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Chang Koehan

Started by solidshark, December 13, 2015, 03:44:17 PM

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solidshark



Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

(*) = EX OK
(!) = MAX OK

Throws
Hagan Geki - ;bk / ;fd + ;c

Naga Sute - ;bk / ;fd + ;d

Command Normals
Hiki Nige - ;df + ;a

Special Moves
Takkyuu Daikaiten - ;a / ;c repeatedly (*)
  ∟Cancel - ;a ;b

Dai Hakai Nage - ;hcb ;fd + ;a / ;c (*)

Tekkyuu Funsai Geki - (charge) ;bk ;fd + ;a / ;c (*)

Desperation Moves
Tekkyuu Dai Bousou - ;qcf ;hcb + ;a / ;c (!)

Tekkyuu Dai Assatsu - ;qcf ;qcf + ;a / ;c (!)

Climax Desperation Move
Tekkyuu Dai Ousatsu - ;hcb ;hcb + ;a ;c
"You had guts kid; now clean them up off the pavement"
-Terry Bogard, 1995



The Fluke


Vokkan

Anti-air cr.C xx b_f+C (193) xx EX Ranbu (499) xx Climax (724)

Works anywhere.

If it trades you can still combo into df+A or s.C for (~130) or belly flop Super for (260).
EX belly flop does (355) but if the opponent fails to tech roll, that shoots up to a whooping (782!).


Vokkan

cl.D links into command grab for 232 dmg.

cl.B MAX cl.B xx EX grab for 247 dmg.

You can also MAX cancel lights into the Rush Combo for 320 dmg, but it's really tight.


Vokkan

#7
Patch changes:

s.A - increased prio
s.C - wallsplats and super cancels
cr.A - better speed, prio and cancel window, now links into itself
cr.C - better prio, also launches
Slide - damage up to 80 (from 65?)
Mash P - 10 extra dmg, you can now piano A&C buttons, EX hits OTG!
Command grab - more range
qcfx2+A - -20 damage on the way up, faster recovery, hard knockdown
qcfx2+C - no more invincibility, -20dmg on the way up, but always does 2 hits now, hard knockdown
qcfx2+AC - less damage, hard knockdown
Climax - connects fully on airborne


Vokkan

Quote from: Krusan on December 30, 2016, 12:44:48 PM
Chang combo exhibition:
https://www.youtube.com/watch?v=qzx9a9s1XAA
Enjoy and share your opinions!
Mindblowing stuff!

Especially comboing after the random Ranbu enders. Oh man...


Vokkan

#11
My BnB's:

j.D, cr.A, cr.A, Mash P (200) xx qcfx2+C (404) 0/1 bar, anywhere

j.D, cr.A, cr.A, hcb,f+P (251) 0 bar, anywhere

cr.C, b_f+C (193) xx qcfx2+C (414)  0/1 bar, punisher

s.CD, cr.C, b_f+A, Mash P (305) xx qcfx2+C (483) / qcfx2+AC (550) / Climax (630) 0/1/2/3 bar, corner

(same as above but starting from CH j.CD instead, 359/536/.../..., deep corner)

CH j.CD, Mash P (145) xx qcfx2+C (425) / qcfx2+AC (510) / Climax (620) 0/1/2/3 bar, corner

cl.C, MAX, Mash AC (189) 1 bar, overhead, anywhere

Empty jump, cl.B, hcb,f+P (182) low, anywhere

cl.B, Mash P (125) xx qcfx2+C (355) 0/1 bar, low, anywhere

s.CD, b_f+C (185) / EX Ranbu (360) 0/2 bar, anywhere

b_f+P xx Ranbu (284) / EX Ranbu (452) 1/2 bar, corner

Vokkan

Chang 's best anti roll-out OS would be cr.A, f+ Mash C (AB cancelled ofc).

Reiki.Kito