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The King of Fighters '98 UMFE/Choi Bounge: Difference between revisions
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'''Hisho Kuretsu Zan:''' <code>d~u+B/D (hold)</code> | '''Hisho Kuretsu Zan:''' <code>d~u+B/D (hold)</code> | ||
* Choi flies towards the back wall. | |||
* if you hold the B button Choi does a dive kick from the wall | |||
* very good retreating option as it's fast and carries him as far away as possible. | |||
* in advanced mode this can be a good way of building meter by repeteadly doing it near the wall. | |||
* in extra mode this can be a good way of getting a safe distance away so you can charge up your meter. | |||
* the D version also goes to the wall but if you hold the button Choi does his Hoko Tenkan from the wall instead. | |||
: '''Hoko Tenkan:''' <code>any direction+A/B/C/D (during d~u+K)</code> | : '''Hoko Tenkan:''' <code>any direction+A/B/C/D (during d~u+K)</code> | ||
* same as the Hoko Tenkan move description below. | |||
'''Hurricane Cutter:''' <code>d~u+A/C</code> | '''Hurricane Cutter:''' <code>d~u+A/C</code> | ||
* Choi spins and creates a small wind twister around him. | |||
* good anti air move | |||
* hits on both sides of Choi so can catch people trying to jump over/ roll through him. | |||
* very punishable on block. | |||
* has no invul at all. | |||
'''Flying Monkey Slice:''' <code>b~f+B/D</code> | '''Flying Monkey Slice:''' <code>b~f+B/D</code> | ||
* Choi flies forwards with his claws out. | |||
: '''Hoko Tenkan:''' <code>any direction + A/B/C/D (during b~f+K, can enter 3 times)</code> | : '''Hoko Tenkan:''' <code>any direction + A/B/C/D (during b~f+K, can enter 3 times)</code> | ||
* by pressing the B button and a direction Choi starts flying in that direction instead. He can fly in any of the 8 directions of the stick. | |||
* on hit you can keep flying into the opponent by pressing the button again after each hit and it will combo. | |||
* you can do the same thing on block, but on block there will be a gap in between the hits where the opponent could reversal. | |||
* in order to stop this from happening Choi can bait reversals by going straight back after a hit has been blocked instead of going forwards again. | |||
* the last change of direction on block should always be away from your opponent as the move is pretty punishable if Choi is close to them. | |||
* can be used for running away or just being annoying by being unpredictable with the direction changes. | |||
'''Flying Slice Dash:''' <code>b~f+A/C</code> | '''Flying Slice Dash:''' <code>b~f+A/C</code> | ||
* Choi dashes forward and delivers a slash. | |||
* has some startup invul so might be able to beat something out if you get lucky. | |||
* a pretty bad special move. | |||
* has neither low or high invul when running so it will get beat out by almost any move. | |||
* very punishable on block. | |||
* hits mid. | |||
'''Kaiten Hien Zan:''' <code>qcb+A/C</code> | '''Kaiten Hien Zan:''' <code>qcb+A/C</code> | ||
* Choi curs up into a ball and spins forwards. | |||
* too slow to combo from anything. | |||
* deals a decent amount of chip damage but is too punishable for it to be good. | |||
* after the move makes contact you can cancel into a j.qcf+K which can make it a little bit safer. | |||
: '''Flying Monkey Ambush:''' <code>A/C (during qcb+P)</code> | : '''Flying Monkey Ambush:''' <code>A/C (during qcb+P)</code> | ||
* Choi leaps forwards attacking with his claws from his ball position. | |||
* can only be done if the ball attack whiffed. | |||
* can mostly be used for a surprise poke. | |||
* very punishable on block. | |||
* hits mid. | |||
'''Soaring Kick:''' <code>qcf+B/D (in air)</code> | '''Soaring Kick:''' <code>qcf+B/D (in air)</code> | ||
* Choi does a divekick in the air. | |||
* good for changing your air trajectory to bait out anti air attempts. | |||
* fairly safe on block so it's good for dealing some chip damage. | |||
* cancelling j.C into it can be a nice pressure strategy. | |||
== Desperation Moves == | == Desperation Moves == | ||
'''Phoenix Flattener:''' <code>qcf,hcb+B/D</code> | '''Phoenix Flattener:''' <code>qcf,hcb+B/D</code> | ||
* Choi runs forwards and does a ranbu type super. | |||
* combos from lights and heavies making this Chois best combo confirm option. | |||
* unsafe on block. | |||
* MAX version does more damage. | |||
'''Tornado Ripper:''' <code>hcbx2+A/C</code> | '''Tornado Ripper:''' <code>hcbx2+A/C</code> | ||
* Choi creates a giant tornado of wind around him. | |||
* you can move backwards or forwards while the super is active. | |||
* the regular super only hits once. | |||
* MAX version on hit can juggle up to 3 times. | |||
* can be a good tool to deal some hard to avoid chip damage when your opponents health is very low, though it will be beaten by guard cancel blowbacks so it is a knowledge check. | |||
* will destroy projectiles. | |||
* punishable recovery. | |||
can not be jumped over. | |||
== Combos == | == Combos == | ||
Revision as of 19:50, 16 October 2021
Introduction
what a horrible little man
Changes from Previous Versions
98 to 98UM
Normals:
- st.A is now cancelable
- cr.C has a longer cancel window
- Taunt has a hitbox
- f+A can now be cancelled and combo-ed 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
Close
- cl.A:
- cl.B:
- cl.C:
- cl.D:
Standing
- st.A:
- st.B:
- st.C:
- st.D:
Crouching
- cr.A:
- cr.B:
- cr.C:
- cr.D:
Jumping
- j.A:
- j.B:
- j.C:
- j.D:
CD Normals
- st.CD:
- j.CD:
Throws
Head Jabber: b/f+C (close)
Low Bloodletter: b/f+D (close)
Command Moves
Double Decker Slice: f+A
Mad Slasher Kick: f+B
Special Moves
Hisho Kuretsu Zan: d~u+B/D (hold)
- Choi flies towards the back wall.
- if you hold the B button Choi does a dive kick from the wall
- very good retreating option as it's fast and carries him as far away as possible.
- in advanced mode this can be a good way of building meter by repeteadly doing it near the wall.
- in extra mode this can be a good way of getting a safe distance away so you can charge up your meter.
- the D version also goes to the wall but if you hold the button Choi does his Hoko Tenkan from the wall instead.
- Hoko Tenkan:
any direction+A/B/C/D (during d~u+K)
- same as the Hoko Tenkan move description below.
Hurricane Cutter: d~u+A/C
- Choi spins and creates a small wind twister around him.
- good anti air move
- hits on both sides of Choi so can catch people trying to jump over/ roll through him.
- very punishable on block.
- has no invul at all.
Flying Monkey Slice: b~f+B/D
- Choi flies forwards with his claws out.
- Hoko Tenkan:
any direction + A/B/C/D (during b~f+K, can enter 3 times)
- by pressing the B button and a direction Choi starts flying in that direction instead. He can fly in any of the 8 directions of the stick.
- on hit you can keep flying into the opponent by pressing the button again after each hit and it will combo.
- you can do the same thing on block, but on block there will be a gap in between the hits where the opponent could reversal.
- in order to stop this from happening Choi can bait reversals by going straight back after a hit has been blocked instead of going forwards again.
- the last change of direction on block should always be away from your opponent as the move is pretty punishable if Choi is close to them.
- can be used for running away or just being annoying by being unpredictable with the direction changes.
Flying Slice Dash: b~f+A/C
- Choi dashes forward and delivers a slash.
- has some startup invul so might be able to beat something out if you get lucky.
- a pretty bad special move.
- has neither low or high invul when running so it will get beat out by almost any move.
- very punishable on block.
- hits mid.
Kaiten Hien Zan: qcb+A/C
- Choi curs up into a ball and spins forwards.
- too slow to combo from anything.
- deals a decent amount of chip damage but is too punishable for it to be good.
- after the move makes contact you can cancel into a j.qcf+K which can make it a little bit safer.
- Flying Monkey Ambush:
A/C (during qcb+P)
- Choi leaps forwards attacking with his claws from his ball position.
- can only be done if the ball attack whiffed.
- can mostly be used for a surprise poke.
- very punishable on block.
- hits mid.
Soaring Kick: qcf+B/D (in air)
- Choi does a divekick in the air.
- good for changing your air trajectory to bait out anti air attempts.
- fairly safe on block so it's good for dealing some chip damage.
- cancelling j.C into it can be a nice pressure strategy.
Desperation Moves
Phoenix Flattener: qcf,hcb+B/D
- Choi runs forwards and does a ranbu type super.
- combos from lights and heavies making this Chois best combo confirm option.
- unsafe on block.
- MAX version does more damage.
Tornado Ripper: hcbx2+A/C
- Choi creates a giant tornado of wind around him.
- you can move backwards or forwards while the super is active.
- the regular super only hits once.
- MAX version on hit can juggle up to 3 times.
- can be a good tool to deal some hard to avoid chip damage when your opponents health is very low, though it will be beaten by guard cancel blowbacks so it is a knowledge check.
- will destroy projectiles.
- punishable recovery.
can not be jumped over.
Combos
General Notes
- In any 1 stock combo, replace qcf,hcb+B with qcf,hcb+BD if you have the resources.
Meterless
Low
cr.B, cr.A, d,u+C
Mid/Jump-In
(j.X), cr.B, cr.A, d,u+C
- Can be done after a jump-in.
Other
j.C, j.qcf+B
With Meter
Low
cr.BxN, st.A, qcf,hcb+B
- You can do this as cr.BxN, qcf+A, hcb+B for an easier cancel.
Mid/Jump-In
(j.X), cr.B, st.A, qcf,hcb+B
- Can be done after a jump-in. You can do this as (j.X), cr.B, qcf+A, hcb+B for an easier cancel.
(j.X), cl.C/cr.C, f+B, (st.A), qcf,hcb+B
- Can be done after a jump-in, although this is difficult, especially with buttons other than j.C. st.A is optional, you can go straight into qcf,hcb+B after f+B at the cost of a bit of damage.
Corner
f+A, b,f+D > uf+D > uf+D > d+D
With Quick MAX
Low
cr.B, cr.A, ABC, cr.C, qcf,hcb+B
Mid/Jump-In
(j.X), cr.B, cr.A, ABC, cr.C, qcf,hcb+B
- Can be combo-ed after a jump-in.
(j.X), cl.C/cr.C, f+B, ABC, cr.C, f+B, qcf,hcb+B
- Can be combo-ed after a jump-in.