Introduction
Story
Chang Koehan and Choi Bounge are a pair of convicted felons from South Korea who, one day, escaped from prison easily. While they had no issue from the police, the justice warrior Kim Kaphwan defeated them swiftly. In an effort to rehabilitate them, he started his Rehabilitation Process, where he would teach them to use their skills for justice and not for crime. Also, he would teach them taekwondo. Neither Chang nor Choi are fans of this idea, and constantly look to escape their harsh teacher. However, Kim's teachings are taking hold. Chang has mellowed out from a terrifying criminal to a silly and goofy man, and Choi has went from unbearable to just mildly unpleasant. In the KOF series, both character's can perform Kim's signature Hienzan, however they don't bring this skill to CvS2.
Gameplay
Chang and Choi are likely one of the most unique characters in CvS2. They are two characters at once, making them almost comparable to puppet archetype characters like Zato-1. Chang is the one you pilot, and he does all the normal moves and half the specials. Chang himself is a big body character, who is very slow but has massive health and huge normals. He can control space with his wrecking ball, and has a fast command grab. On his own he isn't too special, but when you add Choi he becomes much scarier. Choi only handles half of the specials, a throw, and a super, but when Choi does his moves you only get stuck in a short animation as Chang. This allows you to move in while Choi is hitting, leading to very scary mixups and guard crush strings.
Choi pressure and mixup doesn't save Chang from being so big and slow however, and while he isn't bad on his own, he really relies on getting the opponent to block his pressure and start his mixups. With his lacking combo potential and slow movement, this is easier said than done. Choi pressure is also not always possible. It really only gets scary if they're in the corner, and Choi has to be close by or else the move will have more startup. Still, if you're able to pilot around their weaknesses, Chang and Choi give you a unique experience in CvS2, and are regarded as generally high-mid tiers.
Groove Selection
Chang and Choi are surprisingly versatile between Grooves. Generally, C-Chang and N-Chang are considered his strongest Grooves. C-Chang gets strong neutral, and consistent access to his supers. While Chang struggles to get consistent knockdowns meterless, his super helps with this a lot, and Choi super is very strong as a way to chip out opponents and force mixups. His level 2 to level 1 cancel does insane damage as well, making it a much scarier punish. Roll also gives him RC Ball and RC Choi specials, which are very useful. N-Groove maintains his access to supers and rolls, but gives him extra movement ability which greatly enhances his mixup. In exchange, he loses the high damage level 2 cancel and access to airblock.
K-Chang, A-Chang, and S-Chang are all very viable Grooves as well. K-Chang loses roll and consistent super access for scarier movement, and JD lets him punish things using his command grab or super more often. Rage can be scary, as Chang's damage becomes much more respectable, but you lose access to rolls and basically never use Choi super. A-Chang never supers in general, but gets access to one of the highest damage CC's in the game, and has a lot of versatile ways to use it. CC mixed with Choi pressure is especially scary, but you sacrifice using supers at all. S-Chang gets as many supers as he wants at low health, and this isn't a huge risk for a top tier health character. He can safely charge in neutral as well, and throwing out Choi can cover his charge making it much safer than the usual S-Groove character. Infinite Choi super is scary, but you lose out on consistent meter gain and have to deal with S-Groove mechanics in general.
P-Chang is much, much worse in comparison. Parries are useful, but they are the only benefit, and Chang isn't a scary punish character so they don't benefit him much at all. Lack of supers, weak meter build, and no real defensive or offensive options besides parry makes P-Chang easily the worst.
Chang and Choi are a unique tanky summon/puppet character, with Chang piloting and Choi giving assists. Powerful mixups, guard crush strings, and scary pressure mixed with tanky defense and big buttons make them scary. You have to deal with Chang's slow movement and poor combo potential however. Chang and Choi's best Groove is C-Groove, but they are very Groove friendly |
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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, c.lp, c.lk, qcf hcb+p
This is the most reliable way to land chang's super w/o relying on randomness or a huge mess up by your opponent. A fairly easy combo to pull off, it helps to hold down c.lk and then execute the super using mk.