Difference between revisions of "The King of Fighters XIV/Choi Bounge"

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'''Standing'''
'''Standing'''


* st. A: Choi horizontally stabs the opponent. Best used as a poke. Neutral on block.
* 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: Choi quickly performs a short ranged round kick. Neutral on block.
* st. B: A shorter, slightly more damaging alternative to s.A.


* st. C: Choi quickly swings down both of his claws. Pushes Choi back far if blocked.
* st. C: A down swing with both his claws. His longest poke. Lots of pushback.


* st. D: Choi throws out a donkey kick. Best used as a poke, but has slow recovery.
* 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'''
'''Close'''


* cl. A: Choi throws out a quick, close, slash that is special cancel-able.
* cl. A: A quick (4f) slash, that has little use outside of starting the Rush combo.  


* cl. B: This kick reaches above Choi's head. It does not have much vertical height and is not special cancel-able.
* cl. B: A very steep anti-air. Chains into other light attacks as well.  


* cl. C: Choi performs a double armed slashing uppercut. Does not have much activation range. Special cancel-able.
* cl. C: A high reaching scoop. Slow start-up at 9 frames. Special cancel-able.


* cl. D: Choi knees the opponent. Inflicts a bit more damage that cl. C. Special cancel-able.
* cl. D: An equally slow knee attack. Does a bit more damage. Special cancel-able.


'''Crouching'''
'''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. 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. 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. 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.  


* cr. D: This sweep has more range than cr. B but is not cancel-able.


'''Jumping'''
'''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. A: A quick horizontal air-to-air with good reach. Hardly hits crouchers.  


* j. B: This short knee attack can be used as a cross-up or as a jump-in attack.
* j. B: A knee drop. It’s his best angled jump-in, very meaty, and a solid cross-up.  


* 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. 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: 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.
* Neutral j. C: Basically a slower, heavier version of j.A. The reach is slightly longer.


* j. D: This horizontal kick can be used as an air-to-air but it isn't as fast as j. A.
* j. D: This horizontal kick is an air-to-air / jump-in hybrid, but is a bit lacking in both range and speed.


'''Blowback'''
'''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.
* 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 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.
* 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=
=Throws=

Revision as of 16:16, 16 April 2017

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

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


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

Command Moves

Mukuro Zuki - (f+A)

  • Choi stabs the opponent while standing on one leg.
  • Special cancel-able (by itself)
  • 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. Can combo easily into his cl. A into Auto Rush Combo.
  • Choi decends at a downward angle towards the opponent at a 30 degree angle (7 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 spins like a top like rising vertically. Best used as a reversal attack or to use at the end of short combos.
  • Light punch version has Choi rising half-way in the air, while the heavy punch version has Choi rising meeting the lifebars. The heavy punch version inflicts more damage and has a small amount of start-up invincibility. Both versions can combo from Choi's cancel-able close light normal attacks.
  • Super Cancel-able
  • Soft knockdown

EX: Full invincibility, more damage and causes a hard knockdown


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

  • Choi leaps towards the top corner of the screen. Choi will bounce off the wall if he meets the end of the screen. He will drop down if he doesn't meet the end of the screen.
  • Choi is vulnerable during this leap
Hishou Kuretsuzan - in air near edge of the screen after Hishou Kuretsuzan • Front, (B/D)
  • Press B or D right when Choi hits the wall. Choi will perform a drill attack either diagonally by pressing B (light kick) or horizontally pressing D (heavy kick).
  • You can hold B or D when you are finished charging down to up-forward to ensure you will drill attack after the wall bounce.
Shitotsu Bunki - after Hishou Kuretsuzan, any direction (B/D)
  • After the drill attack, if you immediately press any direction then B or D, you will be able to drill attack again up to 3 times
  • Choi is vulnerable if he misses any of the drills so be sure to retreat Choi away for he can escape away from the opponent if blocked or whiffed.

EX: Choi quickly flies towards the end of the screen horizontally while fully invincible. If you press kick again, Choi bounces off the wall, then drills towards the opponent's back. The height Choi travels horizontally is in the middle of the air, vertically. The opponent HAS to block the opposite direction to be able to block the drill attack, then punish Choi. The opponent can crouch the incoming drill attack to evade it.


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, but the light kick version can he hard to punish if it blocked at max range.
  • Can't combo from any of Choi's normals or command moves

EX: Choi drills towards the opponent at full screen much faster speed than the normal version and juggles the opponent. Has no invincibility.

Shitotsu Bunki after Senpuu Hien Shitotsu (any direction B/D)
  • After the drill attack, if you immediately press any direction then B or D, you will be able to drill attack again up to 3 times


Kyoushuu Shitotsu - (dp + A/C)

  • Choi quickly leaps above the opponents head to drill attack down vertically
  • Light punch version (A) has Choi traveling towards the opponent at a 1/4th screen distance, while the heavy punch version has Choi traveling at a half screen distance. Both versions are safe on block.
  • The opponent is placed in a brief juggle-able state after the hit
  • Can cross-up the opponent at the correct spacing and distance
  • Choi is not invincible during any point of this move
  • Soft knockdown

EX:Same speed as the normal version, hits 4 times and automatically cross-up the opponent.

Super Special Moves

Shin! Chouzetsu Tatsumaki Shinkuzan - (hcbx2+P)

  • Choi conjures up and spins in a tall tornado. The player can move Choi towards and away from the opponent by pressing left or right. If the opponent is hit, they will get knocked up in the air, and land towards the corner of the screen.
  • Has brief start-up invincibility
  • Punishable on block or whiffed
  • Hard knockdown

Max: Same start-up time, more damage and can juggle the opponent after the first hit if you move Choi forward


Shissou Kyoujinzan - (qcfx2 + P)

  • Choi rushes towards the opponent, slashing 4 times, to end in a jumping double slash
  • Can combo easily from standing/crouching light normal attacks, and heavy cancel-able standing attacks
  • 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

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
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

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