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The King of Fighters XIV/Chang Koehan
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.
Brief terminology note: This guide will refer frequently to a technique called ball cancelling with Chang. What this means is to perform Chang's Tekkyuu Daikaiten Cancel (mash A/C, then press A+B), cancelling the move as quickly as you possibly can (so the ball only hits once). This is described in more detail in the Special Moves section.
Normals
Standing
- st.A: Chang's jab reaches very high off the ground, making it vulnerable to whiff punishes from crouching attacks, but great for stopping jumps at all heights, or cutting the opponent off for ground poking with A/B normals. His primary anti-air, low-risk, but low-reward. Slightly plus on block. Not special or super-cancellable.
- st.B: Shorter range than st.A, but will not miss crouching opponents. Neutral on block, whiff-cancellable, chains to command normals, and is special/super-cancellable. A good counterpoke and pressure tool if Chang has the opportunity.
- st. C: A high-risk, high-reward anti-air. Starts a juggle state on air hit, but must be MAX-cancelled or MAX-bypassed to combo afterwards. Cannot hit opponents standing on the ground (not even Chang or Antonov). Leaves Chang wide open on whiff. Not special or super-cancellable. Whiff-cancellable to ball cancel only, which can be an okay "kara-cancel" tool to snipe at people with ball cancel.
- st. D: An okay whiff punish tool due its range, but a bit on the slow side. Comboable with 1 bar to Tekkyuu Daikaiten (mash ball) if you bypass the motion as (stD, mash B+C). Minus on block.
Close
- cl. A: Minus on block, but won't whiff on crouching opponents (not even Chin or Choi). Chains to command normals. Special and super-cancellable.
- cl. B: Hits low. Chains to command normals. Special and super-cancellable.
- cl. C: Much slower than a traditional close C, but hits overhead and inflicts a hard knockdown. Unsafe on block, but can be whiff-cancelled to ball cancel for a feint that's safe on block.
- cl. D: Fun to look at, but not very useful, because it's neither MAX-cancellable nor low-invulnerable. Not that great of an anti-air, either. Avoid using this move.
Crouching
- cr. A: Chang's fastest crouching normal. Less range than cr.B but less negative on block. Chainable to command normals. Special/super-cancellable.
- cr. B: Chang's fastest low. Special-cancellable, but doesn't chain to/from other A/B normals.
- cr. C: Chang's more rewarding C ground normal. Has very short horizontal range, but starts a juggle combo on air hit, and wallbounces on counter hit. Can be MAX-cancelled, special-cancelled, or super-cancelled(?) to collect a combo afterwards. Its only limitation is its slow startup speed, making it easy to safe-jump with low jump attacks.
- cr. D: A slow sweep with decent reach. Useful not just for the knockdown, but because it is special-cancellable to ball cancel for a safe(?) blockstring. Can chain to df+A as well for an unsafe double low string.
Jumping
- j. A: A good defensive air-to-air, fast and active with great reach. If the opponent is too close to use j.C or j.CD without being interrupted, this is the air-to-air you use. Works better when Chang is higher in the air than his opponent. A decent jump-in to start a combo as well.
- j. B: Also a good anti-air and jump-in. Can hit crouching opponents from a hop earlier than j.A can, which is good if you need to stuff someone's C/D anti-air.
- j. C: One of Chang's core zoning tools. Not very fast, but is faster than j.CD with only slightly less range, and is an overhead. Very useful from a backwards low jump against an opponent you are convinced will stay on the ground.
- j. D: Slow, but reaches farther downward than any of Chang's other jump normals. Use this move in the rare cases when you are low jumping at an opponent close by. His only crossup move, but very difficult to combo after.
Blowback
- st. CD: Chang's gigantic gut is a pretty good zoning tool. Reasonably fast by Chang standards, minus on block, but special-cancellable to ball cancel or b~f+P for a blockstring (unsafe to guard cancel roll? probably). The hard knockdown from the wallstick is always useful, even if Chang is too far away to combo.
- j. CD: Another core zoning tool for Chang. Though j.CD is Chang's slowest jumping attack, its enormous range gives him the ability to poke safely (if uninterrupted) at his opponent from far away. Smart use of this move, combined with pressure gaps and careful movement, is the core of Chang's gameplay.
Throws
- (Throw description)
- (Throw description)
Command Moves
Hiki Nige - df + A
- Slide with long range, inflicts soft knockdown
- Not special-cancellable (MAX-cancellable?)
- Unsafe on block (safe at max spacing?)
Special Moves
Tekkyuu Daikaiten - mash A/C repeatedly
- Not invulnerable(?) but protects Chang's head and upper body very well due to hitbox
- Four inputs of A or C in a short enough time frame will buffer this move (mix and match? or same button? first or last input determines version? both the same?)
- Unsafe on block if not cancelled
- Tekkyuu Daikaiten (Cancel) - during Tekkyuu Daikaiten, A+B
- Can be performed after any hit of Tekkyuu Daikaiten except the last one
- Recovery is not instant; Chang is minus on block from any special-cancel to this move (?)
- Unlike older games, cannot cancel Tekkyuu Daikaiten before the 1st hit comes out
Super Special Moves
Climax Super Special Moves
Combos
0 meter
- cr.B, hcb,f+A/C (??? DMG)
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)