree angle off the wall. If D was held, he will do it horizontally | |||
|- | |||
|colspan="9" align="center"| '''DMs''' | |||
|- | |||
! <br>hcbx2+[[image:punch.gif]]<br><br> | |||
|align="center"| 19/123/38 | |||
|align="center"| KD/- | |||
|align="center"| | |||
|align="center"| HL | |||
|colspan="3" | [[image:Choi02_hcbx2P.png|center]] | |||
|'''Shin! Chouzetsu Tatsumaki Shinkuu Zan - hcbx2+P''' | |||
* Choi can move backwards and forward during the tornado | |||
* has some startup delay and invincibility but he can still be hit the moment the tornado begins to appear. However, once it has completely enveloped Choi, it is not possible to hit him aside of some very few moves, such as Kula's SDM | |||
* generally too slow to be used for anti-air, but is great for chip damage in the corner (as long as it is going to kill the opponent) | |||
* hard knockdown on all hits | |||
* negates normal and DM projectiles | |||
* Invincibility: 1-14f. | |||
|- | |||
! <br>qcf,hcb+[[image:snkb.gif]]<br><br> | |||
|align="center"| 2/16/38 | |||
|align="center"| KD/-21 | |||
|align="center"| | |||
|align="center"| HL | |||
|rowspan="2" colspan="3" | [[image:Choi02_qcfhcbK.png|center]] | |||
|rowspan="2"| '''Hou'ou Kyaku - qcf,hcb+K''' | |||
* Choi runs forward quickly and if he connects he will do a series of attacks | |||
* if it's blocked or misses, he will fall down and can be punished easily | |||
* Invincibility: Complete startup. | |||
|- | |||
! qcf,hcb+[[image:snkd.gif]] | |||
|align="center"| 2/24/38 | |||
|align="center"| KD/-21 | |||
|align="center"| | |||
|align="center"| HL | |||
|- | |||
|colspan="9" align="center"| '''SDM''' | |||
|- | |||
! qcf,hcb+[[image:snkb.gif]]+[[image:snkd.gif]] | |||
|align="center"| 2/24/38 | |||
|align="center"| KD/-21 | |||
|align="center"| | |||
|align="center"| HL | |||
|colspan="3" | [[image:Choi02_qcfhcbK.png|center]] | |||
|rowspan="2"| '''Hou'ou Kyaku - qcf,hcb+BD''' | |||
* same properties as his qcf hcb+K DM version, but does way more damage, a bit over 50% of a life bar | |||
|- | |||
|} | |} | ||
===Normal Throws=== | ===Normal Throws=== | ||
Revision as of 12:07, 8 September 2017
Introduction
srsly who wants to play this lamer?
Colors
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Gameplay Overview
be annoying
In-depth Analysis
Movelist
Normal Throws
b or f + C -
b or f + D -
Normal Moves
Standing A -
Standing B -
Close C -
Crouching A - Cancel into super
Crouching B - Use this to combo into ^ so you can cancel into super
Crouching C -
Jumping C - Use this
Command Normals
f + B - sometimes do this
f + A -
Special Moves
Shissou Hishou Zan (Charge b, f + P) - Choi dashes to right in front of the opponent, and finishes the job with his claws. It leaves you excessively open, making it extremely hard to use.
Senpuu Hien Sashi (Charge b, f + K) - Mechanism is the same as that from Hishō Kūretsuzan; see description there.
Tatsumaki Shippuu Zan (Charge d, u + P) - Either version is useful for combos and countering.
Hishou Kuuretsu Zan (Charge d, ub~uf + K, hold K to attack) - Do a lot of this, If you perform the command to the ub or u directions, he will head for the edge of the screen behind him; otherwise (uf), he will head for the edge of the screen behind the opponent; he then (if you are still holding the button) triangle jumps diagonally downward for the weak version or horizontally for the strong version. It’s generally okay to use this just to get to the edge of the screen quickly.
Kaiten Hien Zan (qcb + P) - Choi rolls up and spins, thereby slashing the opponent multiple times. It has nearly full-body invincibility on startup. After it hits or is blocked, the weak version jumps forward, and the strong version jumps backward. During this jump-off, it is now possible to cancel into Hishōkyaku, but just like later KOF’s, it can’t be done immediately (i.e., no combo); it becomes possible at the apex of his jump. Although Hishōkyaku has been weakened, it is generally a good follow-up (because otherwise you’re just floating there...).
Hishou Kyaku (In air, qcf + K) - Do this sometimes and sometimes from canceling j.C
Desperation Moves
Shin! Chouzetsu T. Shinkuu Zan (hcb x 2 + P) -
Hou'ou Kyaku (qcf, hcb + K) - Do this a lot from hit confirms
Combos
- crossup j.C > cr.B >> cr.A >> strong Tatsumaki Shippūzan or weak Hōōkyaku
- crossup j.C > cl.C >> Toorima Geri > (st.A >>) weak Hōōkyaku
- Hishō Kūretsuzan or Senpū Hien Shitotsu (midair hit) > Hōkō Tenkan > follow-up
- Nidanzan (2 hit) >> juggler