General Info
Crouch height: Low
Jump: 4/42/1
Hop: 4/31/1
Dash: 3/10~∞/3
Backdash: 3/16/3
Wakeup: 26 frames
Recovery roll: 30 frames
Stand | Crouch | Jump | Grab | Run |
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Colors
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Movelist
Short Movelist
- f + B
- Triangle jump.
- (b) f + P
- any direction + P/K x 1-3 (May follow with 2nd and 3rd on startup or active frames.)
- (d) u + P (SC (1).)
- qcb + P
- P (Only before the attack hit/block.)
- qcf + K (Same move as air qcf + K. Only during bounce after hit/block.)
- dp + K
- (d) u + K
- Hold K (Same move as (b) f + P, but with other trajectory. Only while touching the wall.)
- air qcf + K
- DM hcb hcb + P (Use b / f to move.)
- DM qcf hcb + K
- SDM qcf hcb + BD
- HSDM air hcf hcf + AC
Notes
- Cancellable normals are:
- Close: A, B, C
- Far: A
- Crouch: A, C
- Jump: C (1-3)
- CD is cancellable into specials and DMs
- C throw is mashable.
Combos
Basic Combos
- cr.C >
- (d) u + C
- (S) qcf hcb + K/BD {1 stock/Max Mode + 1 stock}
- cr.B / cr.A x 2, st.A > (S) qcf hcb + K/BD {35%/??%} {1 stock/Max Mode + 1 stock}
- cr.B, cr.A >
- (d) u + C
- cr.A / cl.A / cl.B > dp + B
- j.C (1-3) > air qcf + B {20%}
- f + B,
- st.A >
- (S) qcf hcb + K/BD {35%/??%} {1 stock/Max Mode + 1 stock}
- (S) qcf hcb + K/BD {1 stock/Max Mode + 1 stock}
- st.A >
- Opponent in the air: (d) u + D / (b) f + P > f + P/K x 3,
- (d) u + C {48%} (Corner.)
Technically this combo can be started very far away from the corner and if executed fully, will take the opponent to the corner.
- HSDM air hcf hcf + AC, j.CD (Only if HSDM last attack miss and second last hit.) {Max Mode + 1 stock}
Max Mode
- cr.B x 2 >> BC, cr.C > SDM qcf hcb + BD {65%} {3 stocks}
- cl.D >> BC, cr.C > SDM qcf hcb + BD {75%} {3 stocks}
Combos Notes
- cr.B x 2, st.A > DM qcf hcb + K
This is easily Choi's most useful combo which MUST be learned if one is considering being a Choi player. The far A, qcf hcb + K part of the combo can be input with the shortcut qcf + A, hcb + K.
- cr.C > DM qcf hcb + K
Used for punishing and for hit confirming the crouch C poke (which isn't hard since it has many cancel frames).
- cr.B x 2 >> BC, cr.C > SDM qcf hcb + BD {65%}
Tricky combo. It must be input as d + B x 2, d + C~B, qcf hcb + BD. The combo does huge damage and is not hard to hit confirm.
- j.C > air qcf + B
Not damaging but a very useful combo. Depending on the spacing, it is possible to combo a far A after landing from qcf + B (and a DM after that as well, though not that easy).
- f + B,
- st.A > DM qcf hcb + B
- DM qcf hcb + B
After f + B, far A and qcf hcb + B are links that are about 1-2 frames tight. It's much easier to do a reversal special move/super than it is to do a reversal normal, so the far A is listed as optional.
- cl.D >> BC, cr.C > SDM qcf hcb + BD {75%}
This is strictly a combo to use when someone has missed a laggy move (super or dp). Can't really be comboed after a jump attack.
- HSDM air hcf hcf + AC, j.CD
This combo doesn't always work. If one of the last hits (but not the very last hit since that puts the opponent into an unjugglable state) connects and the opponent happens to be in range, Choi can combo a superjump CD after.
Strategies
Matchup Information
Billy
- Countering crouch A and hcf + P
At a distance, Choi can spam crouch C whiff cancels into _d u + D. If Billy sticks out crouch A or hcf + A, crouch C will beat it. If Billy doesn't do it, CHoi will whiff the crouch C but immediately fly away to safety such that Billy would be unable to punish.
- Evading Billy's f + A
Choi's crouching and crouch blocking hitbox allows him to crouch under both hits of Billy's f + A, which is arguably Billy's best attack. On reaction, punish with crouch C into DM combo.