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The King of Fighters 2002/Choi Bounge

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Revision as of 04:04, 19 September 2010 by Nilcam (talk | contribs) (Changed protection level for "Choi 02" ([edit=sysop] (indefinite) [move=sysop] (indefinite)))
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Movelist

Throws

Command Normals

1. Toorima Geri - b/f+B

  • Choi does a forward flip kick that makes him hop off the ground
  • has a frame advantage, allowing you to combo crouch D, far A or qcf hcb+K
  • can evade many low attacks


Special Moves

1. Tatsumaki Shippuu Zan - _d u+P

  • Choi spins, creating a tornado around him, then rises into the air. C version rises higher and does more hits than the A version
  • not very good priority as an anti-air but hits behind him so it works well for stopping people who roll through you
  • no invincibility on startup and very punishable if blocked
  • supercancellable on the first hit
  • free cancellable out of on the first hit into ground attacks, and qcf+K(air) on all other hits


2. Kaiten Hien Zan - qcb+P

  • Choi does a rolling attack horizontally, where the C version travels further than the A version
  • if the rolling attack makes contact with the opponent (hits or is blocked), then Choi will do 9 hits, making him bounce off the opponent
  • after bouncing off the opponent, if the qcb+A was used, he will bounce forward, ending up behind the opponent. If qcb+C was used, he will bounce backwards
  • anytime during the bounce off the opponent, he can perform the air qcf+K
  • at any point before Choi hits the opponent with qcb+P, he can hit P to do Kishuu Hien Zuki followup
  • during the roll animation, Choi can go under air projectiles such as Athena's psychoball qcb+P. It also has some invincibility
  • free cancellable out of on the first hit into ground attacks and to qcf+K(air) on all other hits


2a. Kishuu Hien Zuki - P (during qcb+P)

  • A makes him leap low to the ground and about half a screen distance, while C makes him leap very high and 3/4 screen distance
  • this move is fairly high priority and does good damage, but the C version is very punishable while the A version can be made unpunishable on block if spaced right
  • free cancellable out of into qcf+K(air)


3. Hishou Kyaku - qcf+K(air)

  • Choi will do an air attack diagonally downwards doing a number of hits and having good recovery
  • qcf+B(air) goes down at about 30 degrees to the vertical, while qcf+D(air) is at a 45 degree angle and comes out slower
  • free cancellable into


4. Hien Zan - dp+K

  • Choi does a backflip into the air, similar to Kim's Hien Zan, dp+D goes further horizontally and higher than dp+B
  • dp+B will knockdown if it hits the opponent but dp+D does not, giving the opponent all the time in the world to punish you. Hence, dp+D should never ever be done when the opponent is on the ground
  • totally whiffs the opponent if cancelled from any strong attack
  • free cancellable into


5. Senpuu Hien Zashi - _b f+P

  • can be followed up by Houkou Tenkan (any direction + P/K) up to three times
  • free cancellable out of into qcf+K(air)


5a. Houkou Tenkan - any direction + P/K

  • can be done up to three times, making Choi fly horizontally in the direction entered
  • the hits themselves do decent damage and have fairly high priority. Certain characters have no ways of dealing with this move once they have blocked the first hit
  • free cancellable out of into qcf+K(air)


6. Hishou Kurretsu Zan - _d u+K

  • uf+K and ub+K can be used instead of u+K
  • Choi leaps to the wall specified, or to the wall behind him if _d u+K was used. If K is held until he touches the wall, he will perform Houkou Tenkan. He can do the Houkou Tenkan (any direction + P/K) up to three more times after that
  • if B was held, Choi will do the Houkou Tenkan at a 45 degree angle off the wall. If D was held, he will do it horizontally


DMs

1. Shin! Chouzetsu Tatsumaki Shinkuu Zan - hcbx2+P

  • Choi can move backwards and forward during the tornado
  • has some startup delay and invincibility but he can still be hit the moment the tornado begins to appear. However, once it has completely enveloped Choi, it is not possible to hit him aside of some very few moves, such as Kula's SDM
  • generally too slow to be used for anti-air, but is great for chip damage in the corner (as long as it is going to kill the opponent)
  • hard knockdown on all hits
  • negates normal and DM projectiles


2. Hou'ou Kyaku - qcf hcb+K

  • Choi runs forward quickly and if he connects he will do a series of attacks
  • if it's blocked or misses, he will fall down and can be punished easily


SDMs

1. Hou'ou Kyaku - qcf hcb+BD

  • same properties as his qcf hcb+K DM version, but does way more damage, a bit over 50% of a life bar


HSDMs

1. Shakushi - hcfx2+AC(air)

  • Choi disappears, then attacks 7 times in random locations on the screen. All hits except the last one (when Choi reappears) put the opponent into a jugglable state
  • it is very difficult to evade this super because of Choi's randomness. It can also crossup very easily especially if your opponent is in the middle of the screen
  • Choi can easily be hit out of this move while he has disappeared, using various attacks including rising uppercuts and even standing

jabs. However, it's not guaranteed to always work


Notes

  • cancellable normals are close A, far A, crouch A, close B, close C, crouch C, jump C
  • CD is cancellable into specials and DMs


Combos

Anywhere

1. [Jump attack] Crouch BB, far A, qcf hcb+K - 35%

This is easily Choi's most useful combo which MUST be learned if one is considering being a Choi player. The far A, qcf hcb+K part of the combo can be input with the shortcut qcf+A, hcb+K.


2. Crouch C, qcf hcb+K - 40%

Used for punishing and for hit confirming the crouch C poke (which isn't hard since it has many cancel frames).


3. [Jump attack] Crouch BB, BC, Crouch C, qcf hcb+BD - 65%

Tricky combo. It must be input as Crouch BB, Crouch C~B, qcf hcb+BD. The combo does huge damage and is not hard to hit confirm.


4. jump C, qcf+B(air) - 20%

Not damaging but a very useful combo. Depending on the spacing, it is possible to combo a far A after landing from qcf+B(and a DM after that as well, though not that easy).


5. f+B, [far A], qcf hcb+B - 35%

After f+B, far A and qcf hcb+B are links that are about 1-2 frames tight. It's much easier to do a reversal special move/super than it is to do a reversal normal, so the far A is listed as optional.


6. Close D, BC, Crouch C, qcf hcb+BD - 75%

This is strictly a combo to use when someone has missed a laggy move(super or dp). Can't really be comboed after a jump attack.


7. HSDM, jump CD - % varies

This combo doesn't always work. If one of the last hits (but not the very last hit since that puts the opponent into an unjugglable state) connects and the opponent happens to be in range, Choi can combo a superjump CD after.


Corner

1. _d u+D/_b f+P, f+P, f+P, f+P, _d u+C - 48%

Technically this combo can be started very far away from the corner and if executed fully, will take the opponent to the corner. The _d u+C won't combo outside the corner.