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The King of Fighters 2002 UM/Choi Bounge: Difference between revisions
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* Before latching onto the opponent, Choi can cancel this move into '''Kishuu Hien Zuki''' | * 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''' ( | * After jumping off the opponent, Choi can either execute '''Hishou Kyaku''' (qcf+K in air) or Shin! Chouzetsu Rinkaiten Toppa before landing | ||
:┗'''Kishuu Hien Zuki''' - (A/C) | :┗'''Kishuu Hien Zuki''' - (A/C) |
Revision as of 22:10, 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
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
Soaring Kick [Hishou Kyaku] - (qcf + B/D) in air
- Choi uses Kim air stomp kick. Can be performed from a hop or a jump. Hard to punish on block.
- A version goes downwards more, C version goes around 45 degrees
Hienzan - (dp + B/D)
- Choi performs Kim flash kick. Good to use as an anti-air, has fast start-up but doesn't have an invincibility. Light kick version (B) hits once, heavy kick version hits twice
- Depending on standing location, second hit of D version may not connect on grounded opponents
- Soft knockdown
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)
Flying Monkey Slice [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 the 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 (qcf+K in air) 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
- Very unsafe if blocked
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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