-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.
The King of Fighters XIV/Choi Bounge
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Sankaku-Tobi - in air near edge of the screen,
Special Moves
Tatsumaki Shippuzan - charge briefly then + / *
Hishou Kuretsuzan • Front - charge briefly then + / *
Hishou Kuretsuzan • Back - charge briefly then / + / *
Senpuu Hien Shitotsu - charge briefly then + / *
Super Special Moves
Shin! Chouzetsu Tatsumaki Shinkuzan - + / !
Climax Desperation Move
Shin! Chouzetsu Senpuu Hien Shitotsu - +
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
Normals
Standing
- st. A: Choi horizontally stabs the opponent. Best used as a poke. Neutral on block.
- st. B: Choi quickly performs a short ranged round kick. Neutral on block.
- st. C: Choi quickly swings down both of his claws. Pushes Choi back far if blocked.
- st. D: Choi throws out a donkey kick. Best used as a poke, but has slow recovery.
Close
- cl. A: Choi throws out a quick, close, slash that is special cancel-able.
- cl. B: This kick reaches above Choi's head. It does not have much vertical height and is not special cancel-able.
- cl. C: Choi performs a double armed slashing uppercut. Does not have much activation range. Special cancel-able.
- cl. D: Choi knees the opponent. Inflicts a bit more damage that cl. C. Special cancel-able.
Crouching
- cr. A: This quick uppercut can stop opponents from hopping over Choi. Can be chained into itself, and Choi's other standing & crouching light normals. Special cancel-able.
- cr. B: This will be your low combo starter. Not special cancel-able but can chain easily into his other standing and crouching light normals.
- cr. C: This stab has a long horizontal range. Best used as a poke.
- cr. D: This sweep has more range than cr. B but is not cancel-able.
Jumping
- j. A: This horizontal, quick stab can be used as an early anti-air or as an air-to-air poke. Can whiff on some crouching characters if performed too early.
- j. B: This short knee attack can be used as a cross-up or as a jump-in attack.
- j. C: This flipping slash can hit 3 times depending on the height of the jump and if the opponent is standing and can cross-up easily. Can cancel into his j.down+B
- Neutral j. C: Choi spins around once while slashing. Can be used as an air-to-air but isn't fast enough against some characters j. CD's.
- j. D: This horizontal kick can be used as an air-to-air but it isn't as fast as j. A.
Blowback
- st. CD: This double legged donkey kick can used to preemptively stop incoming hops and can be whiff cancelled. Can combo into charge b~f+K if the opponent is hit mid-screen and briefly after the opponent hits the wall.
- j. CD: This diagonally downward angle drop kick can be used as an air-to-ground attack and can be used while jumping away to stop incoming jump-in attacks.
Throws
Jadou-Geri - (b/f+C) close
- Choi climbs on the opponent, then jumps off them causing them to fly towards the corner of the screen.
- Soft knockdown
Zujou Sashi - (b/f+D) close
- Choi jumps on the opponent's neck, slashes them a few times, then kicks them away. The opponent lands near the corner of the screen.
- Hard knockdown
Command Moves
Mukuro Zuki - (f+A)
- Choi stabs the opponent while standing on one leg.
- Special cancel-able (by itself)
- Best used to hit-confirm into special moves or cancel from Choi's heavy normal attacks
Hagewashi-Geri - (down+B) in the air
- This is Choi's dive kick. Can combo easily into his cl. A into Auto Rush Combo.
- Choi decends at a downward angle towards the opponent at a 30 degree angle (7 o'clock)
- Can easily cross-up the opponent, standing or crouching
Sankaku-Tobi - (Wall Jump) in air near wall, uf
- Choi air jumps off the stage wall, flies farther forward than a ground jump from the same spot
- Cannot be performed after attacking in the air
- Can perform any air attack afterwards, landing recovery properties same as a ground jump
Special Moves
Notation Key (*) = EX OK
(!) = MAX OK
Super Special Moves
Climax Super Special Moves
Combos
0 meter
- (place combo here) = (place damage amount here)
(place combo description here)
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)
Misc
Videos
External Links
Discussion Threads
Discuss at Dream Cancel