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The King of Fighters 2002 UM/Chang Koehan: Difference between revisions
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== Normal Moves == | == Normal Moves == | ||
'''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 == | == Throws == |
Revision as of 21:50, 22 February 2015
Normal Moves
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 - 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,qcf+A+C)
- 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
-cr. Ax2, A/C repeatedly
-(close only) down, down+K, (SC) qcf,qcf+K
-cl. A/B/D, hcb,f+P
-(must not be close to corner) hcb,f+P, (B,A,C,A)
-(corner) qcf,hcb+P close B finisher (appears randomly), A/C repeatedly or qcf,qcf+P
-(B,A,C,A) -> whatever -> find some way to get close to opponent before HSDM ends, qcf,qcf+K (OTG)
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