d~u+P is now stable and all hits will connect on hit
Supers:
qcf,hcb+K now does 13 hits
98UM to 98UMFE
Specials:
Charge times are shorter, standardized with the rest of the cast
Normal Moves
Close
cl.A:
cl.B:
cl.C:
cl.D:
Standing
st.A:
st.B:
st.C:
st.D:
Crouching
cr.A:
cr.B:
cr.C:
cr.D:
Jumping
j.A:
j.B:
j.C:
j.D:
CD Normals
st.CD:
j.CD:
Throws
Head Jabber:b/f+C (close)
Low Bloodletter:b/f+D (close)
Command Moves
Double Decker Slice:f+A
Mad Slasher Kick:f+B
Special Moves
Hisho Kuretsu Zan:d~u+B/D (hold)
Choi flies towards the back wall.
if you hold the B button Choi does a dive kick from the wall
very good retreating option as it's fast and carries him as far away as possible.
in advanced mode this can be a good way of building meter by repeteadly doing it near the wall.
in extra mode this can be a good way of getting a safe distance away so you can charge up your meter.
the D version also goes to the wall but if you hold the button Choi does his Hoko Tenkan from the wall instead.
Hoko Tenkan:any direction+A/B/C/D (during d~u+K)
same as the Hoko Tenkan move description below.
Hurricane Cutter:d~u+A/C
Choi spins and creates a small wind twister around him.
good anti air move
hits on both sides of Choi so can catch people trying to jump over/ roll through him.
very punishable on block.
has no invul at all.
Flying Monkey Slice:b~f+B/D
Choi flies forwards with his claws out.
Hoko Tenkan:any direction + A/B/C/D (during b~f+K, can enter 3 times)
by pressing the B button and a direction Choi starts flying in that direction instead. He can fly in any of the 8 directions of the stick.
on hit you can keep flying into the opponent by pressing the button again after each hit and it will combo.
you can do the same thing on block, but on block there will be a gap in between the hits where the opponent could reversal.
in order to stop this from happening Choi can bait reversals by going straight back after a hit has been blocked instead of going forwards again.
the last change of direction on block should always be away from your opponent as the move is pretty punishable if Choi is close to them.
can be used for running away or just being annoying by being unpredictable with the direction changes.
Flying Slice Dash:b~f+A/C
Choi dashes forward and delivers a slash.
has some startup invul so might be able to beat something out if you get lucky.
a pretty bad special move.
has neither low or high invul when running so it will get beat out by almost any move.
very punishable on block.
hits mid.
Kaiten Hien Zan:qcb+A/C
Choi curs up into a ball and spins forwards.
too slow to combo from anything.
deals a decent amount of chip damage but is too punishable for it to be good.
after the move makes contact you can cancel into a j.qcf+K which can make it a little bit safer.
Flying Monkey Ambush:A/C (during qcb+P)
Choi leaps forwards attacking with his claws from his ball position.
can only be done if the ball attack whiffed.
can mostly be used for a surprise poke.
very punishable on block.
hits mid.
Soaring Kick:qcf+B/D (in air)
Choi does a divekick in the air.
good for changing your air trajectory to bait out anti air attempts.
fairly safe on block so it's good for dealing some chip damage.
cancelling j.C into it can be a nice pressure strategy.
Desperation Moves
Phoenix Flattener:qcf,hcb+B/D
Choi runs forwards and does a ranbu type super.
combos from lights and heavies making this Chois best combo confirm option.
unsafe on block.
MAX version does more damage.
Tornado Ripper:hcbx2+A/C
Choi creates a giant tornado of wind around him.
you can move backwards or forwards while the super is active.
the regular super only hits once.
MAX version on hit can juggle up to 3 times.
can be a good tool to deal some hard to avoid chip damage when your opponents health is very low, though it will be beaten by guard cancel blowbacks so it is a knowledge check.
will destroy projectiles.
punishable recovery.
can not be jumped over.
Combos
General Notes
In any 1 stock combo, replace qcf,hcb+B with qcf,hcb+BD if you have the resources.
Meterless
Low
cr.B, cr.A, d,u+C
Mid/Jump-In
(j.X), cr.B, cr.A, d,u+C
Can be done after a jump-in.
Other
j.C, j.qcf+B
With Meter
Low
cr.BxN, st.A, qcf,hcb+B
You can do this as cr.BxN, qcf+A, hcb+B for an easier cancel.
Mid/Jump-In
(j.X), cr.B, st.A, qcf,hcb+B
Can be done after a jump-in. You can do this as (j.X), cr.B, qcf+A, hcb+B for an easier cancel.
(j.X), cl.C/cr.C, f+B, (st.A), qcf,hcb+B
Can be done after a jump-in, although this is difficult, especially with buttons other than j.C. st.A is optional, you can go straight into qcf,hcb+B after f+B at the cost of a bit of damage.