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The King of Fighters '98 UMFE/Choi Bounge
Introduction
what a horrible little man
Choi is a very unique character due to his atypical mobility. Chois regular jumps go higher and further than anyone elses, and his hops are at most characters full jump height. In addition to this he has specials that allows him to back away to end of the screen very fast and one that lets him fly in 8 directions in the air. This makes Choi good at a hit and run kind of playstyle. Chois range however is the shortest in the game, if he's not right next to the opponent he probably can't hit them with anything that's scary. Offensively Choi relies on light chains and crossups to score hits and a divekick for pressure. Chois weaknesses are a lack of a reversal and that his jumps can be a liability sometimes since it's hard for him to run a standard offense.
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: a fairly standard cl.A. good light combo filler. Chainable. Cancelable.
- cl.B: very similar use to cl.A but hits a bit lower down and has slightly more activation range. Chainable. Cancelable.
- cl.C: your main heavy combo starter. Cancelable.
- cl.D: same as st.D
Standing
- st.A: Can stop hops if well timed but due to Chois short stature it's easy to whiff. Cancelable. Chainable.
- st.B: good for light chain combos. Has decent priority. Cancelable.
- st.C: long startup, short active frames. Hits a bit higher than st.D but otherwise a worse button.
- st.D: good priority, lots of active frames and safe on block making it a decent meaty.
Crouching
- cr.A: a decent close range poke and good for blockstrings. Cancelable. Chainable.
- cr.B: his best starter for low combos and blockstrings. Chainable.
- cr.C: it has good active frames which makes it a nice meaty. Good priority. Cancelable on contact or whiff.
- cr.D: a shorter ranged sweep.
Jumping
- j.A: decent jumpin and air to air button.
- j.B: good jumpin button with nice downwards priority.
- j.C: hits twice. Great crossup button. Cancelable.
- neutral j.C: good downwards hitbox. Cancelable.
- j.D: Good jumpin button. Good active frames and a nice downwards hitbox.
CD Normals
- st.CD: has low invul. Cancelable on contact and on whiff.
- j.CD: very fast for a j.CD and it has a nice forwards hitbox making it an excellent air to air move. Cancelable.
Throws
Head Jabber: b/f+C (close)
- hold throw, not techable. Choi climbs up onto the opponent and slashes their face with his claws repeteadly. Can be mashed for more damage but the opponent can countermash to make it end quicker. causes soft knockdown.
Low Bloodletter: b/f+D (close)
- regular throw, techable. Choi goes behind the opponent and stabs them in the back sending them flying full screen away with a soft knockdown.
Command Moves
Double Decker Slice: f+A
- Choi rolls forwards and does a double slash with his claws.
- has very long startup so it's a hard move to land, but it has low recovery so if it gets blocked Choi is safe.
- It is cancelable.
- leads to very good reward on hit, in extra mode he even has a 100% quick max combo from it.
- but the chances of Choi landing this move are very low and the long startup makes it really risky to throw out at any point really.
- hits mid.
Mad Slasher Kick: f+B
- Choi does a vaulting kick.
- on hit you can link his qcf,hcb+K super or a standing light into the super for a bit of extra damage.
- can be canceled into from cl.C for a nice blockstring or combo.
- slightly plus on block.
- hits mid.
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.