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The King of Fighters XIV/Chang Koehan: Difference between revisions
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=Gameplay Overview= | =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. | |||
=Normals= | =Normals= |
Revision as of 15:11, 24 August 2016
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Takkyuu Daikaiten - / repeatedly *
Tekkyuu Funsai Geki - (charge) + / *
Desperation Moves
Climax Desperation Move
Quick Combo Reference
0 Meter |
Anywhere |
(Combo 1) = (damage number here) dmg |
1 Meter |
Corner |
(Combo 1) = (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.
Normals
Standing
Far A
Far B
Far C
Far D
Close
Close A
Close B
Close C
Close D
Crouching
Crouching A
Crouching B
Crouching C
Crouching D
Jumping
Jump A
Jump B
Jump C
Jump D
Blowback
Stand CD
Jumping CD
Throws
- (Throw description)
- (Throw description)
Command Moves
Special Moves
Notation Key (*) = EX OK
(!) = MAX OK
Super Special Moves
Climax Super Special Moves
Combos
0 meter
- (place combo here) = (place damage amount here)
(place combo description here)
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)