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The King of Fighters 2002 UM/Chang Koehan: Difference between revisions

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== Desperation Moves ==
== Desperation Moves ==
Dai Tekkyuu Funs - qcb, qcb + A/C


'''Tekkyuu Dai Bokusatsu''' - (qcf, qcf + B/D)


Tekkyuu Dai Bousou - qcf, hcb + A/C
* 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


Dai Tekkyuu Assatsu = qcf x 2 + A/C
* If it hits correctly on OTG, the opponent will be brought back to standing position


'''Tekkyuu Dai Bousou''' - (qcf~hcb + A/C)
* Catches airborne opponents
* Random finisher
* Slow to come out
* Finisher with his close B animation is a juggle
'''Dai Tekkyuu Assatsu''' - (qcf, qcf + A/C)
* A version flies up immediately, C version runs forward for about halfscreen before flying up
* Invincibility on startup
* Falling down part is an overhead, has autoguard
* End of the move can OTG if hit correctly


== Super Desperation Move ==
== Super Desperation Move ==

Revision as of 14:36, 11 May 2013

Normal Moves

Throws

Hagan Geki - close, b/f + C


Kusari Jime - close, b/f + D


Command Moves

Hiki Nige - (df + A)

  • Forward slide, hits low regardless if cancelled into

Special Moves

Tekkyuu Daikaiten - (A/C repeatedly)

  • Chang can move around while spinning
  • 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
  • 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 - (charge b~f + A/C or qcb+P during Tekkyuu Daikaiten)

  • Hard knock away move
  • 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


Tekkyu Taiko Uchi - (hcf + B/D)

  • 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 - (hcb, f + A/C) close

  • Close range grab


Haki Kyaku - (d, d + K)

  • Fullscreen low attack
  • Must be blocked low or avoided by jumping
  • When done up close, causes hard knockdown on hit
  • Super cancellable

Desperation Moves

Tekkyuu Dai Bokusatsu - (qcf, qcf + B/D)

  • 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


Tekkyuu Dai Bousou - (qcf~hcb + A/C)

  • Catches airborne opponents
  • Random finisher
  • Slow to come out
  • Finisher with his close B animation is a juggle


Dai Tekkyuu Assatsu - (qcf, qcf + A/C)

  • A version flies up immediately, C version runs forward for about halfscreen before flying up
  • Invincibility on startup
  • Falling down part is an overhead, has autoguard
  • End of the move can OTG if hit correctly

Super Desperation Move

Dai Tekkyuu Assatsu - qcf x 2 + A + C


Hidden Super Desperation Move

Tekkyuu Dai Sekai - B, A, C, A


Discussion Threads

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