The King of Fighters 2002/Choi

From SuperCombo Wiki

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 attack. 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)

-Choi lacks a really good reversal.

- 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.

Notes:
-during HSDM hcfx2+AC(air), he can easily be countered by anti-airs and autoguard moves