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
Pros
Cons
Pressure and Mixups: Chang can force you to block Choi's actions, and can punish your response to them. This puts you in the situation of blocking Choi again, where he can either command grab you or just do more Choi specials and destroy your guard bar
Tanky: Chang has very high health, allowing him to take a lot more hits and still keep going
Solid Normals: Chang's Wrecking Ball gives him great reach and lets him beat a lot of buttons or movement options
Good Supers: Chang's super is a powerful combo ender with high damage potential, especially in C-Groove, while Choi's super is an extremely plus chip-out and mixup tool
Slow: Chang is one of the slowest characters in the game, regardless of what Groove he's in. Since he wants to be aggressive, dealing with this is a major issue
Big: He is also one of the biggest characters, making him much easier to hit, and also meaning he can't crouch under some pokes or fireballs like everyone else
Meter Hungry: Without his supers, Chang does low damage and rarely gets knockdowns
Corner Reliant: Choi pressure is alright midscreen, but only reaches terrifying when you put them in the corner. Learn to bully your opponents into the corner so you can abuse Choi pressure more
Far Normals
5LP
Far Jab Far Light Punch 5LP / Far LP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Far
400
4
SP/SU
Mid
High
4
4
11
19
0
0
None
A simple slap on the head. Solid range for a jab, but doesn't lead to much reward. Not a bad move to check opponents with in neutral, but 2LP might fare better.
5MP
Far Strong Far Medium Punch 5MP / Far MP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Far
1100
11
None
Mid
High
12
6
21
39
-9
-9
None
A forward moving belly flop. Strange normal, the main purpose is to approach while maintaining charge for a Ball Swing, but it isn't like that special is a core necessity for Chang anyway. You can use this to approach in general with a hitbox out, which is better if you have Choi covering you, but generally not much use.
5HP
Far Fierce Far Heavy Punch 5HP / Far HP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Far
1500
15
None
Mid
High
10
4
39
53
-15
-15
None
A far reaching swing of Chang's ball. High damage and long reach but almost a full second of total duration, most of which is recovery. Even if it does hit, you're -15 and punishable by a lot of the cast unless you space this very far out. High risk, mediocre reward: don't use this too often.
5LK
Far Short Far Light Kick 5LK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Far
400
4
SP/SU
Mid
High
4
4
10
18
+1
+1
None
A short kick. Low range but one of your few cancellable normals, good for close range confirms into supers. Other than that, this is outranged by almost every other Chang normal, so not much use.
5MK
Far Forward Far Medium Kick 5MK / Far MK
Every cute character needs the butt attack
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Far
1000
10
None
Mid
High
6
8
30
44
-18
-18
None
A forward moving butt attack. Similar uses to 5MP, but a few differences. It has less startup and total duration, and has a super cancel for combos into Chang Super or setup into Choi Super. On the downside, it travels only about half the distance, and is a massive -18 on block and on hit. This means the opponent can basically always punish this if you don't cancel into a super. Because of the two big downsides, you will use this even less than 5MP.
5HK
Far Roundhouse Far Heavy Kick 5HK / Far HK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Far
1200
12
None
Mid
High
12
6
28
46
-4
-4
None
A far reaching kick to the shins. Great poke and check normal, reaches very far and hits pretty hard. No cancel possible sadly, but it still isn't bad to toss out once in a while.
Close Normals
clLP
Close Jab Close Light Punch cl.LP / cl5LP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Close
400
4
SP/SU
Mid
High
4
4
11
19
0
0
None
A quick backhand punch. Essentially identical to 5LP.
clMP
Close Strong Close Medium Punch cl.MP / cl5MP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Close
1100
11
None
Mid
High
12
6
21
39
-9
-9
None
Identical to 5MP, which makes it useless and risky up close.
clHP
Close Fierce Close Heavy Punch cl.HP / cl5HP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Close
1600
16
None
Mid
High
12
6
21
39
-6
-6
None
A downward swing with Chang's ball. High damage but no real reward since you can't cancel. Not entirely punishable, but still negative which means your turn ends.
clLK
Close Short Close Light Kick cl.LK / cl5LK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Close
400
4
SP/SU
Mid
High
4
4
10
18
+1
+1
None
Identical to 5LK. Useful in the exact same way.
clMK
Close Forward Close Medium Kick cl.MK / cl5MK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Close
1000
10
None
Mid
High
6
8
30
44
-18
-18
None
Identical to 5MK, which means you should never do this in close range ever.
5HK
Close Roundhouse Close Heavy Kick cl.HK / cl5HK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Close
1400
14
SP/SU
Mid
High
9
6
20
35
-2
-2
None
Chang kicks up in the air with an awkward looking kick. A high damage close normal, but it sadly whiffs on crouchers. Stick to 2HP in combos and anti-air.
Crouching Normals
2LP
Crouch Jab Crouching Light Punch 2LP / cr.LP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
300
3
RF/SP/SU
Mid
Mid
4
4
10
18
+3
+3
None
A fast elbow low to the ground. Very good 2LP with lots of range, and important to Chang since it is his only normal for confirms into super. It combos into Ball Spin fairly easily as well, and is a nice normal to mash on defense and offense. +3 on block makes it great to implement alongside Choi pressure. Just a good 2LP, use it a lot.
2MP
Crouch Strong Crouching Medium Punch 2MP / cr.MP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
1000
10
SU
Mid
Mid
6
6
17
29
-3
-3
None
A low backhand punch. Fast and good for stuffing approach, but low reward without a super, and you can't confirm the super. Negative on block too so it ends your turn. Still a solid poke and check normal.
2HP
Crouch Fierce Crouching Heavy Punch 2HP / cr.HP
First Hitbox
Second Hitbox
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
1400/1200
14/12
SP/SU
Mid
High
9
8
31
48
-11
-11
None
A big upward ball swing. Your main anti-air and close normal for combos, as the first hit cancels. Big hitbox in the air makes it good for knocking people trying to jump out of Choi pressure or jump in on you whiffing a button. Careful not to whiff yourself, and always try to cancel. If you get the early hitbox on an anti-air connect, you can cancel into Choi and get a bit of pressure.
2LK
Crouch Short Crouching Light Kick 2LK / cr.LK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
300
3
SU
Low
Low
5
4
14
23
+1
+1
None
Chang kicks their feet. Your main low mixup, but not the best one really since you can't confirm the super after. Still, in hop Grooves you can do empty hop pressure into 2LK while they block Choi. If you just want pressure and plus frames, stick to 2LP.
2MK
Crouch Forward Crouching Medium Kick 2MK / cr.MK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
900
9
SU
Low
Low
6
4
18
28
+2
+2
None
A longer reaching but slower 2LK. Generally preferable since it has better range and is +2 instead of +1. A bit slower on whiff, but still fast overall. Can also be a nice poke or whiff punish into super.
2HK
Crouch Roundhouse Crouching Heavy Kick 2HK / cr.HK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
1500
15
None
Low
Low
10
4
33
47
-DWN
-9
None
A low to the ground ball sweep. Risky but not as risky as some of Chang's other normals, and is much higher reward. Useful as a surprise low, whiff punish, poke, etc. Just don't whiff this, the total duration is very bad.
Jumping Normals
jLP
Jump Jab Jumping Light Punch j.LP / 8LP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
//+
600
6
None
High
High
4
18
0
22
Varies
Varies
None
An active punch in the air. General use j.LP, you can interrupt opponents in the air with it. You would always rather just 2HP however.
jMP
Jump Strong Jumping Medium Punch j.MP / 8MP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
//+
1000
10
None
High
High
4
10
0
14
Varies
Varies
None
A fast punch with the same animation as j.LP. Not much purpose, but it does some decent damage.
jHP
Jump Fierce Jumping Heavy Punch j.HP / 8HP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
//+
1400
14
None
High
High
10
4
0
14
Varies
Varies
None
Chang swats the air with his wrecking ball. Great air-to-air, slow but massive reach. With good timing you can knock opponents out of the air with this for a chunk of damage and some good neutral control. Hard to do this on reaction, but 2HP saves the day there.
jLK
Jump Short Jumping Light Kick j.LK / 8LK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
//+
500
5
None
High
High
5
17
0
22
Varies
Varies
None
Chang sticks out his foot like 5LK. Not much purpose in comparison to either j.LP or j.MK.
jMK
Jump Forward Jumping Medium Kick j.MK / 8MK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
//+
900
9
None
High
High
6
18
0
24
Varies
Varies
None
Same animation as j.LK, but slightly longer startup and active time. Decent air-to-air because of how active it is, and being a medium normal helps as it hits a bit harder. You would still rather j.HP for an air-to-air but if you need startup it's either this or j.LP.
jHK
Jump Roundhouse Jumping Heavy Kick j.HK / 8HK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
//+
1300
13
None
High
High
6
4
0
10
Varies
Varies
None
A downward axe kick. Does a bit less damage than j.HP, but the hitbox is better suited as a jump-in. If you jumped a fireball or something similar, go for this.
Command Normals
Hit and Run
Hit and Run Slide 3HP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
1300
13
None
Low
Low
10
6
28
44
-DWN
-9
None
Chang slides across the ground with his wrecking ball out in front of him. One of your more reliable knockdowns, and has a decent bit of range. Pretty risky due to the long total duration and -9 on block frame data, but fairly fast startup and decently low. If this gets blocked, you'll eat a throw or a 2LP/2LK punish usually. Still, not bad to throw out from time to time. Pretty low profile for Chang's size. You can space this to be safe from punishment as well, but it isn't super easy.
Throws
Hagan Geki
Hagan Geki Punch Throw Near Opponent, 4/6HP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Close /+
2000
0
None
Grab
Grab
3
1
13
17
-DWN
Grab
None
Chang snatches up the opponent before headbutting them with his shiny bald head. 2000 damage punch throw, great for punishes and tic throws as it does a lot more damage than the usual 2 frame throw. Only real weakness is that the knockdown is much worse, but it's overall a strong throw, mostly just to make up for his kick throws unique properties.
Kusari Jime
Kusari Jime Kick Throw Near Opponent, 4/6HK
Without Choi
With Choi
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Close /+ Without Choi
1600
0
None
Grab
Grab
5
1
13
19
-DWN
Grab
None
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Close /+ With Choi
1600+400
0
None
Grab
Grab
5
1
13
19
-DWN
Grab
None
A unique and good kick throw. When Choi isn't in proximity, or is busy doing a special, this is a weak throw that does less damage and forces a sideswap every time. However, if Choi is in proximity of you, Choi catches them with his claws. This turns a weak throw into a very very strong throw. The Choi version cannot sideswap, meaning Chang can hold backwards to block a DP and still threaten a throw that keeps the corner. It gives a much better knockdown, one of Chang's best knockdowns in general. It does the same amount of damage as his punch throw however, but all of the other upsides make it very scary when Choi is nearby.
Special Moves
Tekkyu Daikaiten
Tekkyu Daikaiten Ball Spin Mash P, PPP to cancel
Yes, the active data is real
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Mash
1100
0
to cancel
Mid
High
5
5~130
32
167
-DWN
-4
None
Mash
1100
0
to cancel
Mid
High
5
5~190
32
227
-DWN
-4
None
Mash
1100
0
to cancel
Mid
High
5
5~250
32
287
-DWN
-4
None
Chang spins his wrecking ball above his head for an unreasonably long time. You can cancel these at any point by pressing all 3 punches. Great specials for neutral, anti-air, anti-zoning, combos, pressure, you name it. In neutral, these function as hard to contest active tools that Chang can cancel at any point and block. They're hard to hit while Chang is spinning, and since you can't always tell when he cancels them, punishing the recovery is hard. They also delete projectiles, and good Chang players will roll cancel these (input as , , , +, ) to make them fully invulnerable and even more annoying. In pressure you can use these to chip opponents out, and get a mixup as a scared opponent won't challenge them. If roll cancelled, there's very little they can do about this. Also, these function as meterless combo enders from Chang's 2LP and 2HP.
Tekkyu Funsai Geki
Tekkyu Funsai Geki Ball Throw [4]6P
The Windup
The Toss
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Charge ,+
1500
15
None
Mid
High
36
4
32
72
-DWN
-12
7~22 (Full)
Charge ,+
1600
16
None
Mid
High
38
4
32
74
-DWN
-12
7~24 (Full)
Charge ,+
1700
17
None
Mid
High
40
4
32
76
-DWN
-12
7~26 (Full)
Chang reels back and tosses the wrecking ball. Not much use really: the invincibility is short and isn't reversal, and the long startup makes it hard to punish anything with it. Functional fireball punish when you have charge, but needs to be done with a bit of specific timing, and you would rather RC Ball Spin for that if you can. Very risky on whiff, and pretty bad on block as well. Avoid using these often.
Dai Hakai Nage
Dai Hakai Nage Command Grab 632146P
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
200x7+800
0
None
Grab
Grab
5
1
20
26
-DWN
Grab
None
+
200x7+900
0
None
Grab
Grab
5
1
20
26
-DWN
Grab
None
+
200x7+1000
0
None
Grab
Grab
5
1
20
26
-DWN
Grab
None
Chang grabs the opponent and slams them around a comical amount of times. Damaging and useful command grab, as while it isn't the fastest in the game, Choi pressure makes it much more of a threat. The LP version does the least damage, but has 88 pixels of range. The MP version has 80 pixels, and the HP version does the most damage but only has 72 pixels of range. You'll usually stick to the LP version for punishes and the HP version for mixups. Punishing with this isn't bad, as it gives a good knockdown and does alright damage.
Tatsumaki Shippuzan
Tatsumaki Shippuzan Spin, Tornado 63214K
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
400x2
4x2
None
Mid
High
4
Traveling
34
38
-DWN
+2
None
+
300x3
3x3
None
Mid
High
6
Traveling
32
38
-DWN
+4
None
+
300x4
3x4
None
Mid
High
8
Traveling
36
44
-DWN
+6
None
Choi runs forward and spins his way up into the sky. The different versions send Choi up at different angles, with the LK being a bit closer to Chang and the HK being farther away. Key special for Chang, and largely the basis of Choi pressure as a whole. This move is quite plus on block, and the rising active hitbox catches a lot of escape routes. You really want them to block this, as you can go in and do a mixup or get pressure/chip damage. Has only one drawback in that it's a long total duration where you can't use Choi, but the chip is usually worth it and Choi recovers fast enough to still continue pressure usually. Also a solid tool to cover Chang's approach in neutral, anti-air, zone with, etc etc etc. Very versatile and powerful special, use and abuse this.
Shisso Kuretsuzan
Shisso Kuretsuzan Slash 623K
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
1100
11
None
Mid
High
23
Traveling
15
38
-DWN
+23
None
+
1200
12
None
Mid
High
23
23~40
15
38~78
-DWN
+23
None
+
1300
13
None
Mid
High
23
23~55
15
38~93
-DWN
+23
None
Chang sends Choi running forward. The LK version is a fixed distance move, but the MK and HK versions will either activate once in proximity of the opponent or run to a fixed distance. LK is right in front of Chang, MK is halfscreen, HK is fullscreen. The other extremely useful summon. Functions almost like a fireball, as Choi runs forward and threatens to catch the opponent while Chang can sit back for a bit or approach behind him. VERY plus on block, and recover fast, making them good in Choi pressure. Only a single hit however, and much worse at catching jumps and buttons since the hitbox around Choi isn't as big or active. Use these to zone, approach, and run another mixup.
Hisho Kuretsuzan
Hisho Kuretsuzan Dive 41236K
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
1000
10
None
Mid
High
36
Traveling
2 (Landing)
38+
+68~
+68~
None
+
1100
11
None
Mid
High
36
Traveling
2 (Landing)
38+
+68~
+68~
None
+
1200
12
None
Mid
High
36
Traveling
2 (Landing)
38+
+70~
+70~
None
A strange special where Choi jumps to the wall behind Chang and then dives forward, drilling his claws into the opponent. Situationally useful, but because of the far backward movement it's a lot harder to use in pressure. It leaves a much larger gap than the other two summon specials, which gives your opponent a better chance to escape. It also only hits once, and doesn't do much in the way of chip damage or guard damage. Instead, use this when Chang is in the corner as an escape, or as a way to bully people respecting the other two summons too much. This is also the only summon that won't knock down, so you can combo this into a super or a 2HK or 3HP.
Supers
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.