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The King of Fighters XIV/Choi Bounge

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Movelist

(*) = EX OK

(!) = MAX OK

Throws

Jadou-Geri - close / +

Zujou Sashi - close / +

Command Normals

Mukuro Zuki - +

Hagewashi-Geri - in air, +

Sankaku-Tobi - in air near edge of the screen,

Special Moves

Tatsumaki Shippuzan - charge briefly then + / *

Hishou Kuretsuzan • Front - charge briefly then + / *

Hishou Kuretsuzan - in air near edge of the screen after Hishou Kuretsuzan • Front, /
Shitotsu Bunki - after Hishou Kuretsuzan, any direction /

Hishou Kuretsuzan • Back - charge briefly then / + / *

Hishou Kuretsuzan - in air near edge of the screen after Hishou Kuretsuzan • Back, /
Shitotsu Bunki - after Hishou Kuretsuzan, any direction /

Senpuu Hien Shitotsu - charge briefly then + / *

Shitotsu Bunki - after Senpuu Hien Shitotsu, any direction /

Kyoushuu Shitotsu - + / *

Super Special Moves

Shin! Chouzetsu Tatsumaki Shinkuzan - + /  !

Shissou Kyoujinzan - + /  !

Climax Desperation Move

Shin! Chouzetsu Senpuu Hien Shitotsu - +

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Anywhere
Low, Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) = 231 dmg

1 Meter

Corner
Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (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

Tatsumaki Shippuzan - (charge down, up + A/C)

  • Choi spins like a top like rising vertically. 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.
  • Super Cancel-able
  • 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.

Senpuu Hien Shitotsu - (Senpuu Hien Shitotsu - charge briefly b~f+B/D)

  • Choi drills mid-air towards the opponent. Light kick version (B) travels 1/2 screen, heavy kick version (D) goes full screen. Both versions are unsafe on block, but the light kick version can he hard to punish if it blocked at max range.
  • Can't combo from any of Choi's normals or command moves

EX: Choi drills towards the opponent at full screen much faster speed than the normal version and juggles the opponent. Has no invincibility.

Shitotsu Bunki after Senpuu Hien Shitotsu (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


Kyoushuu Shitotsu - (dp + A/C)

  • Choi quickly leaps above the opponents head to drill attack down vertically
  • Light punch version (A) has Choi traveling towards the opponent at a 1/4th screen distance, while the heavy punch version has Choi traveling at a half screen distance. Both versions are safe on block.
  • The opponent is placed in a brief juggle-able state after the hit
  • Can cross-up the opponent at the correct spacing and distance
  • Choi is not invincible during any point of this move
  • Soft knockdown

EX:Same speed as the normal version, hits 4 times and automatically cross-up the opponent.

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

The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

AliceAndy BogardAngelAntonovAthena AsamiyaBandeiras HattoriBenimaruBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeClarkGang-IlGeese HowardGoro DaimonHeidernHeinIori YagamiJoe HigashiK'Kim KaphwanKing of DinosaursKingKukriKula DiamondKyo KusanagiLeona HeidernLove HeartLuongMai ShiranuiMatureMaximaMeitenkunMianMui MuiNajdNakoruruNelsonOswaldRalf JonesRamonRobert GarciaRock HowardRyo SakazakiShun'eiSie KensouSylvie Paula PaulaTerry BogardTung Fu RueVanessaVerseViceWhipXanaduYamazakiYuri SakazakiZarina