The King of Fighters '98/Choi

From SuperCombo Wiki
Choi98 stance.gif

Introduction

Choi aka Stuart little is a war criminal and deserves to be punished at the highest extent of the law. A list of his crimes can be found here https://clarifacts.com/federal-crimes-list/

Colors

Snka.gif Snkb.gif Snkc.gif Snkd.gif
Choi98 colorA.png Choi98 colorB.png Choi98 colorC.png Choi98 colorD.png

Gameplay Overview

Be annoying.

In-depth Analysis

Movelist

Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 3/4/5 +3/+1 C HL
Choi98 clA.png
Snkb.gif 3/4/5 +3/+1 C HL
Choi98 clB.png
Snkc.gif 7/8/16 -4/-6 C HL
Choi98 clC.png
Snkd.gif 6/6/18 -4/-6 - HL
Choi98 stD.png
Standing Far
Snka.gif 3/4/5 +3/+1 - HL
Choi98 stA.png
Snkb.gif 5/4/7 +1/-1 C HL
Choi98 stB.png
Snkc.gif 10/3/16 +1/-1 - HL
Choi98 stC.png
Snkd.gif 6/9/15 -4/-6 - HL
Choi98 stD.png
Snkc.gif+Snkd.gif 14/7/24 KD/-9 S HL
Choi98 stCD.png
Crouching
Snka.gif 3/4/5 +3/+1 C HL
Choi98 crA.png
Snkb.gif 3/4/5 +3/+1 - L
Choi98 crB.png
Snkc.gif 8/7/11 +2/0 C HL
Choi98 crC.png
Snkd.gif 6/9/15 KD/-6 - L
Choi98 crD.png
Jump
Snka.gif 4/5 -/- - H
Choi98 jA.png
Snkb.gif 6/7 -/- - H
Choi98 jB.png
Snkc.gif 4/4+4+4 -/- C/C/C H/H/H
Choi98 jC1.png
Choi98 jC2.png
Choi98 jC3.png
Snkd.gif 8/9 -/- - H
Choi98 jD.png
Snkc.gif+Snkd.gif 7/5 KD/- S HL
Choi98 jCD.png
Neutral Jump
Snkc.gif 6/7 -/- - H
Choi98 njC.png
Snkd.gif 7/6 -/- - H
Choi98 njD.png
Command Normals
f + Snka.gif 37/5(8)9/11 0/-2 -/S HL/HL
Choi98 fA1.png
Choi98 fA2.png
f + Snkb.gif 17/2/11 +7/+5 - HL
Choi98 fB.png
Special Moves
(d) u + Snka.gif 3/3+1(1)[1*1*1(1)1*1*1(1)]x4 1*1*1/15+13 KD/-47 (-23 in corner) - HL
Choi02 duP1.png
Choi02 duP2.png
Choi02 duP3.png
Tatsumaki Shippuu Zan - (d) u + P
  • Choi spins, creating a tornado around him, then rises into the air. C version rises higher and does more hits than the A version
  • not very good priority as an anti-air but hits behind him so it works well for stopping people who roll through you
  • no invincibility on startup and very punishable if blocked
(d) u + Snkc.gif 3/3+1(1)[1*1*1(1)1*1*1(1)]x5, 1*1*1/25+17 KD/-61 (-46 in corner) - HL
Choi02 duP4.png
Choi02 duP5.png
Choi02 duP6.png

qcb + Snka.gif

18/1(2)[2(2)]x7,1/14 (on contact:0/1(2)[2(2)]x7,2/38+14) -34/-36 - HL
Choi02 qcbP.png
Kaiten Hien Zan - qcb + P
  • Choi does a rolling attack horizontally, where the C version travels further than the A version
  • if the rolling attack makes contact with the opponent (hits or is blocked), then Choi will do 9 hits, making him bounce off the opponent
  • after bouncing off the opponent, if the qcb + A was used, he will bounce forward, ending up behind the opponent. If qcb + C was used, he will bounce backwards
  • anytime during the bounce off the opponent, he can perform the air qcf + K
  • at any point before Choi hits the opponent with qcb + P, he can hit P to do Kishuu Hien Zuki followup
  • during the roll animation, Choi can go under air projectiles such as Athena's psychoball qcb + P. It also has some invincibility
  • Invincibility: A: 1-9f; C: 1-11f.
qcb + Snkc.gif 20/1(2)[2(2)]x12,1/17 (on contact:0/1(2)[2(2)]x7,2/38+14) -34/-36 - HL

> Snka.gif

4/16/19 KD/-17 - HL
Choi02 qcbPP.png
Kishuu Hien Zuki - P (during qcb + P)
  • A makes him leap low to the ground and about half a screen distance, while C makes him leap very high and 3/4 screen distance
  • this move is fairly high priority and does good damage, but the C version is very punishable while the A version can be made unpunishable on block if spaced right.
  • C version will whiff on some short characters at the start of the active frames, like Choi himself.
> Snkc.gif 6/26/21 KD/-29 - HL
> air qcf + Snkb.gif 20/[1*]x∞/14 -/- - HL
Choi02 jqcfK.png
Hishou Kyaku - air qcf + K
  • Different startup but otherwise identical ti the independent Hishou Kyaku,
> air qcf + Snkd.gif 22/[1*]x∞/14 -/- - HL

air qcf + Snkb.gif

10/[1*]x∞/14 -/- - HL
Choi02 jqcfK.png
Hishou Kyaku - qcf + K(air)
  • Choi will do an air attack diagonally downwards doing a number of hits and having good recovery
  • Air qcf + B goes down at about 30 degrees to the vertical, while air qcf + D is at a 45 degree angle and comes out slower
air qcf + Snkd.gif 12/[1*]x∞/14 -/- - HL

(b) f + Snkb.gif

13+7/32/2+14 -28/-30 - HL
Choi02 bfP.png
Senpuu Hien Zashi - (b) f + K
  • can be followed up by Houkou Tenkan (any direction + P/K) up to three times
(b) f + Snkd.gif 20+7/32/2+18 -32/-34 - HL
> any direction + Punch.gif/Kick.gif 16/19/until land+15 -/- - HL
Choi02 dPK.png
Choi02 dfPK.png
Choi02 bfP.png
Houkou Tenkan - any direction + P/K
  • can be done up to three times, making Choi fly horizontally in the direction entered
  • the hits themselves do decent damage and have fairly high priority. Certain characters have no ways of dealing with this move once they have blocked the first hit
  • All directions except horizontal cancel active frames when Choi hits the ground.
(d) u + Kick.gif 0/2-48/3 (Wall touch: 4 frames; drop: 3/until land+3) Houkou Tenkan: 3/[1*]∞/15 -/- - -
Choi02 duK.png
Hishou Kurretsu Zan - (d) u + K, hold K to attack
  • uf + K and ub + K can be used instead of u + K
  • Choi leaps to the wall specified, or to the wall behind him if (d) u + K was used. If K is held until he touches the wall, he will perform Houkou Tenkan. He can do the Houkou Tenkan (any direction + P/K) up to three more times after that
  • if B was held, Choi will do the Houkou Tenkan at a 45 degree angle off the wall. If D was held, he will do it horizontally
DMs

hcb hcb + Punch.gif

19/123/38 KD/- - HL
Choi02 hcbx2P.png
Shin! Chouzetsu Tatsumaki Shinkuu Zan - hcb hcb + P
  • Choi can move backwards and forward during the tornado
  • has some startup delay and invincibility but he can still be hit the moment the tornado begins to appear. However, once it has completely enveloped Choi, it is not possible to hit him aside of some very few moves.
  • generally too slow to be used for anti-air, but is great for chip damage in the corner (as long as it is going to kill the opponent)
  • hard knockdown on all hits
  • negates normal and DM projectiles
  • Invincibility: 1-14f.

qcf hcb + Snkb.gif

2/16/38 KD/-21 - HL
Choi02 qcfhcbK.png
Hou'ou Kyaku - qcf hcb + K
  • Choi runs forward quickly and if he connects he will do a series of attacks
  • if it's blocked or misses, he will fall down and can be punished easily
  • Invincibility: Complete startup.
qcf hcb + Snkd.gif 2/24/38 KD/-21 - HL
SDM

hcb hcb + Punch.gif

KD/- - HL
Choi02 hcbx2P.png
Shin! Chouzetsu Tatsumaki Shinkuu Zan - hcb hcb + P
  • Choi can move backwards and forward during the tornado
  • has some startup delay and invincibility but he can still be hit the moment the tornado begins to appear. However, once it has completely enveloped Choi, it is not possible to hit him aside of some very few moves.
  • generally too slow to be used for anti-air, but is great for chip damage in the corner (as long as it is going to kill the opponent)
  • hard knockdown on all hits. SDM can hit more than once (easier if you keep moving forward after initial hit).
  • negates normal and DM projectiles
  • Invincibility: 1-14f.
qcf hcb + Kick.gif 2/24/38 KD/-21 - HL
Choi02 qcfhcbK.png
Hou'ou Kyaku - qcf hcb + Kick.gif
  • same properties as his qcf hcb + K DM version, but does way more damage, a bit over 50% of a life bar

Normal Throws

  • b or f + C -


  • b or f + D -

Normal Moves

  • Standing A -


  • Standing B -


  • Close C -


  • Crouching A - Cancel into super


Crouching B - Use this to combo into cr.A so you can cancel into super


  • Crouching C -


  • Jumping C - Use this

Command Normals

  • f + B - sometimes do this


  • f + A -

Other Normal Moves

  • Jump: Choi is able to triangle jump.


Special Moves

  • Shissou Hishou Zan ((b) f + P) - Choi dashes to right in front of the opponent, and finishes the job with his claws. It leaves you excessively open, making it extremely hard to use.


  • Senpuu Hien Sashi ((b) f + K) - Mechanism is the same as that from Hishō Kūretsuzan; see description there.
    • any direction + P/K (up to three times)


  • Tatsumaki Shippuu Zan ((d) u + P) - Either version is useful for combos and countering.


  • Hishou Kuuretsu Zan ((d) ub/u/uf + K, hold K to attack) - Do a lot of this, If you perform the command to the ub or u directions, he will head for the edge of the screen behind him; otherwise (uf), he will head for the edge of the screen behind the opponent; he then (if you are still holding the button) triangle jumps diagonally downward for the weak version or horizontally for the strong version. It’s generally okay to use this just to get to the edge of the screen quickly.
    • any direction + P/K (up to three times)


  • Kaiten Hien Zan (qcb + P > P / air qcf + K) - Choi rolls up and spins, thereby slashing the opponent multiple times. It has nearly full-body invincibility on startup. After it hits or is blocked, the weak version jumps forward, and the strong version jumps backward. During this jump-off, it is now possible to cancel into Hishōkyaku, but just like later KOF’s, it can’t be done immediately (i.e., no combo); it becomes possible at the apex of his jump. Although Hishōkyaku has been weakened, it is generally a good follow-up (because otherwise you’re just floating there...).


  • Hishou Kyaku (air qcf + K) - Do this sometimes and sometimes from canceling j.C

Desperation Moves

  • Shin! Chouzetsu T. Shinkuu Zan (hcb hcb + P) -


  • Hou'ou Kyaku (qcf hcb + K) - Do this a lot from hit confirms

Fastest Attacks

  • 0F: C throw; D throw
  • 1F: -
  • 2F: (S)DM qcf hcb + K
  • 3F: cl.A; cl.B; st.A; cr.A; cr.B; (d) u + P
  • 4F: -
  • 5F: st.B
  • 6F: cl.D; st.D; cl.D
  • 7F: cl.C
  • 8F: cr.C
  • 9F: -
  • 10F: st.C


Combos

  • Best jump-ins:
    • j.C (Can crossup.)


  • cr.B / cr.A, cr.A >
    • (S)DM B Hōōkyaku (qcf hcb + B)
    • C Tatsumaki Shippūzan ((d) u + C) (Out of MAX)


  • cr.B / cr.A x 2, st.B > (S)DM B Hōōkyaku (qcf hcb + B) (On MAX just in corner.)


  • cl.C / cr.C >
    • Toorima Geri (f + B),
      • st.B > (S)DM B Hōōkyaku (qcf hcb + B) (Corner)
      • (S)DM B Hōōkyaku (qcf hcb + B)
      • st.A
    • (S)DM B Hōōkyaku (qcf hcb + B)
    • C Tatsumaki Shippūzan ((d) u + C)


  • Toorima Geri (f + B),
    • st.B > (S)DM B Hōōkyaku (qcf hcb + B)
    • (S)DM B Hōōkyaku (qcf hcb + B)
    • st.A


  • j.C > qcf + B


  • Mid air hit: Hishō Kūretsuzan ((d) u + K) / Senpū Hien Shitotsu ((b) f + K) > Hōkō Tenkan (any direction + P/K) x 3, [junggler]


  • Nidanzan (f + A) (1 hit) >
    • (S)DM B Hōōkyaku (qcf hcb + B)
    • C Tatsumaki Shippūzan ((d) u + C)


  • Simple buffers
    • cr.B, cl.A / st.B / cl.B > (S)DM qcf hcb + B
      • cr.B, qcf + A/B > hcb + B (As cr.B is not cancelable, qcf + A/B will chain into a normal attack.)


Strategy Corner

  • MAX: cr.C > (d) U.png + C

deals less damage (~ cl.C out of corner; ~ 1/2 cl.C in the corner) than

  • cr.B, cr.A > Qcf.png Hcb.png + B

Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM.


Links

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Normal Characters
Andy
Athena
Benimaru
Billy
Blue Mary
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Chang
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Chizuru
Choi
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Heavy D!
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