Choi Bounge (KoF '02 UM)

From SuperCombo Wiki

Introduction

Move list

Normal Throws
Command Moves
Special Moves
Desperation Moves
Max Desperation Moves
Max 2

Normal Moves

Close

  • cl.A/B/C are cancel-able
  • cl.A is chain-able into itself, far A, st. B, cl. B, cr. A and cr. B
  • cl. B is chain-able into far A, far B, cl. B, cr. A and cr. B


Standing

  • far A is Choi's only standing cancel-able normal attack. Good to use as a close ranged poke.
  • far B is a side kick can be used as a close ranged poke
  • far C can hit opponents trying to jump in towards Choi at a mid-range distance. It will activate into a cl. C if the opponent tries to jump to close.
  • st. D hits mid (not low), and has a very long horizontal hitbox, and short vertical hurtbox. Can be used as a poke to evade some characters high aiming normals, special moves, and can even be used to anti-air at a mid to long range against very horizontal jump attacks.


Crouching

  • cr. A/B/C are cancel-able
  • cr. B is a good low poke that is good to start combos but has short range, shorter than far B
  • cr. C has a good horizontal range that move's Choi forward slightly
  • cr. D is a sweep that has more range cr. B


Jumping

  • j. A can be used as a quick air-to-air
  • j. B can be used as an air-to-air or as a keep away anti-air option
  • j. C is a great jump-in 2 hit cross-up and is also special cancel-able
  • Neutral j. C can be used as a keep-out air-to-air attack
  • j. D can be use as a jump-in attack or keep away anti-air, and can be used to cross-up standing opponents
  • Neutral j. D can also be used as a keep-out air-to-air attack against jumps and super jumps


Blowback

  • st. CD is similar to st. D that it can duck and evade some character's normals but has more horizontal range, and is whiff cancel-able.
  • j. CD is a cancel-able drop kick that can be used air-to-air or from air-to-ground

Throws

Head Jabber [Zujou Sashi] - close, (b/f + C)

  • Choi sits on the back of the opponent's neck to stab and jab their head repeatedly. The opponent lands near the corner of the screen.
  • Soft knockdown
  • Can't be mashed out of


Low Bloodletter [Geketsu Zuki] - close, (b/f + D)

  • Choi crawls behind the opponent to stab them on the behind. The opponent lands at the corner of the screen.
  • Soft knockdown

Command Moves

Mad Slasher Kick [Geri Toorima] - (b/f + B)

  • Choi somersaults low toward the opponent
  • Cancel-able from cancel-able normals
  • Hits mid
  • Plus frames on block
  • Avoids low attacks

Special Moves

Hurricane Cutter [Tatsumaki Zan Shippuu] - (d~u + A/C)

  • Choi spins up vertically creating a slashing tornado. Good to use as an hard read anti-air. Doesn't feature any invincibility. Easy to combo from light attacks.
  • A version goes up slightly performs 7 hits at point blank, C version goes forward a bit first before flying up really high, performs 8 hits.
  • Both are super cancel-able from the 4th to last hit of the light punch version, from the 3rd to the last hit of the heavy punch version
  • Extremely unsafe if blocked/misses


Soaring Kick [Hishou Kyaku] - (qcf + B/D) in air

  • Choi uses Kim air stomp kick. Can be performed from a hop or a jump. Hard to punish on block.
  • A version goes downwards more, C version goes around 45 degrees


Hienzan - (dp + B/D)

  • Choi performs Kim flash kick. Good to use as an anti-air, has fast start-up but doesn't have an invincibility. Light kick version (B) hits once, heavy kick version hits twice
  • Depending on standing location, second hit of D version may not connect on grounded opponents
  • Soft knockdown


Hishou Kuuretsu Zan - (d~u + B/D)

  • Flies backwards first until he hits the wall
  • Holding the button will have Choi execute the forward spinning, if not held, Choi will just drop back to the ground when he hits the wall
  • Can change direction by doing Houkou Tenkan mid-move
  • Directional change can be done for 3 times
  • Juggles opponent
Houkou Tenkan - any direction + button (up to three times)


Flying Monkey Slice [Hien Senpuu Zash] - (b~f + A/C)

  • Flies forward spinning
  • Can change direction by doing Houkou Tenkan mid-move
  • Directional change can be done for 3 times
  • Juggles opponent

Houkou Tenkan - any direction + button (up to three times)


Kaiten Hien Zan - (qcb + A/C)

  • Choi rolls onto the opponent if he touches them while rolling forward
  • After rolling up the opponent, A version will have him bounce forward from the opponent, C version will have him bounce backward
  • Before latching onto the opponent, Choi can cancel this move into Kishuu Hien Zuki
  • After jumping off the opponent, Choi can either execute Hishou Kyaku (qcf+K in air) or Shin! Chouzetsu Rinkaiten Toppa before landing
Kishuu Hien Zuki - (A/C)
  • Only can be done while Choi is still rolling forward
  • A button flies lower, C button flies higher and farther
  • Knocks away opponent if connected
  • Very unsafe if blocked

Desperation Moves

Tornado Ripper [Shin! Chouzetsu Tatsumaki Shinkuuzan] - (hcb x 2 + A/C)

  • Creates a tornado that goes at fullscreen height
  • Knocks opponent into the air for juggle
  • Choi can move forward or backward during this move
  • Choi poses when the move is done, extremely punishable


Phoenix Flattener [Hou'ou Kyaku] - (qcf~hcb + B/D)

  • B version runs 3/4ths of fullscreen, D version runs fullscreen
  • Comes out instantly, but no invincibility


Superlative Rolling Charger [Shin! Chouzetsu Rinnekoro Totsuha] - (qcf x 2 + A/C) in air

  • A version flies straight down, C version flies 45 degrees down
  • Bounces back at the end of the move regardless if it hits anyone
  • Does huge damage

Super Desperation Moves

Phoenix Flattener [Hou'ou Kyaku] - (qcf~hcb+B+D)

  • Comes out instantly, more damage than the normal DM version but doesn't have any invincibility

HSDM

Instant Death [Shakushi] - (hcfx2+A+C) in air

  • Choi disappears until the end of this move
  • 5 slashes will appear one after another on screen on random locations
  • Can be blocked but can cross-up depending on the slash location
  • Does not juggle, not even on counter

Combos

  • cr.C >
    • (d) u + C
      • >>> DM air qcf qcf + C (Corner.)
    • (S)DM qcf hcb + K/BD
    • qcb + P (whiff) > A (Timming required.)
    • b / f + B,
      • (S)DM qcf hcb + K/BD
      • , st.A > (Timming required.)
        • (S)DM qcf hcb + K/BD


  • cr.B, cr.A >
    • (d) u + C ...
    • (S)DM qcf hcb + K/BD
    • , st.A >
      • (S)DM qcf hcb + K/BD


  • cr. Bx2, st. A, qcf~hcb+K or st. B/st. D
  • cr. C, qcb+P, st. A (must be done quickly)
  • b/f+B, st.A, qcf~hcb+K or st. B/st. D
  • (corner) d~u+P -> (SC) qcf~qcf+C

The Basics

Advanced Strategy

Match-Ups