The King of Fighters 2002/Choi: Difference between revisions

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== Movelist ==
[[image:Choi02_stance.gif|right]]
==General Info==
Crouch height: Low<br>
Jump: 4/42/1<br>
Hop: 4/31/1<br>
Dash: 3/10~∞/3<br>
Backdash: 3/16/3<br>
Wakeup: 26 frames<br>
Recovery roll: 30 frames<br>


'''Command Normals:'''<br>
{|
1. Toorima Geri - b/f+B<br>
! Stand
- Choi does a little forward flip kick<br>
! Crouch
- has a frame advantage, allowing you to combo crouch D, far A or Hou'ou Kyaku qcf hcb+K<br>
! Jump
- can evade many low attacks<br>
! Grab
- free cancellable out of into Hishou Kyaku qcf+K(air)
! Run
|-
|valign="bottom"| [[image:Choi02_stand.png]]
|valign="bottom"| [[image:Choi02_crouch.png]]
|valign="bottom"| [[image:Choi02_jump.png]]
|valign="bottom"| [[image:Choi02_grab.png]]
|valign="bottom"| [[image:Choi02_run.png]]
|}
===Colors===
{|
! [[image:snka.gif]]
! [[image:snkb.gif]]
! [[image:snkc.gif]]
! [[image:snkd.gif]]
|-
| [[image:Choi02_colorA.png]]
| [[image:Choi02_colorB.png]]
| [[image:Choi02_colorC.png]]
| [[image:Choi02_colorD.png]]
|}


'''Special Moves:'''<br>
==[[The_King_of_Fighters_2002/Normals_Guide|Movelist]]==
1. Tatsumaki Shippuu Zan - _d u+P<br>
{|border="1"
- Choi spins, creating a tornado around him, then rises into the air<br>
!width="9%"|
- not very good priority as an anti-air but hits behind him so it works well for stopping people who roll through you<br>
! Frames
- supercancellable on the first hit<br>
! Advantage
- free cancellable out of on the first hit into ground attacks, and qcf+K(air) on all other hits
! Cancel
! Block
!colspan="3"| Hitbox
! Notes
|-
|colspan="9" align="center"| '''Standing Close'''
|-
! [[image:snka.gif]]
|align="center"| 3/4/5
|align="center"| +3/+1
|align="center"| R,C,S,Su
|align="center"| HL
|colspan="3" | [[image:Choi02_clA.png|center]]
|
|-
! [[image:snkb.gif]]
|align="center"| 3/4/5
|align="center"| +3/+1
|align="center"| C,S,Su
|align="center"| HL
|colspan="3" | [[image:Choi02_clB.png|center]]
|
|-
! [[image:snkc.gif]]
|align="center"| 8/7/11
|align="center"| +2/0
|align="center"| C,S,Su
|align="center"| HL
|colspan="3" | [[image:Choi02_clC.png|center]]
|
|-
! [[image:snkd.gif]]
|align="center"| 6/9/15
|align="center"| -4/-6
|
|align="center"| HL
|colspan="3"| [[image:Choi02_stD.png|center]]
|
|-
|colspan="9" align="center"| '''Standing Far'''
|-
! [[image:snka.gif]]
|align="center"| 3/4/5
|align="center"| +3/+1
|align="center"| C,S,Su
|align="center"| HL
|colspan="3" | [[image:Choi02_stA.png|center]]
|
|-
! [[image:snkb.gif]]
|align="center"| 3/4/7
|align="center"| +1/-1
|
|align="center"| HL
|colspan="3" | [[image:Choi02_stB.png|center]]
|
|-
! [[image:snkc.gif]]
|align="center"| 5/7/16
|align="center"| -3/-5
|
|align="center"| HL
|colspan="3" | [[image:Choi02_stC.png|center]]
|align="center"| Opponent is popped up, but resets as if hit anti-air
|-
! [[image:snkd.gif]]
|align="center"| 6/9/15
|align="center"| -4/-6
|
|align="center"| HL
|colspan="3" | [[image:Choi02_stD.png|center]]
|
|-
! [[image:snkc.gif]] + [[image:snkd.gif]]
|align="center"| 14/7/24
|align="center"| KD/-9
|align="center"| S,Su
|align="center"| HL
|colspan="3"| [[image:Choi02_stCD.png|center]]
|
|-
|colspan="9" align="center"| '''Crouching'''
|-
! [[image:snka.gif]]
|align="center"| 3/4/5
|align="center"| +3/+1
|align="center"| R,C,S,Su
|align="center"| HL
|colspan="3" | [[image:Choi02_crA.png|center]]
|
|-
! [[image:snkb.gif]]
|align="center"| 3/4/5
|align="center"| +3/+1
|align="center"| R
|align="center"| L
|colspan="3" | [[image:Choi02_crB.png|center]]
|
|-
! [[image:snkc.gif]]
|align="center"| 7/8/16
|align="center"| -4/-6
|align="center"| C,S,Su
|align="center"| HL
|colspan="3" | [[image:Choi02_crC.png|center]]
|
|-
! [[image:snkd.gif]]
|align="center"| 6/6/18
|align="center"| K/-6
|
|align="center"| L
|colspan="3" | [[image:Choi02_crD.png|center]]
|
|-
|colspan="9" align="center"| '''Jump'''
|-
! [[image:snka.gif]]
|align="center"| 3/5/-
|align="center"| -/-
|
|align="center"| H
|colspan="3" | [[image:Choi02_jA.png|center]]
|align="center"| Invincible:8 Frames after active frames
|-
! [[image:snkb.gif]]
|align="center"| 5/7/-
|align="center"| -/-
|
|align="center"| H
|colspan="3" | [[image:Choi02_jB.png|center]]
|
|-
! [[image:snkc.gif]]
|align="center"| 4/4*4*4/-
|align="center"| -/-
|align="center"| S
|align="center"| H
|valign="bottom" style="border-right:0px;"| [[image:Choi02_jC1.png|center]]
|valign="bottom" style="border-left:0px; border-right:0px"| [[image:Choi02_jC2.png|center]]
|valign="bottom" style="border-left:0px;"| [[image:Choi02_jC3.png|center]]
|
|-
! [[image:snkd.gif]]
|align="center"| 7/9/-
|align="center"| -/-
|
|align="center"| H
|colspan="3" | [[image:Choi02_jD.png|center]]
|
|-
! [[image:snkc.gif]] + [[image:snkd.gif]]
|align="center"| 6/5/-
|align="center"| KD/-
|align="center"| S
|align="center"| HL
|colspan="3"| [[image:Choi02_jCD.png|center]]
|
|-
|colspan="9" align="center"| '''Neutral Jump'''
|-
! [[image:snka.gif]]
|align="center"| 3/5/-
|align="center"| -/-
|
|align="center"| H
|colspan="3" | [[image:Choi02_juA.png|center]]
|
|-
! [[image:snkb.gif]]
|align="center"| 5/7/-
|align="center"| -/-
|
|align="center"| H
|colspan="3" | [[image:Choi02_juB.png|center]]
|
|-
! [[image:snkc.gif]]
|align="center"| 5/7/-
|align="center"| -/-
|
|align="center"| H
|colspan="3" | [[image:Choi02_juC.png|center]]
|
|-
! [[image:snkd.gif]]
|align="center"| 6/6/-
|align="center"| -/-
|
|align="center"| H
|colspan="3" | [[image:Choi02_juD.png|center]]
|
|-
|colspan="9" align="center"| '''Hop'''
|-
! [[image:snka.gif]]
|align="center"| 3/5/-
|align="center"| -/-
|
|align="center"| H
|colspan="3" | [[image:Choi02_jA.png|center]]
|
|-
! [[image:snkb.gif]]
|align="center"| 5/7/-
|align="center"| -/-
|
|align="center"| H
|colspan="3" | [[image:Choi02_jB.png|center]]
|
|-
! [[image:snkc.gif]]
|align="center"| 4/4*4*4/-
|align="center"| -/-
|
|align="center"| H
|valign="bottom" style="border-right:0px;"| [[image:Choi02_hC1.png|center]]
|valign="bottom" style="border-left:0px; border-right:0px"| [[image:Choi02_hC2.png|center]]
|valign="bottom" style="border-left:0px;"| [[image:Choi02_hC3.png|center]]
|
|-
! [[image:snkd.gif]]
|align="center"| 5/9/-
|align="center"| -/-
|
|align="center"| H
|colspan="3" | [[image:Choi02_jD.png|center]]
|
|-
|colspan="9" align="center"| '''Command Normals'''
|-
! f + [[image:snkb.gif]]
|align="center"| 19/2/11
|align="center"| +7/+5
|
|align="center"| HL
|colspan="3" | [[image:Choi02_fB.png|center]]
|
|-
|colspan="9" align="center"| '''Special Moves'''
|-
! _d,u + [[image:snka.gif]]
|align="center"| 3/3+1(1)[1*1*1(1)1*1*1(1)]x4 1*1*1/15+13
|align="center"| KD/-47 (-23 in corner)
|align="center"| S (1st hit), Fo
|align="center"| HL
|valign="bottom" style="border-right:0px; border-bottom:0px;"| [[image:Choi02_duP1.png|center]]
|valign="bottom" style="border-left:0px; border-right:0px; border-bottom:0px;"| [[image:Choi02_duP2.png|center]]
|valign="bottom" style="border-left:0px; border-bottom:0px;"| [[image:Choi02_duP3.png|center]]
|rowspan="2"| ''' Tatsumaki Shippuu Zan - _d u + P'''
* Choi spins, creating a tornado around him, then rises into the air. C version rises higher and does more hits than the A version
* not very good priority as an anti-air but hits behind him so it works well for stopping people who roll through you
* no invincibility on startup and very punishable if blocked
* supercancellable on the first hit
* free cancellable out of on the first hit into ground attacks, and qcf + K(air) on all other hits
|-
! _d,u + [[image:snkc.gif]]
|align="center"| 3/3+1(1)[1*1*1(1)1*1*1(1)]x5, 1*1*1/25+17
|align="center"| KD/-61 (-46 in corner)
|align="center"| S (1st hit), Fo
|align="center"| HL
|valign="bottom" style="border-right:0px; border-top:0px;"| [[image:Choi02_duP4.png|center]]
|valign="bottom" style="border-left:0px; border-right:0px; border-top:0px;"| [[image:Choi02_duP5.png|center]]
|valign="bottom" style="border-left:0px; border-top:0px;"| [[image:Choi02_duP6.png|center]]
|-
! <br>qcb + [[image:snka.gif]]<br><br>
|align="center"| 18/1(2)[2(2)]x7,1/14 (on contact:0/1(2)[2(2)]x7,2/38+14)
|align="center"| -34/-36
|align="center"| > P, (in bounce) qcf + K, Fo
|align="center"| HL
|rowspan="2" colspan="3" | [[image:Choi02_qcbP.png|center]]
|rowspan="2"| '''Kaiten Hien Zan - qcb + P'''
* Choi does a rolling attack horizontally, where the C version travels further than the A version
* if the rolling attack makes contact with the opponent (hits or is blocked), then Choi will do 9 hits, making him bounce off the opponent
* after bouncing off the opponent, if the qcb + A was used, he will bounce forward, ending up behind the opponent. If qcb + C was used, he will bounce backwards
* anytime during the bounce off the opponent, he can perform the air qcf + K
* at any point before Choi hits the opponent with qcb + P, he can hit P to do Kishuu Hien Zuki followup
* during the roll animation, Choi can go under air projectiles such as Athena's psychoball qcb + P. It also has some invincibility
* free cancellable out of on the first hit into ground attacks and to qcf + K(air) on all other hits
* Invincibility: A: 1-9f; C: 1-11f.
|-
! qcb + [[image:snkc.gif]]
|align="center"| 20/1(2)[2(2)]x12,1/17 (on contact:0/1(2)[2(2)]x7,2/38+14)
|align="center"| -34/-36
|align="center"| > P, (in bounce) qcf + K, Fo
|align="center"| HL
|-
! <br>> [[image:snka.gif]]<br><br>
|align="center"| 4/16/19
|align="center"| KD/-17
|align="center"| Fo
|align="center"| HL
|rowspan="2" colspan="3" | [[image:Choi02_qcbPP.png|center]]
|rowspan="2"| '''Kishuu Hien Zuki - P (during qcb + P)'''
* A makes him leap low to the ground and about half a screen distance, while C makes him leap very high and 3/4 screen distance
* this move is fairly high priority and does good damage, but the C version is very punishable while the A version can be made unpunishable on block if spaced right.
* C version will whiff on some short characters at the start of the active frames, like Choi himself.
* free cancellable out of into qcf + K(air)
|-
! > [[image:snkc.gif]]
|align="center"| 6/26/21
|align="center"| KD/-29
|align="center"| Fo
|align="center"| HL
|-
! > j.qcf + [[image:snkb.gif]]
|align="center"| 20/[1*]x∞/14
|align="center"| -/-
|align="center"|
|align="center"| HL
|rowspan="2" colspan="3" | [[image:Choi02_jqcfK.png|center]]
|rowspan="2"| '''Hishou Kyaku - qcf + K(air)'''
* Different startup but otherwise identical ti the independent Hishou Kyaku,
|-
! > j.qcf + [[image:snkd.gif]]
|align="center"| 22/[1*]x∞/14
|align="center"| -/-
|align="center"|
|align="center"| HL
|-
! <br>j.qcf + [[image:snkb.gif]]<br><br>
|align="center"| 10/[1*]x∞/14
|align="center"| -/-
|align="center"| Fi
|align="center"| HL
|rowspan="2" colspan="3" | [[image:Choi02_jqcfK.png|center]]
|rowspan="2"| '''Hishou Kyaku - qcf + K(air)'''
* Choi will do an air attack diagonally downwards doing a number of hits and having good recovery
* qcf + B(air) goes down at about 30 degrees to the vertical, while qcf + D(air) is at a 45 degree angle and comes out slower
* free cancellable into
|-
! j.qcf + [[image:snkd.gif]]
|align="center"| 12/[1*]x∞/14
|align="center"| -/-
|align="center"| Fi
|align="center"| HL
|-
! dp + [[image:snkb.gif]]
|align="center"| 5/3(1)3+3/24+19
|align="center"| KD/-31
|align="center"| Fi
|align="center"| HL
|valign="bottom" style="border-right:0px;"| [[image:Choi02_dpB1.png|center]]
|colspan="2" valign="bottom" style="border-left:0px;"| [[image:Choi02_dpB2.png|center]]
|rowspan="2"| '''Hien Zan - dp + K'''
* Choi does a backflip into the air, similar to Kim's Hien Zan, dp + D goes further horizontally and higher than dp + B
* dp + B will knockdown if it hits the opponent but dp + D does not, giving the opponent all the time in the world to punish you. Hence, dp + D should never ever be done when the opponent is on the ground
* totally whiffs the opponent if cancelled from any strong attack.
* free cancellable into
* Invincibility: Complete startup. C version Upperbody invicible first active period.
|-
! dp + [[image:snkd.gif]]
|align="center"| 6/4(2)3+3/31+19
|align="center"| KD/-38
|align="center"| Fo
|align="center"| HL
|valign="bottom" style="border-right:0px;"| [[image:Choi02_dpD1.png|center]]
|colspan="2" valign="bottom" style="border-left:0px;"| [[image:Choi02_dpD2.png|center]]
|-
! <br>_b,f + [[image:snka.gif]]<br><br>
|align="center"| 13+7/32/2+14
|align="center"| -28/-30
|align="center"| Fo,Fi
|align="center"| HL
|rowspan="2" colspan="3" | [[image:Choi02_bfP.png|center]]
|rowspan="2"| '''Senpuu Hien Zashi - _b,f + P'''
* can be followed up by Houkou Tenkan (any direction + P/K) up to three times
* free cancellable out of into qcf + K(air)
|-
! _b,f + [[image:snkc.gif]]
|align="center"| 20+7/32/2+18
|align="center"| -32/-34
|align="center"| Fo,Fi
|align="center"| HL
|-
! > any direction + [[image:punch.gif]]/[[image:kick.gif]]
|align="center"| 16/19/until land+15
|align="center"| -/-
|align="center"|
|align="center"| HL
|valign="bottom" style="border-right:0px;"| [[image:Choi02_dPK.png|center]]
|valign="bottom" style="border-left:0px; border-right:0px"| [[image:Choi02_dfPK.png|center]]
|valign="bottom" style="border-left:0px;"| [[image:Choi02_bfP.png|center]]
| '''Houkou Tenkan - any direction + P/K'''
* can be done up to three times, making Choi fly horizontally in the direction entered
* the hits themselves do decent damage and have fairly high priority. Certain characters have no ways of dealing with this move once they have blocked the first hit
* free cancellable out of into qcf + K(air)
* All directions except horizontal cancel active frames when Choi hits the ground.
|-
! _d,u + [[image:kick.gif]]
|align="center"| 0/2-48/3 (Wall touch: 4 frames; drop: 3/until land+3) Houkou Tenkan: 3/[1*]∞/15
|align="center"| -/-
|align="center"|
|align="center"| -
|colspan="3" | [[image:Choi02_duK.png|center]]
| '''Hishou Kurretsu Zan - _d,u + K'''
* uf + K and ub + K can be used instead of u + K<br>
* Choi leaps to the wall specified, or to the wall behind him if _d u + K was used. If K is held until he touches the wall, he will perform Houkou Tenkan. He can do the Houkou Tenkan (any direction + P/K) up to three more times after that
* if B was held, Choi will do the Houkou Tenkan at a 45 degree angle off the wall. If D was held, he will do it horizontally
|-
|colspan="9" align="center"| '''DMs'''
|-
! <br>hcbx2+[[image:punch.gif]]<br><br>
|align="center"| 19/123/38
|align="center"| KD/-
|align="center"|
|align="center"| HL
|colspan="3" | [[image:Choi02_hcbx2P.png|center]]
|'''Shin! Chouzetsu Tatsumaki Shinkuu Zan - hcbx2+P'''
* Choi can move backwards and forward during the tornado
* has some startup delay and invincibility but he can still be hit the moment the tornado begins to appear. However, once it has completely enveloped Choi, it is not possible to hit him aside of some very few moves, such as Kula's SDM
* generally too slow to be used for anti-air, but is great for chip damage in the corner (as long as it is going to kill the opponent)
* hard knockdown on all hits
* negates normal and DM projectiles
* Invincibility: 1-14f.
|-
! <br>qcf,hcb + [[image:snkb.gif]]<br><br>
|align="center"| 2/16/38
|align="center"| KD/-21
|align="center"|
|align="center"| HL
|rowspan="2" colspan="3" | [[image:Choi02_qcfhcbK.png|center]]
|rowspan="2"| '''Hou'ou Kyaku - qcf,hcb + K'''
* Choi runs forward quickly and if he connects he will do a series of attacks
* if it's blocked or misses, he will fall down and can be punished easily
* Invincibility: Complete startup.
|-
! qcf,hcb + [[image:snkd.gif]]
|align="center"| 2/24/38
|align="center"| KD/-21
|align="center"|
|align="center"| HL
|-
|colspan="9" align="center"| '''SDM'''
|-
! qcf,hcb + [[image:snkb.gif]] + [[image:snkd.gif]]
|align="center"| 2/24/38
|align="center"| KD/-21
|align="center"|
|align="center"| HL
|colspan="3" | [[image:Choi02_qcfhcbK.png|center]]
|rowspan="2"| '''Hou'ou Kyaku - qcf,hcb + BD'''
* same properties as his qcf hcb + K DM version, but does way more damage, a bit over 50% of a life bar
|-
|colspan="9" align="center"| '''HSDM'''
|-
! hcfx2+[[image:snka.gif]] + [[image:snkc.gif]]
|align="center"| 18+15+15+15+15+15+15+15/11/17 (projectile: 49/[1+1+3(15)]x6)
|align="center"| KD/-
|align="center"|
|align="center"|
|colspan="3" | [[image:Choi02_HSDM.png|center]]
| '''Shakushi - hcfx2+AC(air)'''
* Choi disappears, then attacks 7 times in random locations on the screen. All hits except the last one (when Choi reappears) put the opponent into a jugglable state
* it is very difficult to evade this super because of Choi's randomness. It can also crossup very easily especially if your opponent is in the middle of the screen
* Choi can easily be hit out of this move while he has disappeared, using various attacks including rising uppercuts and even standing jabs. However, it's not guaranteed to always work
|}


2. Kaiten Hien Zan - qcb+P<br>
- Choi rolls across the screen for some period of time. If he doesn't connect with the opponent, he stops. Otherwise, he will roll on top of that and end up in the air<br>
- at any point before Choi hits the opponent, he can do the Kishuu Hien Zuki P followup. He can use the Hishou Kyaku qcf+K(air) the moment he finishes hitting the opponent<br>
- qcb+C makes Choi roll further than qcb+A<br>
- qcb+C results in Choi falling backwards (facing the opponent) when he finishes hitting them, while qcb+A results in Choi falling forwards (behind the opponent). Thus, if using qcb+A and following up with Hishou Kyaku qcf+K(air), the direction of that move should be reversed<br>
- during the roll animation, Choi can go under air projectiles such as Athena's psychoball qcb+P<br>
- free cancellable out of on the first hit into ground attacks and to Hishou Kyaku qcf+K(air) on all other hits


2a. Kishuu Hien Zuki - P (during Kaiten Hien Zan qcb+P)<br>
==Short Movelist==
- A makes him leap low to the ground and about half a screen distance, while C makes him leap very high and 3/4 screen distance<br>
- this move is fairly high priority and does good damage<br>
- free cancellable out of into Hishou Kyaku qcf+K(air)


3. Hishou Kyaku - qcf+K(air)<br>
- Choi will do an air attack diagonally downwards<br>
- qcf+B(air) goes down at about 30 degrees to the vertical, while qcf+D(air) is at a 45 degree angle and comes out slower<br>
- free cancellable into


4. Hien Zan - dp+K<br>
* f + B
- Choi does a backflip into the air, similar to Kim's Hien Zan, dp+D goes further horizontally and higher than dp+B<br>
* Triangle jump.
- dp+B will knockdown if it hits the opponent but dp+D does not, giving the opponent all the time in the world to punish you. Hence, dp+D should never ever be done when the opponent is on the ground<br>
- totally whiffs the opponent if cancelled from any strong attack<br>
- free cancellable into


5. Senpuu Hien Zashi - _b f+P<br>
- can be followed up by Houkou Tenkan (any direction + P/K) up to three times<br>
- free cancellaboue out of into Hishou Kyaku qcf+K(air)


5a. Houkou Tenkan - any direction + P/K<br>
* (b) f + P
- can be done up to three times<br>
** any direction + P/K x 1-3 (May follow with 2nd and 3rd on startup or active frames.)
- free cancellable out of into Hishou Kyaku qcf+K(air)


6. Hishou Kurretsu Zan - _d u+K<br>
- uf+K and ub+K can be used instead of u+K<br>
- Choi leaps to the wall specified, or to the wall behind him if _d u+K was used. If K is held until he touches the wall, he will perform Houkou Tenkan. He can do the Houkou Tenkan (any direction + P/K) up to three times<br>
- if B was held, Choi will do the Houkou Tenkan at a 45 degree angle off the wall. If D was held, he will do it horizontally


6a. Houkou Tenkan - any direction + P/K<br>
* (d) u + P
- can be done up to three times<br>
- free cancellable out of into Hishou Kyaku qcf+K(air)


'''DMs:'''<br>
1. Shin! Chouzetsu Tatsumaki Shinkuu Zan - hcbx2+P<br>
- Choi can move back and forward during the tornado<br>
- has some startup delay and invincibility but he can still be hit the moment the tornado begins to appear. However, once it has completely enveloped Choi, it is not possible to hit him<br>
- generally too slow to be used for anti-air, but is great for chip damage in the corner (as long as it is going to kill the opponent)<br>
- hard knockdown on all hits
- negates normal and DM projectiles, but some attacks can still completely beat it, such as K9999's db hcb df+K and his d f df+ABCD SDM


2. Hou'ou Kyaku - qcf hcb+K<br>
* qcb + P
- Choi runs forward quickly, if he connects he will do a series of attacks, otherwise he falls flat and is open to attack
** P (Only before the attack hit/block.)
** qcf + K (Same move as air qcf + K. Only during bounce after hit/block.)


'''SDMs:'''<br>
1. Hou'ou Kyaku - qcf hcb+BD<br>
- same properties as his qcf hcb+K DM version, but does way more damage, a bit over 50% of a life bar


'''HSDM:'''<br>
* dp + K
1. Shakushi - hcfx2+AC(air)<br>
- Choi disappears, then attacks 7 times in random locations on the screen<br>
- it is very difficult to evade this super because of Choi's randomness. It can also crossup very easily especially if your opponent is in the middle of the screen<br>
- Choi can easily be hit out of this move, using fast rising attacks, DMs, and even jabs. However, it is not guaranteed to work everytime


'''Notes:'''<br>
-cancellable normals are close A, far A, crouch A, close B, close C, crouch C, jump C<br>
-CD is cancellable into specials and DMs


* (d) u + K
** Hold K (Same move as (b) f + P, but with other trajectory. Only while touching the wall.)
* air qcf + K
* DM hcb hcb + P (Use b / f to move.)
* DM qcf hcb + K
* SDM qcf hcb + BD
* HSDM air hcf hcf + AC
== Notes ==
===Cancellable moves===
* Close: A, B, C
* Far: A
* Crouch: A, C
* Jump: C (1-3)
* CD is cancellable into specials and DMs
===Super cancellable moves===
* (d) u + P (1)
===Free cancellable into moves===
??
=== Free cancellable out-of moves===
??
===Moves with Invincibility===
??
=== Moves with autoguard===
(none)
===Other Notes===
* C throw is mashable.


== Combos ==
== Combos ==


'''Anywhere:'''<br>
=== Basic Combos ===
1. Crouch BB, Far A(Buffer:qcf+A), qcf hcb+K(Buffer:qcb+K) - 33%<br>
 
2. f+B, Crouch D - 20%<br>
 
3. f+B, Far A(Buffer:qcf+A), qcf hcb+K(Buffer:qcb+K) - 45%<br>
* cr.C >
4. Crouch B, Crouch A, Far A(Buffer:qcf+A), qcf hcb+K(Buffer:qcb+K) - 33%<br>
** (d) u + C
5.(Opponent in air) _b f+P, f+Px4, (opponent in corner), _d u+C - 47% <br>
** (S)DM qcf hcb + K/BD {1 stock/Max Mode + 1 stock}
6. j.qcf+K (cross-over) sf.A qcfhcb+K
 
 
* cr.B / cr.A x 2, st.A > (S)DM qcf hcb + K/BD  {35%/??%} {1 stock/Max Mode + 1 stock}
 
 
* cr.B, cr.A >
** (d) u + C


'''Corner:'''<br>
1. Jump C, qcf+B(air), Far A(Buffer:qcf+A), qcf hcb+K(Buffer:qcb+K) - 50%


'''Maxmode:'''<br>
* cr.A / cl.A / cl.B > dp + B
1. Crouch BB, BC, Crouch C, qcf hcb+BD - 60%


'''Attack Strings:'''<br>
1. Crouch BB, Far A, f+B, Far A, f+B (repeat)<br>
2. Jump C, qcf+B, Far A (Corner)


'''Move Properties:'''<br>
* j.C (1-3) > air qcf + B {20%}
-cancellable normals are close A, far A, crouch A, close B, close C, crouch C, jump C<br>
-CD is cancellable into specials and DMs<br>
-free cancellable into moves are dp+K and qcf+K(air)<br>
-free cancellable out-of moves are f+B, qcb+P, P followup of qcb+P, _b f+P and _d u+K and it's f+P followups, and _d u+P<br>
-_d u+P is supercancellable on the first hit<br>
-hcbx2+P is a hard knockdown


* f + B,
** st.A >
*** (S)DM qcf hcb + K/BD  {35%/??%} {1 stock/Max Mode + 1 stock}
** (S)DM qcf hcb + K/BD {1 stock/Max Mode + 1 stock}
* Opponent in the air: (d) u + D / (b) f + P > f + P/K x 3,
** (d) u + C {48%} (Corner.)
Technically this combo can be started very far away from the corner and if executed fully, will take the opponent to the corner.
* HSDM air hcf hcf + AC, j.CD (Only if HSDM last attack miss and second last hit.) {Max Mode + 1 stock}
=== Max Mode ===
* cr.B x 2 >> BC, cr.C > SDM qcf hcb + BD {65%} {3 stocks}
* cl.D >> BC, cr.C > SDM qcf hcb + BD {75%} {3 stocks}
===Combos Notes===
* cr.B x 2, st.A > DM qcf hcb + K
This is easily Choi's most useful combo which MUST be learned if one is considering being a Choi player. The far A, qcf hcb + K part of the combo can be input with the shortcut qcf + A, hcb + K.
* cr.C > DM qcf hcb + K
Used for punishing and for hit confirming the crouch C poke (which isn't hard since it has many cancel frames).
* cr.B x 2 >> BC, cr.C > SDM qcf hcb + BD {65%}
Tricky combo. It must be input as d + B x 2, d + C~B, qcf hcb + BD. The combo does huge damage and is not hard to hit confirm.
* j.C > air qcf + B
Not damaging but a very useful combo. Depending on the spacing, it is possible to combo a far A after landing from qcf + B (and a DM after that as well, though not that easy).
* f + B,
** st.A > DM qcf hcb + B
** DM qcf hcb + B
After f + B, far A and qcf hcb + B are links that are about 1-2 frames tight. It's much easier to do a reversal special move/super than it is to do a reversal normal, so the far A is listed as optional.
* cl.D >> BC, cr.C > SDM qcf hcb + BD {75%}
This is strictly a combo to use when someone has missed a laggy move (super or dp). Can't really be comboed after a jump attack.
* HSDM air hcf hcf + AC, j.CD
This combo doesn't always work. If one of the last hits (but not the very last hit since that puts the opponent into an unjugglable state) connects and the opponent happens to be in range, Choi can combo a superjump CD after.


== Strategies ==
== Strategies ==


-jump C is a one of the best crossup moves in the game. It will almost always crossup, even if it looks like Choi has jumped too far away from his opponent. In addition, it can hit multiple times (up to three times if done very early in a jump). Since the move hits multiple times, the opponent is forced to block in different directions for each hit. The move also has decent priority and range, hitting most people out of their anti-airs. It can be cancelled into his air qcf+K as well. Jump C alone can make fighting Choi a nightmare


-his hcbx2+P is a great DM to use to chip an opponent to death who is in the corner. They cannot roll through this DM. He also has invincibility during this super (although not at startup)


- sf.A is a retarded poke. <br>
== Matchup Information ==
- press A. a lot. then throw in f+B and press A some more. If anything hits press A again and cancel to super<br>
 
- after pressing a lot of A and f+B and your opponent stops attacking, throw him <br>
=== Billy ===
- run away. a lot. <br>
 
- use _d u +_K to screw around with your opponent.<br>
* Countering crouch A and hcf + P
- know that all high attacks whiff over Choi's head.<br>
At a distance, Choi can spam crouch C whiff cancels into _d u + D. If Billy sticks out crouch A or hcf + A, crouch C will beat it. If Billy doesn't do it, CHoi will whiff the crouch C but immediately fly away to safety such that Billy would be unable to punish.
- occasionally go for qcb+C qcf+K set-ups. It does throw damage in chip. Use it to chip your opponent to death or force him to blow all his super (if he guard rolls, don't follow the K and try not to die, if he CDs the damage will even up. <br>
- learn to qcf+K as soon as possible following the qcb+C this minimizes any counter attacks your opponent may attempt. Then learn to mix in the distance at which you qcf+K him, this can randomly punish counters. <br>
- learn the timing and distance to cross over with the j.qcf+K. After chipping with qcb+P you can time a qcf+K to hit on the other side and cross the opponent up, he'll take 3 hits then you can link an A and cancel to super. <br>
- mixup with the qcb+A version with the C version, the A version crosses over and is less punishable. <br>
- mixup the P followup with the the qcb+P moves if your opponent tries to roll out of your set ups. <br>
- if your opponent has a command throw avoid the chip throw shenanigans<br>
- know your opponent. Neither the qcb+P nor j.qcf+K is exactly safe, if he's punishing you 100% with more damage than your chipping is doing, stop.<br>


- setups for qcb+P include c.C cancelled into it, meaty on wakeup, jump C (since few people attack after j.C), preditable high fireballs (qcb+C rolls under it), f+B (after training the opponent into anticipating a sf.A) and s.CD cancelled into qcb+P. Most these setups work for throw as well. 


'''Team Order'''
* Evading Billy's f + A
Choi's crouching and crouch blocking hitbox allows him to crouch under both hits of Billy's f + A, which is arguably Billy's best attack. On reaction, punish with crouch C into DM combo.


The general consensus is to place Choi second.


Choi plays excellent runaway, allowing you to scrub out your opponent when he comes in by running away and scaring your opponent into making mistakes by threatening to win by time out.


Also, Choi is much scarier with bar, he can cancel his sf.A into qcfhcb+K and sf.A combos after just about anything. Coupled with the easy combo off crossup j.C it's much scarier when Choi has a bar to his name and can dish out some good damage. Choi is also a decent battery. He can spam a lot of quick light attack poke strings for meter, then runaway and use his dive and _d u+K for additional meter building.
{{Template:The King of Fighters 2002}}
[[Category:The King of Fighters 2002]]

Latest revision as of 23:28, 23 July 2020

Choi02 stance.gif

General Info

Crouch height: Low
Jump: 4/42/1
Hop: 4/31/1
Dash: 3/10~∞/3
Backdash: 3/16/3
Wakeup: 26 frames
Recovery roll: 30 frames

Stand Crouch Jump Grab Run
Choi02 stand.png Choi02 crouch.png Choi02 jump.png Choi02 grab.png Choi02 run.png

Colors

Snka.gif Snkb.gif Snkc.gif Snkd.gif
Choi02 colorA.png Choi02 colorB.png Choi02 colorC.png Choi02 colorD.png

Movelist

Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 3/4/5 +3/+1 R,C,S,Su HL
Choi02 clA.png
Snkb.gif 3/4/5 +3/+1 C,S,Su HL
Choi02 clB.png
Snkc.gif 8/7/11 +2/0 C,S,Su HL
Choi02 clC.png
Snkd.gif 6/9/15 -4/-6 HL
Choi02 stD.png
Standing Far
Snka.gif 3/4/5 +3/+1 C,S,Su HL
Choi02 stA.png
Snkb.gif 3/4/7 +1/-1 HL
Choi02 stB.png
Snkc.gif 5/7/16 -3/-5 HL
Choi02 stC.png
Opponent is popped up, but resets as if hit anti-air
Snkd.gif 6/9/15 -4/-6 HL
Choi02 stD.png
Snkc.gif + Snkd.gif 14/7/24 KD/-9 S,Su HL
Choi02 stCD.png
Crouching
Snka.gif 3/4/5 +3/+1 R,C,S,Su HL
Choi02 crA.png
Snkb.gif 3/4/5 +3/+1 R L
Choi02 crB.png
Snkc.gif 7/8/16 -4/-6 C,S,Su HL
Choi02 crC.png
Snkd.gif 6/6/18 K/-6 L
Choi02 crD.png
Jump
Snka.gif 3/5/- -/- H
Choi02 jA.png
Invincible:8 Frames after active frames
Snkb.gif 5/7/- -/- H
Choi02 jB.png
Snkc.gif 4/4*4*4/- -/- S H
Choi02 jC1.png
Choi02 jC2.png
Choi02 jC3.png
Snkd.gif 7/9/- -/- H
Choi02 jD.png
Snkc.gif + Snkd.gif 6/5/- KD/- S HL
Choi02 jCD.png
Neutral Jump
Snka.gif 3/5/- -/- H
Choi02 juA.png
Snkb.gif 5/7/- -/- H
Choi02 juB.png
Snkc.gif 5/7/- -/- H
Choi02 juC.png
Snkd.gif 6/6/- -/- H
Choi02 juD.png
Hop
Snka.gif 3/5/- -/- H
Choi02 jA.png
Snkb.gif 5/7/- -/- H
Choi02 jB.png
Snkc.gif 4/4*4*4/- -/- H
Choi02 hC1.png
Choi02 hC2.png
Choi02 hC3.png
Snkd.gif 5/9/- -/- H
Choi02 jD.png
Command Normals
f + Snkb.gif 19/2/11 +7/+5 HL
Choi02 fB.png
Special Moves
_d,u + Snka.gif 3/3+1(1)[1*1*1(1)1*1*1(1)]x4 1*1*1/15+13 KD/-47 (-23 in corner) S (1st hit), Fo HL
Choi02 duP1.png
Choi02 duP2.png
Choi02 duP3.png
Tatsumaki Shippuu Zan - _d u + P
  • Choi spins, creating a tornado around him, then rises into the air. C version rises higher and does more hits than the A version
  • not very good priority as an anti-air but hits behind him so it works well for stopping people who roll through you
  • no invincibility on startup and very punishable if blocked
  • supercancellable on the first hit
  • free cancellable out of on the first hit into ground attacks, and qcf + K(air) on all other hits
_d,u + Snkc.gif 3/3+1(1)[1*1*1(1)1*1*1(1)]x5, 1*1*1/25+17 KD/-61 (-46 in corner) S (1st hit), Fo HL
Choi02 duP4.png
Choi02 duP5.png
Choi02 duP6.png

qcb + Snka.gif

18/1(2)[2(2)]x7,1/14 (on contact:0/1(2)[2(2)]x7,2/38+14) -34/-36 > P, (in bounce) qcf + K, Fo HL
Choi02 qcbP.png
Kaiten Hien Zan - qcb + P
  • Choi does a rolling attack horizontally, where the C version travels further than the A version
  • if the rolling attack makes contact with the opponent (hits or is blocked), then Choi will do 9 hits, making him bounce off the opponent
  • after bouncing off the opponent, if the qcb + A was used, he will bounce forward, ending up behind the opponent. If qcb + C was used, he will bounce backwards
  • anytime during the bounce off the opponent, he can perform the air qcf + K
  • at any point before Choi hits the opponent with qcb + P, he can hit P to do Kishuu Hien Zuki followup
  • during the roll animation, Choi can go under air projectiles such as Athena's psychoball qcb + P. It also has some invincibility
  • free cancellable out of on the first hit into ground attacks and to qcf + K(air) on all other hits
  • Invincibility: A: 1-9f; C: 1-11f.
qcb + Snkc.gif 20/1(2)[2(2)]x12,1/17 (on contact:0/1(2)[2(2)]x7,2/38+14) -34/-36 > P, (in bounce) qcf + K, Fo HL

> Snka.gif

4/16/19 KD/-17 Fo HL
Choi02 qcbPP.png
Kishuu Hien Zuki - P (during qcb + P)
  • A makes him leap low to the ground and about half a screen distance, while C makes him leap very high and 3/4 screen distance
  • this move is fairly high priority and does good damage, but the C version is very punishable while the A version can be made unpunishable on block if spaced right.
  • C version will whiff on some short characters at the start of the active frames, like Choi himself.
  • free cancellable out of into qcf + K(air)
> Snkc.gif 6/26/21 KD/-29 Fo HL
> j.qcf + Snkb.gif 20/[1*]x∞/14 -/- HL
Choi02 jqcfK.png
Hishou Kyaku - qcf + K(air)
  • Different startup but otherwise identical ti the independent Hishou Kyaku,
> j.qcf + Snkd.gif 22/[1*]x∞/14 -/- HL

j.qcf + Snkb.gif

10/[1*]x∞/14 -/- Fi HL
Choi02 jqcfK.png
Hishou Kyaku - qcf + K(air)
  • Choi will do an air attack diagonally downwards doing a number of hits and having good recovery
  • qcf + B(air) goes down at about 30 degrees to the vertical, while qcf + D(air) is at a 45 degree angle and comes out slower
  • free cancellable into
j.qcf + Snkd.gif 12/[1*]x∞/14 -/- Fi HL
dp + Snkb.gif 5/3(1)3+3/24+19 KD/-31 Fi HL
Choi02 dpB1.png
Choi02 dpB2.png
Hien Zan - dp + K
  • Choi does a backflip into the air, similar to Kim's Hien Zan, dp + D goes further horizontally and higher than dp + B
  • dp + B will knockdown if it hits the opponent but dp + D does not, giving the opponent all the time in the world to punish you. Hence, dp + D should never ever be done when the opponent is on the ground
  • totally whiffs the opponent if cancelled from any strong attack.
  • free cancellable into
  • Invincibility: Complete startup. C version Upperbody invicible first active period.
dp + Snkd.gif 6/4(2)3+3/31+19 KD/-38 Fo HL
Choi02 dpD1.png
Choi02 dpD2.png

_b,f + Snka.gif

13+7/32/2+14 -28/-30 Fo,Fi HL
Choi02 bfP.png
Senpuu Hien Zashi - _b,f + P
  • can be followed up by Houkou Tenkan (any direction + P/K) up to three times
  • free cancellable out of into qcf + K(air)
_b,f + Snkc.gif 20+7/32/2+18 -32/-34 Fo,Fi HL
> any direction + Punch.gif/Kick.gif 16/19/until land+15 -/- HL
Choi02 dPK.png
Choi02 dfPK.png
Choi02 bfP.png
Houkou Tenkan - any direction + P/K
  • can be done up to three times, making Choi fly horizontally in the direction entered
  • the hits themselves do decent damage and have fairly high priority. Certain characters have no ways of dealing with this move once they have blocked the first hit
  • free cancellable out of into qcf + K(air)
  • All directions except horizontal cancel active frames when Choi hits the ground.
_d,u + Kick.gif 0/2-48/3 (Wall touch: 4 frames; drop: 3/until land+3) Houkou Tenkan: 3/[1*]∞/15 -/- -
Choi02 duK.png
Hishou Kurretsu Zan - _d,u + K
  • uf + K and ub + K can be used instead of u + K
  • Choi leaps to the wall specified, or to the wall behind him if _d u + K was used. If K is held until he touches the wall, he will perform Houkou Tenkan. He can do the Houkou Tenkan (any direction + P/K) up to three more times after that
  • if B was held, Choi will do the Houkou Tenkan at a 45 degree angle off the wall. If D was held, he will do it horizontally
DMs

hcbx2+Punch.gif

19/123/38 KD/- HL
Choi02 hcbx2P.png
Shin! Chouzetsu Tatsumaki Shinkuu Zan - hcbx2+P
  • Choi can move backwards and forward during the tornado
  • has some startup delay and invincibility but he can still be hit the moment the tornado begins to appear. However, once it has completely enveloped Choi, it is not possible to hit him aside of some very few moves, such as Kula's SDM
  • generally too slow to be used for anti-air, but is great for chip damage in the corner (as long as it is going to kill the opponent)
  • hard knockdown on all hits
  • negates normal and DM projectiles
  • Invincibility: 1-14f.

qcf,hcb + Snkb.gif

2/16/38 KD/-21 HL
Choi02 qcfhcbK.png
Hou'ou Kyaku - qcf,hcb + K
  • Choi runs forward quickly and if he connects he will do a series of attacks
  • if it's blocked or misses, he will fall down and can be punished easily
  • Invincibility: Complete startup.
qcf,hcb + Snkd.gif 2/24/38 KD/-21 HL
SDM
qcf,hcb + Snkb.gif + Snkd.gif 2/24/38 KD/-21 HL
Choi02 qcfhcbK.png
Hou'ou Kyaku - qcf,hcb + BD
  • same properties as his qcf hcb + K DM version, but does way more damage, a bit over 50% of a life bar
HSDM
hcfx2+Snka.gif + Snkc.gif 18+15+15+15+15+15+15+15/11/17 (projectile: 49/[1+1+3(15)]x6) KD/-
Choi02 HSDM.png
Shakushi - hcfx2+AC(air)
  • Choi disappears, then attacks 7 times in random locations on the screen. All hits except the last one (when Choi reappears) put the opponent into a jugglable state
  • it is very difficult to evade this super because of Choi's randomness. It can also crossup very easily especially if your opponent is in the middle of the screen
  • Choi can easily be hit out of this move while he has disappeared, using various attacks including rising uppercuts and even standing jabs. However, it's not guaranteed to always work


Short Movelist

  • f + B
  • Triangle jump.


  • (b) f + P
    • any direction + P/K x 1-3 (May follow with 2nd and 3rd on startup or active frames.)


  • (d) u + P


  • qcb + P
    • P (Only before the attack hit/block.)
    • qcf + K (Same move as air qcf + K. Only during bounce after hit/block.)


  • dp + K


  • (d) u + K
    • Hold K (Same move as (b) f + P, but with other trajectory. Only while touching the wall.)


  • air qcf + K


  • DM hcb hcb + P (Use b / f to move.)


  • DM qcf hcb + K


  • SDM qcf hcb + BD


  • HSDM air hcf hcf + AC

Notes

Cancellable moves

  • Close: A, B, C
  • Far: A
  • Crouch: A, C
  • Jump: C (1-3)


  • CD is cancellable into specials and DMs

Super cancellable moves

  • (d) u + P (1)

Free cancellable into moves

??

Free cancellable out-of moves

??

Moves with Invincibility

??

Moves with autoguard

(none)

Other Notes

  • C throw is mashable.

Combos

Basic Combos

  • cr.C >
    • (d) u + C
    • (S)DM qcf hcb + K/BD {1 stock/Max Mode + 1 stock}


  • cr.B / cr.A x 2, st.A > (S)DM qcf hcb + K/BD {35%/??%} {1 stock/Max Mode + 1 stock}


  • cr.B, cr.A >
    • (d) u + C


  • cr.A / cl.A / cl.B > dp + B


  • j.C (1-3) > air qcf + B {20%}


  • f + B,
    • st.A >
      • (S)DM qcf hcb + K/BD {35%/??%} {1 stock/Max Mode + 1 stock}
    • (S)DM qcf hcb + K/BD {1 stock/Max Mode + 1 stock}


  • Opponent in the air: (d) u + D / (b) f + P > f + P/K x 3,
    • (d) u + C {48%} (Corner.)

Technically this combo can be started very far away from the corner and if executed fully, will take the opponent to the corner.


  • HSDM air hcf hcf + AC, j.CD (Only if HSDM last attack miss and second last hit.) {Max Mode + 1 stock}

Max Mode

  • cr.B x 2 >> BC, cr.C > SDM qcf hcb + BD {65%} {3 stocks}


  • cl.D >> BC, cr.C > SDM qcf hcb + BD {75%} {3 stocks}

Combos Notes

  • cr.B x 2, st.A > DM qcf hcb + K

This is easily Choi's most useful combo which MUST be learned if one is considering being a Choi player. The far A, qcf hcb + K part of the combo can be input with the shortcut qcf + A, hcb + K.


  • cr.C > DM qcf hcb + K

Used for punishing and for hit confirming the crouch C poke (which isn't hard since it has many cancel frames).


  • cr.B x 2 >> BC, cr.C > SDM qcf hcb + BD {65%}

Tricky combo. It must be input as d + B x 2, d + C~B, qcf hcb + BD. The combo does huge damage and is not hard to hit confirm.


  • j.C > air qcf + B

Not damaging but a very useful combo. Depending on the spacing, it is possible to combo a far A after landing from qcf + B (and a DM after that as well, though not that easy).


  • f + B,
    • st.A > DM qcf hcb + B
    • DM qcf hcb + B

After f + B, far A and qcf hcb + B are links that are about 1-2 frames tight. It's much easier to do a reversal special move/super than it is to do a reversal normal, so the far A is listed as optional.


  • cl.D >> BC, cr.C > SDM qcf hcb + BD {75%}

This is strictly a combo to use when someone has missed a laggy move (super or dp). Can't really be comboed after a jump attack.


  • HSDM air hcf hcf + AC, j.CD

This combo doesn't always work. If one of the last hits (but not the very last hit since that puts the opponent into an unjugglable state) connects and the opponent happens to be in range, Choi can combo a superjump CD after.

Strategies

Matchup Information

Billy

  • Countering crouch A and hcf + P

At a distance, Choi can spam crouch C whiff cancels into _d u + D. If Billy sticks out crouch A or hcf + A, crouch C will beat it. If Billy doesn't do it, CHoi will whiff the crouch C but immediately fly away to safety such that Billy would be unable to punish.


  • Evading Billy's f + A

Choi's crouching and crouch blocking hitbox allows him to crouch under both hits of Billy's f + A, which is arguably Billy's best attack. On reaction, punish with crouch C into DM combo.


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Glossary
System
FAQ
Characters
Andy
Angel
Athena
Benimaru
Billy Kane
Blue Mary
Chang
Chin
Choi
Chris
Clark
Daimon
Iori
Joe
K'
K9999
Kensou
Kim
Kula
Kyo
Leona
Mai
Mature
Maxima
May Lee
Ralf
Ramon
Robert
Ryo
Seth
Shermie
Takuma
Terry
Vanessa
Vice
Whip
Yamazaki
Yashiro
Yuri
Secret/Orochi Characters
Kusanagi
Orochi Chris
Orochi Shermie
Orochi Yashiro