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The King of Fighters 2002 UM/Choi Bounge: Difference between revisions
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== Normal Moves == | == Normal Moves == | ||
'''Close''' | |||
* cl.A/B/C are cancel-able | |||
* cl.A is chain-able into itself, far A, st. B, cl. B, cr. A and cr. B | |||
* cl. B is chain-able into far A, far B, cl. B, cr. A and cr. B | |||
'''Standing''' | |||
* far A is Choi's only standing cancel-able normal attack. Good to use as a close ranged poke. | |||
* far B is a side kick can be used as a close ranged poke | |||
* far C can hit opponents trying to jump in towards Choi at a mid-range distance. It will activate into a cl. C if the opponent tries to jump to close. | |||
* st. D hits mid (not low), and has a very long horizontal hitbox, and short vertical hurtbox. Can be used as a poke to evade some characters high aiming normals, special moves, and can even be used to anti-air at a mid to long range against very horizontal jump attacks. | |||
'''Crouching''' | |||
* cr. A/B/C are cancel-able | |||
* cr. B is a good low poke that is good to start combos but has short range, shorter than far B | |||
* cr. C has a good horizontal range that move's Choi forward slightly | |||
* cr. D is a sweep that has more range cr. B | |||
'''Jumping''' | |||
* j. A can be used as a quick air-to-air | |||
* j. B can be used as an air-to-air or as a keep away anti-air option | |||
* j. C is a great jump-in 2 hit cross-up and is also special cancel-able | |||
* Neutral j. C can be used as a keep-out air-to-air attack | |||
* j. D can be use as a jump-in attack or keep away anti-air, and can be used to cross-up standing opponents | |||
* Neutral j. D can also be used as a keep-out air-to-air attack against jumps and super jumps | |||
'''Blowback''' | |||
* st. CD is similar to st. D that it can duck and evade some character's normals but has more horizontal range, and is whiff cancel-able. | |||
* j. CD is a cancel-able drop kick that can be used air-to-air or from air-to-ground | |||
== Throws == | == Throws == |
Revision as of 20:29, 7 March 2015
Movelist
Normal Moves
Close
- cl.A/B/C are cancel-able
- cl.A is chain-able into itself, far A, st. B, cl. B, cr. A and cr. B
- cl. B is chain-able into far A, far B, cl. B, cr. A and cr. B
Standing
- far A is Choi's only standing cancel-able normal attack. Good to use as a close ranged poke.
- far B is a side kick can be used as a close ranged poke
- far C can hit opponents trying to jump in towards Choi at a mid-range distance. It will activate into a cl. C if the opponent tries to jump to close.
- st. D hits mid (not low), and has a very long horizontal hitbox, and short vertical hurtbox. Can be used as a poke to evade some characters high aiming normals, special moves, and can even be used to anti-air at a mid to long range against very horizontal jump attacks.
Crouching
- cr. A/B/C are cancel-able
- cr. B is a good low poke that is good to start combos but has short range, shorter than far B
- cr. C has a good horizontal range that move's Choi forward slightly
- cr. D is a sweep that has more range cr. B
Jumping
- j. A can be used as a quick air-to-air
- j. B can be used as an air-to-air or as a keep away anti-air option
- j. C is a great jump-in 2 hit cross-up and is also special cancel-able
- Neutral j. C can be used as a keep-out air-to-air attack
- j. D can be use as a jump-in attack or keep away anti-air, and can be used to cross-up standing opponents
- Neutral j. D can also be used as a keep-out air-to-air attack against jumps and super jumps
Blowback
- st. CD is similar to st. D that it can duck and evade some character's normals but has more horizontal range, and is whiff cancel-able.
- j. CD is a cancel-able drop kick that can be used air-to-air or from air-to-ground
Throws
Zujou Sashi - close, b/f + C
Geketsu Zuki - close, b/f + D
Command Moves
Geri Toorima - (f + B)
- Avoids low attacks
- No other properties
Special Moves
Tatsumaki Zan Shippuu - (d~u + A/C)
- A version goes up slightly, C verision goes forward a bit first before flying up really high
- Both are super cancellable
- Extremely unsafe if blocked/misses
Hishou Kyaku - (qcf + B/D) in air
- A version goes downwards more, C version goes around 45 degrees
Hienzan - (dp + B/D)
- Depending on standing location, second hit of D version may not connect on grounded opponents
Hishou Kuuretsu Zan - (d~u + B/D)
- Flies backwards first until he hits the wall
- Holding the button will have Choi execute the forward spinning, if not held, Choi will just drop back to the ground when he hits the wall
- Can change direction by doing Houkou Tenkan mid-move
- Directional change can be done for 3 times
- Juggles opponent
- ┗Houkou Tenkan - any direction + button (up to three times)
Hien Senpuu Zash - (b~f + A/C)
- Flies forward spinning
- Can change direction by doing Houkou Tenkan mid-move
- Directional change can be done for 3 times
- Juggles opponent
┗Houkou Tenkan - any direction + button (up to three times)
Kaiten Hien Zan - (qcb + A/C)
- Choi rolls onto the opponent if he touches them while rolling forward
- After rolling up the opponent, A version will have him bounce forward from said opponent, C version will have him bounce backward
- Before latching onto the opponent, Choi can cancel this move into Kishuu Hien Zuki
- After jumping off the opponent, Choi can either execute Hishou Kyaku or Shin! Chouzetsu Rinkaiten Toppa before landing
- ┗Kishuu Hien Zuki - (A/C)
- Only can be done while Choi is still rolling forward
- A button flies lower, C button flies higher and farther
- Knocks away opponent if connected
Desperation Moves
Shin! Chouzetsu Tatsumaki Shinkuuzan - (hcb x 2 + A/C)
- Creates a tornado that goes at fullscreen height
- Knocks opponent into the air for juggle
- Choi can move forward or backward during this move
- Choi poses when the move is done
Hou'ou Kyaku - (qcf~hcb + B/D)
- B version runs 3/4ths of fullscreen, D version runs fullscreen
- Comes out instantly
Shin! Chouzetsu Rinnekoro Totsuha - (qcf x 2 + A/C)
- A version flies straight down, C version flies 45 degrees down
- Bounces back at the end of the move regardless if it hits anyone
- Does huge damage
Super Desperation Moves
Hou'ou Kyaku - (qcf~hcb+B+D)
- Comes out instantly
HSDM
Shakushi - (hcfx2+A+C) in air
- Choi disappears until the end of this move
- 5 slashes will appear one after another on screen on random locations
- Can be blocked but can cross-up depending on the slash location
- Does not juggle, not even on counter
Combos
-cr. B, st. A, qcf~hcb+K or st. B/st. D
-cr. C, qcb+P, st. A (must be done quickly)
-b/f+B, st.A, qcfhcb+K or st. B/st. D
-(corner) d~u+P -> (SC) qcf~qcf+C
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