General Info
Crouch height: High
Colors
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Movelist
DMs
1. Tekkyuu Dai Bousou - qcf hcb+P
- Chang runs forward. If he connects, he does a combo into a random finisher
- 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
2. Tekkyuu Dai Bokusatsu - qcfx2+K
- Chang bashes you with his ball a few times at close range
- has the ability to hit an opponent on the ground
- overhead on the first hit
- hard knockdown on the last hit
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
- Chang has autoguard while 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
- overhead on the first hit of Chang landing
- this move has the ability to hit an opponent on the ground
SDMs
1. Tekkyuu Dai Assatsu - qcfx2+AC
- Chang immediately jumps into the air, higher than his qcfx2+P does
- when Chang lands, the shock will hit the opponent anywhere on the screen if the opponent is not in the air or crouching. It is not an overhead as it comes down
- Chang has autoguard while in the air, just like his qcfx2+P DM version
HSDMs
1. Tekkyuu Dai Sekai - B A df C A
- Chang dances for about 5 seconds, then freezes the opponent anywhere on the screen, jumps up and splashes them
- he is invincible while dancing, but can be thrown. There is more than enough time for the opponent to throw Chang
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%