최번개, Choi Bounge | |
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Category | Normal |
Playstyle | Hit-and-run |
Difficulty | Difficult |
Max Mode Needed? | Almost Useless |
Tier Placement | Maybe (C) |
Standing Hitbox | Tiny |
Crouching Hitbox | Tiny |
Defense Modifier | 255 |
Wall Jump | Yes |
Introduction
Choi... He's an annoying runt in KOF, especially KOF2002 and KOF Neowave, but here, he's sort of a pushover. A lot of what you know about Choi can be applied here if you play him in KOF, but due to the lack of hops and in general, not working with this game's system as well and having to deal with characters better suited to dealing with him, makes getting good with him problematic.
Strengths | Weaknesses |
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SVC Chaos: SNK VS Capcom Frame Data Glossary | |
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Damage |
How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier, or in other words the average defense modifier of 223 against characters like Kyo and Ryu.
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Counter Damage |
How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. |
Guard |
Where the attack hits, and thus where it must be blocked.
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Guard Crush |
How much guard meter damage the attack does to the green Guard Gauge. |
Stun |
How many points of stun the attack adds to the opponent's invisible Stun Gauge. |
Meter |
How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it. |
Cancel |
The type of cancel the attack can perform.
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Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.
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Active |
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)
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Recovery |
How many frames it takes for a move to finish after it's been active. |
Total |
The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number. |
Hit/Block Adv |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.
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Invulnerability |
Indicates whether there's any frames of invulnerability during the attack. |
Move List
Normal Moves
Close Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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5 | 6 | Mid | 5 | 5 | - | Any | 4 | 4 | 5 | 13 | +3 | +1 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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5 | 6 | Mid | 5 | 5 | - | Any | 4 | 4 | 5 | 13 | +3 | +1 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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17 | 27 | Mid | 16 | 17 | - | Sp, Su | 9 | 7 | 11 | 27 | +2 | +0 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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17 | 27 | Mid | 16 | 17 | - | - | 7 | 9 | 15 | 31 | -4 | -6 | - | |
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Far Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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6 | 7 | Mid | 6 | 6 | - | - | 4 | 4 | 5 | 13 | +3 | +1 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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8 | 10 | Mid | 8 | 8 | - | - | 4 | 4 | 7 | 15 | +1 | -1 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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17 | 27 | Mid | 16 | 17 | - | - | 6 | 7 | 19 | 32 | +6 | -8 | - | |
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Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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5 | 6 | Mid | 5 | 5 | - | - | 4 | 4 | 5 | 13 | +3 | +1 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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5 | 6 | Mid | 5 | 5 | - | - | 4 | 4 | 5 | 13 | +3 | +1 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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17 | 27 | Mid | 16 | 17 | - | - | 8 | 8 | 16 | 32 | -4 | -6 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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20 | 28 | Mid | 16 | 20 | - | - | 7 | 6 | 18 | 31 | SKD | -6 | - | |
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Jumping Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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6 | 7 | Overhead | 6 | 6 | - | - | 4 | 5 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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6 | 7 | Overhead | 6 | 6 | - | - | 6 | 7 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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17 | 27 | Overhead | 16 | 17 | - | - | 6 | 7 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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12x3 | 18 | Overhead | 12x3 | 12x3 | - | - | 5 | 4, 4, 4 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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17 | 27 | Overhead | 16 | 17 | - | - | 7 | 6 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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17 | 27 | Overhead | 16 | 17 | - | - | 8 | 9 | - | - | - | - | - | |
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Command Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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11(7) | 13(9) | Mid | 11(7) | 11(7) | - | - | 21 | 1 | 12 | 34 | +7 | +5 | - | |
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Throws
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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3xn | 3 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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20 | 20 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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0 | 0 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Special Moves
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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[2]~8 A | 11x8 | 13 | Mid | 8x8 | 8x8 | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
[2]~8 C | 11x8 | 13 | Mid | 8x8 | 8x8 | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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No Button Hold | 0 | 0 | Mid | 0 | 0 | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
[2]~8 B | 11x4 | 13 | Mid | 8x4 | 8x4 | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
[2]~8 D | 11x4 | 13 | Mid | 8x4 | 8x4 | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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[4]~6 A | 11x4 | 13 | Mid | 8x4 | 8x4 | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
[4]~6 C | 11x4 | 13 | Mid | 8x4 | 8x4 | - | - | - | - | - | - | - | - | - |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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11 | 13 | Mid | 8 | 8 | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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11x6 | 13 | Mid | 8x6 | 8x6 | - | - | - | - | - | - | - | - | - | |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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623B | 17 | 18 | Mid | 11 | 11 | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
623D | 15x2 | 16 | Mid | 11x2 | 11x2 | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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214A | 11x9 | 13 | Mid | 8x9 | 8x9 | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
214C | 11x9 | 13 | Mid | 8x9 | 8x9 | - | - | - | - | - | - | - | - | - |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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22 | 28 | Mid | 30 | 30 | - | - | - | - | - | - | - | - | - | |
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Super Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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0+(1x11)+(20x2) | 0, 1, 20 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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40x3 | 48 | Mid | 8x3 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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56 x1-7 | 64 | Mid | 16 x1-7 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Strategy
Basic Strategy
First of all, Choi is not basic. You need to know all of the characters in the game(you don't need to go too deeply on that), to know what are your options and what are the opponent's options. Choi's low hitbox, his good walking speed, and his high jump are something that can help on battle, but the range of his Normal Moves and the risky Special Moves are something really dangerous for you. The opponent will most likely not expecting that you will choose Choi, and that is something that you can take advantage, because... The opponent know that Choi is not a character for beginners(And this is a beginner guide). And there's something the opponent will know too: His "Bad Things". The opponent will try(Almost every time) to take advantage of the bad things that Choi has(He/she'll use them just to win, and I don't know why). On the "Advanced Strategy" section, you'll see how you can prevent this.
Choi's gameplan
Just move and attack. You'll need to be used to Choi's speed on his special moves to use him(If you want to play competitively). Do High Jumps, Wall jumps, the Charge moves and don't be unsafe. Punish when you need to punish. Damage is what you'll need(Because Choi is bad in damage terms). Don't try to stay on the corner, or you'll lose. Master the GCF/CD counters to prevent that.
Advanced Strategy
How to deal with:
Choi's low Stamina:
Choi's low stamina is something that the opponent will take advantage, pushing him to the corner of the screen to get a Guard Crush, because the opponent will know that Choi has hard times defending himself in the corner(You need to know this too). So now you're probably asking: "How can I avoid this?" That's not so simple. Let's suppose that the battle has just begun and you are playing with Choi (just having this idea of low stamina). Then you think: "If Choi has hard times in the corner, I just need to walk towards the opponent and I should try to not defend some moves to avoid being pushed to the corner, right?" Not. If you walk forward, you'll get a hit. If you walk backwards, you'll be pushed. So your only options are: Wait for the opponent(This can be good sometimes), or you can jump. So let's suppose that you'll just wait. The opponent will not know that, so he can't prepare himself. You two have the idea of low stamina, so the opponent will go towards you, probably jumping, because he want to push you with a Combo(With you defending it). Well, the opponent will jump, what can you do? You have some anti-airs, but they're not reliable. You can jump for an air-to-air battle, in which you need some luck(If you choose it, use the light attacks). And then, probably the best of them: Walking Forward. Choi has a good walking speed and low hitbox, and it's enough to pass under some characters's air attacks, and I tested with Hugo and Earthquake(Kind of slow and big, but powerful characters). The dash can help sometimes too if you want to get rid of those air attacks, and you can earn a counter in some cases. You can do a backdash too, but you need to know what are you doing, because you're going to the corner(the best thing you can do is a wall jump). If your opponent hold you on the corner(with you defending), you can abuse some CD counters. If you don't have meter, just try to dash when the opponent jumps.
The Reach of his moves
Reach is not a bad problem for Choi. Why? Well, he's small. The opponent can try to poke you sometimes, because he know that you don't have reach(But, some pokes can whiff, because, again, he's small). That's not a thing to worry about. If you want to poke, just use f.A, it's fast and has good priority and reach too. His cr.C has a good reach too.
The Exceed
The Exceed is really a problem... It's a random thing that can be hard to hit(Or not, depends of your luck). I think that this move had a counter way on KoF2002, but I don't know if it exists here. If it hits, this can set your opponent on a juggle state(Not on every hit), and you can follow up with some air moves(You can follow up with a super too, I think). You need luck to do that, because this is something really random.
The Risky Moves
His risky moves are a problem for you? The opponent keeps defending them and punishing you? Well, you have some options. Let's see...
- First, that DP-like move. What can you do with it? This can be used as an anti-air(The opponent cannot defend in the air), but... It's not reliable against certain characters...
- That hurricane/tornado(I don't know). Some players think that this is an anti-air move, so, if you want to think on that way, you can go ahead(The opponent cannot block in the air, and this feature makes this move a not risky move). Remember that you can move during it too.
- That QCB+P followup. There's a way to avoid being punished with this move. You need to attack with the tip of the claws and when the move is almost being finished(You know that, I think). This needs to be well calculated, so you need to think while Choi is in the ball form.
- The supers. For the first(The running one), just let your opponent block this super and you'll see why this move is used mostly on combos. For the second(That giant hurricane/tornado), this can be used as an anti-air or when the opponent is on the corner and you know that your opponent will lose the round.(Just chip him on the corner with this move, because if you like chipping, use Choi. I'll stop, sorry).
Match-Ups
Combos
Choi isn't very friendly with combos... Which isn't good for him.
SVC Chaos: SNK VS Capcom Quick Combo Notation Guide | |
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May change to numpad notation much later down the road. |
Combo | Position | Damage | Stun | Difficulty | Notes |
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cr.C, [d]~u P | TBA | TBA | TBA | TBA | For punishing purposes. The damage isn't that thing, but it can be useful for Choi(For Choi, every damage is still damage). |
(cross-up j.X,) cr.B, cr.A, [d]~u P | TBA | TBA | TBA | TBA | A combo starting with a low. With the Jump Attack, it does more damage than the combo number one. Learn it, you can need if you don't have meter. |
(cross-up j.X,) cl./cr.C, dp D | TBA | TBA | TBA | TBA | For punishing. Combos with the DP+K are very poor, so you don't really need to learn those combos(But we know that it's easier to combo without needing to charge). |
cl./cr.A, dp D | TBA | TBA | TBA | TBA | Works better on the corner, but can be used on midscreen. A corner combo with more hits than the above, but it's dangerous on midscreen. Try it, and you'll see why. |
(j.X,) cl.A x2 / cr.B x2, st.A, qcf~hcb K | TBA | TBA | TBA | TBA | This combo is very used on the KoF series, and it works here too, which is good, because you need this combo to be a good Choi player(This is said on his KoF combos section too). If you want to practice the end of it, just input: QCF+A(Don't try to cr.A, QCF), HCB+K. That's something good to practice. When you get used to it, use: cl.A/cr.B, QCF+A, HCB+K. When you get used to it too, just use the combo above(You don't need the jump attack to do this combo, but you can use for more damage). |
cr.C/cl.C, qcf~hcb K | TBA | TBA | TBA | TBA | Another KoF combo. Great to use if you want to punish your opponent if he whiffs(misses), or even if you block an unsafe Special/Super Move(This has the same utility on the KoF series). If you don't have meter(Which is rare), use a combo above for punishing. |
(Corner only) f.B, st.A, qcf~hcb K | TBA | TBA | TBA | TBA | KoF combo. Hard to land, but good to use. The practice on the first combo will help you here too. Remember to time well if you want to link the f+B with the f.A. |