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Capcom vs SNK 2/Chang/Combos
From SuperCombo Wiki
< Capcom vs SNK 2 | Chang
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.
|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.|
Chang's Custom Combo Slide by GunterJPN