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|align="center"| 3/3+1(1)[1*1*1(1)1*1*1(1)]x4 1*1*1/15+13 | |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"| KD/-47 (-23 in corner) | ||
|align="center"| | |align="center"| - | ||
|align="center"| HL | |align="center"| HL | ||
|valign="bottom" style="border-right:0px; border-bottom:0px;"| [[image:Choi02_duP1.png|center]] | |valign="bottom" style="border-right:0px; border-bottom:0px;"| [[image:Choi02_duP1.png|center]] | ||
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* not very good priority as an anti-air but hits behind him so it works well for stopping people who roll through you | * 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 | * no invincibility on startup and very punishable if blocked | ||
|- | |- | ||
! _d,u+[[image:snkc.gif]] | ! _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"| 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"| KD/-61 (-46 in corner) | ||
|align="center"| | |align="center"| - | ||
|align="center"| HL | |align="center"| HL | ||
|valign="bottom" style="border-right:0px; border-top:0px;"| [[image:Choi02_duP4.png|center]] | |valign="bottom" style="border-right:0px; border-top:0px;"| [[image:Choi02_duP4.png|center]] | ||
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|align="center"| 18/1(2)[2(2)]x7,1/14 (on contact:0/1(2)[2(2)]x7,2/38+14) | |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"| -34/-36 | ||
|align="center"| | |align="center"| - | ||
|align="center"| HL | |align="center"| HL | ||
|rowspan="2" colspan="3" | [[image:Choi02_qcbP.png|center]] | |rowspan="2" colspan="3" | [[image:Choi02_qcbP.png|center]] | ||
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* at any point before Choi hits the opponent with qcb+P, he can hit P to do Kishuu Hien Zuki followup | * 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 | * during the roll animation, Choi can go under air projectiles such as Athena's psychoball qcb+P. It also has some invincibility | ||
* Invincibility: A: 1-9f; C: 1-11f. | * Invincibility: A: 1-9f; C: 1-11f. | ||
|- | |- | ||
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|align="center"| 20/1(2)[2(2)]x12,1/17 (on contact:0/1(2)[2(2)]x7,2/38+14) | |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"| -34/-36 | ||
|align="center"| | |align="center"| - | ||
|align="center"| HL | |align="center"| HL | ||
|- | |- | ||
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|align="center"| 4/16/19 | |align="center"| 4/16/19 | ||
|align="center"| KD/-17 | |align="center"| KD/-17 | ||
|align="center"| | |align="center"| - | ||
|align="center"| HL | |align="center"| HL | ||
|rowspan="2" colspan="3" | [[image:Choi02_qcbPP.png|center]] | |rowspan="2" colspan="3" | [[image:Choi02_qcbPP.png|center]] | ||
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* 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. | * 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. | * C version will whiff on some short characters at the start of the active frames, like Choi himself. | ||
|- | |- | ||
! > [[image:snkc.gif]] | ! > [[image:snkc.gif]] | ||
|align="center"| 6/26/21 | |align="center"| 6/26/21 | ||
|align="center"| KD/-29 | |align="center"| KD/-29 | ||
|align="center"| | |align="center"| - | ||
|align="center"| HL | |align="center"| HL | ||
|- | |- | ||
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|align="center"| 20/[1*]x∞/14 | |align="center"| 20/[1*]x∞/14 | ||
|align="center"| -/- | |align="center"| -/- | ||
|align="center"| | |align="center"| - | ||
|align="center"| HL | |align="center"| HL | ||
|rowspan="2" colspan="3" | [[image:Choi02_jqcfK.png|center]] | |rowspan="2" colspan="3" | [[image:Choi02_jqcfK.png|center]] | ||
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|align="center"| 22/[1*]x∞/14 | |align="center"| 22/[1*]x∞/14 | ||
|align="center"| -/- | |align="center"| -/- | ||
|align="center"| | |align="center"| - | ||
|align="center"| HL | |align="center"| HL | ||
|- | |- | ||
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|align="center"| 10/[1*]x∞/14 | |align="center"| 10/[1*]x∞/14 | ||
|align="center"| -/- | |align="center"| -/- | ||
|align="center"| | |align="center"| - | ||
|align="center"| HL | |align="center"| HL | ||
|rowspan="2" colspan="3" | [[image:Choi02_jqcfK.png|center]] | |rowspan="2" colspan="3" | [[image:Choi02_jqcfK.png|center]] | ||
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* Choi will do an air attack diagonally downwards doing a number of hits and having good recovery | * 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 | * 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 | ||
|- | |- | ||
! j.qcf+[[image:snkd.gif]] | ! j.qcf+[[image:snkd.gif]] | ||
|align="center"| 12/[1*]x∞/14 | |align="center"| 12/[1*]x∞/14 | ||
|align="center"| -/- | |align="center"| -/- | ||
|align="center" | |align="center"| - | ||
|- | |||
|align="center"| HL | |align="center"| HL | ||
|- | |- | ||
! <br>_b,f+[[image:snka.gif]]<br><br> | ! <br>_b,f+[[image:snka.gif]]<br><br> | ||
|align="center"| 13+7/32/2+14 | |align="center"| 13+7/32/2+14 | ||
|align="center"| -28/-30 | |align="center"| -28/-30 | ||
|align="center"| | |align="center"| - | ||
|align="center"| HL | |align="center"| HL | ||
|rowspan="2" colspan="3" | [[image:Choi02_bfP.png|center]] | |rowspan="2" colspan="3" | [[image:Choi02_bfP.png|center]] | ||
|rowspan="2"| '''Senpuu Hien Zashi - _b,f+P''' | |rowspan="2"| '''Senpuu Hien Zashi - _b,f+P''' | ||
* can be followed up by Houkou Tenkan (any direction + P/K) up to three times | * can be followed up by Houkou Tenkan (any direction + P/K) up to three times | ||
|- | |- | ||
! _b,f+[[image:snkc.gif]] | ! _b,f+[[image:snkc.gif]] | ||
|align="center"| 20+7/32/2+18 | |align="center"| 20+7/32/2+18 | ||
|align="center"| -32/-34 | |align="center"| -32/-34 | ||
|align="center"| | |align="center"| - | ||
|align="center"| HL | |align="center"| HL | ||
|- | |- | ||
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|align="center"| 16/19/until land+15 | |align="center"| 16/19/until land+15 | ||
|align="center"| -/- | |align="center"| -/- | ||
|align="center"| | |align="center"| - | ||
|align="center"| HL | |align="center"| HL | ||
|valign="bottom" style="border-right:0px;"| [[image:Choi02_dPK.png|center]] | |valign="bottom" style="border-right:0px;"| [[image:Choi02_dPK.png|center]] | ||
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* can be done up to three times, making Choi fly horizontally in the direction entered | * 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 | * 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 | ||
* All directions except horizontal cancel active frames when Choi hits the ground. | * All directions except horizontal cancel active frames when Choi hits the ground. | ||
|- | |- | ||
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|align="center"| 0/2-48/3 (Wall touch: 4 frames; drop: 3/until land+3) Houkou Tenkan: 3/[1*]∞/15 | |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"| | |align="center"| - | ||
|align="center"| - | |align="center"| - | ||
|colspan="3" | [[image:Choi02_duK.png|center]] | |colspan="3" | [[image:Choi02_duK.png|center]] | ||
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|align="center"| 19/123/38 | |align="center"| 19/123/38 | ||
|align="center"| KD/- | |align="center"| KD/- | ||
|align="center"| | |align="center"| - | ||
|align="center"| HL | |align="center"| HL | ||
|colspan="3" | [[image:Choi02_hcbx2P.png|center]] | |colspan="3" | [[image:Choi02_hcbx2P.png|center]] | ||
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|align="center"| 2/16/38 | |align="center"| 2/16/38 | ||
|align="center"| KD/-21 | |align="center"| KD/-21 | ||
|align="center"| | |align="center"| - | ||
|align="center"| HL | |align="center"| HL | ||
|rowspan="2" colspan="3" | [[image:Choi02_qcfhcbK.png|center]] | |rowspan="2" colspan="3" | [[image:Choi02_qcfhcbK.png|center]] | ||
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|align="center"| 2/24/38 | |align="center"| 2/24/38 | ||
|align="center"| KD/-21 | |align="center"| KD/-21 | ||
|align="center"| | |align="center"| - | ||
|align="center"| HL | |align="center"| HL | ||
|- | |- | ||
|colspan="9" align="center"| '''SDM''' | |colspan="9" align="center"| '''SDM''' | ||
|- | |- | ||
! qcf,hcb+[[image: | ! qcf,hcb+[[image:kick.gif]] | ||
|align="center"| 2/24/38 | |align="center"| 2/24/38 | ||
|align="center"| KD/-21 | |align="center"| KD/-21 | ||
|align="center"| | |align="center"| - | ||
|align="center"| HL | |align="center"| HL | ||
|colspan="3" | [[image:Choi02_qcfhcbK.png|center]] | |colspan="3" | [[image:Choi02_qcfhcbK.png|center]] | ||
|rowspan="2"| '''Hou'ou Kyaku - qcf,hcb+ | |rowspan="2"| '''Hou'ou Kyaku - qcf,hcb+[[image:kick.gif]]''' | ||
* same properties as his qcf hcb+K DM version, but does way more damage, a bit over 50% of a life bar | * same properties as his qcf hcb+K DM version, but does way more damage, a bit over 50% of a life bar | ||
|- | |- |
Revision as of 20:18, 7 May 2018
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