SvC Chaos: SNK Vs Capcom/Choi Bounge

From SuperCombo Wiki
최번개, Choi Bounge
"Down falls the giant! There's no one but me to play David to your Goliath!"
Difficulty Difficult
Max Mode Needed? Almost Useless
Tier Placement Maybe (C)
Standing Hitbox Tiny
Crouching Hitbox Tiny

Introduction

Choifacesvc.png

Choi... He's an annoying runt in KOF, especially KOF2002 and KOF Neowave, but here, he's sort of a pushover. A lot of what you know about Choi can be applied here if you play him in KOF, but due to the lack of hops and in general, not working with this game's system as well and having to deal with characters better suited to dealing with him, makes getting good with him problematic.

Strengths Weaknesses
  • One of the fastest characters in the game
  • Far reaching jumps
  • Has wall jumps
  • Effective specials
  • Good supers
  • Smallest character in the game
  • Characters are forced to fight him differently
  • Rare matchup
  • Steep learning curve
  • Very low health
  • Mediocre combos
  • Poor range across his moves
  • Awkward Exceed that works when it feels like it
  • All specials are risky and punishable on block
  • Requires matchup knowledge
  • Either Choi blows the opponent up or they blow him up
SVC Chaos: SNK VS Capcom Frame Data Glossary
Damage

How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier.

  • Note: Damage is a little inconsistent. Example: Geese cl.A deals 5 damage. Against Zero, sometimes it does 5 pixels of damage to his life bar, other times it does 4 pixels. Against Ryu, cl.A does 4 pixels of damage, other times it does 3 pixels of damage. This info comes from the Enterbrain Mook, but most likely this is the cause of damage modifiers skewing the damage slightly, thus making it a bit inconsistent.
  • Damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. It is listed because it's an official source for this info, just keep in mind damage is not 1-to-1 due to varying health values and screwy ways the game calculates damage anyways.
  • There will be a question mark next to the four mentioned characters because it's only a guess as to what the actual damage values are (until health and damage are better understood), since they were never gathered in the Mook.
Counter Damage

How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma.

Guard

Where the attack hits, and thus where it must be blocked.

  • Mids can be blocked standing and crouching
  • Overheads must be blocked standing
  • Lows must be blocked crouching
  • Unblockable cannot be blocked
  • Throws break through block up-close
Guard Crush

How much guard meter damage the attack does to the green Guard Gauge.

Stun

How many points of stun the attack adds to the opponent's invisible Stun Gauge.

Meter

How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it.

Cancel

The type of cancel the attack can perform.

  • Any - All cancel types work
  • Ch - Chain cancel; it can chain into other attacks (mostly just lights)
  • Self - Can chain only into itself
  • Cmd - Command cancel; can cancel into command normals
  • Sp - Special cancel; can cancel into special moves, and almost always this means super cancels are possible too
  • Su - Super cancel; can cancel into super moves
  • Free - Free cancel; can be cancelled in Max Mode by other special moves or super moves
  • Written only for special moves as all normals can be Free Cancelled, so writing it in for every move would be redundant
  • X - Cannot be cancelled, either outside of Max Mode or that it cannot be cancelled at all
Startup

How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.

  • The startup will not take into account the frames of the flash animation itself where time freezes and the opponent player cannot act.
  • Super flashes last 28 frames, whereas Exceed flashes last 27 frames.
  • Because there is currently no way to view throw boxes, it is assumed that throws/command grabs are at most 0-1 frames of startup. Truthfully, we don't actually know though.
Active

How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)

  • If there is a gap between sets of active frames, the gap is denoted by a number in parentheses. (Example: 3, (2), 4 - The attack is active for 3 frames, then is not active for the next two frames, followed by being active again for 4 frames.)
  • Throw boxes are not visible either through dipswitches or the hitbox viewer so it's only a guess how active throws and command grabs are, but it's probably one active frame at most.
  • This also applies to hitbox images - they will still show the push and hurtboxes of characters but outside of that, unfortunately there is no way to depict the throw boxes at the moment.
Recovery

How many frames it takes for a move to finish after it's been active.

Total

The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number.

Hit/Block Adv

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.

  • SKD refers to a soft knockdown, or a knockdown you can tech roll out of.
  • HKD refers to a hard knockdown, one that you cannot tech roll out of.
  • All frame advantages assume Ryu as the opponent. If there are variable wakeup times, it is currently unknown info.
  • Frame advantages of projectiles assumes the opponent is point blank range. Any farther and this obviously changes and/or doesn't matter.
  • Block advantage assumes no use of Guard Cancel Front Step.
  • For one, it obviously decreases the attacker's frame advantage significantly.
  • When the defender uses GCFS is also a variable factor so you cannot provide a hard answer as to what the frame advantage is after GCFS, as well as how soon they cancel GCFS into an attack.
  • Generally speaking, just assume the block advantage minus the active frames of GCFS, and that's a rough estimate of the frame advantage when GCFS is performed.
  • This doesn't really matter in most cases, since the attacker will automatically be quite minus after most attacks.
Invulnerability

Indicates whether there's any frames of invulnerability during the attack.

Move List

Normal Moves

Close Normals

cl.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 4 4 5 13 +3 +1 -
  • Quick jab motion(It means that it can combo on itself), and little damage, as always. It's cancelable.

cl.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 4 4 5 13 +3 +1 -
  • Quick kick, little damage, cancelable. A simple move to use.

cl.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 9 7 11 27 +2 +0 -
  • This... "Punch" does average damage. It's good to use on some basic combos, because this "punch" is cancelable.

cl/st.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 7 9 15 31 -4 -6 -
  • The Close and the Far versions are the same. The damage is good, but it isn't cancelable, so you can avoid this if you want. You can use it in Max combos.

Far Normals

st.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 4 4 5 13 +3 +1 -
  • Almost the same properties, but this version is good for poking games.

st.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 4 4 7 15 +1 -1 -
  • Same properties, but not cancelable. You can avoid this move if you want.

st.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 6 7 19 32 +6 -8 -
  • Air resets on hit against a grounded opponent.
  • Tiny hitbox with basically zero horizontal reach. It can hit grounded opponents but is very impractical, so the best time to use is while the opponent is jumping, like an anti-air move, but this needs to be timed.

Crouch Normals

cr.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 4 4 5 13 +3 +1 -
  • It can look like, but it doesn't hits low. Can be normal canceled though.

cr.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 4 4 5 13 +3 +1 -
  • Just a kick that hits low. Can be used to start your Light Attack chains(You can confirm into one of his Supers using it).

cr.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 8 8 16 32 -4 -6 -
  • Good damage and cancelable, but not so reliable on combos. Choi goes a little forward using this attack.

cr.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 7 6 18 31 SKD -6 -
  • A fast sweep which does average damage. Cannot be normal canceled.

Jumping Normals

(n)j.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 4 5 - - - - -
  • Neutral/Diagonal Jumping Attack
  • Pretty useless button beyond being Choi's fastest air-to-air. Tiny hitbox and barely any active frames, unless you need to press a button ASAP, Choi has better jump normals to use.
  • Deep in the corner, the attack only connects deep, otherwise it whiffs past the opponent when Choi jumps diagonally at them, but does not have this issue when he neutral jumps.

(n)j.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 6 7 - - - - -
  • Neutral/Diagonal Jumping Attack
  • I think that it has almost the same properties above, but this is good on the corner. It's not cancelable too.

nj.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 6 7 - - - - -
  • Neutral Jumping Attack
  • Choi lies in the air and puts his claws down. You can avoid this move if you want.

j.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 5 4, 4, 4 - - - - -
  • Diagonal Jumping Attack
  • Good to use, can give you 2/3 hits(Depends of the character), and it's cancelable on all of the hits. The best to begin your combos. You can even crossup with it(Attacking on the air and going to the opponent's back), making it an incredible move.

nj.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 7 6 - - - - -
  • Neutral Jumping Attack
  • Choi uses a strange quick kick with the same damage of the neutral above. You can avoid this too.

j.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 8 9 - - - - -
  • Diagonal Jumping Attack
  • A funny move. Not cancelable but it's good if you want some damage(And to show-off).

Command Normals

Phantom Killer Kick
b/f.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 21 1 12 34 +7 +5 -
  • Nothing special with this move, but the damage is better than the Light Attacks. This move is not so good due to the slow startup, which is something bad. In the KoF series, you could connect this move with a f.A, and in this game this isn't different(But the timing is different). This move is easy to block, so watch out if you want to use. The best way to use this move is when your opponent is going to use a low attack, because Choi is immune to them while he is on the startup stage. This Command Move is not cancelable.

Throws

Kof.lp.pngKof.lk.png Throw
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
24 24 Throw 0 0 0 X - - - - - - -

Kof.sp.pngKof.sk.png Throw
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
24 24 Throw 0 0 0 X - - - - - - -

Guard Cancel Blowback
Kof.sp.pngKof.sk.png on Block
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
0 0 Mid 0 0 0 X - - - - - - -

Special Moves

Tatsumaki Shippuu Zan
[d]~u P
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
[d]~u A - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
[d]~u C - - Mid - - - - - - - - - - -
  • Some Choi players say that this is an anti-air move, but I don't think that this is reliable. It does good chipping damage(in the light and in the hard version), so if you like chip damage, use Choi. The first hit of this move can be canceled on Super Moves(I could cancel on Max Mode using a keyboard, and I don't know if it's free cancelable), but this is a hard thing... Button used determines the damage and if Choi will move forward.

Hishou Kuuretsu Zan
[d]~u K (Hold for attack)
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
No Button Hold - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
[d]~u B - - Mid - - - - - - - - - - -
  • Can perform Houkou Tenkan after connecting
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
[d]~u D - - Mid - - - - - - - - - - -
  • Can perform Houkou Tenkan after connecting
  • Good move if you want to run away from your opponent. Button used determines what Choi will do. If you hold the B button, Choi goes to the ground using the move below(quickly). This does some damage too. If you hold D, Choi will perform the move below. If you don't hold any kick, Choi goes to the ground, and only that. The Heavy version is predictable(When he is going to the wall, it's like he's saying: "Here I go, defend this move!". The best ones to use are the "Don't hold any" version and the B version. I compared the two of them, and the Light version goes faster to the ground, so I will recommend it.

Senpuu Hien Zashi
[b]~f P
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
[b]~f A - - Mid - - - - - - - - - - -
  • Can perform Houkou Tenkan after connecting
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
[b]~f C - - Mid - - - - - - - - - - -
  • Can perform Houkou Tenkan after connecting
  • This move is good(Well, It's better than the Heavy version above), it has a fast startup(Better on the light version) and a not so good damage, but can combo(Up to four times, I think) if timed well. Some characters have a hard time with this move, but don't abuse of it, please.

Houkou Tenkan
Any direction + X x3
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Can be performed after these moves:
  • Hishou Kuuretsu Zan ; [d]~u K
  • Senpuu Hien Zashi ; [b]~f P

Hishou Kyaku
j.qcf K
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Well... It's like Kim's(But it's the descending one). A good, fast, and not very risky move to use(And can crossup too). Can be used after the QCB+P too, but this follow-up won't combo(It could on KoF 2002). This move can be used to build the meter if your opponent is a turtler. How? It's easy. Just do a backdash and then just do this move, I prefer to use the B version, because it's faster. Kind of good as a chipping move too(As I said, if you like chipping, use Choi).

Hien Zan
dp K
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
dp B - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
dp D - - Mid - - - - - - - - - - -
  • A DP-like move with no invincibility frames(I think) and the hits can't be normal canceled. Can be useful to anti-air, but it has bad reach. This move is very unsafe if blocked(Choi does some strange stance after the attack), so use with caution. The first hit can be canceled on Max Mode, which is interesting.

Kaiten Hien Zan
qcb P
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
qcb A - - Mid - - - - - - - - - - -
  • Can perform j.qcf K after the attack connects with the opponent, either on hit or block.
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
qcb C - - Mid - - - - - - - - - - -
  • Can perform j.qcf K after the attack connects with the opponent, either on hit or block.
  • Choi will roll on the ground like a little ball. If he hits the opponent, he slowly does some damage on the opponent while he is in the ball form(I think it does 9 hits). It can be risky if blocked, and you have only one good option: Using the QCB+K(You can use if this is not blocked, but this will not combo). It's easy, and not risky. Use the Light version, it's faster. Good as chipping move(better if "comboed" with the air move, It's something like a... Chip Combo?(As I said, if you like chipping, use Choi, you already know that, but it's good to know, right?). This move have a slow startup, so watch out.(Note: On KoF2002, this move had some immunity frames, so I need to confirm if it has in this game.)

Kishuu Hien Zuki
P before connecting Kaiten Hien Zan
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Button pressed affects the height Choi flies towards the opponent at.
  • Can be risky if blocked, you need to know when and where you're going to use(Try to hit with the tip of Choi's claws). If the opponent jumps, you can use the Heavy version to anti-air(Watch out for the characters that jump high, like Chun-Li, and even Choi). The A version can be used as a surprise move, but never abuse of it.

Super Moves

Hou'ou Kyaku
qcf~hcb K
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
0+(1x11)+(20x2) 0, 1, 20 Mid 0 0 0 X - - - - - - -
  • A basic super which is mostly used in combos. Choi runs in the opponent's direction and if it hits, he will do a bunch of attacks ending with that DP-like move. This move is predictable when used alone, because Choi starts with a somersault that can warn the opponent. It does average damage, and is another risky move on block. As I said before, this is used mostly in combos.

Shin! Chouzetsu Tatsumaki Shinkuu Zan
hcb x2 P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
40x3 48 Mid 8x3 0 0 X - - - - - - -
  • Can be an anti-air, has strange startup, but does good damage. Choi starts spinning and does a giant hurricane, and you can move(Slowly) while inside it. This super is incredibly good, but don't use in combos, please. This move juggles the opponent for 3(or 4) hits, leading for great damage. Choi is immune to most(If not all) projectiles while he's inside of the Cyclone. This move does a hard knockdown for the opponent. It's the best move if you want to chip on the corner(If you like chipping, use Choi, I will say this forever). Another risky move if blocked(Choi does a stance after the attack).

Exceed

Shakushi
Jump Hcf.pngHcf.pngKof.lp.pngKof.sp.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
56 x1-7 64 Mid 16 x1-7 0 0 X - - - - - - -
  • Choi's Exceed. The background turns blue, Choi disappears into the background, followed by 5 giant claws slashing, ending with Choi diving out of the background at the opponent's face.
  • Each claw does at most up to 50% of a bar of damage, which can do really high damage if you are able to land a few hits. The location of these claw slashes, however, are RNG reliant, thus also making them hard to juggle with.
  • It is possible to combo all 5 slashes if you're extremely lucky and if the opponent is positioned just right. But usually, it doesn't do much and if the opponent isn't doing anything, then it's a complete waste since they can just block the entirety of it - or at least, have a far easier time surviving it.
  • For the best results, the opponent should be in the center of the screen, but that's easier said than done.
  • The claw swipes can crossup the opponent if positioned right and they don't block the right direction.
  • Locking the input behind being in the air - unlike KOF2002 Choi's HSDM - isn't too bad either, but still an inconvenience if you need it asap.
  • It's also possible to hit Choi out of his Exceed while he's performing it - like KOF2002 - since he still has active hurtboxes, but it won't always work. His position changes to wherever the claw slash takes place and stays there only briefly.
  • In other words, don't use it as an attack to come back with, you'll be disappointed. Instead, use it as a runaway tactic to buy time or if you have the life lead, as a timer scam to guarantee a round.
  • Stalling for time is when it shines most, plus, it complements Choi's already annoying gameplay. In such situations, then it's a pretty good Exceed, especially if you can score a hit for safe measure to prevent a comeback.

Strategy

Basic Strategy

First of all, Choi is not basic. You need to know all of the characters in the game(you don't need to go too deeply on that), to know what are your options and what are the opponent's options. Choi's low hitbox, his good walking speed, and his high jump are something that can help on battle, but the range of his Normal Moves and the risky Special Moves are something really dangerous for you. The opponent will most likely not expecting that you will choose Choi, and that is something that you can take advantage, because... The opponent know that Choi is not a character for beginners(And this is a beginner guide). And there's something the opponent will know too: His "Bad Things". The opponent will try(Almost every time) to take advantage of the bad things that Choi has(He/she'll use them just to win, and I don't know why). On the "Advanced Strategy" section, you'll see how you can prevent this.

Choi's gameplan

Just move and attack. You'll need to be used to Choi's speed on his special moves to use him(If you want to play competitively). Do High Jumps, Wall jumps, the Charge moves and don't be unsafe. Punish when you need to punish. Damage is what you'll need(Because Choi is bad in damage terms). Don't try to stay on the corner, or you'll lose. Master the GCF/CD counters to prevent that.

Advanced Strategy

How to deal with:

Choi's low Stamina:
Choi's low stamina is something that the opponent will take advantage, pushing him to the corner of the screen to get a Guard Crush, because the opponent will know that Choi has hard times defending himself in the corner(You need to know this too). So now you're probably asking: "How can I avoid this?" That's not so simple. Let's suppose that the battle has just begun and you are playing with Choi (just having this idea of low stamina). Then you think: "If Choi has hard times in the corner, I just need to walk towards the opponent and I should try to not defend some moves to avoid being pushed to the corner, right?" Not. If you walk forward, you'll get a hit. If you walk backwards, you'll be pushed. So your only options are: Wait for the opponent(This can be good sometimes), or you can jump. So let's suppose that you'll just wait. The opponent will not know that, so he can't prepare himself. You two have the idea of low stamina, so the opponent will go towards you, probably jumping, because he want to push you with a Combo(With you defending it). Well, the opponent will jump, what can you do? You have some anti-airs, but they're not reliable. You can jump for an air-to-air battle, in which you need some luck(If you choose it, use the light attacks). And then, probably the best of them: Walking Forward. Choi has a good walking speed and low hitbox, and it's enough to pass under some characters's air attacks, and I tested with Hugo and Earthquake(Kind of slow and big, but powerful characters). The dash can help sometimes too if you want to get rid of those air attacks, and you can earn a counter in some cases. You can do a backdash too, but you need to know what are you doing, because you're going to the corner(the best thing you can do is a wall jump). If your opponent hold you on the corner(with you defending), you can abuse some CD counters. If you don't have meter, just try to dash when the opponent jumps.

The Reach of his moves

Reach is not a bad problem for Choi. Why? Well, he's small. The opponent can try to poke you sometimes, because he know that you don't have reach(But, some pokes can whiff, because, again, he's small). That's not a thing to worry about. If you want to poke, just use f.A, it's fast and has good priority and reach too. His cr.C has a good reach too.

The Exceed

The Exceed is really a problem... It's a random thing that can be hard to hit(Or not, depends of your luck). I think that this move had a counter way on KoF2002, but I don't know if it exists here. If it hits, this can set your opponent on a juggle state(Not on every hit), and you can follow up with some air moves(You can follow up with a super too, I think). You need luck to do that, because this is something really random.

The Risky Moves

His risky moves are a problem for you? The opponent keeps defending them and punishing you? Well, you have some options. Let's see...

  • First, that DP-like move. What can you do with it? This can be used as an anti-air(The opponent cannot defend in the air), but... It's not reliable against certain characters...
  • That hurricane/tornado(I don't know). Some players think that this is an anti-air move, so, if you want to think on that way, you can go ahead(The opponent cannot block in the air, and this feature makes this move a not risky move). Remember that you can move during it too.
  • That QCB+P followup. There's a way to avoid being punished with this move. You need to attack with the tip of the claws and when the move is almost being finished(You know that, I think). This needs to be well calculated, so you need to think while Choi is in the ball form.
  • The supers. For the first(The running one), just let your opponent block this super and you'll see why this move is used mostly on combos. For the second(That giant hurricane/tornado), this can be used as an anti-air or when the opponent is on the corner and you know that your opponent will lose the round.(Just chip him on the corner with this move, because if you like chipping, use Choi. I'll stop, sorry).

Match-Ups

Combos

Choi isn't very friendly with combos... Which isn't good for him.

SVC Chaos: SNK VS Capcom Quick Combo Notation Guide
  • cl. = close normal
  • st. = standing/far normal
  • cr. = crouching normal
  • f.; etc. = forward direction (NOT far)
  • X = any button
  • CH = counter hit
  • , = Used to separate attacks in the combo
  • / = Separates different options for the combo (mainly different starters or enders that are possible)
  • Unless otherwise stated (such as it's a link or you need to delay the attack), assume this is a chain/cancel.
  • Example: cr.B, cr.A, dp A ; cr.B chains into cr.A, then cr.A cancels into dp A
  • [b]~f = Indicates to charge back (or downback), then press forwards for the given special move
  • ( ) = Parentheses used to indicate the attack(s) within the parentheses are optional to add to the combo
  • (C) = Indicates a free cancel, aka a cancel only possible in Max Mode
  • (SC) = Indicates a super cancel via free canceling in Max Mode
  • (1) = Used to indicate how many hits of the attack should connect (or less than) before continuing with the combo
  • Example: cl.C(1), hcb P means that only one hit of cl.C should be performed before moving on to do hcb P, not more than one hit
  • [ ] = Used to distinguish combo loops or combo starters/etc. in case a certain attack is only possible after specific options
  • xN = Repeat the given loop for as many times as either possible or as many times as you wish

May change to numpad notation much later down the road.

BnB Combos
Combo Position Damage Stun Difficulty Notes
cr.C, [d]~u P TBA TBA TBA TBA For punishing purposes. The damage isn't that thing, but it can be useful for Choi(For Choi, every damage is still damage).
(cross-up j.X,) cr.B, cr.A, [d]~u P TBA TBA TBA TBA A combo starting with a low. With the Jump Attack, it does more damage than the combo number one. Learn it, you can need if you don't have meter.
(cross-up j.X,) cl./cr.C, dp D TBA TBA TBA TBA For punishing. Combos with the DP+K are very poor, so you don't really need to learn those combos(But we know that it's easier to combo without needing to charge).
cl./cr.A, dp D TBA TBA TBA TBA Works better on the corner, but can be used on midscreen. A corner combo with more hits than the above, but it's dangerous on midscreen. Try it, and you'll see why.
(j.X,) cl.A x2 / cr.B x2, st.A, qcf~hcb K TBA TBA TBA TBA This combo is very used on the KoF series, and it works here too, which is good, because you need this combo to be a good Choi player(This is said on his KoF combos section too). If you want to practice the end of it, just input: QCF+A(Don't try to cr.A, QCF), HCB+K. That's something good to practice. When you get used to it, use: cl.A/cr.B, QCF+A, HCB+K. When you get used to it too, just use the combo above(You don't need the jump attack to do this combo, but you can use for more damage).
cr.C/cl.C, qcf~hcb K TBA TBA TBA TBA Another KoF combo. Great to use if you want to punish your opponent if he whiffs(misses), or even if you block an unsafe Special/Super Move(This has the same utility on the KoF series). If you don't have meter(Which is rare), use a combo above for punishing.
(Corner only) f.B, st.A, qcf~hcb K TBA TBA TBA TBA KoF combo. Hard to land, but good to use. The practice on the first combo will help you here too. Remember to time well if you want to link the f+B with the f.A.

Game Navigation

General
FAQ
Controls
Notation
HUD
Mechanics
Glossary
SNK Characters
Athena
Choi Bounge
Earthquake
Geese Howard
Genjyuro Kibagami
Leopold Goenitz
Iori Yagami
Kasumi Todoh
Kim Kaphwan
Kyo Kusanagi
Mai Shiranui
Mars People
Mr. Karate
Orochi Iori
Ryo Sakazaki
Serious Mr. Karate
Shiki
Terry Bogard
Capcom Characters
Akuma
Balrog
Chun-Li
Dan Hibiki
Demitri Maximoff
Dhalsim
Guile
Hugo
Ken
M. Bison
Red Arremer
Rockman Zero
Ryu
Sagat
Shin Akuma
Tessa
Vega
Violent Ken