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The King of Fighters 2002 UM/Chang Koehan: Difference between revisions
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[[File:02UM Chang Profile.png|right|thumb]] | <section begin="image"/>[[File:02UM Chang Profile.png|right|thumb]]<section end="image"/>[[File:02UM Chang 0.gif|right|x300px]] | ||
==Movelist== | ==Movelist== | ||
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'''Special Moves''' | '''Special Moves''' | ||
Tekkyuu Daikaiten - [[image:a.gif]] / [[image:c.gif]] | Tekkyuu Daikaiten - mash [[image:a.gif]] / [[image:c.gif]] | ||
::Cancel with [[image:a.gif]][[image:b.gif]][[image:c.gif]][[image:d.gif]] | ::Cancel with [[image:a.gif]][[image:b.gif]][[image:c.gif]][[image:d.gif]] | ||
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Tekkyu Taiko Uchi - [[image:hcf.gif]] + [[image:b.gif]] / [[image:d.gif]] | Tekkyu Taiko Uchi - [[image:hcf.gif]] + [[image:b.gif]] / [[image:d.gif]] | ||
Dai Hakai Nage - | Dai Hakai Nage - [[image:hcb.gif]][[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]] | ||
Haki Kyaku - [[image:dn.gif]][[image:dn.gif]] + [[image:b.gif]] / [[image:d.gif]] | Haki Kyaku - [[image:dn.gif]][[image:dn.gif]] + [[image:b.gif]] / [[image:d.gif]] | ||
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'''Super Desperation Move''' | '''Super Desperation Move''' | ||
Dai Tekkyuu Assatsu - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] | Dai Tekkyuu Assatsu - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]][[image:c.gif]] | ||
'''Hidden Super Desperation Move''' | '''Hidden Super Desperation Move''' | ||
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|} | |} | ||
==Gameplay Overview== | == Gameplay Overview == | ||
{{StrengthsAndWeaknesses | |||
Chang is a somewhat unorthodox character. His strengths are mostly related to his reach with his chained ball. His j.CD is by far his best normal, mostly due to its active frames and reach. It is quite hard to challenge and it is mostly challenged by invincible reversals. Aside from j.CD his gameplay revolves around trying to approach with his slide (df+A), erasing fireballs and putting pressure with his ball spin (mash A or C) and with the clever use of his supers. His combo potential and conversion damage is very limited, but he makes up for it with burst damage when he lands his supers. He has a command grab and generally his movement speed is very limited. | | description =Chang is a somewhat unorthodox character. His strengths are mostly related to his reach with his chained ball. His j.CD is by far his best normal, mostly due to its active frames and reach. It is quite hard to challenge and it is mostly challenged by invincible reversals. Aside from j.CD his gameplay revolves around trying to approach with his slide (df+A), erasing fireballs and putting pressure with his ball spin (mash A or C) and with the clever use of his supers. His combo potential and conversion damage is very limited, but he makes up for it with burst damage when he lands his supers. He has a command grab and generally his movement speed is very limited.}} | ||
== Normals == | == Normals == | ||
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★ '''cr.Ax1~2, [P]''' | ★ '''cr.Ax1~2, [P]''' | ||
: Meterless bnb as a decent hitconfirm into mashball. You can cancel | : Meterless bnb as a decent hitconfirm into mashball. You can cancel mash immediately with ABCD for better frame advantage or keep it active to pressure the opponent's guard on block. Preferred bnb near the corner. '''25%'''. | ||
★ '''cr.A, cr.A/cl.B, hcb,f+P''' | ★ '''cr.A, cr.A/cl.B, hcb,f+P''' | ||
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* cr.C, d,d+K | * cr.C, d,d+K | ||
: cr.C is too slow and lacking for this to land too often. '''18%'''. | : cr.C is too slow and lacking range for this to land too often. '''18%'''. | ||
* '''(against standing opponent)''' st.CD/cr.D, [P] cancel, d,d+K | |||
: Good way to take advantage of cr.D/st.CD's range to make it safe on block and convert a hit. Characters with a [[The_King_of_Fighters_2002_UM/Defense#Recovery_Roll_Speed|recovery roll faster than Billy's -for cr.D- or Iori's -for st.CD-]] can do that and avoid d,d+K. To immediately cancel mash, it's preferable to mash ABCD together instead of just A/C. '''17/18%'''. | |||
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== Videos == | == Videos == | ||
{{#ev:youtube|vUUreaJ87uM|||'''장거한 플레이 모음(Chang Best Rounds) -xyzzy (식칼)'''|frame}} | {{#ev:youtube|vUUreaJ87uM|||'''장거한 플레이 모음(Chang Best Rounds) -xyzzy (식칼)'''|frame}} | ||
{{#ev:youtube|RJVeoI8byaI|||'''Dilkay Chang Best Rounds KOF 2002 UM''' by [https://www.youtube.com/c/KOF2002UMNORTHAFRICA KOFNORTHAFRICA]|frame}} | |||
{{#ev:youtube|tqMPfjtvGpU|||'''Dilkay Chang Best Rounds PART 2 KOF 2002 UM''' by [https://www.youtube.com/c/KOF2002UMNORTHAFRICA KOFNORTHAFRICA]|frame}} | |||
{{#ev:youtube|3FrMyZeZxG8|||'''Chang Master Class'''|frame}} | {{#ev:youtube|3FrMyZeZxG8|||'''Chang Master Class'''|frame}} | ||
Latest revision as of 20:33, 4 August 2024
Movelist
Throws
Command Move
Special Moves
Tekkyuu Funs Geki - charge ~ + /
Desperation Moves
Super Desperation Move
Hidden Super Desperation Move
0 Bar |
Anywhere |
(jump-in or cr.A), cr.A/cl.B, hcb,f+P = 21/22% |
Gameplay Overview
Chang is a somewhat unorthodox character. His strengths are mostly related to his reach with his chained ball. His j.CD is by far his best normal, mostly due to its active frames and reach. It is quite hard to challenge and it is mostly challenged by invincible reversals. Aside from j.CD his gameplay revolves around trying to approach with his slide (df+A), erasing fireballs and putting pressure with his ball spin (mash A or C) and with the clever use of his supers. His combo potential and conversion damage is very limited, but he makes up for it with burst damage when he lands his supers. He has a command grab and generally his movement speed is very limited.
Normals
Standing
- st. A is good to use as an anti-air for stopping hops. neutral on block, Whiffs on crouching opponents except for Chang himself.
- st. B is a short front kick that is special cancel-able and whiff cancel-able
- st. C is horizontal shoulder height ball swing. Good to use for mid-screen zoning, and to use as an preemptive anti-air. Whiffs on crouching opponents. Not cancel-able.
- st. D is a low round kick that hits mid. Good range, good push back on block, but not cancel-able.
Close
- cl. A/B/D are cancel-able
- cl. A is a short back hand punch that can be easily cancelled into his hcb,f+P command throw or df+A
- cl. B and st. B are the same
- cl. C is a two hit downward ball swing attack that is neutral on block. Not cancel-able.
- cl. D is a special cancel-able side kick
Crouching
- cr. A/B/C/D are cancel-able
- cr. A is a good ranged elbow attack
- cr. B is a short range low kick
- cr. C can be used as a grounded anti-air to stop opponents from jumping over you, but its relatively slow
- cr. D is a swings his ball and chain at the opponent's feet to sweep them. Special and whiff cancel-able
Jumping
- j. A is a jumping punch that aims at a downward angle. Good to use as a late air-to-air attack, or ground-to-air anti-air close range hops and jumps in advance. Whiffs on crouching opponents
- j. B is a short jump kick is a good jump-in attack to start combos
- j. C is good to use to try to zone the opponent to stop incoming hops and jumps at a mid-range in advance. Hit box aims at a diagonal downward angle. Whiffs on crouching opponents if too close
- j. D is a jumping deep angled side kick. A bit hard to use as a deep jump-in combo because it spaces Chang far away to connect into his close standing normals.
Blowback st. CD - Chang throws his belly at the opponent. Nice range but not cancel-able j.CD - Chang swings his ball at an diagonal angle toward the opponent. Good for maintaining space, and pressure. Whiffs on crouching opponents if released too closely.
Throws
Hagan Geki [Face Crushing Blast] - close, (b/f + C_
- Chang grabs the opponent, then headbutts them. The opponent lands near the corner of the screen.
- Soft knockdown
Kusari Jime [Chain Chocker] - close, (b/f + D)
- Chang grabs and chokes the opponent. They land near the corner of the screen.
- Soft knockdown
- Can be teched out of
Command Move
Hiki Nige [Hit and Run] - (df + A)
- Chang slides on his belly towards the opponent, 1/2 screen distance. Good range, good start-up, can evade certain normals, and specials, can evade mid-air projectiles (not ground skimming ones like Iori's or Kusanagi's), and can low profile anti-air.
- Hits low regardless if cancelled into
- Can be punished easily if blocked
Special Moves
Tekkyuu Daikaiten [Spinning Iron Ball] - (A/C repeatedly)
- Chang swings his ball and chain above his head. You can press left and right to control him while he is swinging.
- Negates projectiles
- Can stop spinning by pressing A+B+C+D
- C version stays out for a longer time if you don't stop Chang from spinning
- Vulnerable to lows
- Can cancel mid-move into Tekkyuu Funsai Geki by inputting qcb+P, that move will be different depending on your button input
Tekkyuu Funs Geki [Breaking Iron Ball] - (charge b~f + A/C or qcb+P during Tekkyuu Daikaiten [Spinning Iron Ball])
- Chang swings then flings his ball and chain towards the opponent. The opponent lands near the corner of the screen.
- Has autoguard while he's facing backwards
- C version has a longer charge time, but he goes farther
- Additional the starting frames of the spinning ball while charging, in the C version, can deal damage if the opponent touches it
- Will whiff if too close
- Soft knockdown
Tekkyu Taiko Uchi [Drumming Iron Ball] - (hcf + B/D)
- Chang picks his nose. If a move is countered, Chang sneezes.
- A counter move
- Active counter frames are while he's picking his nose
- Only counters high and mid attacks, most low attacks will hit him (aside from higher ones ex. Terry's crouching D)
- Normal result would be an extremely low damage knock away
- Randomly, quite unlikely you will get the 'buffed-up' version of the counter when he does a dramatic sneeze and falls to the ground, causing the opponent to be knocked off with major damage
Dai Hakai Nage [Big Destroyer Toss] - (hcb, f + A/C) close
- Chang grabs the opponent then slams them 4 times
- 1 Frame grab command grab
- Hard knockdown
Haki Kyaku [Spirit of Conquest] - (d, d + K)
- Full-screen low attack
- Must be blocked low or avoided by jumping
- When done up close, causes hard knockdown on hit
- Super cancel-able
Desperation Moves
Tekkyuu Dai Bousou [Wild Ball Attack] - (qcf~hcb + A/C)
- Chang slams his head on his iron ball, then rushes the opponent to unless a flurry of attacks ending in a belly flop.
- Catches airborne opponents
- Random finisher
- Slow to come out
- Finisher with his close B animation is a juggle
Dai Tekkyuu Assatsu [Iron Sphere Smasher] - (qcf, qcf + A/C)
- A giant headbutt then a bellyflop. Heavy punch version has a running start.
- A version flies up immediately, C version runs forward for about half-screen before flying up
- Invincibility on start-up
- Falling down part is an overhead, has auto-guard
- End of the move can OTG if hit correctly
Tekkyuu Dai Bokusatsu [Wild Ball Beater] - (qcf, qcf + B/D)
- Chang slams his iron ball down on the opponent a few times, then finishes with an uppercut ball swing.
- Hard knockdown
- First and second hit are overhead, also OTG
- If the first hit misses or is blocked, Chang only does 1 more hit, if the first hit connects, the rest of the move will follow
- If it hits correctly on OTG, the opponent will be brought back to standing position
Super Desperation Move
Dai Tekkyuu Assatsu - (qcf,qcf+A+C)
- An extremely high, giant headbutt then a bouncing belly flop.
- Flies up immediately
- Invincibility on startup
- Falling down part has autoguard
- Hits low upon landing
Hidden Super Desperation Move
Tekkyuu Dai Sekai - (B, A, C, A)
- Stops time
- Does a little dance for a few seconds before actually stopping time
- Dancing is NOT invincible now
- Unblockable, air opponents will be dragged down to the ground
- When time is stopped, opponent enters hitstun for a short while
- You can do pretty much anything while the opponent is in hitstun, moves that knock down or away loses their properties here
- The move ends when Chang has done enough damage or it lasted long enough
- Max damage capped for this move is approx 25% off a full lifebar
- No power bar is gained for either side while this move is running
- Opponent cannot recovery roll at the end of this move
Combos
0 Stock
Anywhere
★ cr.Ax1~2, [P]
- Meterless bnb as a decent hitconfirm into mashball. You can cancel mash immediately with ABCD for better frame advantage or keep it active to pressure the opponent's guard on block. Preferred bnb near the corner. 25%.
★ cr.A, cr.A/cl.B, hcb,f+P
- Other meterless bnb with better damage and hard knockdown but much more unsafe on block. 27/28%.
- cr.C, d,d+K
- cr.C is too slow and lacking range for this to land too often. 18%.
- (against standing opponent) st.CD/cr.D, [P] cancel, d,d+K
- Good way to take advantage of cr.D/st.CD's range to make it safe on block and convert a hit. Characters with a recovery roll faster than Billy's -for cr.D- or Iori's -for st.CD- can do that and avoid d,d+K. To immediately cancel mash, it's preferable to mash ABCD together instead of just A/C. 17/18%.
1 Stock
Anywhere
★ cr.A, cr.A/cl.B, qcfx2+A
- 1 bar bnb with a decent hitconfirm. However, it is punishable on hit so best kept to end the round. Input it as cr.A, qcf, cr.A/cl.B, qcf+A. 35%.
Corner
- qcf,hcb+P (close B finisher that appears randomly), [P]
- Random super conversion. 53%.
2 Stocks
Anywhere
- cr.C, d,d+K, (SC) qcfx2+K
- Only good damage you'll get for meter without being punishable on hit but cr.C is too slow and lacking for this to land too often. 48%.
Corner
- qcf,hcb+P (close B finisher that appears randomly), qcfx2+A
- Random super conversion. However, it is punishable on hit so best kept to end the round. 64%.
3 Stocks
Anywhere
- cr.A, cr.A/cl.B, qcfx2+AC
- 3 bar conversion with a decent hitconfirm. Punishable on hit and poor damage not worth it. Input it as cr.A, qcf, cr.A/cl.B, qcf+AC. 40%.
4 Stocks
Corner
- qcf,hcb+P (close B finisher that appears randomly), qcfx2+AC
- Random super conversion. However, it is punishable on hit if the opponent techs the knockdown so best kept to end the round. If the opponent techs, 69%; if they don't, 92%.
Videos
External Links
Check Chang Koehan's frame data
Discuss at 02UM Discord server
Discuss at Dream Cancel
Discuss at Orochinagi