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
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

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

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
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

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