Movelist
Throws
Command Normals
1. Toorima Geri - b/f+B
- Choi does a forward flip kick that makes him hop off the ground
- has a frame advantage, allowing you to combo crouch D, far A or qcf hcb+K
- can evade many low attacks
Special Moves
1. Tatsumaki Shippuu Zan - _d u+P
- Choi spins, creating a tornado around him, then rises into the air. C version rises higher and does more hits than the A version
- not very good priority as an anti-air but hits behind him so it works well for stopping people who roll through you
- no invincibility on startup and very punishable if blocked
- supercancellable on the first hit
- free cancellable out of on the first hit into ground attacks, and qcf+K(air) on all other hits
2. Kaiten Hien Zan - qcb+P
- Choi does a rolling attack horizontally, where the C version travels further than the A version
- if the rolling attack makes contact with the opponent (hits or is blocked), then Choi will do 9 hits, making him bounce off the opponent
- after bouncing off the opponent, if the qcb+A was used, he will bounce forward, ending up behind the opponent. If qcb+C was used, he will bounce backwards
- anytime during the bounce off the opponent, he can perform the air qcf+K
- at any point before Choi hits the opponent with qcb+P, he can hit P to do Kishuu Hien Zuki followup
- during the roll animation, Choi can go under air projectiles such as Athena's psychoball qcb+P. It also has some invincibility
- free cancellable out of on the first hit into ground attacks and to qcf+K(air) on all other hits
2a. Kishuu Hien Zuki - P (during qcb+P)
- A makes him leap low to the ground and about half a screen distance, while C makes him leap very high and 3/4 screen distance
- this move is fairly high priority and does good damage, but the C version is very punishable while the A version can be made unpunishable on block if spaced right
- free cancellable out of into qcf+K(air)
3. Hishou Kyaku - qcf+K(air)
- Choi will do an air attack diagonally downwards doing a number of hits and having good recovery
- qcf+B(air) goes down at about 30 degrees to the vertical, while qcf+D(air) is at a 45 degree angle and comes out slower
- free cancellable into
4. Hien Zan - dp+K
- Choi does a backflip into the air, similar to Kim's Hien Zan, dp+D goes further horizontally and higher than dp+B
- dp+B will knockdown if it hits the opponent but dp+D does not, giving the opponent all the time in the world to punish you. Hence, dp+D should never ever be done when the opponent is on the ground
- totally whiffs the opponent if cancelled from any strong attack
- free cancellable into
5. Senpuu Hien Zashi - _b f+P
- can be followed up by Houkou Tenkan (any direction + P/K) up to three times
- free cancellable out of into qcf+K(air)
5a. Houkou Tenkan - any direction + P/K
- can be done up to three times, making Choi fly horizontally in the direction entered
- the hits themselves do decent damage and have fairly high priority. Certain characters have no ways of dealing with this move once they have blocked the first hit
- free cancellable out of into qcf+K(air)
6. Hishou Kurretsu Zan - _d u+K
- uf+K and ub+K can be used instead of u+K
- Choi leaps to the wall specified, or to the wall behind him if _d u+K was used. If K is held until he touches the wall, he will perform Houkou Tenkan. He can do the Houkou Tenkan (any direction + P/K) up to three more times after that
- if B was held, Choi will do the Houkou Tenkan at a 45 degree angle off the wall. If D was held, he will do it horizontally
DMs
1. Shin! Chouzetsu Tatsumaki Shinkuu Zan - hcbx2+P
- Choi can move backwards and forward during the tornado
- has some startup delay and invincibility but he can still be hit the moment the tornado begins to appear. However, once it has completely enveloped Choi, it is not possible to hit him aside of some very few moves, such as Kula's SDM
- generally too slow to be used for anti-air, but is great for chip damage in the corner (as long as it is going to kill the opponent)
- hard knockdown on all hits
- negates normal and DM projectiles
2. Hou'ou Kyaku - qcf hcb+K
- Choi runs forward quickly and if he connects he will do a series of attacks
- if it's blocked or misses, he will fall down and can be punished easily
SDMs
1. Hou'ou Kyaku - qcf hcb+BD
- same properties as his qcf hcb+K DM version, but does way more damage, a bit over 50% of a life bar
HSDMs
1. Shakushi - hcfx2+AC(air)
- Choi disappears, then attacks 7 times in random locations on the screen. All hits except the last one (when Choi reappears) put the opponent into a jugglable state
- it is very difficult to evade this super because of Choi's randomness. It can also crossup very easily especially if your opponent is in the middle of the screen
- Choi can easily be hit out of this move while he has disappeared, using various attacks including rising uppercuts and even standing jabs. However, it's not guaranteed to always work
Notes:
- cancellable normals are close A, far A, crouch A, close B, close C, crouch C, jump C
- CD is cancellable into specials and DMs
Combos
Anywhere
1. [Jump attack] Crouch BB, far A, qcf hcb+K - 35%
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.
2. Crouch C, qcf hcb+K - 40%
Used for punishing and for hit confirming the crouch C poke (which isn't hard since it has many cancel frames).
3. [Jump attack] Crouch BB, BC, Crouch C, qcf hcb+BD - 65%
Tricky combo. It must be input as Crouch BB, Crouch C~B, qcf hcb+BD. The combo does huge damage and is not hard to hit confirm.
4. jump C, qcf+B(air) - 20%
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).
5. f+B, [far A], qcf hcb+B - 35%
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.
6. Close D, BC, Crouch C, 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.
7. HSDM, jump CD - % varies
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.
Corner
1. _d u+D/_b f+P, f+P, f+P, f+P, _d u+C - 48%
Technically this combo can be started very far away from the corner and if executed fully, will take the opponent to the corner. The _d u+C won't combo outside the corner.
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.
Combos
Anywhere:
1. Crouch BB, Far A(Buffer:qcf+A), qcf hcb+K(Buffer:qcb+K) - 33%
2. f+B, Crouch D - 20%
3. f+B, Far A(Buffer:qcf+A), qcf hcb+K(Buffer:qcb+K) - 45%
4. Crouch B, Crouch A, Far A(Buffer:qcf+A), qcf hcb+K(Buffer:qcb+K) - 33%
5.(Opponent in air) _b f+P, f+Px4, (opponent in corner), _d u+C - 47%
6. j.qcf+K (cross-over) sf.A qcfhcb+K
Corner:
1. Jump C, qcf+B(air), Far A(Buffer:qcf+A), qcf hcb+K(Buffer:qcb+K) - 50%
Maxmode:
1. Crouch BB, BC, Crouch C, qcf hcb+BD - 60%
Attack Strings:
1. Crouch BB, Far A, f+B, Far A, f+B (repeat)
2. Jump C, qcf+B, Far A (Corner)
Move Properties:
-cancellable normals are close A, far A, crouch A, close B, close C, crouch C, jump C
-CD is cancellable into specials and DMs
-free cancellable into moves are dp+K and qcf+K(air)
-free cancellable out-of moves are f+B, qcb+P, P followup of qcb+P, _b f+P and _d u+K and it's f+P followups, and _d u+P
-_d u+P is supercancellable on the first hit
-hcbx2+P is a hard knockdown
Strategies
-jump C is a one of the best crossup moves in the game. It will almost always crossup, even if it looks like Choi has jumped too far away from his opponent. In addition, it can hit multiple times (up to three times if done very early in a jump). Since the move hits multiple times, the opponent is forced to block in different directions for each hit. The move also has decent priority and range, hitting most people out of their anti-airs. It can be cancelled into his air qcf+K as well. Jump C alone can make fighting Choi a nightmare
-his hcbx2+P is a great DM to use to chip an opponent to death who is in the corner. They cannot roll through this DM. He also has invincibility during this super (although not at startup)
- sf.A is a retarded poke.
- press A. a lot. then throw in f+B and press A some more. If anything hits press A again and cancel to super
- after pressing a lot of A and f+B and your opponent stops attacking, throw him
- run away. a lot.
- use _d u +_K to screw around with your opponent.
- know that all high attacks whiff over Choi's head.
- occasionally go for qcb+C qcf+K set-ups. It does throw damage in chip. Use it to chip your opponent to death or force him to blow all his super (if he guard rolls, don't follow the K and try not to die, if he CDs the damage will even up.
- learn to qcf+K as soon as possible following the qcb+C this minimizes any counter attacks your opponent may attempt. Then learn to mix in the distance at which you qcf+K him, this can randomly punish counters.
- learn the timing and distance to cross over with the j.qcf+K. After chipping with qcb+P you can time a qcf+K to hit on the other side and cross the opponent up, he'll take 3 hits then you can link an A and cancel to super.
- mixup with the qcb+A version with the C version, the A version crosses over and is less punishable.
- mixup the P followup with the the qcb+P moves if your opponent tries to roll out of your set ups.
- if your opponent has a command throw avoid the chip throw shenanigans
- know your opponent. Neither the qcb+P nor j.qcf+K is exactly safe, if he's punishing you 100% with more damage than your chipping is doing, stop.
- setups for qcb+P include c.C cancelled into it, meaty on wakeup, jump C (since few people attack after j.C), preditable high fireballs (qcb+C rolls under it), f+B (after training the opponent into anticipating a sf.A) and s.CD cancelled into qcb+P. Most these setups work for throw as well.
Team Order
The general consensus is to place Choi second.
Choi plays excellent runaway, allowing you to scrub out your opponent when he comes in by running away and scaring your opponent into making mistakes by threatening to win by time out.
Also, Choi is much scarier with bar, he can cancel his sf.A into qcfhcb+K and sf.A combos after just about anything. Coupled with the easy combo off crossup j.C it's much scarier when Choi has a bar to his name and can dish out some good damage. Choi is also a decent battery. He can spam a lot of quick light attack poke strings for meter, then runaway and use his dive and _d u+K for additional meter building.