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The King of Fighters '98 UMFE/Choi Bounge: Difference between revisions
added a changes from previous versions section to Chois page |
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== Combos == | == Combos == | ||
===0 Stock=== | |||
''Low'' | |||
* cr.B, cr.A, d,u+C | |||
''Anywhere'' | |||
* (jump-in), cr.B, cr.A, d,u+C | |||
* j.C, qcf+B | |||
===1 Stock=== | |||
''Low'' | |||
* cr.Bx1~2, st.A, qcf,hcb+B | |||
: -Note: you can do this as cr.Bx1~2, qcf+A, hcb+B for an easier cancel | |||
''Anywhere'' | |||
* (jump-in), cr.B, st.A, qcf,hcb+B | |||
: -Note: you can do this as (jump-in), cr.B, qcf+A, hcb+B for an easier cancel | |||
* (optional jump-in), cl.C/cr.C, f+B, st.A, qcf,hcb+B | |||
: -Note: Quite difficult to hit from a jump-in, I recommend using j.C as it has two hits and timing it so that the second part hits close to the ground | |||
: -Note: st.A is optional, you can go straight into qcf,hcb+B after f+B or add st.A for a little extra damage | |||
''Corner'' | |||
* f+A, b,f+D > uf+D > uf+D > d+D | |||
'''Quick Max''' | |||
''Low'' | |||
* cr.B, cr.A, ABC, cr.C, qcf,hcb+B | |||
''Anywhere'' | |||
* (jump-in), cr.B, cr.A, ABC, cr.C, qcf,hcb+B | |||
* (optional jump-in), cl.C/cr.C, f+B, ABC, cr.C, f+B, qcf,hcb+B | |||
===3 Stock/2 Stock Max/Low Health 1 Stock Extra Mode=== | |||
* In any 1 stock combo, replace qcf,hcb+B with qcf,hcb+BD | |||
== Strategy & Tips == | == Strategy & Tips == |
Revision as of 14:08, 10 October 2021
Introduction
Changes from previous versions
98 to 98UM
Normals:
- st.A can now be cancelled
- cr.C got increased cancellation time
- taunt has a hitbox
- f+A can now be cancelled and comboed from
Specials:
- after b~f+P you can now do j.qcf+K
- after a qcb+P you can now do j.qcf+K
- d~u+P is now stable and all hits will connect on hit
Supers:
- qcf,hcb+K now does 13 hits
98UM to 98UMFE
Specials: Charge times are shorter, standardized with the rest of the cast
Normal Moves
Format for Normals section. Be sure to add bullet points for multiple moves having a property (e.g. j. B/D cross-up; st/cr. A/B/C/D are whiff/cancelable). REMOVE AFTER WRITING IN
Close
- cl. A:
- cl. B:
- cl. C:
- cl. D:
Stand
- st. A:
- st. B:
- st. C:
- st. D:
Crouch
- cr. A:
- cr. B:
- cr. C:
- cr. D:
Jump
- j. A:
- j. B:
- j. C:
- j. D:
Blowback
- st. CD:
- j. CD:
Throws
Head Jabber: b/f + C
Low Bloodletter: b/f + D
Command Moves
Double Decker Slice: f + A
Mad Slasher Kick: f + B
Special Moves
Hisho Kuretsu Zan: d~u + B/D (hold)
>Hoko Tenkan: any direction + A/B/CD
Hurricane Cutter: d~u + A/C
Flying Monkey Slice: b~f + B/D
> Hoko Tenkan: any direction + A/B/C/D (can enter 3 times)
Flying Slice Dash: b~f + A/C
Kaiten Hien Zan: qcb + A/C
> Flying Monkey Ambush: A/C
Soaring Kick: qcf + B/D (in the air)
Desperation Moves
Phoenix Flatener: qcf, hcb + B/D
Tornado Ripper: hcb, hcb + A/C
Combos
0 Stock
Low
- cr.B, cr.A, d,u+C
Anywhere
- (jump-in), cr.B, cr.A, d,u+C
- j.C, qcf+B
1 Stock
Low
- cr.Bx1~2, st.A, qcf,hcb+B
- -Note: you can do this as cr.Bx1~2, qcf+A, hcb+B for an easier cancel
Anywhere
- (jump-in), cr.B, st.A, qcf,hcb+B
- -Note: you can do this as (jump-in), cr.B, qcf+A, hcb+B for an easier cancel
- (optional jump-in), cl.C/cr.C, f+B, st.A, qcf,hcb+B
- -Note: Quite difficult to hit from a jump-in, I recommend using j.C as it has two hits and timing it so that the second part hits close to the ground
- -Note: st.A is optional, you can go straight into qcf,hcb+B after f+B or add st.A for a little extra damage
Corner
- f+A, b,f+D > uf+D > uf+D > d+D
Quick Max
Low
- cr.B, cr.A, ABC, cr.C, qcf,hcb+B
Anywhere
- (jump-in), cr.B, cr.A, ABC, cr.C, qcf,hcb+B
- (optional jump-in), cl.C/cr.C, f+B, ABC, cr.C, f+B, qcf,hcb+B
3 Stock/2 Stock Max/Low Health 1 Stock Extra Mode
- In any 1 stock combo, replace qcf,hcb+B with qcf,hcb+BD