The King of Fighters '98/Choi: Difference between revisions

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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"| S (1st hit), Fo
|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
* 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]]
! _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"| S (1st hit), Fo
|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"| > P, (in bounce) qcf+K, Fo
|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
* 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.
* 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"| > P, (in bounce) qcf+K, Fo
|align="center"| -
|align="center"| HL
|align="center"| HL
|-
|-
Line 274: Line 271:
|align="center"| 4/16/19
|align="center"| 4/16/19
|align="center"| KD/-17
|align="center"| KD/-17
|align="center"| Fo
|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]]
Line 281: Line 278:
* 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.
* free cancellable out of into qcf+K(air)
|-
|-
! > [[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"| Fo
|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]]
Line 301: Line 297:
|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"| Fi
|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]]
Line 313: Line 309:
* 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
* free cancellable into
|-
|-
! 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"| Fi
|align="center"| -
|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
|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>
! <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"| Fo,Fi
|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
* free cancellable out of into qcf+K(air)
|-
|-
! _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"| Fo,Fi
|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
* free cancellable out of into qcf+K(air)
* 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]]
Line 403: Line 375:
|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]]
Line 414: Line 386:
|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:snkb.gif]]+[[image:snkd.gif]]
! 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+BD'''
|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

Choi98 stance.gif

Introduction

srsly who wants to play this lamer?

Colors

Snka.gif Snkb.gif Snkc.gif Snkd.gif
Choi98 colorA.png Choi98 colorB.png Choi98 colorC.png Choi98 colorD.png

Gameplay Overview

be annoying

In-depth Analysis

Movelist

Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 3/4/5 +3/+1 C HL
Choi98 clA.png
Snkb.gif 3/4/5 +3/+1 C HL
Choi98 clB.png
Snkc.gif 7/8/16 -4/-6 - HL
Choi98 clC.png
Snkd.gif 6/6/18 -4/-6 - HL
Choi98 stD.png
Standing Far
Snka.gif 3/4/5 +3/+1 C HL
Choi98 stA.png
Snkb.gif 5/4/7 +1/-1 C HL
Choi98 stB.png
Snkc.gif 10/3/16 +1/-1 - HL
Choi98 stC.png
Snkd.gif 6/9/15 -4/-6 - HL
Choi98 stD.png
Snkc.gif+Snkd.gif 14/7/24 KD/-9 S HL
Choi98 stCD.png
Crouching
Snka.gif 3/4/5 +3/+1 C HL
Choi98 crA.png
Snkb.gif 3/4/5 +3/+1 - L
Choi98 crB.png
Snkc.gif 8/7/11 +2/0 C HL
Choi98 crC.png
Snkd.gif 6/9/15 KD/-6 - L
Choi98 crD.png
Jump
Snka.gif 4/5 -/- - H
Choi98 jA.png
Snkb.gif 6/7 -/- - H
Choi98 jB.png
Snkc.gif 4/4+4+4 -/- C/C/C H/H/H
Choi98 jC1.png
Choi98 jC2.png
Choi98 jC3.png
Snkd.gif 8/9 -/- - H
Choi98 jD.png
Snkc.gif+Snkd.gif 7/5 KD/- S HL
Choi98 jCD.png
Neutral Jump
Snkc.gif 6/7 -/- - H
Choi98 njC.png
Snkd.gif 7/6 -/- - H
Choi98 njD.png
Command Normals
f+Snka.gif 37/5(8)9/11 0/-2 -/S HL/HL
Choi98 fA1.png
Choi98 fA2.png
f+Snkb.gif 17/2/11 +7/+5 - HL
Choi98 fB.png
Special Moves
_d,u+Snka.gif 3/3+1(1)[1*1*1(1)1*1*1(1)]x4 1*1*1/15+13 KD/-47 (-23 in corner) - HL
Choi02 duP1.png
Choi02 duP2.png
Choi02 duP3.png
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
_d,u+Snkc.gif 3/3+1(1)[1*1*1(1)1*1*1(1)]x5, 1*1*1/25+17 KD/-61 (-46 in corner) - HL
Choi02 duP4.png
Choi02 duP5.png
Choi02 duP6.png

qcb+Snka.gif

18/1(2)[2(2)]x7,1/14 (on contact:0/1(2)[2(2)]x7,2/38+14) -34/-36 - HL
Choi02 qcbP.png
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
  • Invincibility: A: 1-9f; C: 1-11f.
qcb+Snkc.gif 20/1(2)[2(2)]x12,1/17 (on contact:0/1(2)[2(2)]x7,2/38+14) -34/-36 - HL

> Snka.gif

4/16/19 KD/-17 - HL
Choi02 qcbPP.png
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.
> Snkc.gif 6/26/21 KD/-29 - HL
> j.qcf+Snkb.gif 20/[1*]x∞/14 -/- - HL
Choi02 jqcfK.png
Hishou Kyaku - qcf+K(air)
  • Different startup but otherwise identical ti the independent Hishou Kyaku,
> j.qcf+Snkd.gif 22/[1*]x∞/14 -/- - HL

j.qcf+Snkb.gif

10/[1*]x∞/14 -/- - HL
Choi02 jqcfK.png
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
j.qcf+Snkd.gif 12/[1*]x∞/14 -/- - HL

_b,f+Snka.gif

13+7/32/2+14 -28/-30 - HL
Choi02 bfP.png
Senpuu Hien Zashi - _b,f+P
  • can be followed up by Houkou Tenkan (any direction + P/K) up to three times
_b,f+Snkc.gif 20+7/32/2+18 -32/-34 - HL
> any direction+Punch.gif/Kick.gif 16/19/until land+15 -/- - HL
Choi02 dPK.png
Choi02 dfPK.png
Choi02 bfP.png
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
  • All directions except horizontal cancel active frames when Choi hits the ground.
_d,u+Kick.gif 0/2-48/3 (Wall touch: 4 frames; drop: 3/until land+3) Houkou Tenkan: 3/[1*]∞/15 -/- - -
Choi02 duK.png
Hishou Kurretsu Zan - _d,u+K
  • uf+K and ub+K can be used instead of u+K
  • 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
DMs

hcbx2+Punch.gif

19/123/38 KD/- - HL
Choi02 hcbx2P.png
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.

qcf,hcb+Snkb.gif

2/16/38 KD/-21 - HL
Choi02 qcfhcbK.png
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+Snkd.gif 2/24/38 KD/-21 - HL
SDM
qcf,hcb+Kick.gif 2/24/38 KD/-21 - HL
Choi02 qcfhcbK.png
Hou'ou Kyaku - qcf,hcb+Kick.gif
  • same properties as his qcf hcb+K DM version, but does way more damage, a bit over 50% of a life bar

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