The King of Fighters XIV/Choi Bounge

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Charaimg choi.png

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Jadou-Geri - close Bk.gif / Fd.gif + C.gif

Zujou Sashi - close Bk.gif / Fd.gif + D.gif

Command Normals

Mukuro Zuki - Fd.gif + A.gif

Hagewashi-Geri - in air, Dn.gif + B.gif

Sankaku-Tobi - in air near edge of the screen, Uf.gif

Special Moves

Tatsumaki Shippuzan - charge briefly Dn.gif then Up.gif + A.gif / C.gif *

Hishou Kuretsuzan • Front - charge briefly Dn.gif then Uf.gif + B.gif / D.gif *

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

Hishou Kuretsuzan • Back - charge briefly Dn.gif then Up.gif / Ub.gif + B.gif / D.gif *

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

Senpuu Hien Shitotsu - charge briefly Bk.gif then Fd.gif + B.gif / D.gif *

Shitotsu Bunki - after Senpuu Hien Shitotsu, any direction B.gif / D.gif

Kyoushuu Shitotsu - Dp.gif + A.gif / C.gif *

Super Special Moves

Shin! Chouzetsu Tatsumaki Shinkuzan - Hcb.gif Hcb.gif + A.gif / C.gif !

Shissou Kyoujinzan - Qcf.gif Qcf.gif + A.gif / C.gif !

Climax Desperation Move

Shin! Chouzetsu Senpuu Hien Shitotsu - Hcf.gif Hcf.gif + B.gif D.gif

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Anywhere
Low, Anywhere

j.down+B, cr.B, cr.A, d~u+C = (196 DMG)
cr.B, cr.A, d~u+C = (165 DMG)

1 Meter

Anywhere
Low, Anywhere

s.C MAX cr.C, b~f+BD, d~u+C (316 DMG)
cr.B, cr.B, s.A, qcfx2+P (224 DMG)

2 Meters Anywhere s.C MAX cr.C, b~f+BD, d~u+C, hcbx2+AC (475 DMG)

Gameplay Overview

(All info is updated for King of Fighters XIV Version 2.0)

Choi’s main tactics are to be slippery and to annoy the opponent, using hit’n’run drill attacks at a distance, divekicks up close and a wall of jabs in between.

Rule one to drilling is to always use the last drill to retreat. Rule two is to be unpredictable: to retreat on the second hit or to just feint the first one to throw off the opponent’s timing. Drills also have high priority and damage enough to win trade wars against all but the beefiest opponents. The closer you are to the wall (and further from the enemy, hopefully) the lower the wall drill will come out. If you’re far from the corner, then d~u+K is mainly used to retreat, and if the opponent runs after you then a diagonal (B) drill can catch them.

Repeatedly divekicking into low strings should be mixed up with frametrap s.A’s (a good excuse to enter MAX mode, combo or not) or heavy pokes to whiff punish.

In MAX Mode Choi becomes almost abusable, with excellent safe, semi-invulnerable combo starters like b~f+BD or dp+AC, and a dirty crossup in d~uf+BD.

His weakness lie in his poor combo ability. Damage is generally low, with little ability to connect specials into supers, or Advance/Climax canceling. Outside of MAX Mode stuff you’re better off saving the meter for the rest of your team.

Normals

Standing

  • st. A: A quick thrust, with excellent speed (4f) and range. Being +1 on block makes this an impenetrable wall. Super cancel-able.
  • st. B: A shorter, slightly more damaging alternative to s.A.
  • st. C: A down swing with both his claws. His longest poke. Lots of pushback.
  • st. D: A donkey kick. Kind of short and slow, but is his only poke that also serves as a hop stopper, as well as a long range anti-air.

Close

  • cl. A: A quick (4f) slash, that has little use outside of starting the Rush combo.
  • cl. B: A very steep anti-air. Chains into other light attacks as well.
  • cl. C: A high reaching scoop. Slow start-up at 9 frames. Special cancel-able.
  • cl. D: An equally slow knee attack. Does a bit more damage. Special cancel-able.

Crouching

  • cr. A: A quick uppercut. Both his main anti-air & cancel-able light. Being 4f and having very little whiff recovery, this move is part of his defensive wall.
  • 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. Very useful cancel-able poke.
  • cr. D: A generally unimpressive sweep that’s neither long nor special cancel-able.


Jumping

  • j. A: A quick horizontal air-to-air with good reach. Hardly hits crouchers.
  • j. B: A knee drop. It’s his best angled jump-in, very meaty, and a solid cross-up.
  • j. C: A flipping slash that hits up to 3 times. Crosses up easily but the amount of hits you get is unreliable. Can cancel into his j.down+B.
  • Neutral j. C: Basically a slower, heavier version of j.A. The reach is slightly longer.
  • j. D: This horizontal kick is an air-to-air / jump-in hybrid, but is a bit lacking in both range and speed.

Blowback

  • st. CD: Choi leans back & delivers a high angled double legged donkey kick. Typically used for anti-airing & whiff canceling into specials (while preemptively anti-airing). Cancels into f+A as well. Can combo into charge b~f+K if the opponent is hit mid-screen & briefly after the opponent hits the wall.
  • j. CD: This downward angled drop kick works as both a jump-in and an air-to-air (often in a retreating manner). It’s fast for a j.CD but is short and has few active frames.

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
  • Sets up low wall dives using d~u+D.


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
  • Sets up low wall dives using d~u+D.

Command Moves

Mukuro Zuki - (f+A)

  • Choi stabs the opponent while standing on one leg.
  • Has some very low profiling frames for a brief moment.
  • Special cancel-able by itself (with enough time to charge special moves).
  • 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. Combos into light attacks easily as long as you target the opponents legs.
  • Choi descends at a downward angle towards the opponent at a 30 degree angle (4 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’s rising spinning top move. Best used as a reversal attack or to finish combos.
  • A version has Choi rising half-way in the air, while the C version has Choi rising meeting the lifebars.
  • A version has little use, while C version deals more damage and is forward moving.
  • Both versions can combo from Choi's cancel-able light attacks.
  • C version sometimes whiffs the last hit in combos, and if the opponent is in the corner and recovery rolls, they can punish that.
  • C version has startup invincibility.
  • Super Cancel-able
  • Soft knockdown

EX: Full invincibility, more damage and causes a hard knockdown, but works badly on airborne opponents.


Hishou Kuretsuzan • Front or Back - (charge down, up-forward/backward + B/D)

  • Choi leaps towards the corner of your choosing.
  • Choi is vulnerable during this leap
Hishou Kuretsuzan - near edge of the screen after Hishou Kuretsuzan • Front or Back (B/D)
  • Keep holding the button, or press it again right when Choi hits the wall, and he will perform a drill attack either diagonally with B or horizontally using D.
Shitotsu Bunki - after Hishou Kuretsuzan, any direction (B/D)
  • After the drill attack, press any direction plus B or D, and you will be able to drill attack again up to 3 times total.
  • Drills can juggle airborne opponents.
  • Choi is vulnerable if he misses any of the drills, and the last hit can be punished even on hit, so always use the last one to retreat. Use retreating to bait out invincible attacks from the opponent as well.

EX: Choi quickly flies to a wall of your choosing while fully invincible (though not on startup). He can then perform a horizontal drill attack. Can even cross up against opponents with their back against the corner, but then it is both duck-able and punishable. If you attack from the front it becomes safer, depending on distance.


Senpuu Hien Shitotsu - (Senpuu Hien Shitotsu - charge briefly back, forward + 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 if not followed up, but the light kick version can be hard to punish if it blocked at max range.
  • Can't combo from any of Choi's normals or command moves

EX: Choi drills forward full screen at fast speed, launching the opponent in the air. Has projectile invincibility and is generally safe on block (-2).

Shitotsu Bunki after Senpuu Hien Shitotsu (any direction B/D)
  • After the drill attack, press any direction plus B or D, and you will be able to drill attack again up to 3 times total.
  • Drills can juggle airborne opponents.
  • Choi is vulnerable if he misses any of the drills, and the last hit can be punished even on hit, so always use the last one to retreat. Use retreating to bait out invincible attacks from the opponent as well.


Kyoushuu Shitotsu - (dp + A/C)

  • Choi quickly leaps above the opponents head to drill attack down vertically.
  • A version travels 1/4th screen distance, while the C version crosses half the screen.
  • The opponent is placed in a juggle-able state if hit.
  • Very hard to anti-air if spaced properly, and both versions are plus ~4 on block. But is susceptible to whiff punishing and jump back air-to-airs.
  • Can cross-up the opponent, like after A/Bx3, dp+A or cl.C, f+A, dp+C.
  • Soft knockdown

EX:Has invincible flight and automatically tries to cross-up the opponent. Doesn’t launch the opponent but let’s you combo using light attacks.

Super Special Moves

Shin! Chouzetsu Tatsumaki Shinkuzan - (hcbx2+P)

  • Choi creates a large tornado that can be controlled with left or right. Knocks the opponent up in the air on hit.
  • Can combo with a Climax cancel, but lacks visual cues.
  • Has start-up invincibility, but is generally too slow to reversal with (19f).
  • Punishable on block or whiff, but not too easily.
  • Hard knockdown

Max: The same, but can juggle the opponent up to 3 times by moving forward.


Shissou Kyoujinzan - (qcfx2 + P)

  • Choi performs 5 running slashes. The 4th one is advance/climax cancelable.
  • Can combo easily from standing/crouching light normal attacks, and heavy cancel-able standing attacks but whiffs most hits on airborne opponents.
  • No invincibility
  • Punish-able if blocked or whiffed
  • Hard knockdown

Max: Higher damage, faster start-up, has brief amount of projectile invincibility

Climax Super Special Moves

Shin! Chouzetsu Senpuu Hien Shitotsu - (hcf, hcf + B+D)

  • Choi drills mid-air quickly towards the opponent (similar to Senpuu Hien Shitotsu). Then Choi slashes the opponent in the air repeated, then ends in a pose.
  • Can hit the opponent full-screen
  • Fully invincible
  • Punish-able if whiffed or blocked
  • Hard knockdown

Combos

  • Note on how to cancel d~u+C into hcbx2+P: Charge d, hcb, u+C, hcb+P


0 meter

Anywhere

  • cr.B, cr.A, d~u+C (165 DMG)


  • cr.C, d~u+C (189 DMG)

(punisher)


  • dp+P, cr.C (166 DMG)

(cancel into dp+C or b~f+B for pressure)


  • dp+P, d~u+C (175-198 DMG)

(less reliable)


  • cl.D, f+A, d~u+C (208 DMG)

(tight input)


  • st. CD, b~f+D (236 DMG) -> d~u+C (320 DMG)

(corner only)

1 meter

  • cr.B, Rush (230 DMG)

(must be close)

  • cr.B, cr.B, s.A, qcfx2+P (224 DMG)
  • cr.B, cr.B, s.A MAX cr.C, b~f+BD, d~u+C (287 DMG)
  • cl.D, f+A, qcfx2+P (291 DMG)
  • cl.D, f+A MAX cr.C, b~f+BD, d~u+C (364 DMG)
  • s.C MAX cr.C, b~f+BD, d~u+C (316 DMG)
  • d~u+C, hcbx2+P (240 DMG)
  • b~f+BD, d~u+C (251-262 DMG)
  • dp+AC, cr.Ax2, d~u+AC (266 DMG)


2 meters

  • cr.B, cr.B, s.A, qcfx2+AC (352 DMG)
  • cr.B, cr.B, s.A MAX cl.D, f+A, qcfx2+AC (386 DMG)
  • s.C MAX cr.C, b~f+BD, d~u+C, hcbx2+P (475 DMG)
  • dp+AC, cr.Ax2, qcfx2+AC (368 DMG)
  • dp+AC, Rush (369 DMG)


3 meters

Anywhere

  • cr.B, cr.B, s.A, hcfx2+BD (469 DMG)
  • cr.B, cr.B, s.A MAX cl.D, f+A, hcfx2+BD (475 DMG)
  • s.C MAX cl.D, f+A, hcfx2+BD (527 DMG)
  • s.C MAX cr.C, b~f+BD, d~u+C, hcfx2+BD ()
  • dp+P, hcfx2+BD (537 DMG)
  • CD, hcfx2+BD (464 DMG)

(wallsplat or anti-air CH)

  • CH j.CD, hcfx2+BD (537 DMG)

Corner

  • cr.B, cr.B, s.A, qcfx2+P, hcbx2+AC (388 DMG)

(waste of meter)

4 meters

Anywhere

  • cr.B, cr.B, s.A, qcfx2+P, hcfx2+BD (465 DMG)

(waste of meter)


5 meters

Anywhere

  • cr.B, cr.B, s.A, qcfx2+AC, hcfx2+BD (569 DMG)
  • s.C MAX cr.C, b~f+BD, d~u+C, hcbx2+AC, hcfx2+BD ()

Misc

Frame Data

Choi Bounge KOFXIV Frama Data Link

Videos

Choi Slow Motion Hitboxes

External Links

Discussion Threads

Discuss at Dream Cancel

The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

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