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| Chang is a mid-range zoning, powerhouse and tank character | | Chang is a mid-range zoning, powerhouse and tank character |
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| ==In-depth Analysis==
| | Mid-tier as striker |
| ''Qualities :''
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| *More powerful character of the game
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| *His jump attacks get good range, priority and various roles
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| *His ball helps him to have a good keepaway gameplay
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| *Doesn't stay in corner vs Chang, especially without meter
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| ''Faults :''
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| *He's slow. It gives him hard matchups vs fireball characters overall (King, Bao, Iori, Takuma, K') and is pretty bad vs Choi
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| *Very big hitbox. He can easily be crossuped
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| *No viable anti-air
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| *Tekkyuu Dai Bousou >> qcf, hcb + P has startup invincibility but is very slow, that cannot surprise the opponent
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| *He's pretty sensitive to low attacks and characters which have low crouching
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| 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 |
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| 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 |
| | }} |
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| ==Movelist== | | ==Movelist== |
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
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- 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 (?)
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- 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
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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
Fastest Attacks
- 0F: C throw; D throw
- 1F:
- 2F:
- 3F:
- 4F:
- 5F:
- 6F:
- 7F:
- 8F:
- 9F:
- 10F:
- 11F:
Frame Data and Hitboxes
Red Color = Hurtbox
Purple / White Color = Hitbox
For Special Moves :
Black Color = Hitbox
Yellow = Fireball
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Frames
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Advantage
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Cancel
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Block
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Hitbox
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Notes
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Standing Close
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5/5/6
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0/-2
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C
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HL
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Very good move vs short hop. It beats Shingo's hcf+K or Kyo's reverse dragon kick for example.
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4/6/7
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-1/-3
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C
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HL
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Identical to far B. Can be used as meaty attack
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14/4+8/12
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0/-2
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-/-
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HL/HL
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This move is generally unsafe because it isn't cancelable. Easily punishable by opponent's Guard Cancel Roll
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9/8/13
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-1/-3
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C
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HL
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This move isn't useful in many situation because it whiffs vs low and medium crounchers. Moreover it's unsafe.
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Standing Far
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5/5/7
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0/-2
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-
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HL
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Super crazy diesel anti-air vs short hop or even a normal height jump, and has high priority in general.
Chain: -
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4/6/7
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-1/-3
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C
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HL
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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: -
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16/4/19
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-3/-5
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-
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HL
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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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13/9/22
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-11/-13
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-
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HL
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Useful as long range poke like Far.C but it has more recovery than far.C
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+
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19/4+3/18
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KD/-4
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S
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HL
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Nice big hitbox, cancelable. Good as a meaty.
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Crouching
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7/5/7
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0/-2
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C
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HL
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Easy to cancel into Ball Swing (P rapidly). His best meaty attack compared to cr.B because his recovery is better.
Chain: -
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7/5/12
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-5/-7
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C
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L
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Low and cancelable, but slow. Good as a meaty but less good than cr.A
Chain: -
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8/3+3+3+4+5/18
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/
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C (1st part)
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HL
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Cancelable before he extends his arm all the way. Can be used an an early anti-air.
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11/4+4+4/23
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KD/-17
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C
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L
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#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.
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Jump
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3/17/-
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-/-
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-
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H
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Fastest and "meatiest" Chang's jump normal attack move. Great priority and effective on air-to-air and vs short hop
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3/13/-
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-/-
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-
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H
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6/5/-
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-/-
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-
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H
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This move is interesting to keep away opponent. It's also useful to air-to-ground
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7/7/-
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-/-
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-
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H
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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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+
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11/3+3/-
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KD/-
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-
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HL
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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.
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Command Normals
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+
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12/12/31
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KD/-19
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-
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L
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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.
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Special Moves
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( ) +
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HL
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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.
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f +
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0/1/32
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Grab
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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'.
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+
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16/36/28
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KD
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Fi, Fo
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-
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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
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