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The King of Fighters 2002 UM/Choi Bounge

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Movelist

Throws

Zujou Sashi - close, / +

Geketsu Zuki - close, / +

Command Move

Geri Toorima - +

Special Moves

Tatsumaki Zan Shippuu - charge ~ + /

Hishou Kyaku - in air, + /

Hienzan - + /

Hishou Kuuretsu Zan - charge ~ + /

Houkou Tenkan - any direction + button (up to three times)

Hien Senpuu Zash - charge ~ + /

Houkou Tenkan - any direction + button (up to 3 times)

Kaiten Hien Zan - + /

Kishuu Hien Zuki - /

Desperation Moves

Shin! Chouzetsu Tatsumaki Shinkuuzan - + /

Hou'ou Kyaku - + /

Shin! Chouzetsu Rinnekoro Totsuha - in air, + /

Super Desperation Move

Hou'ou Kyaku - +

Hidden Super Desperation Move

Shakushi - in air, +

Quick Starter Combo Reference

Notation
Input st.A, qcf,hcb+K/BD as qcf, st.A, qcb+K/BD

0 Bar

Anywhere

Low, Corner

cr.C, qcb+A > A = 19%

(jump-in), cr.B, cr.A, d~u+C = 19%

1 Bar

Low

Anywhere

cr.Bx1~2, st.A, qcf,hcb+K = 29%

(jump-in), cr.B, st.A, qcf,hcb+K = 27%
b/f+B, qcf,hcb+K = 30%

3 Bar

Low

Anywhere

cr.Bx1~2, st.A, qcf,hcb+BD = 40%

(jump-in), cr.B, st.A, qcf,hcb+BD = 38%
b/f+B, qcf,hcb+BD = 41%

Gameplay Overview

 

Normals

Close

  • cl.A/B/C are cancel-able
  • cl.A is chain-able into itself, far A, st. B, cl. B, cr. A and cr. B
  • cl. B is chain-able into far A, far B, cl. B, cr. A and cr. B


Standing

  • far A is Choi's only standing cancel-able normal attack. Good to use as a close ranged poke.
  • far B is a side kick can be used as a close ranged poke
  • far C can hit opponents trying to jump in towards Choi at a mid-range distance. It will activate into a cl. C if the opponent tries to jump to close.
  • st. D hits mid (not low), and has a very long horizontal hitbox, and short vertical hurtbox. Can be used as a poke to evade some characters high aiming normals, special moves, and can even be used to anti-air at a mid to long range against very horizontal jump attacks.


Crouching

  • cr. A/B/C are cancel-able
  • cr. B is a good low poke that is good to start combos but has short range, shorter than far B
  • cr. C has a good horizontal range that move's Choi forward slightly
  • cr. D is a sweep that has more range cr. B


Jumping

  • j. A can be used as a quick air-to-air
  • j. B can be used as an air-to-air or as a keep away anti-air option
  • j. C is a great jump-in 2 hit cross-up and is also special cancel-able
  • Neutral j. C can be used as a keep-out air-to-air attack
  • j. D can be use as a jump-in attack or keep away anti-air, and can be used to cross-up standing opponents
  • Neutral j. D can also be used as a keep-out air-to-air attack against jumps and super jumps


Blowback

  • st. CD is similar to st. D that it can duck and evade some character's normals but has more horizontal range, and is whiff cancel-able.
  • j. CD is a cancel-able drop kick that can be used air-to-air or from air-to-ground

Throws

Head Jabber [Zujou Sashi] - close, (b/f + C)

  • Choi sits on the back of the opponent's neck to stab and jab their head repeatedly. The opponent lands near the corner of the screen.
  • Soft knockdown
  • Can't be mashed out of


Low Bloodletter [Geketsu Zuki] - close, (b/f + D)

  • Choi crawls behind the opponent to stab them on the behind. The opponent lands at the corner of the screen.
  • Soft knockdown

Command Move

Mad Slasher Kick [Geri Toorima] - (b/f + B)

  • Choi somersaults low toward the opponent
  • Cancel-able from cancel-able normals
  • Hits mid
  • Plus frames on block
  • Avoids low attacks

Special Moves

Hurricane Cutter [Tatsumaki Zan Shippuu] - (d~u + A/C)

  • Choi spins up vertically creating a slashing tornado. Good to use as an hard read anti-air. Doesn't feature any invincibility. Easy to combo from light attacks though unsafe outside of the corner.
  • A version goes up slightly performs 7 hits at point blank, C version goes forward a bit first before flying up really high, performs 8 hits.
  • Both are super cancel-able from the 4th to last hit of the light punch version, from the 3rd to the last hit of the heavy punch version
  • Extremely unsafe if blocked/misses


Soaring Kick [Hishou Kyaku] - (qcf + B/D) in air

  • Choi uses Kim air stomp kick. Can be performed from a hop or a jump. Hard to punish on block.
  • A version goes downwards more, C version goes around 45 degrees


Hienzan - (dp + B/D)

  • Choi performs Kim flash kick. Good to use as an anti-air, has fast start-up but doesn't have an invincibility. Light kick version (B) hits once, heavy kick version hits twice
  • Depending on standing location, second hit of D version may not connect on grounded opponents
  • Soft knockdown


Hishou Kuuretsu Zan - (d~u + B/D)

  • Flies backwards first until he hits the wall. If you keep holding the button, Choi will execute the spinning attack forward for D and down for B, either keeping the opponent in juggle. If not held, Choi will just drop back to the ground when he hits the wall
  • Can change direction by doing Houkou Tenkan mid-move


Houkou Tenkan - any direction + button (up to three times)
From an initial spinning attack, Choi then changes direction up to 3 times depending on height and timing. An important thing to note is unlike similar moves, these aren't cancels but links, you don't execute the next direction+button as the previous one hits but after. Not getting anything trying to input it too early is a classic beginner mistake you want to be clear of.
A great move for aerial pressure with enough speed and priority to stuff the opponent before they attempt just about anything without invincibility and as such will very easily force a reversal out of them. A good reversal will naturally beat this move but just changing direction to bait it first then coming back to punish a reversal is all the mind game behind this move. A mind game where your opponent is extremely threatened by your very reliable conversions near corner, not too hard to reach as this move can carry a good 2/3 of the screen.
  • Combo Advice: If you can catch an airborne and lead them near the corner off f+button's you can follow it up with j.CD for up to 39% damage. If you can reach dead corner, you can use d~u+C for up to 46%. If you've already reached near corner with 2 or more uses left you can use an uf+button to gain some height then end your stock in f+button's and the extra height will allow you to land a TK qcfx2+C for up to 71% for a single bar. Making sure you can land these conversions is bnb territory for a good Choi.
  • Only works after d~u+B/D's prior spinning attack done by helding Hishou Kuuretsu Zan's button.
  • Directional change can be done for 3 times


Flying Monkey Slice [Hien Senpuu Zash] - (b~f + A/C)

  • Flies forward spinning, keeping the opponent in juggle for the follow-up.
  • Can change direction by doing Houkou Tenkan mid-move


Houkou Tenkan - any direction + button (up to three times)
From an initial spinning attack, Choi then changes direction up to 3 times depending on height and timing. An important thing to note is unlike similar moves, these aren't cancels but links, you don't execute the next direction+button as the previous one hits but after. Not getting anything trying to input it too early is a classic beginner mistake you want to be clear of.
A great move for aerial pressure with enough speed and priority to stuff the opponent before they attempt just about anything without invincibility and as such will very easily force a reversal out of them. A good reversal will naturally beat this move but just changing direction to bait it first then coming back to punish a reversal is all the mind game behind this move. A mind game where your opponent is extremely threatened by your very reliable conversions near corner, not too hard to reach as this move can carry a good 2/3 of the screen.
  • Combo Advice: If you can catch an airborne and lead them near the corner off f+button's you can follow it up with j.CD for up to 39% damage. If you can reach dead corner, you can use d~u+C for up to 46%. If you've already reached near corner with 2 or more uses left you can use an uf+button to gain some height then end your stock in f+button's and the extra height will allow you to land j.CD and d~u+C but more importantly a TK qcfx2+C for up to 71% for a single bar. Making sure you can land these conversions is bnb territory for a good Choi.
  • Directional change can be done for 3 times


Kaiten Hien Zan - (qcb + A/C)

  • Choi rolls onto the opponent if he touches them while rolling forward
  • After rolling up the opponent, A version will have him bounce forward from the opponent, C version will have him bounce backward
  • Before latching onto the opponent, Choi can cancel this move into Kishuu Hien Zuki
  • After jumping off the opponent, Choi can either execute Hishou Kyaku (qcf+K in air) or Shin! Chouzetsu Rinkaiten Toppa before landing


Kishuu Hien Zuki - (A/C)
  • Can only be done while Choi is still rolling forward
  • A button flies lower, C button flies higher and farther missing crouchers very easily early on.
  • Soft Knockdown
  • Very unsafe if blocked, especially C

Desperation Moves

Tornado Ripper [Shin! Chouzetsu Tatsumaki Shinkuuzan] - (hcb x 2 + A/C)

  • Creates a tornado that goes at fullscreen height
  • Knocks opponent into the air for juggle
  • Choi can move forward or backward during this move
  • Choi poses when the move is done, extremely punishable


Phoenix Flattener [Hou'ou Kyaku] - (qcf,hcb + B/D)

  • B version runs 3/4ths of fullscreen, D version runs fullscreen
  • Comes out instantly, but no invincibility


Superlative Rolling Charger [Shin! Chouzetsu Rinnekoro Totsuha] - (qcf x 2 + A/C) in air

  • A version flies straight down, C version flies 45 degrees down
  • Bounces back at the end of the move regardless if it hits anyone
  • Does huge damage

Super Desperation Move

Phoenix Flattener [Hou'ou Kyaku] - (qcf,hcb+BD)

  • Comes out instantly, more damage than the normal DM version but doesn't have any invincibility

Hidden Super Desperation Move

Instant Death [Shakushi] - (hcfx2+AC) in air

  • Choi disappears until the end of this move
  • 5 slashes will appear one after another on screen on random locations
  • Can be blocked but can cross-up depending on the slash location
  • Does not juggle, not even on counter

Combos

You can add a jump-in to every combo that doesn't start with b/f+B.

Linking cr.C after a jump-in is very tight so when there's the choice, st.D is preferred as the slightly better option.

0 Stock

Anywhere

  • cr.Bx1~2, st.A
A basic string, pretty nice for meter conversion that leaves you plus on block and if done point-blank at the right spacing for a hyper hop cross-up C on everyone but crouching (Bao, Chin, Choi).
  • b/f+B, st.A
Sadly not an overhead despite the looks but still an okay conversion up to about 2/3 of your long range b/f+B poke. Very safe on block.

 ★ cr.C, qcb+A > A

Doesn't work at the very tip of cr.C but still a good long range conversion. The further you are the faster you need to input the A follow-up, pretty punishable on block if too close. The C follow-up is 1% more damage but slower, worse on block and whiffs on just about every croucher, don't use it. 19%.

Corner

 ★ cr.B, cr.A, d~u+C

Decent damage though not much oki if the opponent techs the knockdown. You can give up a bit of damage and use d~u+A for better oki but it makes the combo a bit tighter. 19%.


1 Stock

Anywhere

 ★ cr.Bx1~2, st.A, qcf,hcb+K

Nice and reliable 1 bar bnb, do it as cr.Bx1~2, qcf, st.A, qcb+K. This is the combo you'll be using the most, make sure you've got it down. 29%.

 ★ b/f+B, qcf,hcb+K

qcf,hcb+K is extremely fast, enough to just link it after about 2/3 of b/f+B's range. Make sure to use button hold. 30%.
  • b/f+B, st.A, qcf,hcb+K
Optimized version, works for about the same range but the farther the tighter the st.A link is, so make sure you lab this if you really want the extra damage from st.A. Do it as b/f+B, qcf, st.A, qcb+K. 33%.


2 Stocks

Anywhere

  • cr.B, cr.A, d~u+C(1), (SC) qcf,hcb+K
Better confirm than the max route but still a pretty bad combo, default to the 1 bar bnb. 34%

 ★ st.D / cr.C, BC run, cl.A/cr.A, qcb+A(7~9), (C)qcf+B(1), (SC) qcfx2+C

Your main max route, bad confirm but fairly simple and good damage with a qcf+B, (SC) qcf+C shortcut for the end. Stick to qcb+A(7) on crouching opponents unless in dead corner except crouching Jhun on who you can only go up to qcb+A(8). You lose a hit on Bao so qcb+A(8) if he's standing and qcb+A(6) if he's crouching. 63%

Midscreen

  • st.D / cr.C, BC run, cl.A/cr.A, qcb+A(9), (C)qcf+B(1), (SC) qcfx2+A
On crouching opponents midscreen, you'll switch sides past qcb+A(7), this is the combo to use on them. Since you switch sides, you have to input qcf+B as qcb+B instead then qcb+A for the SC shortcut. Doesn't work on crouching Jhun. 62%
  • st.D / cr.C, BC run, cl.A/cr.A, qcb+A(8), (C)qcf+B(3), (SC) qcfx2+C
This is the one to use on crouching Jhun. Input qcf+B as qcb+B then you have to fully input qcfx2+C as qcbx2+C for the 3rd hit. You can use it on anyone but it does less than the previous route and it's harder. 61%


3 Stocks

Anywhere

  • cr.Bx1~2, st.A, qcf,hcb+BD
Easy 3 bar conversion, do it as cr.Bx1~2, qcf, st.A, qcb+BD. Not much damage but good to know if you wanna spend the meter. 40%.
  • b/f+B, qcf,hcb+BD
qcf,hcb+BD is extremely fast, enough to just link it after about 2/3 of b/f+B's range. Make sure to use button hold. 41%.
  • b/f+B, st.A, qcf,hcb+BD
Optimized version, works for about the same range but the farther the tighter the st.A link is, so make sure you lab this if you really want the extra damage from st.A. Do it as b/f+B, qcf, st.A, qcb+K. 44%.

Videos

阿澤.Aze (Choi Best Rounds)
Choi Master Class

External Links

Check Choi Bounge's frame data

Discuss at 02UM Discord server

Discuss at Dream Cancel

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