Introduction
Chang aka Chang, Lord of the Balls, ruler of the ancient kingdom of Ballgaria, was crowned Emperor after defeating the marble from Marble Madness and the entire cast of Ballz 3D - 3D Fighting At Its Ballziest.
In his quest to destroy all other balls, one time Chang mistook Sonic for a ball and crushed him with his bare hands and that's why all new Sonic games suck.
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Gameplay Overview
Chang is a mid-range zoning/powerhouse/tank character. He has very high priority and high damage air normals, making him a prime character to use MAX mode with. He has some very strong anti-airs and basically focuses on keeping the opponent from moving. While he is ridiculously strong against most characters when he has the life advantage, he is oppositely weak when he is at a life disadvantage. He's still really good though, a solid high-mid tier character. He requires little execution skill, and he is a great character for a beginner.
In-depth Analysis
Movelist
Normal Throws
- b or f + C - Breakable, front knockdown, face forward, rollable.
- b or f + D - Unbreakable (mashable), front knockdown, face forward, rollable.
D throw obviously preferred since it's unbreakable. It can even potentially do more damage than his command throw. Mash!
Special Moves
- Tekkyuu DaiKaiten - P rapidly (ABCD cancels, b / f to move)
See description on Movelist section.
- Tekkyuu FunsaiGeki - (b) f + P
See description on Movelist section.
- Tekkyuu HienZan - (d) u + K
See description on Movelist section.
- Dai Hakai Nage - hcb f + P
See description on Movelist section.
Desperation Moves
- Chang Rush (qcf hcb + P) - Invincible startup, A version is faster. Safe on block, but can be rolled though and Chang will fall on his face and it's a free punish. It's not super fast, but good as a 'random' super. I would recommend it as an anti-air super (and it isn't bad as one either), but Belly Flop is faster. MAX version does more damage.
At the end of the super, Chang will randomly do a different ender. One of the enders looks like his st.B. If this connects in the corner, you can combo a A version Belly Flop (qcf qcf + A) after.
- Belly Flop (qcf qcf + P) - A version is a super-fast invincible move that works as an infallible anti-air. Be careful because the opponent can recovery roll after it and heavily punish you while you recover. If it hits on counter, both hits will connect. The C version will cause him to run forward before he performs the belly flop. This can cross up, so watch it. The MAX version will cause him to belly flop in place no matter what. When he lands, he causes a damaging 'earthquake' effect similar to Daimon's DP + A. The "fall" in the normal version is an overhead, in the MAX version the "fall" may be blocked high or low, but is better to block low, so you be already crouching during the following 'earthquake' effect.
Fastest Attacks
- 0F: C throw; D throw; hcb f + P
- 1F: -
- 2F: -
- 3F: -
- 4F: cl.B; st.B
- 5F: cl.A; st.A
- 6F: cr.A
- 7F: cr.B
- 8F: cr.C
- 9F: cl.D
- 10F: -
Combos
Chang doesn't have many combos, but you're going to hit them with something if you need to get in and do some damage.
- Best jump-ins:
- j.D
- cl.B, cr.A >
- DM A Belly Flop (qcf qcf + A)
- Ball Swing (P rapidly > ABCD to cancel.)
- cr.B / cr.A >
- DM A Belly Flop (qcf qcf + A)
- Ragdoll Slam (hcb f + P)
- Ball Swing (P rapidly > ABCD to cancel.)
- cl.B / st.B / cr.C / cl.D >
- (S)DM qcf hcb + A, [junggler] (Point blank and only against large characters like Brian or Chang because of the push back - in the case o Chang only out of MAX and from cl.B.)
- DM A Belly Flop (qcf qcf + A)
- Ragdoll Slam (hcb f + P)
- Ball Swing (P rapidly, ABCD to cancel.)
- df + A
- Counter: j.CD, DM A Belly Flop (qcf qcf + A)
- Counter: P rapidly > ABCD (Cancel), CD > DM A Belly Flop (qcf qcf + A) (OTG)
- Corner: ... (S)DM qcf hcb + P (Kick ender.),
- DM A Belly Flop (qcf qcf + A)
- st.CD
- Simple buffers:
- cl.B / st.B / cl.A / cl.D > DM qcf qcf + A
- qcf + B/A/D > qcf + A
- cl.B / cl.D > (S)DM qcf hcb + A
- qcf + B/D > hcb + A
- cl.B / st.B / cl.A / cl.D > DM qcf qcf + A
Strategy Corner
- MAX: cl.B > + P
deals just a tiny less damage (~ 1/4 cl.A) than
- cl.B > + A
Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM.