SvC Chaos: SNK Vs Capcom/Choi Bounge: Difference between revisions

From SuperCombo Wiki
(→‎The Basics: Added some things for Choi's basics.)
Line 96: Line 96:


First of all, Choi is not basic. You need to know all of the characters in the game(you don't need to go too deeply on that), to know what are ''your'' options and what are ''the opponent's'' options. Choi's low hitbox, his good walking speed, and his high jump are something that can help on battle, but the range of his Normal Moves and the risky Special Moves are something really dangerous for you. The opponent will most likely not expecting that you will choose Choi, and that is something that you can take advantage, because... The opponent know that Choi is not a character for beginners(And this is a beginner guide). And there's something the opponent will know too: His "bad things". The opponent will try(Almost every time) to take advantage of the bad things that Choi has(he/she'll use them just to win, and I don't know why). Below is how to prevent this.
First of all, Choi is not basic. You need to know all of the characters in the game(you don't need to go too deeply on that), to know what are ''your'' options and what are ''the opponent's'' options. Choi's low hitbox, his good walking speed, and his high jump are something that can help on battle, but the range of his Normal Moves and the risky Special Moves are something really dangerous for you. The opponent will most likely not expecting that you will choose Choi, and that is something that you can take advantage, because... The opponent know that Choi is not a character for beginners(And this is a beginner guide). And there's something the opponent will know too: His "bad things". The opponent will try(Almost every time) to take advantage of the bad things that Choi has(he/she'll use them just to win, and I don't know why). Below is how to prevent this.
'''Choi's gameplan'''
Just move and attack. You'll need to be used to Choi's speed on his special moves to use him(If you want to play competitively). Do High Jumps, Wall jumps, the Charge moves and don't be unsafe. Punish when you need to punish. Damage is what you'll need(Because Choi is bad in damage terms). Don't try to stay on the corner, or you'll lose. Master the GCF to prevent that.


=Advanced Strategy=
=Advanced Strategy=

Revision as of 12:44, 1 May 2016

Choisvc.gif

Introduction

Choi... The people who never played KoF never heard of him... And this is sad. If you want to be a good SvC player, use Choi(He's not for beginners, but if you used Choi on the KoF series, you can use him with what you know, and what you will learn here).

Choi's Good and Bad Things

Good Things:

  • He's one of the fastest characters of the game;
  • He jumps high and far(With only the normal jump);
  • He can jump off walls;
  • Has some Charge and simple moves;
  • Good Supers to use in the battle;
  • Has a really low/small hitbox making people modify their playstyle against Choi.

The Bad Things:

  • He has low stamina;
  • He is not so good on combos;
  • Some attacks have bad reach;
  • Exceed is hard to hit;
  • Almost all of his special moves are risky if blocked.

Moves List

Normal Moves

So... The normal moves... Some people like to play only using the special moves of the character, but that's not good here(with some characters this can work, but that's not so good with Choi). So learn how the normal attacks work and prepare yourself for some good battles!(Not a good phrase, I know that.)

s.LP/A button - (Close) Quick jab motion(It means that it can combo on itself), and little damage, as always. It's cancelable. (Far) Almost the same properties, but this version is good for poking games.
s.LK/B button - (Close) Quick kick, little damage, cancelable. A simple move to use. (Far) Same properties, but not cancelable. You can avoid this move if you want.
s.HP/C button - (Close) This... "Punch" does average damage. It's good to use on some basic combos, because this "punch" is cancelable. (Far) I don't know why, but this punch misses the opponent while he's standing, so the best time to use is while the opponent is jumping, like an anti-air move, but this needs to be timed.
s.HK/D button - The close and the far versions are the same, the damage is good, but neither of them is cancelable, so you can avoid this if you want. Good to use in MAXIMUM combos.

j.LP - Good to use, It stays till he gets on the ground, but remember that this move is not so useful as a jump-in attack, you need to aim, and DON'T use this move if your opponent is on the corner. I think that Choi has some better moves than this(the Neutral Jumping version is the same)
j.LK - I think that it has almost the same properties above, but this is good on the corner. It's not cancelable too.(the Neutral jumping is the same)
j.HP - (Jumping Forward/Back) Good to use, 2 hits, and cancelable on all hits. The best to use on combos. You can use as a cross-up move(Attacking on the air and going to the opponent's back) too. (Neutral) Choi lies in the air and puts his claws down. You can avoid this move if you want.
j.HK - (Jumping Forward/Back) A funny move. Not cancelable but it's good if you want some damage(And to show-off). (Neutral) Choi uses a strange quick kick with the same damage of the neutral above. You can avoid this too.

cr.LP - The same properties as the cl. s.LP.
cr.LK - Same properties as the f. s.LK(I'm just testing you)
cr.HP - Good damage and cancelable, but not so reliable on combos. Choi goes a little forward using this attack.
cr.HK - A fast sweep, and an average damage. Good to use after a (Air) QCF + Kick.

Command Moves

Phantom Killer Kick

  • f + LK/B button - Nothing special with this move, but the damage is better than the Light Attacks. This move is not so good due to the slow startup, which is something bad. In the KoF series, you can combo this move on a f. LP, but in this game you can't. This move is easy to block, so watch out if you want to use. The best way to use this move is when your opponent is going to use a low attack, because Choi is immune to them while he is on the startup stage. This move is not cancelable.

Special Moves

Tornado Slicer

  • Charge d, u + Punch

Some Choi players say that this is an anti-air move, but I don't think that this is reliable. It does good chipping damage(in the light and in the hard version), so if you like chip damage, use Choi. The first hit of this move can be canceled on Super Moves(I could cancel on MAXIMUM Mode using a keyboard, and I don't know if it's free cancelable), but this is a hard thing... Button used determines the damage and if Choi will move forward.

Spatial Separator

  • Charge d, u + Kick
    • Hold Kick to attack after bouncing off the wall

Good move if you want to run away from your opponent. Button used determines what Choi will do. If you hold the light kick, Choi goes to the ground using the move below(quickly). This does some damage too. If you hold the heavy Kick, this move becomes the move below. If you don't hold any kick, Choi goes to the ground, and only that. The Heavy version is predictable(When he is going to the wall, it's like he's saying:"Here I go, defend this move!". The best ones to use are the "don't hold any" version and the light version. I compared the two of them, and the Light version goes faster to the ground, so I recommend this version.

Whirlwind Monkey Slash

  • Charge b, f + Punch
    • After the first attack hold any direction + Punch to attack again

This move is good(Well, It's better than the Heavy version above), It has a fast startup(Better on the light version) and a not so good damage, but can combo(up to four times, I think) if timed well. Some characters have a hard time with this move, but don't abuse, please.

Swooper Kick

  • (In Air)QCF + Kick

Well... It's like Kim's. A good, fast, and not risky move to use. Can be used after the QCB + Punch too, but this don't combo. This move can be used to build the meter if your opponent don't attack so much. How? It's easy. Just do a backdash and then just use this move, I prefer to use the light version, because it's faster. Kind of good as a chipping move too(As I said, if you like chipping, use Choi).

Tragic Monkey Trounce

  • DP + Kick

A DP-like move with no immunity frames(I think) and no cancelable hits. Good anti-air, but bad reach. This move is risky if blocked(Choi does some strange stance after the attack), so use with caution.

Twisting Flight Monkey Trounce

  • QCB + Punch

Choi roll on the ground like a little ball. If he hits the opponent, he slowly does some damage on the opponent while he is in the ball form(I think it's 9 hits). It can be risky if blocked, and you have only one option: Using the QCB + Kick(You can use if this is not blocked, but this will not combo). It's easy, and not risky. Use the Light version, it's faster. Good as chipping move(better if "comboed" with the air move, It's something like a... Chip Combo?(If you like chipping, use Choi, that's something that I like to say) This move have a slow startup, so watch out.(On KoF2002, this move had some immunity frames, I need to confirm if it have in this game)

Flying Monkey Ambush

  • (During Twisting Flight Monkey Trounce)Press either Punch

Just press punch while he is rolling on the ground. Can be risky if blocked, you need to know when and where you're going to use. If the opponent jumps, you can use the Heavy version(Watch out for the characters that jump high, like Chun-Li, and even Choi). The light version can be used as a surprise move, but don't abuse.

Super Moves

Phoenix Talons

  • QCF, HCF + Kick

A basic super mostly used in combos. Choi run in the opponent's direction and do a bunch of attacks ending with that DP-like move. This move is predictable when used alone, because Choi starts with a somersault that can warn the opponent. It does good damage(Almost 50% of one bar, I think), and is another risky move if blocked. As I said, this is used mostly in combos.

True! Slicing Cyclone Slash

  • HCB(2x) + Punch

Good anti-air, good startup, good damage. Choi starts spinning and does a giant hurricane, and you can move it. This super is incredibly good, but don't use in combos, please. This move juggles the opponent for 3(or 4) hits, and a good damage(More than 50% of one bar). Choi is immune to projectiles while he's inside of the tornado. This move does a hard knockdown for the opponent. It's the best move if you want to chip on the corner(If you like chipping, use Choi, I will say this forever). Another risky move if blocked(Choi does a stance after the attack).

Exceed

Fatal Evisceration

  • HCF(2x) + Both Punches

Choi's Exceed... It does a GREAT damage when done correctly, but that's something hard to do. When you input the command, the screen turns blue(Something common), but stays blue(Only Choi's exceed can do this). Choi then disappears into the background, then you can see 5 giant claws slashing and then Choi diving out of the background at the opponent's face. This move is cool(The opponent can say something like: "WOW! What is this?"), and each claw does about 50% of a bar of damage, and while the opponent think:"WOW!" you're thinking that this can turn the tables around, most likely. Not. Why? It's really hard to juggle the opponent, and the maximum that I've gotten was 3 slashes on the opponent(And I don't need to talk about the damage).

The Basics

First of all, Choi is not basic. You need to know all of the characters in the game(you don't need to go too deeply on that), to know what are your options and what are the opponent's options. Choi's low hitbox, his good walking speed, and his high jump are something that can help on battle, but the range of his Normal Moves and the risky Special Moves are something really dangerous for you. The opponent will most likely not expecting that you will choose Choi, and that is something that you can take advantage, because... The opponent know that Choi is not a character for beginners(And this is a beginner guide). And there's something the opponent will know too: His "bad things". The opponent will try(Almost every time) to take advantage of the bad things that Choi has(he/she'll use them just to win, and I don't know why). Below is how to prevent this.

Choi's gameplan

Just move and attack. You'll need to be used to Choi's speed on his special moves to use him(If you want to play competitively). Do High Jumps, Wall jumps, the Charge moves and don't be unsafe. Punish when you need to punish. Damage is what you'll need(Because Choi is bad in damage terms). Don't try to stay on the corner, or you'll lose. Master the GCF to prevent that.

Advanced Strategy

How to deal with:

Choi's low Stamina:
Choi's low stamina is something that the opponent will take advantage, pushing him to the corner of the screen to get a Guard Crush, because the opponent will know that Choi has hard times defending himself in the corner(You need to know this too). So now you're probably asking: "How can I avoid this?" That's not so simple. Let's suppose that the battle has just begun and you are playing with Choi (just having this idea of low stamina). Then you think: "If Choi has hard times in the corner, I just need to walk towards the opponent and I should try to not defend some moves to avoid being pushed to the corner, right?" Not. If you walk forward, you'll get a hit. If you walk backwards, you'll be pushed. So your only options are: Wait for the opponent(This can be good sometimes), or you can jump. So let's suppose that you'll just wait. The opponent will not know that, so he can't prepare himself. You two have the idea of low stamina, so the opponent will go towards you, probably jumping, because he want to push you with a Combo(With you defending it). Well, the opponent will jump, what can you do? You have some anti-airs, but they're not reliable. You can jump for an air-to-air battle, in which you need some luck(If you choose it, use the light attacks). And then, probably the best of them: Walking Forward. Choi has a good walking speed and low hitbox, and it's enough to pass under some characters's air attacks, and I tested with Hugo and Earthquake(Kind of slow and big, but powerful characters). The dash can help sometimes too if you want to get rid of those air attacks, and you can earn a counter in some cases. You can do a backdash too, but you need to know what are you doing, because you're going to the corner(the best thing you can do is a wall jump). If your opponent hold you on the corner(with you defending), you can abuse some CD counters. If you don't have meter, just try to dash when the opponent jumps.

His Combos:

The combos are a problem for Choi... I don't know many of them(You can add if you want).

1- [Jump attack] cl.AA/cr.BB, f.A, qcf hcb+K

This combo is used on the KoF series and works here too, which is good, because you need this combo to be a good Choi player(This is said on the KoF 2002 Choi combos section too). If you want to practice, just input: QCF+A, HCB+K. That's something good to practice. When you get used to it, use: cl.A, QCF+A, HCB+K. When you get used to it too, just use the combo above(You don't need the jump attack to do this combo, but you can use for more damage).

2- cr.C/cl.C, qcf hcb+K

Another KoF combo. Good if you want to punish your opponent if he whiffs(misses) a Special/Super Move(This have the same utility on the KoF series). If you don't have meter(Which is rare), use that DP-like move or that hurricane(The hurricane is better with the cr.C version).

The Reach of his moves

Reach is not a bad problem for Choi. Why? Well, he's small. The opponent can try to poke you sometimes, because he know that you don't have reach. But that's not a problem. If you want to poke, just use f.A, it's fast and have a good priority and reach too. His cr.C has a good reach too.

The Exceed

The Exceed is really a problem... It's a random thing that can be hard to hit. I think that this move had a counter way on KoF2002, but I don't know if it exists here. If it hits, this can set your opponent on a juggle state(Not on every hit), and you can follow up with some air move(You can follow up with a super too, I think). You need luck to do that, because this is something really random.

The Risky Special Moves

His risky moves are a problem for you? The opponent keeps defending them and punishing you? Well, you have some options. Let's see...

  • First, that DP-like move. What can you do with it? This can be used as an anti-air(The opponent cannot defend in the air), but... It's not reliable... Problably you're asking: So, where can I use it? Simple. You can use it on combos. But only on the corner. I think that this can connect on the corner: cl.C + DP+K. I don't know for sure if it connects. If it connects, you can put it on the "His combos" section.
  • That hurricane/tornado(I don't know). Some players think that this is an anti-air move, so, if you want to think on that way, you can go(The opponent cannot defend on the air, and this makes this move a not risky move).
  • That QCB+P followup. There's a way to avoid being punished with this move. You need to attack with the tip of the claws and when you are going to the ground. This needs to be well calculated, so you need to think when Choi is in the ball form.
  • The supers. For the first(When Choi runs), just let your opponent defend this super and you'll see why this move is used mostly on combos. For the second(That giant hurricane/tornado), this can be used as an anti-air or when the opponent is on the corner and you know that your opponent will lose the round.(Just chip him on the corner with this move, because if you like chipping, use Choi, you already know that).

Match-Ups