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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


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.

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)

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