SuperCombo is for the FGC, by GBL. We don't run ads or sell user data. If you enjoy the site, consider supporting our work.
![]() |
Want to be an editor? Join the SuperCombo Discord and read #server-and-wiki-info for registration. |
Capcom vs SNK 2/Chang
Views
Actions
Namespaces
Variants
Tools
Introduction
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
Best - C/N: 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.
Useful - K/A/S: 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.
Worst - P: 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 |
|
|
Players to Watch
Name | Country | Groove | Accounts | Notes |
---|---|---|---|---|
178 | Japan | C-Groove | Twitter: @chandesogeese | Skilled with many weird characters, 178 employs a lot of good fundamentals and using Choi to shadow his very sluggish movement. Sample Match |
Tobari | Japan | C-Groove | Twitter: @cvs2event_Tobari | Lands ridiculous Chang combos. Mostly known for his Zangief and Rolento. Sample Match |
Chari | Japan | K-Groove | N/A | Though he is mostly known for his C-Groove play, Chari has a very strong K-Chang and uses his offensive capabilities to it's fullest. Sample Match |