Capcom vs SNK 2/Chang: Difference between revisions

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c.lp(counter-hit), c.mk, qcf hcb+p
c.lp(counter-hit), c.mk, qcf hcb+p
Chang has a hard time landing his super as the only reliable cancels that can land his punch super are c.mp, s.mk, c.mk. This wouldn't be a problem if his c.lp or c.lk linked to his mediums but they do not, unless they counter-hit.
Chang has a hard time landing his super as the only reliable cancels that can land his punch super are c.mp, s.mk, c.mk. This wouldn't be a problem if his c.lp or c.lk linked to his mediums but they do not, unless they counter-hit.



Revision as of 21:28, 12 March 2008

Introduction

Moves List

Normal Moves

Special Moves

Chang's Moves:

Slide -df + fp- Chang slides forward, knocking down his target. Fairly safe when blocked from far away and extremely fast. Definitely one of the best slides in the game as it's fairly unpredictable. Leaves you at -9 so definitely punishable, so don't abuse it.

Tekkyuu Dai Kaiten -Hit p rapidly (Press lp+mp+fp(ppp) to cancel)- Chang's trademark skill where he spins the ball rapidly around his head. Can be RC'd extremely effectively by rolling fingers across lp,mp,fp followed by lp+lk,p(any). Even when not RC'd, the ball will absorb any projectiles it contacts. Leaves Chang's legs fairly open to low attacks such as c.rh.

Tekkyuu Funsai Geki -Charge b, f + P- A bit of an odd skill. Chang leans back and then leans forward while throwing his ball. While leaning back you are invincible, but the skill leaves you open to low attacks and has heavy recovery.

Dai Hakai Nage -HCB, f + P (command throw)- Chang reaches forward, grabs his target and begins to slam him/her against the ground.

Choi's Moves:

Dai Hakai Nage -HCB, f + K- Choi rushes forward and forms a human tornado with spinning claws. A bit slow on the startup but extremely good for pressuring. When Chang is calling Choi to execute this special, there is a slight moment where he stands there, unable to move or defend, so should not be used blindly.

Hishou Kuuretsu Zan -HCF + K- Choi jumps forward, parallel to the ground and becomes a human arrow. Again, slight moment when Chang is calling for Choi where he's vulnerable.

Hishou Shissou Zan -DP + K- Choi rushes forward, jumps into the air and then slashes. Again, slight moment when Chang is calling for Choi where he's vulnerable.

While very apparent, it's good to know that all of Chang's specials are based off of punch while Choi's are based off of kick.

Super Moves

Tekkyuu Dai Bousou -QCF, HCB + P- Chang rushes forward and on connect, begins to ravage his target with blow after blow from his iron ball. Does 5200 damage at level 3. WARNING: Leaves Chang WIDE OPEN when blocked. When blocked, Chang bumps into the target and falls over clumsily (-47!!!). Do not throw this out blindly as you will be punished severely. Can be comboed into using c.mp/c.mk/s.mk/c.fp and acts like Iori's rush super as in it sucks you in.

Shin! Chouzetsu Tatsumaki Shinkuu Zan -HCB, HCB + K- Choi rushes forward and does a much stronger version of his Dai Hakai Nage. Its primary use is for breaking guard and chip damage. Useless otherwise because of heavy, heavy startup. Extremely abusable in S-Groove and after knockdowns.

The Basics

Combos

BnB

Mash c.lp

This is by far, the easiest combo in the game to do as you only push one button, and you push it as fast as possible. Does around 1700 damage. Usually two punches and then the spinning ball will come out.

Punisher Combo:

j.hk, s.hk(close), spinning ball This can only really be used off a dizzy or a huge mess up on your opponents part. Chang only has one special cancellable normal that's not a short or jab, and it's s.hk(close).

Super Combos:

c.lp(counter-hit), c.mk, qcf hcb+p

Chang has a hard time landing his super as the only reliable cancels that can land his punch super are c.mp, s.mk, c.mk. This wouldn't be a problem if his c.lp or c.lk linked to his mediums but they do not, unless they counter-hit.

Advanced Strategy

Match-ups