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Capcom vs SNK 2/Chang

From SuperCombo Wiki

Introduction

CVS2 Chang SNK Art.jpg
Health (at Ratio 2)
15600 Extremely High
Stun
80 High
Dash Length
17 Frames Long
Dash Type
Hop Corpse Hop=No, Proj. Hop=No
Run Speed
5.6 Extremely Slow
Roll Distance
140 pixels Far
Roll Duration
33f Extremely Long
Wakeup Speed compared to Ryu
8f Extremely Slow

Story

Chang Koehan and Choi Bounge are a pair of convicted felons from South Korea who, one day, escaped from prison easily. While they had no issue from the police, the justice warrior Kim Kaphwan defeated them swiftly. In an effort to rehabilitate them, he started his Rehabilitation Process, where he would teach them to use their skills for justice and not for crime. Also, he would teach them taekwondo. Neither Chang nor Choi are fans of this idea, and constantly look to escape their harsh teacher. However, Kim's teachings are taking hold. Chang has mellowed out from a terrifying criminal to a silly and goofy man, and Choi has went from unbearable to just mildly unpleasant. In the KOF series, both character's can perform Kim's signature Hienzan, however they don't bring this skill to CvS2.

Gameplay

Chang and Choi are likely one of the most unique characters in CvS2. They are two characters at once, making them almost comparable to puppet archetype characters like Zato-1. Chang is the one you pilot, and he does all the normal moves and half the specials. Chang himself is a big body character, who is very slow but has massive health and huge normals. He can control space with his wrecking ball, and has a fast command grab. On his own he isn't too special, but when you add Choi he becomes much scarier. Choi only handles half of the specials, a throw, and a super, but when Choi does his moves you only get stuck in a short animation as Chang. This allows you to move in while Choi is hitting, leading to very scary mixups and guard crush strings.

Choi pressure and mixup doesn't save Chang from being so big and slow however, and while he isn't bad on his own, he really relies on getting the opponent to block his pressure and start his mixups. With his lacking combo potential and slow movement, this is easier said than done. Choi pressure is also not always possible. It really only gets scary if they're in the corner, and Choi has to be close by or else the move will have more startup. Still, if you're able to pilot around their weaknesses, Chang and Choi give you a unique experience in CvS2, and are regarded as generally high-mid tiers.

Groove Selection

Chang and Choi are surprisingly versatile between Grooves. Generally, C-Chang and N-Chang are considered his strongest Grooves. C-Chang gets strong neutral, and consistent access to his supers. While Chang struggles to get consistent knockdowns meterless, his super helps with this a lot, and Choi super is very strong as a way to chip out opponents and force mixups. His level 2 to level 1 cancel does insane damage as well, making it a much scarier punish. Roll also gives him RC Ball and RC Choi specials, which are very useful. N-Groove maintains his access to supers and rolls, but gives him extra movement ability which greatly enhances his mixup. In exchange, he loses the high damage level 2 cancel and access to airblock.

K-Chang, A-Chang, and S-Chang are all very viable Grooves as well. K-Chang loses roll and consistent super access for scarier movement, and JD lets him punish things using his command grab or super more often. Rage can be scary, as Chang's damage becomes much more respectable, but you lose access to rolls and basically never use Choi super. A-Chang never supers in general, but gets access to one of the highest damage CC's in the game, and has a lot of versatile ways to use it. CC mixed with Choi pressure is especially scary, but you sacrifice using supers at all. S-Chang gets as many supers as he wants at low health, and this isn't a huge risk for a top tier health character. He can safely charge in neutral as well, and throwing out Choi can cover his charge making it much safer than the usual S-Groove character. Infinite Choi super is scary, but you lose out on consistent meter gain and have to deal with S-Groove mechanics in general.

P-Chang is much, much worse in comparison. Parries are useful, but they are the only benefit, and Chang isn't a scary punish character so they don't benefit him much at all. Lack of supers, weak meter build, and no real defensive or offensive options besides parry makes P-Chang easily the worst.


Chang and Choi are a unique tanky summon/puppet character, with Chang piloting and Choi giving assists. Powerful mixups, guard crush strings, and scary pressure mixed with tanky defense and big buttons make them scary. You have to deal with Chang's slow movement and poor combo potential however. Chang and Choi's best Groove is C-Groove, but they are very Groove friendly
Pros Cons
  • Pressure and Mixups: Chang can force you to block Choi's actions, and can punish your response to them. This puts you in the situation of blocking Choi again, where he can either command grab you or just do more Choi specials and destroy your guard bar
  • Tanky: Chang has very high health, allowing him to take a lot more hits and still keep going
  • Solid Normals: Chang's Wrecking Ball gives him great reach and lets him beat a lot of buttons or movement options
  • Good Supers: Chang's super is a powerful combo ender with high damage potential, especially in C-Groove, while Choi's super is an extremely plus chip-out and mixup tool
  • Slow: Chang is one of the slowest characters in the game, regardless of what Groove he's in. Since he wants to be aggressive, dealing with this is a major issue
  • Big: He is also one of the biggest characters, making him much easier to hit, and also meaning he can't crouch under some pokes or fireballs like everyone else
  • Meter Hungry: Without his supers, Chang does low damage and rarely gets knockdowns
  • Corner Reliant: Choi pressure is alright midscreen, but only reaches terrifying when you put them in the corner. Learn to bully your opponents into the corner so you can abuse Choi pressure more



Far Normals

5LP

Far Jab
Far Light Punch
5LP / Far LP
CVS2 Chang 5LP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lp.png 400 4 SP/SU Mid High 4 4 11 19 0 0 None

A simple slap on the head. Solid range for a jab, but doesn't lead to much reward. Not a bad move to check opponents with in neutral, but 2LP might fare better.

5MP

Far Strong
Far Medium Punch
5MP / Far MP
CVS2 Chang 5MP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mp.png 1100 11 None Mid High 12 6 21 39 -9 -9 None

A forward moving belly flop. Strange normal, the main purpose is to approach while maintaining charge for a Ball Swing, but it isn't like that special is a core necessity for Chang anyway. You can use this to approach in general with a hitbox out, which is better if you have Choi covering you, but generally not much use.

5HP

Far Fierce
Far Heavy Punch
5HP / Far HP
CVS2 Chang 5HP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hp.png 1500 15 None Mid High 10 4 39 53 -15 -15 None

A far reaching swing of Chang's ball. High damage and long reach but almost a full second of total duration, most of which is recovery. Even if it does hit, you're -15 and punishable by a lot of the cast unless you space this very far out. High risk, mediocre reward: don't use this too often.

5LK

Far Short
Far Light Kick
5LK
CVS2 Chang 5LK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lk.png 400 4 SP/SU Mid High 4 4 10 18 +1 +1 None

A short kick. Low range but one of your few cancellable normals, good for close range confirms into supers. Other than that, this is outranged by almost every other Chang normal, so not much use.

5MK

Far Forward
Far Medium Kick
5MK / Far MK
CVS2 Chang 5MK.PNG
Every cute character needs the butt attack
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mk.png 1000 10 None Mid High 6 8 30 44 -18 -18 None

A forward moving butt attack. Similar uses to 5MP, but a few differences. It has less startup and total duration, and has a super cancel for combos into Chang Super or setup into Choi Super. On the downside, it travels only about half the distance, and is a massive -18 on block and on hit. This means the opponent can basically always punish this if you don't cancel into a super. Because of the two big downsides, you will use this even less than 5MP.

5HK

Far Roundhouse
Far Heavy Kick
5HK / Far HK
CVS2 Chang 5HK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hk.png 1200 12 None Mid High 12 6 28 46 -4 -4 None

A far reaching kick to the shins. Great poke and check normal, reaches very far and hits pretty hard. No cancel possible sadly, but it still isn't bad to toss out once in a while.

Close Normals

clLP

Close Jab
Close Light Punch
cl.LP / cl5LP
CVS2 Chang clLP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lp.png 400 4 SP/SU Mid High 4 4 11 19 0 0 None

A quick backhand punch. Essentially identical to 5LP.

clMP

Close Strong
Close Medium Punch
cl.MP / cl5MP
CVS2 Chang 5MP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mp.png 1100 11 None Mid High 12 6 21 39 -9 -9 None

Identical to 5MP, which makes it useless and risky up close.

clHP

Close Fierce
Close Heavy Punch
cl.HP / cl5HP
CVS2 Chang clHP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hp.png 1600 16 None Mid High 12 6 21 39 -6 -6 None

A downward swing with Chang's ball. High damage but no real reward since you can't cancel. Not entirely punishable, but still negative which means your turn ends.

clLK

Close Short
Close Light Kick
cl.LK / cl5LK
CVS2 Chang 5LK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lk.png 400 4 SP/SU Mid High 4 4 10 18 +1 +1 None

Identical to 5LK. Useful in the exact same way.

clMK

Close Forward
Close Medium Kick
cl.MK / cl5MK
CVS2 Chang 5MK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mk.png 1000 10 None Mid High 6 8 30 44 -18 -18 None

Identical to 5MK, which means you should never do this in close range ever.

5HK

Close Roundhouse
Close Heavy Kick
cl.HK / cl5HK
CVS2 Chang clHK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hk.png 1400 14 SP/SU Mid High 9 6 20 35 -2 -2 None

Chang kicks up in the air with an awkward looking kick. A high damage close normal, but it sadly whiffs on crouchers. Stick to 2HP in combos and anti-air.

Crouching Normals

2LP

Crouch Jab
Crouching Light Punch
2LP / cr.LP
CVS2 Chang 2LP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lp.png 300 3 RF/SP/SU Mid Mid 4 4 10 18 +3 +3 None

A fast elbow low to the ground. Very good 2LP with lots of range, and important to Chang since it is his only normal for confirms into super. It combos into Ball Spin fairly easily as well, and is a nice normal to mash on defense and offense. +3 on block makes it great to implement alongside Choi pressure. Just a good 2LP, use it a lot.

2MP

Crouch Strong
Crouching Medium Punch
2MP / cr.MP
CVS2 Chang 2MP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mp.png 1000 10 SU Mid Mid 6 6 17 29 -3 -3 None

A low backhand punch. Fast and good for stuffing approach, but low reward without a super, and you can't confirm the super. Negative on block too so it ends your turn. Still a solid poke and check normal.

2HP

Crouch Fierce
Crouching Heavy Punch
2HP / cr.HP
CVS2 Chang 2HP First.PNG
First Hitbox
CVS2 Chang 2HP Second.PNG
Second Hitbox
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hp.png 1400/1200 14/12 SP/SU Mid High 9 8 31 48 -11 -11 None

A big upward ball swing. Your main anti-air and close normal for combos, as the first hit cancels. Big hitbox in the air makes it good for knocking people trying to jump out of Choi pressure or jump in on you whiffing a button. Careful not to whiff yourself, and always try to cancel. If you get the early hitbox on an anti-air connect, you can cancel into Choi and get a bit of pressure.

2LK

Crouch Short
Crouching Light Kick
2LK / cr.LK
CVS2 Chang 2LK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lk.png 300 3 SU Low Low 5 4 14 23 +1 +1 None

Chang kicks their feet. Your main low mixup, but not the best one really since you can't confirm the super after. Still, in hop Grooves you can do empty hop pressure into 2LK while they block Choi. If you just want pressure and plus frames, stick to 2LP.

2MK

Crouch Forward
Crouching Medium Kick
2MK / cr.MK
CVS2 Chang 2LK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mk.png 900 9 SU Low Low 6 4 18 28 +2 +2 None

A longer reaching but slower 2LK. Generally preferable since it has better range and is +2 instead of +1. A bit slower on whiff, but still fast overall. Can also be a nice poke or whiff punish into super.

2HK

Crouch Roundhouse
Crouching Heavy Kick
2HK / cr.HK
CVS2 Chang 2HK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hk.png 1500 15 None Low Low 10 4 33 47 -DWN -9 None

A low to the ground ball sweep. Risky but not as risky as some of Chang's other normals, and is much higher reward. Useful as a surprise low, whiff punish, poke, etc. Just don't whiff this, the total duration is very bad.

Jumping Normals

jLP

Jump Jab
Jumping Light Punch
j.LP / 8LP
CVS2 Chang jLP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lp.png 600 6 None High High 4 18 0 22 Varies Varies None

An active punch in the air. General use j.LP, you can interrupt opponents in the air with it. You would always rather just 2HP however.

jMP

Jump Strong
Jumping Medium Punch
j.MP / 8MP
CVS2 Chang jMP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mp.png 1000 10 None High High 4 10 0 14 Varies Varies None

A fast punch with the same animation as j.LP. Not much purpose, but it does some decent damage.

jHP

Jump Fierce
Jumping Heavy Punch
j.HP / 8HP
CVS2 Chang jHP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hp.png 1400 14 None High High 10 4 0 14 Varies Varies None

Chang swats the air with his wrecking ball. Great air-to-air, slow but massive reach. With good timing you can knock opponents out of the air with this for a chunk of damage and some good neutral control. Hard to do this on reaction, but 2HP saves the day there.

jLK

Jump Short
Jumping Light Kick
j.LK / 8LK
CVS2 Chang jLK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lk.png 500 5 None High High 5 17 0 22 Varies Varies None

Chang sticks out his foot like 5LK. Not much purpose in comparison to either j.LP or j.MK.

jMK

Jump Forward
Jumping Medium Kick
j.MK / 8MK
CVS2 Chang jMK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mk.png 900 9 None High High 6 18 0 24 Varies Varies None

Same animation as j.LK, but slightly longer startup and active time. Decent air-to-air because of how active it is, and being a medium normal helps as it hits a bit harder. You would still rather j.HP for an air-to-air but if you need startup it's either this or j.LP.

jHK

Jump Roundhouse
Jumping Heavy Kick
j.HK / 8HK
CVS2 Chang jHK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hk.png 1300 13 None High High 6 4 0 10 Varies Varies None

A downward axe kick. Does a bit less damage than j.HP, but the hitbox is better suited as a jump-in. If you jumped a fireball or something similar, go for this.

Command Normals

Hit and Run

Hit and Run
Slide
3HP
CVS2 Chang 3HP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Df.png+Hp.png 1300 13 None Low Low 10 6 28 44 -DWN -9 None

Chang slides across the ground with his wrecking ball out in front of him. One of your more reliable knockdowns, and has a decent bit of range. Pretty risky due to the long total duration and -9 on block frame data, but fairly fast startup and decently low. If this gets blocked, you'll eat a throw or a 2LP/2LK punish usually. Still, not bad to throw out from time to time. Pretty low profile for Chang's size. You can space this to be safe from punishment as well, but it isn't super easy.

Throws

Hagan Geki

Hagan Geki
Punch Throw
Near Opponent, 4/6HP
CVS2 Chang PThrow.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hp.png 2000 0 None Grab Grab 3 1 13 17 -DWN Grab None

Chang snatches up the opponent before headbutting them with his shiny bald head. 2000 damage punch throw, great for punishes and tic throws as it does a lot more damage than the usual 2 frame throw. Only real weakness is that the knockdown is much worse, but it's overall a strong throw, mostly just to make up for his kick throws unique properties.

Kusari Jime

Kusari Jime
Kick Throw
Near Opponent, 4/6HK
CVS2 Chang KThrow.PNG
Without Choi
CVS2 Chang KThrow Choi.PNG
With Choi
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hk.png
Without Choi
1600 0 None Grab Grab 5 1 13 19 -DWN Grab None
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hk.png
With Choi
1600+400 0 None Grab Grab 5 1 13 19 -DWN Grab None

A unique and good kick throw. When Choi isn't in proximity, or is busy doing a special, this is a weak throw that does less damage and forces a sideswap every time. However, if Choi is in proximity of you, Choi catches them with his claws. This turns a weak throw into a very very strong throw. The Choi version cannot sideswap, meaning Chang can hold backwards to block a DP and still threaten a throw that keeps the corner. It gives a much better knockdown, one of Chang's best knockdowns in general. It does the same amount of damage as his punch throw however, but all of the other upsides make it very scary when Choi is nearby.

Special Moves

Tekkyu Daikaiten

Tekkyu Daikaiten
Ball Spin
Mash P, PPP to cancel
CVS2 Chang PPP.PNG
Yes, the active data is real
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Mash Lp.png 1100 0 P.pngP.pngP.png to cancel Mid High 5 5~130 32 167 -DWN -4 None
Mash Mp.png 1100 0 P.pngP.pngP.png to cancel Mid High 5 5~190 32 227 -DWN -4 None
Mash Hp.png 1100 0 P.pngP.pngP.png to cancel Mid High 5 5~250 32 287 -DWN -4 None

Chang spins his wrecking ball above his head for an unreasonably long time. You can cancel these at any point by pressing all 3 punches. Great specials for neutral, anti-air, anti-zoning, combos, pressure, you name it. In neutral, these function as hard to contest active tools that Chang can cancel at any point and block. They're hard to hit while Chang is spinning, and since you can't always tell when he cancels them, punishing the recovery is hard. They also delete projectiles, and good Chang players will roll cancel these (input as Hp.png, Mp.png, Lp.png, Lp.png+Lk.png, Hp.png) to make them fully invulnerable and even more annoying. In pressure you can use these to chip opponents out, and get a mixup as a scared opponent won't challenge them. If roll cancelled, there's very little they can do about this. Also, these function as meterless combo enders from Chang's 2LP and 2HP.

Tekkyu Funsai Geki

Tekkyu Funsai Geki
Ball Throw
[4]6P
CVS2 Chang 46P First.PNG
The Windup
CVS2 Chang 46P Second.PNG
The Toss
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Charge B.png,F.png+Lp.png 1500 15 None Mid High 36 4 32 72 -DWN -12 7~22 (Full)
Charge B.png,F.png+Mp.png 1600 16 None Mid High 38 4 32 74 -DWN -12 7~24 (Full)
Charge B.png,F.png+Hp.png 1700 17 None Mid High 40 4 32 76 -DWN -12 7~26 (Full)

Chang reels back and tosses the wrecking ball. Not much use really: the invincibility is short and isn't reversal, and the long startup makes it hard to punish anything with it. Functional fireball punish when you have charge, but needs to be done with a bit of specific timing, and you would rather RC Ball Spin for that if you can. Very risky on whiff, and pretty bad on block as well. Avoid using these often.

Dai Hakai Nage

Dai Hakai Nage
Command Grab
632146P
CVS2 Chang 632146P.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Hcb.pngF.png+Lp.png 200x7+800 0 None Grab Grab 5 1 20 26 -DWN Grab None
Hcb.pngF.png+Mp.png 200x7+900 0 None Grab Grab 5 1 20 26 -DWN Grab None
Hcb.pngF.png+Hp.png 200x7+1000 0 None Grab Grab 5 1 20 26 -DWN Grab None

Chang grabs the opponent and slams them around a comical amount of times. Damaging and useful command grab, as while it isn't the fastest in the game, Choi pressure makes it much more of a threat. The LP version does the least damage, but has 88 pixels of range. The MP version has 80 pixels, and the HP version does the most damage but only has 72 pixels of range. You'll usually stick to the LP version for punishes and the HP version for mixups. Punishing with this isn't bad, as it gives a good knockdown and does alright damage.

Tatsumaki Shippuzan

Tatsumaki Shippuzan
Spin, Tornado
63214K
CVS2 Chang 63214K.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Hcb.png+Lk.png 400x2 4x2 None Mid High 4 Traveling 34 38 -DWN +2 None
Hcb.png+Mk.png 300x3 3x3 None Mid High 6 Traveling 32 38 -DWN +4 None
Hcb.png+Hk.png 300x4 3x4 None Mid High 8 Traveling 36 44 -DWN +6 None

Choi runs forward and spins his way up into the sky. The different versions send Choi up at different angles, with the LK being a bit closer to Chang and the HK being farther away. Key special for Chang, and largely the basis of Choi pressure as a whole. This move is quite plus on block, and the rising active hitbox catches a lot of escape routes. You really want them to block this, as you can go in and do a mixup or get pressure/chip damage. Has only one drawback in that it's a long total duration where you can't use Choi, but the chip is usually worth it and Choi recovers fast enough to still continue pressure usually. Also a solid tool to cover Chang's approach in neutral, anti-air, zone with, etc etc etc. Very versatile and powerful special, use and abuse this.

Shisso Kuretsuzan

Shisso Kuretsuzan
Slash
623K
CVS2 Chang 623K.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Dp.png+Lk.png 1100 11 None Mid High 23 Traveling 15 38 -DWN +23 None
Dp.png+Mk.png 1200 12 None Mid High 23 23~40 15 38~78 -DWN +23 None
Dp.png+Hk.png 1300 13 None Mid High 23 23~55 15 38~93 -DWN +23 None

Chang sends Choi running forward. The LK version is a fixed distance move, but the MK and HK versions will either activate once in proximity of the opponent or run to a fixed distance. LK is right in front of Chang, MK is halfscreen, HK is fullscreen. The other extremely useful summon. Functions almost like a fireball, as Choi runs forward and threatens to catch the opponent while Chang can sit back for a bit or approach behind him. VERY plus on block, and recover fast, making them good in Choi pressure. Only a single hit however, and much worse at catching jumps and buttons since the hitbox around Choi isn't as big or active. Use these to zone, approach, and run another mixup.

Hisho Kuretsuzan

Hisho Kuretsuzan
Dive
41236K
CVS2 Chang 41236K.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Hcf.png+Lk.png 1000 10 None Mid High 36+2 Traveling - 38+ +68~ +68~ None
Hcf.png+Mk.png 1100 11 None Mid High 36+2 Traveling - 38+ +68~ +68~ None
Hcf.png+Hk.png 1200 12 None Mid High 36+2 Traveling - 38+ +70~ +70~ None

A strange special where Choi jumps to the wall behind Chang and then dives forward, drilling his claws into the opponent. The startup is 36 frames to reach the wall and 2 frames to launch. No matter where Chang is, Choi has this exact startup time. Situationally useful, but because of the far backward movement it's a lot harder to use in pressure. It leaves a much larger gap than the other two summon specials, which gives your opponent a better chance to escape. It also only hits once, and doesn't do much in the way of chip damage or guard damage. Instead, use this when Chang is in the corner as an escape, or as a way to bully people respecting the other two summons too much. This is also the only summon that won't knock down, so you can combo this into a super or a 2HK or 3HP.

Supers

Tekkyu Dai Bousou

Tekkyu Dai Bousou
Rush Super, Chang Super
2363214P
CVS2 Chang 2363214P.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.pngHcb.png+Lp.png 3300~4000 0 None Mid High 4:4 6 70 84 -DWN -47 8 (Full)
Qcf.pngHcb.png+Mp.png 3900~4600 0 SP/SU Mid High 4:4 16 70 80 -DWN -47 14 (Full)
Qcf.pngHcb.png+Hp.png 5200 0 None Mid High 4:4 26 70 90 -DWN -47 22 (Full)

Chang attempts a bellyflop on the opponent. If it hits, he goes into a long string of moves with a random ender. Different enders have different damage, but it is complete RNG which one you get. This is a great utility for Chang, as it can be surprisingly easy to combo into and gives him a much higher damage ender and a great knockdown. Should you land a 2LP or a 2HP or a 5LK, confirm into this. Notably, the level 2 to level 1 cancel of this does a large chunk of damage and is very threatening, which is nice since Chang is usually played in C-Groove. This is also nice if you get a guard crush. You can use the reeling punish window of a guard crush and go right into this for great damage.

Shin! Chouzetsu Tatsumaki Sinkuuzan

Shin! Chouzetsu Tatsumaki Sinkuuzan
Tornado Super, Choi Super
6321463214K
CVS2 Chang 6321463214K.PNG
You used to have a guard bar
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Hcb.pngHcb.png+Lk.png 2800 0 None Mid High 4:40 Traveling 100 144 -DWN +46 8 (Full)
Hcb.pngHcb.png+Mk.png 4000 0 None Mid High 4:40 Traveling 100 144 -DWN +46 14 (Full)
Hcb.pngHcb.png+Hk.png 5600 0 None Mid High 4:40 Traveling 100 144 -DWN +46 22 (Full)

Chang does a very silly pose and sends Choi out to do a massive tornado spin. Puts the opponent in blockstun for a few years, and makes their guard bar cry. Does enough in chip to make it almost a combo on it's own as well. The listed frame data is 4 frame superflash, 40 frams for Choi to start spinning, and Chang is stuck in the total duration. You'll set this up meaty usually, since cancelling into it leaves a very reactable and large gap to hit Chang out of. Not only does this destroy the guard bar, but Chang recovers in time to do whatever he wants, usually a jump mixup. Basically, while they block the tornado, you jump. You either do j.HK, 2HP, HP Spinning Ball, or you land and do a low hit or 2LP, 2LP, LP Spinning Ball for chip and guard crush. You can also always tick throw, and run another mixup after that. Being able to save the super for this as a meaty and Chang Super when you get a punish is a big reason C-Chang is the best.

The Basics

Neutral

Neutral with Chang is basic big-body style gameplay. You're slow and have to lumber around, but you can use your big buttons to knock the opponent around until they sit still long enough for you to approach. Chang neutral has one thing the others don't however: Choi. You can use Choi summons in neutral for various reasons, whether to approach behind them, or to zone the opponent a bit. Using Chang's big buttons and Choi summons can let you control the screen very well, and land that juicy knockdown so you can transition into Chang's great offense.


Important Buttons and Specials in Neutral:

5LP/2LP: These are solid range jabs. Great to check the opponent trying to move forward, or punish things that aren't very negative. In Grooves with run, you can run in and do these a bunch to generate frame advantage and threaten a grab mixup.

5HK: This is a solid button to poke and whiff punish with. Great hitbox, and Chang's hurtbox recesses a bit below his leg. The reward is low, but it can be used very effectively to check an opponent dashing in, or whiff punish something from far away.

3HP: Chang's slide is a fairly fast punishing tool that grants him a knockdown. This makes it very important to him, as Chang struggles to get knockdowns at range without super. It also has some low profile, allowing it to punish high fireballs, but it does carry risk with it.

2LK/2MK: A low poke without much reward. Useful pokes, and not very risky, but you can't get much from them.

2HP: Chang's main anti-air normal. Great upwards reach, but a bit slow on startup, so try to use it a little preemptively. This also has usage on offense as his main cancel.

j.HP: Jump fierce is a great range air-to-air with above average damage. You can snipe opponents out of the air with this when they try to jump over Choi or a grounded button like 3HP.

Mash P: Ball Spin is an annoying and difficult to contest neutral tool. It anti-airs well, deletes projectiles, and if you roll cancel it you become fully invulnerable. Add onto this the safety on block, ability to cancel it at your leisure, and the guard crush it's capable of, and Ball Spin becomes very threatening.

63214K: Choi tornado is a great projectile to control the air with. You leave an opening, so be careful of the risk it carries, but if the opponent doesn't capitalize you get to approach VERY safely behind this and run a mixup on them.

623K: Similar to 63214K but they can jump over it. This may sound like a weakness, but the ability to jump over it is a bit of a benefit actually, as Chang can meet them with a j.HP in the air. It also has another benefit of being more like a fireball, and traveling much farther than 63214K. Just be wary of RC specials, as with any other fireball really.

41236K: Choi's walldive leaves the most vulnerable gap of all the summons, but think of this like 623K with a better angle. The MK and HK angles should be your main ones here, as they travel far enough to actually threaten the opponent offensively. These are also great defensively, as Chang can retreat while Choi flies forward, but this is also done with 63214K.


Offense

This is where Chang really starts to shine. If you can find a way to knock the opponent down, you can summon Choi. Once you do that, the opponent has to respect Choi being out, and Chang can run a mixup. Chang's basic mixups are strike/throw, which doesn't sound too threatening, but having Choi makes it harder for the opponent to run away. This is the simple rundown: If they block Choi, you either do a jab into Ball Spin to guard crush, a jump into either j.HK or 2LK for a high/low mixup, or you do Chang's command grab. Each of these can lead to a knockdown or leave Chang safe enough to go for another Choi special, which puts them in the same situation. Sooner or later, the opponent will get antsy, since their guard bar is draining fast. This is when you catch them jumping or mashing, and combo into Chang's super for big damage! Run and hop Grooves make Chang's offense much scarier, but Chang is usually played in C-Groove, so you can either learn to make do without them or play N/K-Groove and lose out on the benefits of C-Chang.


Important Offensive Tools:

5LP/2LP: Chang's jabs are just as useful on offense as they are on defense. These are plus, and can cancel into specials for another mixup, either Ball Spin for chip and guard crush or another Choi special to try and pressure the opponent, though a Choi special leaves a large gap. These also make nice tools for tick throws into his command grab, but make sure you don't do it as a cancel or else the grab will whiff. If these hit, you can confirm into Chang's super.

2LK: Your main low mixup. Sadly, you can't confirm this into a super, however if you notice them standing you can cancel into a super from this and have it combo.

2HP: A strong heavy normal for cancels. In a combo, you can cancel this into Ball Spin or Chang Super for a knockdown. If they block this, the blockstun is long enough that a cancel into a Choi Summon isn't entirely unsafe. They can still hit you, but if you mix that up with cancelling this into Ball Spin to catch them pressing and guard crush/chip, they'll be too scared to stop you.

j.HP/j.HK: Jump-ins that hit high and deal solid damage. j.HP is your main way to catch people trying to jump away from you, and it hits hard too. j.HK is your main overhead mixup, and becomes much scarier with a hop since you can confirm it into Chang Super.

Mash P: Ball Spin is likely the best thing Chang has on offense. It is oppressive: hard to challenge, hard to escape, crushes guard like no other, deal a bit of chip, and the PPP cancel allows Chang to be safe and possibly run another mixup if you respect him. The mixup isn't too threatening, but you really don't wanna block too many of these, as if Chang gets a guard crush he can easily go into super and you get put into a bad spot.

63214K: Choi tornado is the best summon on offense for a few reasons. Similar to Ball Spin, it deals decent chip and guard bar damage. However, the upwards movement lets it do a lot more, like catch jumps and forward movement. Chang is also free to act as Choi goes, allowing Chang to stop your attempts to escape from Choi. Learning how your opponent responds to Choi is key to playing Chang. Do they guard cancel? Do they roll? Do they jump? You can find an answer to each of these, and force your opponent into a dangerous guessing game against Chang. Once they respect this guessing game, you can force guard crush strings, or command grab them.

632146P: Chang's command grab. Simple but good, since Chang relies on strike/throw a lot. Threaten this to make them jump around more, and then catch them with a 63214K summon or a j.HP.

6321463214K: Choi Super. VERY plus, and destroys guard bar while doing a very healthy amount of chip. The one drawback is that the 40 frame startup makes it easy to jump out of if you cancel into it, so you'll do this pretty exclusively as a meaty after a command grab or ball spin. Still, great for chipping and doing scarier mixups, and a useful way to use meter on opponents you can't open up into Chang Super.

2363214P: Chang Super. Your most useful combo ender, as it does massive damage and lets you easily set up Choi mixups or even a Choi super if you have the meter to spend on it. Not too easy to combo into, as your only confirm route is 2LP > 2LP or 2LP > 5LK, but if you do get it, it does great damage.


Defense

While Chang does great on offense and can manage neutral, he tends to struggle a lot on defense. Being big and slow, he can't escape much, and is subject to scarier mixups and combos. He lacks a reversal without roll cancels, and his RC Ball Spin is very difficult to do with reversal timing. His roll is the slowest in the game as well, which basically removes it as a defensive escape tool. This leads him to be reliant on universal mechanics, like C-Grooves Alpha Counters or K-Grooves JD. These are somewhat risky or cost meter, and aren't guaranteed to work in his favor. Other than that, things like mashing, jumping, and reversal throws to try and escape, all of which leave him very open for punishment. Luckily, he's very beefy, and can take plenty of hits to keep going.


Important Tools on Defense:

Block: Everything Chang does to escape carries massive risk except this. Chip isn't too big of a deal with health like this, and your guard bar is very high as well, meaning guard crush strings are only threatening if you don't stop them. They can throw you, but they have to get close for this: prime range for a reversal punch throw or 2LP mash. You might get mixed every now and then, but you have the health to be ok with that. If you're ever in doubt, block it out, and wait for their risky play to open you up.

5LP/2LP: Fast chainable jabs. Good to interrupt strings or attempts to walk back into range, and you can usually combo them into Ball Spin at most ranges. A bit risky however, as they aren't the fastest in the world, and you can be counterhit for this.

4/6HP: Hagan Geki, or punch throw, is a fast 3 frame option that does 2000 damage. If they leave a gap in pressure close to you, you can usually fit this in and make them hurt. While you can't run okizeme from this, you at least return to neutral, where Chang has a better fighting chance. Proximity throws do have whiff animations, but you're much more likely to get 5HP, which is probably worse than getting a throw animation. Make sure to judge the distance well before doing reversal throw.

Roll Cancel Mash P: RC Ball Spin is a 5 frame invulnerable move with more active frames than any move needs to have. If done right, this can interrupt almost anything, but it's VERY vulnerable to throws when done like this. If it works, it steals Chang's turn back whether it hits or gets blocked. If it doesn't, you get thrown, or if you messed up the input you get counterhit. Try to input this out of blockstun or on wakeup, as done raw you have to whiff either an LP or HP button, leaving you wide open.

Alpha Counter: Chang's AC reuses his 3HP, but is much faster overall. It doesn't hit very well against airborne opponents, but is actually alright against grounded ones. While you would really rather save the meter for a super, sometimes a situation is desperate, and a character with no other reversal options has to rely on a guard cancel to get out of a bad spot.

2363214P: Massively risky reversal super, but if they press anything, you get great damage and a knockdown. High risk, high cost, high reward. If they block, you will get HURT for it, and lose out on meter as well. Only level 2 and level 3 are true reversals as well, so you can't cheap out with the level 1 version easily. If you know the opponent is gonna do something, or they jump in a groove without airblocking, this will work. Just be very wary of the risk behind it.


Combos

Chang's combos are very limited, so there isn't much listed here. Generally, you're either gonna do 2LP > 2LP or 2HP into either Ball Spin or super. All combos were recorded with a Ratio 2 C-Chang versus a Ratio 2 C-Ryu at full health.

All combos are written using Numpad Notation. If you're having trouble reading numpad, refer to this visual aide.

Combos
Combo Position Damage Stun Difficulty Notes
2LP > 2LP > 2LP > Mash LP Anywhere 2100 9 Extremely Easy Basic 2LP into Ball Spin confirm. Easily done by just mashing 2LP. Decent damage and a knockdown, even if they block you're doing Ball Spin on block which is great. Just be sure to cancel with PPP so you can get oki.
2HP > Mash HP Anywhere 2625 14 Easy Punish with 2HP into HP Ball Spin. Do this as 2HP, piano MP~LP~MP~HP, and you should get HP Ball Spin consistently. Technically you can do this after a j.HP/j.HK but it requires a very deep hit or counterhit, reserve that for stun combos or jumped fireballs and use the 2LP combo for jump-ins normally.
2HP > 623LK Corner 2625 25 Easy In the corner, 623LK is fast enough to combo from 2HP at any range. Solid punishment combo that does very respectable stun.
2HP > 623MK Corner 2730 26 Easy Similar to the above combo, but only works if 2HP hits point blank. Wider characters and crouching make the range a bit more forgiving.
2LP > 5LK > 2363214P Anywhere 4935/5565/6875 7 Easy Simple confirm into super. You can also do this as 2LP > 2LP if 5LK is too far out to hit, but the cancel is a bit harder. This is easily done as 2LP > 236LK > 63214P. Damage values recorded with the high damage flop ender, will do either that much damage or less. Level 3 version does the same damage always.
2HP > 2363214P Anywhere 5670/6300/7675 14 Easy Heavy punish into super. You can cancel into super a little later than you think to make it easier to do this. Useful as a punish. Damage values recorded with the high damage flop ender.
2LP > 5LK > 2363214MP > 2363214LP Anywhere 8295 7 Easy Massive damage level 2 cancel. Expensive but very worth it, turns Chang's punishes from lackluster to above average. Cancel into the level 1 super on the 13th hit of the level 2, or the 15th hit overall.
2HP > 2363214MP > 2363214LP Anywhere 9030 14 Easy Heavy punish into level 2 cancel. Almost 10k damage, very scary combo. Same as above, cancel on the 13th hit of level 1, or 14th hit overall.

Advanced Strategy

Match-ups

Colors

Chang CvS2 colors.png

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