The King of Fighters XIV/Chang Koehan

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File:Charaimg (char).png

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Hagan Geki - Bk.gif / Fd.gif + C.gif

Naga Sute - Bk.gif / Fd.gif + D.gif

Command Normals

Hiki Nige - Df.gif + A.gif

Special Moves

Takkyuu Daikaiten - A.gif / C.gif repeatedly *

Tekyuu Daikaiten (Cancel) - during A.gif / C.gif + A.gif B.gif

Dai Hakai Nage - Hcb.gif Fd.gif + A.gif / C.gif *

Tekkyuu Funsai Geki - (charge) Bk.gif Fd.gif + A.gif / C.gif *

Desperation Moves

Tekkyuu Dai Bousou - Qcf.gif Hcb.gif + A.gif / C.gif !

Tekkyuu Dai Assatsu - Qcf.gif Qcf.gif + A.gif / C.gif !

Climax Desperation Move

Tekkyuu Dai Ousatsu - Hcb.gif Hcb.gif + A.gif C.gif

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

The enormous Chang is a defense-oriented grappler with slow attack speed but gigantic attack range. His iron ball gives him great reach on his j.C and j.CD normals, and his height allows his st.A to safely check both high jumps and low jumps on short notice. But though his reach advantage is great, Chang lacks the ability to chain many normals, so his pokes and blockstrings rely heavily on single hits and frequent returns to neutral. Since his limited chain/cancel routes and short A/B normal range make relentless rushdown highly impractical, Chang is most effective played with a turtle mindset -- keep the opponent at arm's length with his pokes, defend a life lead with whiff punishment, anti-air, and blocking, and only introduce his command grab when the opponent starts hesitating for fear of an iron ball to the face.

Because Chang cannot rattle off rapid-fire attacks to easily overwhelm passive or inexperienced players, Chang relies heavily on solid KOF fundamentals. If you don't practice using Chang's normals to control space at neutral, you will be easy pickings for players and/or characters who can attack more rapidly, whether at close range or from afar with projectiles. Chang's limited combo routes mean he has fairly low execution requirements, but he is perhaps better suited for more experienced players due to the patience and intelligence his neutral game requires.

Normals

Standing

Far A: Chang's jab reaches very high off the ground, making it vulnerable to whiff punishes from crouching attacks, but great for stopping jumps at all heights, or cutting the opponent off for ground poking with A/B normals. His primary anti-air, low-risk, but low-reward.

Far B

Far C: A high-risk, high-reward anti-air. Cannot hit opponents standing on the ground (not even Chang or Antonov), but locks off a huge amount of air space relatively fast for Chang.

Far D: Has good range, but its slow speed makes it difficult to whiff punish all but huge mistakes. (MAX cancel potential? what can it outrange or stuff?)

Close

Close A

Close B: Primary close combo filler. Special-cancellable.

Close C: Much slower than a traditional close C, but hits overhead and inflicts a hard knockdown. MAX-cancellable, but does not lead to a combo(? see if belly flop OTG is possible)

Close D: Fun to look at, but not very useful, because it's neither MAX-cancellable nor low-invulnerable. (Airborne frame 1? Can he disrespect tick throws with it?)

Crouching

Crouching A: Special-cancellable, but doesn't chain to/from other normals(?).

Crouching B: Chang's fastest low. Special-cancellable, but doesn't chain to/from other A/B normals.

Crouching C: Chang's more rewarding C ground normal. Has very short horizontal range, but starts a juggle combo on air hit. Can be MAX-cancelled, special-cancelled, or super-cancelled(?) to collect a combo afterwards. Its only limitation is its slow startup speed, making it easy to safe-jump with low jump attacks.

Crouching D: A slow sweep with decent reach. Useful not just for the knockdown, but because it is special-cancellable to ball cancel for a safe(?) blockstring. Can chain to df+A as well for an unsafe double low string.

Jumping

Jump A: A good defensive air-to-air, fast and active with great reach. If the opponent is too close to use j.C or j.CD without being interrupted, this is the air-to-air you use.

Jump B

Jump C: One of Chang's core zoning tools. Not very fast, but is faster than j.CD with only slightly less range, and is an overhead. Very useful from a backwards low jump against an opponent you are convinced will stay on the ground.

Jump D: Slow, but reaches farther downward than any of Chang's other jump normals. Use this move in the rare cases when you are low jumping at an opponent close by.

Blowback

Stand CD: Chang's gigantic gut is a pretty good zoning tool. Reasonably fast by Chang standards, minus on block, but special-cancellable to ball cancel or b~f+P for a blockstring (unsafe to guard cancel roll? probably). The hard knockdown from the wallstick is always useful, even if Chang is too far away to combo.

Jumping CD: Another core zoning tool for Chang. Though j.CD is Chang's slowest jumping attack, its enormous range gives him the ability to poke safely (if uninterrupted) at his opponent from far away. Smart use of this move, combined with pressure gaps and careful movement, is the core of Chang's gameplay.

Throws

  • (Throw description)


  • (Throw description)

Command Moves

Hiki Nige - df + A

  • Slide with long range, inflicts soft knockdown
  • Not special-cancellable (MAX-cancellable?)
  • Unsafe on block (safe at max spacing?)

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

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