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cl. C: Much slower than a traditional close C, but hits overhead and inflicts a hard knockdown. Unsafe on block, but can be whiff-cancelled to ball cancel for a feint that's safe on block.
cl. C: Much slower than a traditional close C, but hits overhead and inflicts a hard knockdown. Unsafe on block, but can be whiff-cancelled to ball cancel for a feint that's safe on block.


Close D: Fun to look at, but not very useful, because it's neither MAX-cancellable nor low-invulnerable. Not that great of an anti-air, either. Avoid using this move.
cl. D: Fun to look at, but not very useful, because it's neither MAX-cancellable nor low-invulnerable. Not that great of an anti-air, either. Avoid using this move.


'''Crouching'''
'''Crouching'''


Crouching A: Special-cancellable, but doesn't chain to/from other normals(?).
cr. A: Special-cancellable, but doesn't chain to/from other normals(?).


Crouching B: Chang's fastest low. Special-cancellable, but doesn't chain to/from other A/B normals.
cr. B: Chang's fastest low. Special-cancellable, but doesn't chain to/from other A/B normals.


Crouching C: Chang's more rewarding C ground normal. Has very short horizontal range, but starts a juggle combo on air hit. Can be MAX-cancelled, special-cancelled, or super-cancelled(?) to collect a combo afterwards. Its only limitation is its slow startup speed, making it easy to safe-jump with low jump attacks.
cr. C: Chang's more rewarding C ground normal. Has very short horizontal range, but starts a juggle combo on air hit. Can be MAX-cancelled, special-cancelled, or super-cancelled(?) to collect a combo afterwards. Its only limitation is its slow startup speed, making it easy to safe-jump with low jump attacks.


Crouching D: A slow sweep with decent reach. Useful not just for the knockdown, but because it is special-cancellable to ball cancel for a safe(?) blockstring. Can chain to df+A as well for an unsafe double low string.
cr. D: A slow sweep with decent reach. Useful not just for the knockdown, but because it is special-cancellable to ball cancel for a safe(?) blockstring. Can chain to df+A as well for an unsafe double low string.


'''Jumping'''
'''Jumping'''


Jump A: A good defensive air-to-air, fast and active with great reach. If the opponent is too close to use j.C or j.CD without being interrupted, this is the air-to-air you use.
j. A: A good defensive air-to-air, fast and active with great reach. If the opponent is too close to use j.C or j.CD without being interrupted, this is the air-to-air you use.


Jump B
j. B


Jump C: One of Chang's core zoning tools. Not very fast, but is faster than j.CD with only slightly less range, and is an overhead. Very useful from a backwards low jump against an opponent you are convinced will stay on the ground.
j. C: One of Chang's core zoning tools. Not very fast, but is faster than j.CD with only slightly less range, and is an overhead. Very useful from a backwards low jump against an opponent you are convinced will stay on the ground.


Jump D: Slow, but reaches farther downward than any of Chang's other jump normals. Use this move in the rare cases when you are low jumping at an opponent close by.
j. D: Slow, but reaches farther downward than any of Chang's other jump normals. Use this move in the rare cases when you are low jumping at an opponent close by.


'''Blowback'''
'''Blowback'''


Stand CD: Chang's gigantic gut is a pretty good zoning tool. Reasonably fast by Chang standards, minus on block, but special-cancellable to ball cancel or b~f+P for a blockstring (unsafe to guard cancel roll? probably). The hard knockdown from the wallstick is always useful, even if Chang is too far away to combo.
st. CD: Chang's gigantic gut is a pretty good zoning tool. Reasonably fast by Chang standards, minus on block, but special-cancellable to ball cancel or b~f+P for a blockstring (unsafe to guard cancel roll? probably). The hard knockdown from the wallstick is always useful, even if Chang is too far away to combo.


Jumping CD: Another core zoning tool for Chang. Though j.CD is Chang's slowest jumping attack, its enormous range gives him the ability to poke safely (if uninterrupted) at his opponent from far away. Smart use of this move, combined with pressure gaps and careful movement, is the core of Chang's gameplay.
j. CD: Another core zoning tool for Chang. Though j.CD is Chang's slowest jumping attack, its enormous range gives him the ability to poke safely (if uninterrupted) at his opponent from far away. Smart use of this move, combined with pressure gaps and careful movement, is the core of Chang's gameplay.


=Throws=
=Throws=

Revision as of 21:07, 24 August 2016


File:Charaimg (char).png

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Hagan Geki - / +

Naga Sute - / +

Command Normals

Hiki Nige - +

Special Moves

Takkyuu Daikaiten - / repeatedly *

Tekyuu Daikaiten (Cancel) - during / +

Dai Hakai Nage - + / *

Tekkyuu Funsai Geki - (charge) + / *

Desperation Moves

Tekkyuu Dai Bousou - + /  !

Tekkyuu Dai Assatsu - + /  !

Climax Desperation Move

Tekkyuu Dai Ousatsu - +

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Anywhere
Low, Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) = 231 dmg

1 Meter

Corner
Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) dmg

2 Meters Anywhere (Combo 1) = (damage number here) dmg

Gameplay Overview

The enormous Chang is a defense-oriented grappler with slow attack speed but gigantic attack range. His iron ball gives him great reach on his j.C and j.CD normals, and his height allows his st.A to safely check both high jumps and low jumps on short notice. But though his reach advantage is great, Chang lacks the ability to chain many normals, so his pokes and blockstrings rely heavily on single hits and frequent returns to neutral. Since his limited chain/cancel routes and short A/B normal range make relentless rushdown highly impractical, Chang is most effective played with a turtle mindset -- keep the opponent at arm's length with his pokes, defend a life lead with whiff punishment, anti-air, and blocking, and only introduce his command grab when the opponent starts hesitating for fear of an iron ball to the face.

Because Chang cannot rattle off rapid-fire attacks to easily overwhelm passive or inexperienced players, Chang relies heavily on solid KOF fundamentals. If you don't practice using Chang's normals to control space at neutral, you will be easy pickings for players and/or characters who can attack more rapidly, whether at close range or from afar with projectiles. Chang's limited combo routes mean he has fairly low execution requirements, but he is perhaps better suited for more experienced players due to the patience and intelligence his neutral game requires.

Brief terminology note: This guide will refer frequently to a technique called ball cancelling with Chang. What this means is to perform Chang's Tekkyuu Daikaiten Cancel (mash A/C, then press A+B), cancelling the move as quickly as you possibly can (so the ball only hits once). This is described in more detail in the Special Moves section.

Normals

Standing

st.A: Chang's jab reaches very high off the ground, making it vulnerable to whiff punishes from crouching attacks, but great for stopping jumps at all heights, or cutting the opponent off for ground poking with A/B normals. His primary anti-air, low-risk, but low-reward. Slightly plus on block. Not special or super-cancellable.

st.B: Shorter range than st.A, but will not miss crouching opponents. Neutral on block, whiff-cancellable, chains to command normals, and is special/super-cancellable. A good counterpoke and pressure tool if Chang has the opportunity.

st. C: A high-risk, high-reward anti-air. Starts a juggle state on air hit, but must be MAX-cancelled or MAX-bypassed to combo afterwards. Cannot hit opponents standing on the ground (not even Chang or Antonov). Leaves Chang wide open on whiff. Not special or super-cancellable. Whiff-cancellable to ball cancel only, which can be an okay "kara-cancel" tool to snipe at people with ball cancel.

st. D: An okay whiff punish tool due its range, but a bit on the slow side. Comboable with 1 bar to Tekkyuu Daikaiten (mash ball) if you bypass the motion as (stD, mash B+C). Minus on block.

Close

cl. A: Minus on block, but won't whiff on crouching opponents (not even Chin or Choi). Chains to command normals. Special and super-cancellable.

cl. B: Hits low. Chains to command normals. Special and super-cancellable.

cl. C: Much slower than a traditional close C, but hits overhead and inflicts a hard knockdown. Unsafe on block, but can be whiff-cancelled to ball cancel for a feint that's safe on block.

cl. D: Fun to look at, but not very useful, because it's neither MAX-cancellable nor low-invulnerable. Not that great of an anti-air, either. Avoid using this move.

Crouching

cr. A: Special-cancellable, but doesn't chain to/from other normals(?).

cr. B: Chang's fastest low. Special-cancellable, but doesn't chain to/from other A/B normals.

cr. C: Chang's more rewarding C ground normal. Has very short horizontal range, but starts a juggle combo on air hit. Can be MAX-cancelled, special-cancelled, or super-cancelled(?) to collect a combo afterwards. Its only limitation is its slow startup speed, making it easy to safe-jump with low jump attacks.

cr. D: A slow sweep with decent reach. Useful not just for the knockdown, but because it is special-cancellable to ball cancel for a safe(?) blockstring. Can chain to df+A as well for an unsafe double low string.

Jumping

j. A: A good defensive air-to-air, fast and active with great reach. If the opponent is too close to use j.C or j.CD without being interrupted, this is the air-to-air you use.

j. B

j. C: One of Chang's core zoning tools. Not very fast, but is faster than j.CD with only slightly less range, and is an overhead. Very useful from a backwards low jump against an opponent you are convinced will stay on the ground.

j. D: Slow, but reaches farther downward than any of Chang's other jump normals. Use this move in the rare cases when you are low jumping at an opponent close by.

Blowback

st. CD: Chang's gigantic gut is a pretty good zoning tool. Reasonably fast by Chang standards, minus on block, but special-cancellable to ball cancel or b~f+P for a blockstring (unsafe to guard cancel roll? probably). The hard knockdown from the wallstick is always useful, even if Chang is too far away to combo.

j. CD: Another core zoning tool for Chang. Though j.CD is Chang's slowest jumping attack, its enormous range gives him the ability to poke safely (if uninterrupted) at his opponent from far away. Smart use of this move, combined with pressure gaps and careful movement, is the core of Chang's gameplay.

Throws

  • (Throw description)


  • (Throw description)

Command Moves

Hiki Nige - df + A

  • Slide with long range, inflicts soft knockdown
  • Not special-cancellable (MAX-cancellable?)
  • Unsafe on block (safe at max spacing?)

Special Moves

Tekkyuu Daikaiten - mash A/C repeatedly

  • Not invulnerable(?) but protects Chang's head and upper body very well due to hitbox
  • Four inputs of A or C in a short enough time frame will buffer this move (mix and match? or same button? first or last input determines version? both the same?)
  • Unsafe on block if not cancelled
Tekkyuu Daikaiten (Cancel) - during Tekkyuu Daikaiten, A+B
  • Can be performed after any hit of Tekkyuu Daikaiten except the last one
  • Recovery is not instant; Chang is minus on block from any special-cancel to this move (?)
  • Unlike older games, cannot cancel Tekkyuu Daikaiten before the 1st hit comes out

Super Special Moves

Climax Super Special Moves

Combos

0 meter

  • cr.B, hcb,f+A/C (??? DMG)

1 meter

  • (place combo here) = (place damage amount here)

(place combo description here)

2 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

3 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

4 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

5 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

Misc

Videos

External Links

The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

AliceAndy BogardAngelAntonovAthena AsamiyaBandeiras HattoriBenimaruBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeClarkGang-IlGeese HowardGoro DaimonHeidernHeinIori YagamiJoe HigashiK'Kim KaphwanKing of DinosaursKingKukriKula DiamondKyo KusanagiLeona HeidernLove HeartLuongMai ShiranuiMatureMaximaMeitenkunMianMui MuiNajdNakoruruNelsonOswaldRalf JonesRamonRobert GarciaRock HowardRyo SakazakiShun'eiSie KensouSylvie Paula PaulaTerry BogardTung Fu RueVanessaVerseViceWhipXanaduYamazakiYuri SakazakiZarina