(combined redundant moves hcf+D and d,d+D) |
m (→Movelist) |
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! <br>qcf,hcb+[[image:snka.gif]]<br><br> | ! <br>qcf,hcb+[[image:snka.gif]]<br><br> | ||
|align="center"| | |align="center"| 18/48/49 (on guard: 13/7/27) | ||
|align="center"| | |align="center"| KD/-7 | ||
|align="center"| | |align="center"| | ||
|align="center"| HL | |align="center"| HL | ||
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* has a lot of startup invincibility and causes guardcrush on impact, making it risky for the opponent to punish on block. If he whiffs, he continues to run, then falls. Risky to do since players can roll behind him and combo with whatever they like | * has a lot of startup invincibility and causes guardcrush on impact, making it risky for the opponent to punish on block. If he whiffs, he continues to run, then falls. Risky to do since players can roll behind him and combo with whatever they like | ||
* this move has 5 different finishes. He can jump on you, causing a hard knockdown. He can do a rolling attack, a sliding attack or an attack with his belly, which do not have any special properties. He can finish with a kick, and recovers fast enough that you can followup with many things, including a qcfx2+A DM | * this move has 5 different finishes. He can jump on you, causing a hard knockdown. He can do a rolling attack, a sliding attack or an attack with his belly, which do not have any special properties. He can finish with a kick, and recovers fast enough that you can followup with many things, including a qcfx2+A DM | ||
* Invincibility: Complete startup. Complete on guard attack (so it is safe on block despite being negative). | |||
|- | |- | ||
! qcf,hcb+[[image:snkc.gif]] | ! qcf,hcb+[[image:snkc.gif]] | ||
|align="center"| | |align="center"| 18/60/49 (on guard: 13/7/27) | ||
|align="center"| | |align="center"| KD/-7 | ||
|align="center"| | |align="center"| | ||
|align="center"| HL | |align="center"| HL | ||
|- | |- | ||
! <br>qcfx2+[[image:snkb.gif]]<br><br> | ! <br>qcfx2+[[image:snkb.gif]]<br><br> | ||
|align="center"| 16/4(18)5/24 | |||
|align="center"| KD/-19 | |||
|align="center"| | |align="center"| | ||
|align="center"| | |align="center"| H*HL | ||
|rowspan="2" valign="bottom" style="border-right:0px;"| [[image:Chang02_qcfx2K1.png|center]] | |rowspan="2" valign="bottom" style="border-right:0px;"| [[image:Chang02_qcfx2K1.png|center]] | ||
|rowspan="2" colspan="2" valign="bottom" style="border-left:0px;"| [[image:Chang02_qcfx2K2.png|center]] | |rowspan="2" colspan="2" valign="bottom" style="border-left:0px;"| [[image:Chang02_qcfx2K2.png|center]] | ||
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* overhead on the first hit | * overhead on the first hit | ||
* hard knockdown on the last hit | * hard knockdown on the last hit | ||
* Invincibility: B: 1-8f, D: 1-9f. | |||
|- | |- | ||
! qcfx2+[[image:snkd.gif]] | ! qcfx2+[[image:snkd.gif]] | ||
|align="center"| 17/4(18)5/24 | |||
|align="center"| KD/-19 | |||
|align="center"| | |align="center"| | ||
|align="center"| | |align="center"| H*HL | ||
|- | |- | ||
! qcfx2+[[image:snka.gif]] | ! qcfx2+[[image:snka.gif]] | ||
|align="center"| 6/4+21*26*2/45 | |||
|align="center"| KD/-29 | |||
|align="center"| | |align="center"| | ||
|align="center"| HL*HL*H | |||
|align="center"| HL | |||
|valign="bottom" style="border-right:0px;"| [[image:Chang02_qcfx2A1.png|center]] | |valign="bottom" style="border-right:0px;"| [[image:Chang02_qcfx2A1.png|center]] | ||
|valign="bottom" style="border-right:0px; border-left:0px;"| [[image:Chang02_qcfx2A2.png|center]] | |valign="bottom" style="border-right:0px; border-left:0px;"| [[image:Chang02_qcfx2A2.png|center]] | ||
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|rowspan="3"| '''Tekkyuu Dai Assatsu - qcfx2+P''' | |rowspan="3"| '''Tekkyuu Dai Assatsu - qcfx2+P''' | ||
* if using qcfx2+A, Chang immediately jumps into the air, falling on top of the opponent. For qcfx2+C, Chang will run forward a slight bit before jumping | * if using qcfx2+A, Chang immediately jumps into the air, falling on top of the opponent. For qcfx2+C, Chang will run forward a slight bit before jumping | ||
* Chang has autoguard | * Chang has autoguard in the second active period (during belly flow in the air). Anti-airing Chang while he's in the air is pointless. It is even possible to use this move to counter full screen hard to punish moves like Kula's Freeze Execution hcbx2+AC SDM, since all hits will be autoguarded while Chang is in the air | ||
* this is a great anti-air but opponent can recovery roll if anti-aired, and combo Chang before he recovers | * this is a great anti-air but opponent can recovery roll if anti-aired, and combo Chang before he recovers | ||
* overhead on the first hit of Chang landing | * overhead on the first hit of Chang landing | ||
* this move has the ability to hit an opponent on the ground | * this move has the ability to hit an opponent on the ground | ||
* Invincibility: A: 1-10f, C: 1-9f. | |||
* Autoguard C version: 9-20. | |||
|- | |- | ||
!rowspan="2"| qcfx2+[[image:snkc.gif]] | !rowspan="2"| qcfx2+[[image:snkc.gif]] | ||
|rowspan="2" align="center"| 31/32*31*2/48 | |||
|rowspan="2" align="center"| KD/-32 | |||
|rowspan="2" align="center"| | |rowspan="2" align="center"| | ||
|rowspan="2" align="center"| HL*HL*H | |||
|rowspan="2" align="center"| HL | |||
|valign="bottom" style="border-right:0px; border-bottom:0px;"| [[image:Chang02_qcfx2C1.png|center]] | |valign="bottom" style="border-right:0px; border-bottom:0px;"| [[image:Chang02_qcfx2C1.png|center]] | ||
|colspan="2" valign="bottom" style="border-left:0px; border-bottom:0px;"| [[image:Chang02_qcfx2A1.png|center]] | |colspan="2" valign="bottom" style="border-left:0px; border-bottom:0px;"| [[image:Chang02_qcfx2A1.png|center]] | ||
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|- | |- | ||
! qcfx2+[[image:snka.gif]]+[[image:snkc.gif]] | ! qcfx2+[[image:snka.gif]]+[[image:snkc.gif]] | ||
|align="center"| | |align="center"| 3/7+25+12*32*5/39+46 | ||
|align="center"| | |align="center"| | ||
|align="center"| | |align="center"| |
Revision as of 14:29, 23 December 2016
General Info
Crouch height: High
Stand | Crouch | Jump | Grab | Run |
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Colors
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Movelist
Notes
- cancellable normals are close A, crouch A, close B, far B, crouch B, crouch C, close D, crouch D
- CD is cancellable into specials and DMs
- Close A and Close D whiffs against crouching opponents
Combos
Everywhere
Close B, hcb f+P - 25%
Close D/Crouch C, qcfx2+K - 46%
Close D/Crouch C, dd+B, qcfx2+K - 50%