Chang Koehan (KoF '02 UM): Difference between revisions

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<h2><span class="mw-headline" id="Normal_Moves">Normal Moves</span></h2>
==Normal Moves==
<p><b>Standing</b>
 
</p>
==Normal Throws==
<ul>
 
<li>st. A is good to use as an anti-air for stopping hops. neutral on block, Whiffs on crouching opponents except for Chang himself.
==Command Normals==
</li>
 
<li>st. B is a short front kick that is special cancel-able and whiff cancel-able
==Special Moves==
</li>
 
<li>st. C is horizontal shoulder height ball swing. Good to use for mid-screen zoning, and to use as an preemptive anti-air. Whiffs on crouching opponents. Not cancel-able.
==Desperation Moves==
</li>
 
<li>st. D is a low round kick that hits mid. Good range, good push back on block, but not cancel-able.
==Max Desperation Moves==
</li>
 
</ul>
==Max 2==
<p><br/>
 
<b>Close</b>
</p>
<ul>
<li>cl. A/B/D are cancel-able
</li>
<li>cl. A is a short back hand punch that can be easily cancelled into his hcb,f+P command throw or df+A
</li>
<li>cl. B and st. B are the same
</li>
<li>cl. C is a two hit downward ball swing attack that is neutral on block. Not cancel-able.
</li>
<li>cl. D is a special cancel-able side kick
</li>
</ul>
<p><b>Crouching</b>
</p>
<ul>
<li>cr. A/B/C/D are cancel-able
</li>
<li>cr. A is a good ranged elbow attack
</li>
<li>cr. B is a short range low kick
</li>
<li>cr. C can be used as a grounded anti-air to stop opponents from jumping over you, but its relatively slow
</li>
<li>cr. D is a swings his ball and chain at the opponent's feet to sweep them. Special and whiff cancel-able
</li>
</ul>
<p><b>Jumping</b>
</p>
<ul>
<li>j. A is a jumping punch that aims at a downward angle. Good to use as a late air-to-air attack, or ground-to-air anti-air close range hops and jumps in advance. Whiffs on crouching opponents
</li>
<li>j. B is a short jump kick is a good jump-in attack to start combos
</li>
<li>j. C is good to use to try to zone the opponent to stop incoming hops and jumps at a mid-range in advance. Hit box aims at a diagonal downward angle. Whiffs on crouching opponents if too close
</li>
<li>j. D is a jumping deep angled side kick. A bit hard to use as a deep jump-in combo because it spaces Chang far away to connect into his close standing normals.
</li>
</ul>
<p><b>Blowback</b>
st. CD - Chang throws his belly at the opponent. Nice range but not cancel-able
j.CD - Chang swings his ball at an diagonal angle toward the opponent. Good for maintaining space, and pressure. Whiffs on crouching opponents if released too closely.
</p>
<h2><span class="mw-headline" id="Throws">Throws</span></h2>
<p><b>Hagan Geki [Face Crushing Blast]</b> - close, (b/f + C_
</p>
<ul>
<li> Chang grabs the opponent, then headbutts them. The opponent lands near the corner of the screen.
</li>
</ul>
<ul>
<li> Soft knockdown
</li>
</ul>
<p><br/>
<b>Kusari Jime [Chain Chocker]</b> - close, (b/f + D)
</p>
<ul>
<li> Chang grabs and chokes the opponent. They land near the corner of the screen.
</li>
</ul>
<ul>
<li> Soft knockdown
</li>
</ul>
<ul>
<li> Can be teched out of
</li>
</ul>
<h2><span class="mw-headline" id="Command_Moves">Command Moves</span></h2>
<p><b>Hiki Nige [Hit and Run]</b> - (df + A)
</p>
<ul>
<li> Chang slides on his belly towards the opponent, 1/2 screen distance. Good range, good start-up, can evade certain normals, and specials, can evade mid-air projectiles (not ground skimming ones like Iori's or Kusanagi's), and can low profile anti-air.
</li>
</ul>
<ul>
<li> Hits low regardless if cancelled into
</li>
</ul>
<ul>
<li> Can be punished easily if blocked
</li>
</ul>
<h2><span class="mw-headline" id="Special_Moves">Special Moves</span></h2>
<p><b>Tekkyuu Daikaiten [Spinning Iron Ball]</b> - (A/C repeatedly)
</p>
<ul>
<li> Chang swings his ball and chain above his head. You can press left and right to control him while he is swinging.
</li>
</ul>
<ul>
<li> Negates projectiles
</li>
</ul>
<ul>
<li> Can stop spinning by pressing A+B+C+D
</li>
</ul>
<ul>
<li> C version stays out for a longer time if you don't stop Chang from spinning
</li>
</ul>
<ul>
<li> Vulnerable to lows
</li>
</ul>
<ul>
<li> Can cancel mid-move into Tekkyuu Funsai Geki by inputting qcb+P, that move will be different depending on your button input
</li>
</ul>
<p><br/>
<b>Tekkyuu Funs Geki [Breaking Iron Ball]</b> - (charge b~f + A/C or qcb+P during Tekkyuu Daikaiten [Spinning Iron Ball])
</p>
<ul>
<li> Chang swings then flings his ball and chain towards the opponent. The opponent lands near the corner of the screen.
</li>
</ul>
<ul>
<li> Has autoguard while he's facing backwards
</li>
</ul>
<ul>
<li> C version has a longer charge time, but he goes farther
</li>
</ul>
<ul>
<li> Additional the starting frames of the spinning ball while charging, in the C version, can deal damage if the opponent touches it
</li>
</ul>
<ul>
<li> Will whiff if too close
</li>
</ul>
<ul>
<li> Soft knockdown
</li>
</ul>
<p><br/>
<b>Tekkyu Taiko Uchi [Drumming Iron Ball]</b> - (hcf + B/D)
</p>
<ul>
<li> Chang picks his nose. If a move is countered, Chang sneezes.
</li>
</ul>
<ul>
<li> A counter move
</li>
</ul>
<ul>
<li> Active counter frames are while he's picking his nose
</li>
</ul>
<ul>
<li> Only counters high and mid attacks, most low attacks will hit him (aside from higher ones ex. Terry's crouching D)
</li>
</ul>
<ul>
<li> Normal result would be an extremely low damage knock away
</li>
</ul>
<ul>
<li> Randomly, quite unlikely you will get the 'buffed-up' version of the counter when he does a dramatic sneeze and falls to the ground, causing the opponent to be knocked off with major damage
</li>
</ul>
<p><br/>
<b>Dai Hakai Nage [Big Destroyer Toss]</b> - (hcb, f + A/C) close
</p>
<ul>
<li> Chang grabs the opponent then slams them 4 times
</li>
</ul>
<ul>
<li> 1 Frame grab command grab
</li>
</ul>
<ul>
<li> Hard knockdown
</li>
</ul>
<p><br/>
<b>Haki Kyaku [Spirit of Conquest]</b> - (d, d + K)
</p>
<ul>
<li> Full-screen low attack
</li>
</ul>
<ul>
<li> Must be blocked low or avoided by jumping
</li>
</ul>
<ul>
<li> When done up close, causes hard knockdown on hit
</li>
</ul>
<ul>
<li> Super cancel-able
</li>
</ul>
<h2><span class="mw-headline" id="Desperation_Moves">Desperation Moves</span></h2>
<p><b>Tekkyuu Dai Bousou [Wild Ball Attack] </b> - (qcf~hcb + A/C)
</p>
<ul>
<li> Chang slams his head on his iron ball, then rushes the opponent to unless a flurry of attacks ending in a belly flop.
</li>
</ul>
<ul>
<li> Catches airborne opponents
</li>
</ul>
<ul>
<li> Random finisher
</li>
</ul>
<ul>
<li> Slow to come out
</li>
</ul>
<ul>
<li> Finisher with his close B animation is a juggle
</li>
</ul>
<p><br/>
<b>Dai Tekkyuu Assatsu [Iron Sphere Smasher]</b> - (qcf, qcf + A/C)
</p>
<ul>
<li> A giant headbutt then a bellyflop. Heavy punch version has a running start.
</li>
</ul>
<ul>
<li> A version flies up immediately, C version runs forward for about half-screen before flying up
</li>
</ul>
<ul>
<li> Invincibility on start-up
</li>
</ul>
<ul>
<li> Falling down part is an overhead, has auto-guard
</li>
</ul>
<ul>
<li> End of the move can OTG if hit correctly
</li>
</ul>
<p><br/>
<b>Tekkyuu Dai Bokusatsu [Wild Ball Beater]</b> - (qcf, qcf + B/D)
</p>
<ul>
<li> Chang slams his iron ball down on the opponent a few times, then finishes with an uppercut ball swing.
</li>
</ul>
<ul>
<li> Hard knockdown
</li>
</ul>
<ul>
<li> First and second hit are overhead, also OTG
</li>
</ul>
<ul>
<li> If the first hit misses or is blocked, Chang only does 1 more hit, if the first hit connects, the rest of the move will follow
</li>
</ul>
<ul>
<li> If it hits correctly on OTG, the opponent will be brought back to standing position
</li>
</ul>
<h2><span class="mw-headline" id="Super_Desperation_Move">Super Desperation Move</span></h2>
<p><b>Dai Tekkyuu Assatsu</b> - (qcf,qcf+A+C)
</p><p><br/>
</p>
<ul>
<li> An extremely high, giant headbutt then a bouncing belly flop.
</li>
</ul>
<ul>
<li> Flies up immediately
</li>
</ul>
<ul>
<li> Invincibility on startup
</li>
</ul>
<ul>
<li> Falling down part has autoguard
</li>
</ul>
<ul>
<li> Hits low upon landing
</li>
</ul>
<h2><span class="mw-headline" id="Hidden_Super_Desperation_Move">Hidden Super Desperation Move</span></h2>
<p><b>Tekkyuu Dai Sekai</b> - (B, A, C, A)
</p>
<ul>
<li> Stops time
</li>
</ul>
<ul>
<li> Does a little dance for a few seconds before actually stopping time
</li>
</ul>
<ul>
<li> Dancing is NOT invincible now
</li>
</ul>
<ul>
<li> Unblockable, air opponents will be dragged down to the ground
</li>
</ul>
<ul>
<li> When time is stopped, opponent enters hitstun for a short while
</li>
</ul>
<ul>
<li> You can do pretty much anything while the opponent is in hitstun, moves that knock down or away loses their properties here
</li>
</ul>
<ul>
<li> The move ends when Chang has done enough damage or it lasted long enough
</li>
</ul>
<ul>
<li> Max damage capped for this move is approx 25% off a full lifebar
</li>
</ul>
<ul>
<li> No power bar is gained for either side while this move is running
</li>
</ul>
<ul>
<li> Opponent cannot recovery roll at the end of this move
</li>
</ul>
<h2><span class="mw-headline" id="Combos">Combos</span></h2>
<p>-cr. Ax2, A/C repeatedly
</p><p>-(close only) down, down+K, (SC) qcf,qcf+K
</p><p>-cl. A/B/D, hcb,f+P
</p><p>-(must not be close to corner) hcb,f+P, (B,A,C,A)
</p><p>-(corner) qcf,hcb+P close B finisher (appears randomly), A/C repeatedly or qcf,qcf+P
</p><p>-(B,A,C,A) -&gt; whatever -&gt; find some way to get close to opponent before HSDM ends, qcf,qcf+K (OTG)
</p><p><br/>
</p>


=Combos=
=Combos=

Revision as of 03:32, 12 December 2015

Introduction

Move list

Normal Throws
Command Moves
Special Moves
Desperation Moves
Max Desperation Moves
Max 2

Normal Moves

Standing

  • st. A is good to use as an anti-air for stopping hops. neutral on block, Whiffs on crouching opponents except for Chang himself.
  • st. B is a short front kick that is special cancel-able and whiff cancel-able
  • st. C is horizontal shoulder height ball swing. Good to use for mid-screen zoning, and to use as an preemptive anti-air. Whiffs on crouching opponents. Not cancel-able.
  • st. D is a low round kick that hits mid. Good range, good push back on block, but not cancel-able.


Close

  • cl. A/B/D are cancel-able
  • cl. A is a short back hand punch that can be easily cancelled into his hcb,f+P command throw or df+A
  • cl. B and st. B are the same
  • cl. C is a two hit downward ball swing attack that is neutral on block. Not cancel-able.
  • cl. D is a special cancel-able side kick

Crouching

  • cr. A/B/C/D are cancel-able
  • cr. A is a good ranged elbow attack
  • cr. B is a short range low kick
  • cr. C can be used as a grounded anti-air to stop opponents from jumping over you, but its relatively slow
  • cr. D is a swings his ball and chain at the opponent's feet to sweep them. Special and whiff cancel-able

Jumping

  • j. A is a jumping punch that aims at a downward angle. Good to use as a late air-to-air attack, or ground-to-air anti-air close range hops and jumps in advance. Whiffs on crouching opponents
  • j. B is a short jump kick is a good jump-in attack to start combos
  • j. C is good to use to try to zone the opponent to stop incoming hops and jumps at a mid-range in advance. Hit box aims at a diagonal downward angle. Whiffs on crouching opponents if too close
  • j. D is a jumping deep angled side kick. A bit hard to use as a deep jump-in combo because it spaces Chang far away to connect into his close standing normals.

Blowback st. CD - Chang throws his belly at the opponent. Nice range but not cancel-able j.CD - Chang swings his ball at an diagonal angle toward the opponent. Good for maintaining space, and pressure. Whiffs on crouching opponents if released too closely.

Throws

Hagan Geki [Face Crushing Blast] - close, (b/f + C_

  • Chang grabs the opponent, then headbutts them. The opponent lands near the corner of the screen.
  • Soft knockdown


Kusari Jime [Chain Chocker] - close, (b/f + D)

  • Chang grabs and chokes the opponent. They land near the corner of the screen.
  • Soft knockdown
  • Can be teched out of

Command Moves

Hiki Nige [Hit and Run] - (df + A)

  • Chang slides on his belly towards the opponent, 1/2 screen distance. Good range, good start-up, can evade certain normals, and specials, can evade mid-air projectiles (not ground skimming ones like Iori's or Kusanagi's), and can low profile anti-air.
  • Hits low regardless if cancelled into
  • Can be punished easily if blocked

Special Moves

Tekkyuu Daikaiten [Spinning Iron Ball] - (A/C repeatedly)

  • Chang swings his ball and chain above his head. You can press left and right to control him while he is swinging.
  • Negates projectiles
  • Can stop spinning by pressing A+B+C+D
  • C version stays out for a longer time if you don't stop Chang from spinning
  • Vulnerable to lows
  • Can cancel mid-move into Tekkyuu Funsai Geki by inputting qcb+P, that move will be different depending on your button input


Tekkyuu Funs Geki [Breaking Iron Ball] - (charge b~f + A/C or qcb+P during Tekkyuu Daikaiten [Spinning Iron Ball])

  • Chang swings then flings his ball and chain towards the opponent. The opponent lands near the corner of the screen.
  • Has autoguard while he's facing backwards
  • C version has a longer charge time, but he goes farther
  • Additional the starting frames of the spinning ball while charging, in the C version, can deal damage if the opponent touches it
  • Will whiff if too close
  • Soft knockdown


Tekkyu Taiko Uchi [Drumming Iron Ball] - (hcf + B/D)

  • Chang picks his nose. If a move is countered, Chang sneezes.
  • A counter move
  • Active counter frames are while he's picking his nose
  • Only counters high and mid attacks, most low attacks will hit him (aside from higher ones ex. Terry's crouching D)
  • Normal result would be an extremely low damage knock away
  • Randomly, quite unlikely you will get the 'buffed-up' version of the counter when he does a dramatic sneeze and falls to the ground, causing the opponent to be knocked off with major damage


Dai Hakai Nage [Big Destroyer Toss] - (hcb, f + A/C) close

  • Chang grabs the opponent then slams them 4 times
  • 1 Frame grab command grab
  • Hard knockdown


Haki Kyaku [Spirit of Conquest] - (d, d + K)

  • Full-screen low attack
  • Must be blocked low or avoided by jumping
  • When done up close, causes hard knockdown on hit
  • Super cancel-able

Desperation Moves

Tekkyuu Dai Bousou [Wild Ball Attack] - (qcf~hcb + A/C)

  • Chang slams his head on his iron ball, then rushes the opponent to unless a flurry of attacks ending in a belly flop.
  • Catches airborne opponents
  • Random finisher
  • Slow to come out
  • Finisher with his close B animation is a juggle


Dai Tekkyuu Assatsu [Iron Sphere Smasher] - (qcf, qcf + A/C)

  • A giant headbutt then a bellyflop. Heavy punch version has a running start.
  • A version flies up immediately, C version runs forward for about half-screen before flying up
  • Invincibility on start-up
  • Falling down part is an overhead, has auto-guard
  • End of the move can OTG if hit correctly


Tekkyuu Dai Bokusatsu [Wild Ball Beater] - (qcf, qcf + B/D)

  • Chang slams his iron ball down on the opponent a few times, then finishes with an uppercut ball swing.
  • Hard knockdown
  • First and second hit are overhead, also OTG
  • If the first hit misses or is blocked, Chang only does 1 more hit, if the first hit connects, the rest of the move will follow
  • If it hits correctly on OTG, the opponent will be brought back to standing position

Super Desperation Move

Dai Tekkyuu Assatsu - (qcf,qcf+A+C)


  • An extremely high, giant headbutt then a bouncing belly flop.
  • Flies up immediately
  • Invincibility on startup
  • Falling down part has autoguard
  • Hits low upon landing

Hidden Super Desperation Move

Tekkyuu Dai Sekai - (B, A, C, A)

  • Stops time
  • Does a little dance for a few seconds before actually stopping time
  • Dancing is NOT invincible now
  • Unblockable, air opponents will be dragged down to the ground
  • When time is stopped, opponent enters hitstun for a short while
  • You can do pretty much anything while the opponent is in hitstun, moves that knock down or away loses their properties here
  • The move ends when Chang has done enough damage or it lasted long enough
  • Max damage capped for this move is approx 25% off a full lifebar
  • No power bar is gained for either side while this move is running
  • Opponent cannot recovery roll at the end of this move

Combos

-cr. Ax2, A/C repeatedly

-(close only) down, down+K, (SC) qcf,qcf+K

-cl. A/B/D, hcb,f+P

-(must not be close to corner) hcb,f+P, (B,A,C,A)

-(corner) qcf,hcb+P close B finisher (appears randomly), A/C repeatedly or qcf,qcf+P

-(B,A,C,A) -> whatever -> find some way to get close to opponent before HSDM ends, qcf,qcf+K (OTG)


Combos

The Basics

Advanced Strategy

Match-Ups