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what a horrible little man
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== Introduction ==
== Introduction ==


{{StrengthsAndWeaknesses
|ext=jpg
| description =Choi is a very unique character due to his atypical mobility. Choi's regular jumps go higher and further than anyone else's, and his hops are at most characters' full jump height. In addition to this, he has specials that allow him to back away to end of the screen very fast and one that lets him fly in 8 directions in the air. This makes Choi good at a hit-and-run kind of playstyle. Choi's range, however, is the shortest in the game, and if he's not right next to the opponent he probably can't hit them with anything that's scary. Offensively Choi relies on light chains and crossups to score hits, and a divekick for pressure. Choi's weaknesses are a lack of a reversal, and that his jumps can be a liability sometimes since it's hard for him to run a standard offense.}}
== Changes from Previous Versions ==
'''98 to 98UM'''
Normals:
* f.A is now cancelable
* 2C has a longer cancel window
* Taunt has a hitbox
* 6A can now be cancelled and combo-ed from
Specials:
* After [4]6P you can now do j.236K
* After a 214P you can now do j.236K
* [2]8P is now stable and all hits will connect on hit
Supers:
* 2363214K now does 13 hits
'''98UM to 98UMFE'''
Specials:
* Charge times are shorter, standardized with the rest of the cast


== Normal Moves ==
== Normal Moves ==


''Format for Normals section. Be sure to add bullet points for multiple moves having a property (e.g. j. B/D cross-up; st/cr. A/B/C/D are whiff/cancelable). REMOVE AFTER WRITING IN''
'''Close'''
 
* c.A: A fairly standard c.A. Good light combo filler. Chainable and cancelable.
 
* c.B: Very similar use to c.A, but hits a bit lower down and has slightly more activation range. Chainable and cancelable.
 
* c.C: Your main heavy combo starter. Cancelable.
 
* c.D: Same as f.D.
 
'''Standing'''
 
* f.A: Can stop hops if well-timed, but due to Choi's short stature it's easy to whiff. Chainable and cancelable.
 
* f.B: Good for light chain combos. Has decent priority. Cancelable.
 
* f.C: Long startup, short active frames. Hits a bit higher than f.D but otherwise a worse button.
 
* f.D: Good priority, lots of active frames, and safe on block, making it a decent meaty.
 
'''Crouching'''
 
* 2A: A decent close-range poke, and good for blockstrings. Chainable and cancelable.
 
* 2B: His best starter for low combos and blockstrings. Chainable.
 
* 2C: It has good active frames, which makes it a nice meaty. Good priority. Cancelable on hit, block, and whiff.
 
* 2D: A short-ranged sweep.
 
'''Jumping'''
 
* j.A: Decent jump-in and air-to-air button.
 
* j.B: Solid jump-in button with nice downwards priority.
 
* j.C: Hits twice. Great crossup button. Cancelable.


'''Close'''
* 8j.C: Good downwards hitbox. Cancelable.
*cl. A:  
*cl. B:
*cl. C:
*cl. D:


'''Stand'''
* j.D: Good jump-in button. Useful amount of active frames and a nice downwards hitbox.
*st. A:  
*st. B:
*st. C:
*st. D:


'''Crouch'''
'''CD Normals'''
*cr. A:
*cr. B:
*cr. C:
*cr. D:


'''Jump'''
* 5CD: Has low invincibility. Cancelable on hit, block, and whiff.
*j. A:
*j. B:  
*j. C:
*j. D:


'''Blowback'''
* j.CD: Very fast for a j.CD, and it has a nice forwards hitbox, making it an excellent air-to-air move. Cancelable.
*st. CD:
*j. CD:


== Throws ==
== Throws ==


'''Head Jabber''': b/f + C
'''Head Jabber:''' <code>4/6C (close)</code>
 
* Hold throw, not techable. Choi climbs up onto the opponent and slashes their face with his claws repeatedly. Can be mashed for more damage, but the opponent can countermash to make it end quicker. Causes soft knockdown.


'''Low Bloodletter''': b/f + D
'''Low Bloodletter:''' <code>4/6D (close)</code>


* Regular throw, techable. Choi goes behind the opponent and stabs them in the back, sending them flying fullscreen away with a soft knockdown.


== Command Moves ==
== Command Moves ==


'''Double Decker Slice''': f + A
'''Double Decker Slice:''' <code>6A</code>
 
* Choi rolls forwards and does a double slash with his claws. Cancelable.
 
* Has very long startup so it's a hard move to land, but it has low recovery, so if it gets blocked Choi is safe.
 
* Leads to very good reward on hit; in Extra mode he even has a 100% Quick MAX combo from it.
 
* However, the chances of Choi landing this move are very low, and the long startup makes it really risky to throw out at any point, really.
 
* Hits mid.
 
'''Mad Slasher Kick:''' <code>6B</code>
 
* Choi does a mid-hitting vaulting kick.
 
* On hit, you can link his 2363214K DM, or a standing light into the DM for a bit of extra damage.


'''Mad Slasher Kick''': f + B
* Can be canceled into from 2C or c.C for a nice blockstring or combo.


* Slightly plus on block.


== Special Moves ==
== Special Moves ==


'''Hisho Kuretsu Zan''': d~u + B/D (hold)
'''Hisho Kuretsu Zan:''' <code>[2]8B/D (hold)</code>
 
* Choi flies towards the back wall.
 
* If you hold the button with the B version, Choi does a dive kick from the wall.
 
* If you hold the button with the D version, Choi does his Hoko Tenkan from the wall instead.
 
* Very good retreating option, as it's fast and carries him as far away as possible.
 
* In Advanced mode, this can be a good way of building meter by repeatedly doing it near the wall.
 
* In Extra mode, this can be a good way of getting a safe distance away so you can charge up your meter.
 
: '''Hoko Tenkan:''' <code>hold D, then any direction+A/B/C/D (x3) (during [2]8D)</code>
 
: * Same as the Hoko Tenkan move description below, except Choi starts out doing a horizontal one by default and then gets to do three more after that.
 
'''Hurricane Cutter:''' <code>[2]8A/C</code>
 
* Choi spins and creates a small twister around him.
 
* Good anti-air move. Hits on both sides of Choi, so it can catch people trying to jump over/roll through him.
 
* Very punishable on block.
 
* Has no invincibility at all.
 
'''Flying Monkey Slice:''' <code>[4]6B/D</code>
 
* Choi flies forwards with his claws out.
 
: '''Hoko Tenkan:''' <code>any direction + A/B/C/D (x3) (during [4]6K)</code>
 
:* By pressing a button and a direction, Choi starts flying in that direction instead. He can fly in any of the 8 directions of the stick.
 
:* On hit, you can keep flying into the opponent by pressing the button and a direction again after each hit and it will combo. Great for juggles.
 
:* You can do the same thing on block, but on block there will be a gap in between the hits where the opponent could reversal.
 
:* In order to stop this from happening, Choi can bait reversals by going straight back after a hit has been blocked instead of going forwards again.
 
:* The last change of direction on block should always be away from your opponent, as the move is pretty punishable if Choi is close to them.
 
:* Can be used for running away, or just being annoying by being unpredictable with the direction changes.
 
'''Flying Slice Dash:''' <code>[4]6A/C</code>
 
* Choi dashes forward and delivers a mid-hitting slash.
 
* Has some startup invincibility, so it might be able to beat something out if you get lucky.
 
* Has neither low or high invincibility when running, so it will get beaten by almost any move.
 
* Very punishable on block.
 
* Cancel into 236B/D at the apex of your leap to make this (mostly) safe. Otherwise you'll get punished.


>Hoko Tenkan: any direction + A/B/CD
'''Kaiten Hien Zan:''' <code>214A/C</code>


* Choi curls up into a ball and spins forwards.


'''Hurricane Cutter''': d~u + A/C
* Too slow to combo from anything.


* Deals a decent amount of chip damage, but is too punishable for it to be good.


'''Flying Monkey Slice''': b~f + B/D
* After the move makes contact you can cancel into a j.qcf+K, which can make it a little bit safer.


> Hoko Tenkan: any direction + A/B/C/D (can enter 3 times)
: '''Flying Monkey Ambush:''' <code>A/C (during 214P)</code>


* Choi leaps forwards attacking with his claws from his ball position.


'''Flying Slice Dash''': b~f + A/C
* Can only be done if the ball attack whiffed.


* Can mostly be used for a surprise poke.


'''Kaiten Hien Zan''': qcb + A/C
* Very punishable on block.


> Flying Monkey Ambush: A/C
* Hits mid.


'''Soaring Kick:''' <code>236B/D (in air)</code>


'''Soaring Kick''': qcf + B/D (in the air)
* Choi does a divekick in the air.


* Good for changing your air trajectory to bait out anti-air attempts.
* Fairly safe on block, so it's good for dealing some chip damage.
* Cancelling j.C into it can be a nice pressure strategy.


== Desperation Moves ==
== Desperation Moves ==


'''Phoenix Flatener''': qcf, hcb + B/D
'''Phoenix Flattener:''' <code>2363214B/D</code>
 
* Choi runs forwards and does a ranbu type DM.
 
* Combos from lights and heavies, making this Choi's best combo confirm option.
 
* Unsafe on block.
 
* MAX version does more damage.
 
'''Tornado Ripper:''' <code>6321463214A/C</code>
 
* Choi creates a giant tornado of wind around him.
 
* You can move backwards or forwards while the DM is active.
 
* The regular version only hits once.
 
* MAX version on hit can juggle up to 3 times.
 
* Can be a good tool to deal some hard-to-avoid chip damage when your opponent's health is very low, though it will be beaten by guard cancel blowbacks so it is a knowledge check.
 
* Will destroy projectiles.
 
* Punishable recovery.


'''Tornado Ripper''': hcb, hcb + A/C
* Cannot be jumped over.


== Combos ==
== Combos ==
'''General Notes'''
* In any metered combo, replace 2363214B with 2363214BD if you have the resources.
===Meterless===
''Low''
: <code>2B > 2A > [2]8C</code>
''Mid/Jump-In''
: <code>(j.X) > 2B > 2A > [2]8C</code>
: Can be done after a jump-in.
''Corner''
: <code>6A/CH 5CD > [4]6D > 9D > 9D > 2D > [2]8C</code>
''Other''
: <code>j.C > j.236B</code>
===With Meter===
''Low''
: <code>2BxN > f.A > 2363214B</code>
: You can do this as 2BxN > 236A > 63214B for an easier cancel.
''Mid/Jump-In''
: <code>(j.X) > 2B > f.A > 2363214B</code>
: Can be done after a jump-in. You can do this as (j.X) > 2B > 236A > 63214B for an easier cancel.
: <code>(j.X) > c.C/2C > 6B > (f.A) > 2363214B</code>
: Can be done after a jump-in, although this is difficult, especially with buttons other than j.C. f.A is optional, you can go straight into 2363214B after 6B at the cost of a bit of damage.
===With Quick MAX===
''Low''
: <code>2B > 2A > ABC > 2C > 2363214B</code>
''Mid/Jump-In''
: <code>(j.X) > 2B > 2A > ABC > 2C > 2363214B</code>
: Can be combo-ed after a jump-in.
: <code>(j.X) > c.C/2C > 6B > ABC > 2C > 6B > 2363214B</code>
: Can be combo-ed after a jump-in.
: <code>[4]6B/Dx4 > ABC > [4]6B/Dx4 > [2]8C</code>
: Corner-specific, but the [4]6B will take you pretty far by the time you've landed the 4th hit. Does around 60-70% damage.
: <code>[4]6B/Dx4 > ABC > [4]6B/Dx4 > [2]8Dx4</code>
: Similar to the combo above, but you can get a 3rd rep. The timing is tricky, but you're doing over 90% damage if you want to go for it. See [https://cdn.discordapp.com/attachments/418742021964955659/922869852132237332/The_King_Of_Fighters98_Ultimate_Match_2021.10.29_-_20.59.26.08.DVR.webm here] to get an idea for the timing and heights needed to land this.


== Strategy & Tips ==
== Strategy & Tips ==

Latest revision as of 14:56, 10 December 2024

what a horrible little man


Introduction

Choi is a very unique character due to his atypical mobility. Choi's regular jumps go higher and further than anyone else's, and his hops are at most characters' full jump height. In addition to this, he has specials that allow him to back away to end of the screen very fast and one that lets him fly in 8 directions in the air. This makes Choi good at a hit-and-run kind of playstyle. Choi's range, however, is the shortest in the game, and if he's not right next to the opponent he probably can't hit them with anything that's scary. Offensively Choi relies on light chains and crossups to score hits, and a divekick for pressure. Choi's weaknesses are a lack of a reversal, and that his jumps can be a liability sometimes since it's hard for him to run a standard offense.

Changes from Previous Versions

98 to 98UM

Normals:

  • f.A is now cancelable
  • 2C has a longer cancel window
  • Taunt has a hitbox
  • 6A can now be cancelled and combo-ed from

Specials:

  • After [4]6P you can now do j.236K
  • After a 214P you can now do j.236K
  • [2]8P is now stable and all hits will connect on hit

Supers:

  • 2363214K now does 13 hits

98UM to 98UMFE

Specials:

  • Charge times are shorter, standardized with the rest of the cast

Normal Moves

Close

  • c.A: A fairly standard c.A. Good light combo filler. Chainable and cancelable.
  • c.B: Very similar use to c.A, but hits a bit lower down and has slightly more activation range. Chainable and cancelable.
  • c.C: Your main heavy combo starter. Cancelable.
  • c.D: Same as f.D.

Standing

  • f.A: Can stop hops if well-timed, but due to Choi's short stature it's easy to whiff. Chainable and cancelable.
  • f.B: Good for light chain combos. Has decent priority. Cancelable.
  • f.C: Long startup, short active frames. Hits a bit higher than f.D but otherwise a worse button.
  • f.D: Good priority, lots of active frames, and safe on block, making it a decent meaty.

Crouching

  • 2A: A decent close-range poke, and good for blockstrings. Chainable and cancelable.
  • 2B: His best starter for low combos and blockstrings. Chainable.
  • 2C: It has good active frames, which makes it a nice meaty. Good priority. Cancelable on hit, block, and whiff.
  • 2D: A short-ranged sweep.

Jumping

  • j.A: Decent jump-in and air-to-air button.
  • j.B: Solid jump-in button with nice downwards priority.
  • j.C: Hits twice. Great crossup button. Cancelable.
  • 8j.C: Good downwards hitbox. Cancelable.
  • j.D: Good jump-in button. Useful amount of active frames and a nice downwards hitbox.

CD Normals

  • 5CD: Has low invincibility. Cancelable on hit, block, and whiff.
  • j.CD: Very fast for a j.CD, and it has a nice forwards hitbox, making it an excellent air-to-air move. Cancelable.

Throws

Head Jabber: 4/6C (close)

  • Hold throw, not techable. Choi climbs up onto the opponent and slashes their face with his claws repeatedly. Can be mashed for more damage, but the opponent can countermash to make it end quicker. Causes soft knockdown.

Low Bloodletter: 4/6D (close)

  • Regular throw, techable. Choi goes behind the opponent and stabs them in the back, sending them flying fullscreen away with a soft knockdown.

Command Moves

Double Decker Slice: 6A

  • Choi rolls forwards and does a double slash with his claws. Cancelable.
  • Has very long startup so it's a hard move to land, but it has low recovery, so if it gets blocked Choi is safe.
  • Leads to very good reward on hit; in Extra mode he even has a 100% Quick MAX combo from it.
  • However, the chances of Choi landing this move are very low, and the long startup makes it really risky to throw out at any point, really.
  • Hits mid.

Mad Slasher Kick: 6B

  • Choi does a mid-hitting vaulting kick.
  • On hit, you can link his 2363214K DM, or a standing light into the DM for a bit of extra damage.
  • Can be canceled into from 2C or c.C for a nice blockstring or combo.
  • Slightly plus on block.

Special Moves

Hisho Kuretsu Zan: [2]8B/D (hold)

  • Choi flies towards the back wall.
  • If you hold the button with the B version, Choi does a dive kick from the wall.
  • If you hold the button with the D version, Choi does his Hoko Tenkan from the wall instead.
  • Very good retreating option, as it's fast and carries him as far away as possible.
  • In Advanced mode, this can be a good way of building meter by repeatedly doing it near the wall.
  • In Extra mode, this can be a good way of getting a safe distance away so you can charge up your meter.
Hoko Tenkan: hold D, then any direction+A/B/C/D (x3) (during [2]8D)
* Same as the Hoko Tenkan move description below, except Choi starts out doing a horizontal one by default and then gets to do three more after that.

Hurricane Cutter: [2]8A/C

  • Choi spins and creates a small twister around him.
  • Good anti-air move. Hits on both sides of Choi, so it can catch people trying to jump over/roll through him.
  • Very punishable on block.
  • Has no invincibility at all.

Flying Monkey Slice: [4]6B/D

  • Choi flies forwards with his claws out.
Hoko Tenkan: any direction + A/B/C/D (x3) (during [4]6K)
  • By pressing a button and a direction, Choi starts flying in that direction instead. He can fly in any of the 8 directions of the stick.
  • On hit, you can keep flying into the opponent by pressing the button and a direction again after each hit and it will combo. Great for juggles.
  • You can do the same thing on block, but on block there will be a gap in between the hits where the opponent could reversal.
  • In order to stop this from happening, Choi can bait reversals by going straight back after a hit has been blocked instead of going forwards again.
  • The last change of direction on block should always be away from your opponent, as the move is pretty punishable if Choi is close to them.
  • Can be used for running away, or just being annoying by being unpredictable with the direction changes.

Flying Slice Dash: [4]6A/C

  • Choi dashes forward and delivers a mid-hitting slash.
  • Has some startup invincibility, so it might be able to beat something out if you get lucky.
  • Has neither low or high invincibility when running, so it will get beaten by almost any move.
  • Very punishable on block.
  • Cancel into 236B/D at the apex of your leap to make this (mostly) safe. Otherwise you'll get punished.

Kaiten Hien Zan: 214A/C

  • Choi curls up into a ball and spins forwards.
  • Too slow to combo from anything.
  • Deals a decent amount of chip damage, but is too punishable for it to be good.
  • After the move makes contact you can cancel into a j.qcf+K, which can make it a little bit safer.
Flying Monkey Ambush: A/C (during 214P)
  • Choi leaps forwards attacking with his claws from his ball position.
  • Can only be done if the ball attack whiffed.
  • Can mostly be used for a surprise poke.
  • Very punishable on block.
  • Hits mid.

Soaring Kick: 236B/D (in air)

  • Choi does a divekick in the air.
  • Good for changing your air trajectory to bait out anti-air attempts.
  • Fairly safe on block, so it's good for dealing some chip damage.
  • Cancelling j.C into it can be a nice pressure strategy.

Desperation Moves

Phoenix Flattener: 2363214B/D

  • Choi runs forwards and does a ranbu type DM.
  • Combos from lights and heavies, making this Choi's best combo confirm option.
  • Unsafe on block.
  • MAX version does more damage.

Tornado Ripper: 6321463214A/C

  • Choi creates a giant tornado of wind around him.
  • You can move backwards or forwards while the DM is active.
  • The regular version only hits once.
  • MAX version on hit can juggle up to 3 times.
  • Can be a good tool to deal some hard-to-avoid chip damage when your opponent's health is very low, though it will be beaten by guard cancel blowbacks so it is a knowledge check.
  • Will destroy projectiles.
  • Punishable recovery.
  • Cannot be jumped over.

Combos

General Notes

  • In any metered combo, replace 2363214B with 2363214BD if you have the resources.

Meterless

Low

2B > 2A > [2]8C

Mid/Jump-In

(j.X) > 2B > 2A > [2]8C
Can be done after a jump-in.

Corner

6A/CH 5CD > [4]6D > 9D > 9D > 2D > [2]8C

Other

j.C > j.236B

With Meter

Low

2BxN > f.A > 2363214B
You can do this as 2BxN > 236A > 63214B for an easier cancel.

Mid/Jump-In

(j.X) > 2B > f.A > 2363214B
Can be done after a jump-in. You can do this as (j.X) > 2B > 236A > 63214B for an easier cancel.
(j.X) > c.C/2C > 6B > (f.A) > 2363214B
Can be done after a jump-in, although this is difficult, especially with buttons other than j.C. f.A is optional, you can go straight into 2363214B after 6B at the cost of a bit of damage.

With Quick MAX

Low

2B > 2A > ABC > 2C > 2363214B

Mid/Jump-In

(j.X) > 2B > 2A > ABC > 2C > 2363214B
Can be combo-ed after a jump-in.
(j.X) > c.C/2C > 6B > ABC > 2C > 6B > 2363214B
Can be combo-ed after a jump-in.
[4]6B/Dx4 > ABC > [4]6B/Dx4 > [2]8C
Corner-specific, but the [4]6B will take you pretty far by the time you've landed the 4th hit. Does around 60-70% damage.
[4]6B/Dx4 > ABC > [4]6B/Dx4 > [2]8Dx4
Similar to the combo above, but you can get a 3rd rep. The timing is tricky, but you're doing over 90% damage if you want to go for it. See here to get an idea for the timing and heights needed to land this.

Strategy & Tips

Videos

King of Fighters 98 UM FE: Choi Guide by Mash It Out

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyTier ListsFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro