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The King of Fighters 2002 UM/Chang Koehan: Difference between revisions

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* Opponent cannot recovery roll at the end of this move
* 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==
==Discussion Threads==
Discuss at [http://dreamcancel.com/forum/index.php?topic=466.0 Dream Cancel]
Discuss at [http://dreamcancel.com/forum/index.php?topic=466.0 Dream Cancel]


 
Discuss at [http://www.orochinagi.com/forums/viewtopic.php?f=31&t=3100 Orochinagi]
== Video ==
== Video ==



Revision as of 14:56, 11 May 2013

Normal Moves

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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