Difference between revisions of "Choi Bounge (XIV)"

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(Normals)
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'''Standing'''
 
'''Standing'''
  
* st. A
+
* st. A: Choi horizontally stabs the opponent. Best used as a poke. Neutral on block.
  
* st. B
+
* st. B: Choi quickly performs a short ranged round kick. Neutral on block.
  
* st. C
+
* st. C: Choi quickly swings down both of his claws. Pushes Choi back far if blocked.
  
* st. D
+
* st. D: Choi throws out a donkey kick. Best used as a poke, but has slow recovery.
  
 
'''Close'''
 
'''Close'''
  
* cl. A
+
* cl. A: Choi throws out a quick, close, slash that is special cancel-able.
  
* cl. B
+
* cl. B: This kick reaches above Choi's head. It does not have much vertical height and is not special cancel-able.
  
* cl. C
+
* cl. C: Choi performs a double armed slashing uppercut. Does not have much activation range. Special cancel-able.
  
* cl. D
+
* cl. D: Choi knees the opponent. Inflicts a bit more damage that cl. C. Special cancel-able.
  
 
'''Crouching'''
 
'''Crouching'''
  
* cr. A
+
* 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
+
* 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
+
* cr. C: This stab has a long horizontal range. Best used as a poke.
  
* cr. D
+
* cr. D: This sweep has more range than cr. B but is not cancel-able.
  
 
'''Jumping'''
 
'''Jumping'''
  
* j. A
+
* 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
+
* j. B: This short knee attack can be used as a cross-up or as a jump-in attack.
  
* j. C
+
* 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
  
* j. D
+
* 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'''
 
'''Blowback'''
  
* st. CD
+
* 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
+
* 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=
 
=Throws=

Revision as of 18:35, 16 November 2016

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
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

  • (Throw description)


  • (Throw description)

Command Moves

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

Discussion Threads

Discuss at Dream Cancel

The King of Fighters XIV
Kyo Kusanagi · Benimaru · Goro Daimon · Iori Yagami · Mature · Vice · Terry Bogard · Andy Bogard · Joe Higashi · Nelson · Zarina · Bandeiras Hattori · Ralf Jones · Clark · Leona Heidern · Ramon · Angel · King of Dinosaurs · K' · Maxima · Kula Diamond · Xanadu · Chang Koehan · Choi Bounge · Ryo Sakazaki · Robert Garcia · Yuri Sakazaki · Nakoruru · Mui Mui · Love Heart · Kim Kaphwan · Gang-Il · Luong · Shun'Ei · Tung Fu Rue · Meitenkun · Athena Asamiya · Sie Kensou · Chin Gentsai · King · Mai Shiranui · Alice · Geese Howard · Billy Kane · Hein · Sylvie Paula Paula · Kukri · Mian
Antonov · Verse
Vanessa · Rock Howard · Yamazaki · Whip
Oswald · Heidern · Najd · Blue Mary

General: Notation · Frame Data · Movement · Defensive Systems · Offensive Systems · The Power Gauge