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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)


Discussion Threads

Discuss at Dream Cancel

Discuss at Orochinagi

Video

Chang Master Class


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