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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