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The King of Fighters 2002 UM/Choi Bounge: Difference between revisions

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==Special Moves==
==Special Moves==


'''Tatsumaki Zan Shippuu''' - (d~u + A/C)
'''Hurricane Cutter [Tatsumaki Zan Shippuu]''' - (d~u + A/C)


* A version goes up slightly, C verision goes forward a bit first before flying up really high
* Choi spins up vertically creating a slashing tornado. Good to use as an hard read anti-air. Doesn't feature any invincibility. Easy to combo from light attacks.


* Both are super cancellable
* A version goes up slightly performs 7 hits at point blank, C version goes forward a bit first before flying up really high, performs 8 hits.
 
* Both are super cancel-able from the 4th to last hit of the light punch version, from the 3rd to the last hit of the heavy punch version


* Extremely unsafe if blocked/misses
* Extremely unsafe if blocked/misses

Revision as of 20:58, 7 March 2015

Movelist

File:Kof02ummovelistchoi.png

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

Head Jabber [Zujou Sashi] - close, (b/f + C)

  • Choi sits on the back of the opponent's neck to stab and jab their head repeatedly. The opponent lands near the corner of the screen.
  • Soft knockdown
  • Can't be mashed out of


Low Bloodletter [Geketsu Zuki] - close, (b/f + D)

  • Choi crawls behind the opponent to stab them on the behind. The opponent lands at the corner of the screen.
  • Soft knockdown

Command Moves

Mad Slasher Kick [Geri Toorima] - (b/f + B)

  • Choi somersaults low toward the opponent
  • Cancel-able from cancel-able normals
  • Hits mid
  • Plus frames on block
  • Avoids low attacks

Special Moves

Hurricane Cutter [Tatsumaki Zan Shippuu] - (d~u + A/C)

  • Choi spins up vertically creating a slashing tornado. Good to use as an hard read anti-air. Doesn't feature any invincibility. Easy to combo from light attacks.
  • A version goes up slightly performs 7 hits at point blank, C version goes forward a bit first before flying up really high, performs 8 hits.
  • Both are super cancel-able from the 4th to last hit of the light punch version, from the 3rd to the last hit of the heavy punch version
  • 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


Discussion Threads

Discuss at Dream Cancel


Videos

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