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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
Tatsumaki Shippuzan - (charge down, up + A/C)
- Choi spins like a top like rising horizontally. Best used as a reversal attack or to use at the end of short combos.
- Light punch version has Choi rising half-way in the air, while the heavy punch version has Choi rising meeting the lifebars. The heavy punch version inflicts more
damage and has a small amount of start-up invincibility. Both versions can combo from Choi's cancel-able close light normal attacks.
- Soft knockdown
EX: Full invincibility, more damage and causes a hard knockdown
Hishou Kuretsuzan • Front - (charge down, up-forward + B/D)
- Choi leaps towards the top corner of the screen. Choi will bounce off the wall if he meets the end of the screen. He will drop down if he doesn't meet the end of the screen.
- Choi is vulnerable during this leap
- Hishou Kuretsuzan - in air near edge of the screen after Hishou Kuretsuzan • Front, (B/D)
- Press B or D right when Choi hits the wall. Choi will perform a drill attack either diagonally by pressing B (light kick) or horizontally pressing D (heavy kick).
- You can hold B or D when you are finished charging down to up-forward to ensure you will drill attack after the wall bounce.
- Shitotsu Bunki - after Hishou Kuretsuzan, any direction (B/D)
- After the drill attack, if you immediately press any direction then B or D, you will be able to drill attack again up to 3 times
- Choi is vulnerable if he misses any of the drills so be sure to retreat Choi away for he can escape away from the opponent if blocked or whiffed.
EX: Choi quickly flies towards the end of the screen horizontally while fully invincible. If you press kick again, Choi bounces off the wall, then drills towards the opponent's back. The height Choi travels horizontally is in the middle of the air, vertically. The opponent HAS to block the opposite direction to be able to block the drill attack, then punish Choi. The opponent can crouch the incoming drill attack to evade it.
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
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