The King of Fighters '99/Chang

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Up Mid tier character in this game. Choi's best friend

Chang is a mid-range zoning, powerhouse and tank character

Mid-tier as striker

The main strengh of striker Chang : He prevents the opponent to rush Chang's teammate too much but he's still a striker you can avoid by keepawaying

Strengths Weaknesses
  • Above average damage output
  • Jump normals are useful and have a multitude of uses
  • Ball attack makes it difficult to get in against Chang
  • Doesn't stay in corner vs Chang, especially without meter (?)
  • Very slow
  • Struggles a lot against zoners and especially Choi
  • Very large hurtbox which allows easy crossups
  • No viable anti-air
  • Tekkyuu Dai Bousou >> qcf, hcb + P has startup invincibility but is very slow
  • Easily stuffed by crouching light attacks



Hagan Geki >> When close - b / f + C >> Breakable

Kusari Jime >> When close - b / f + D >> This is his best normal throw because unbreakable and mashable

COMMAND ATTACKS----------------------------------------------------------------

Hiki Nige >> df + P >> Hits low.

   Evades several high attacks.

SPECIAL MOVES------------------------------------------------------------------

Tekkyuu Dai Kaiten >> Tap P repeatedly, move b/f >> Tap ABCD to stop.

Tekkyuu Tai Kouchi >> hcf + K

Tekkyuu Funsai Geki >> Charge b, f + P >> Has autoguard.

Dai Hakai Nage >> When close - hcb, f + P >> Unblockable.

DESPERATION MOVES--------------------------------------------------------------

Tekkyuu Dai Bousou >> qcf, hcb + P >> His main DM to combo with Striker Clark

Tekkyuu Dai Assatsu >> qcf, qcf + P

Tekkyuu Dai Bokusatsu >> qcf, qcf + K >> Negates several projectiles. >> Hits opponents on the floor.


  • cr.C > cr,df+A or hcb,f+C
  • j.D > cl.B > hcb,f+C or cr,df+A
  • cl.A or cr.A or cr.C or cl.B or Cl.D or cr.B > hcb,f+P
  • cl.B > qcf,qcf+A

Fastest Attacks

  • 0F: C throw ; D throw ; hcb,f+P
  • 1F:
  • 2F:
  • 3F: j.A ; nj.A ; j.B ; nj.B
  • 4F: cl.B ; far.B
  • 5F: far.A ; cl.A
  • 6F: j.C
  • 7F: cr.A ; cr.B ; j.D ; nj.D
  • 8F: cr.C
  • 9F: cl.D
  • 10F:
  • 11F: cr.D ; j.CD

Frame Data and Hitboxes

Red Color = Hurtbox

Purple / White Color = Hitbox

For Special Moves :

Black Color = Hitbox

Yellow = Fireball

Medium : You can guard move of the opponent while standing and crouching

Frames Advantage Cancel , movement and hit (glossary) Block Hitbox Notes
Standing Close
Snka.gif 5/5/6 0/-2 Cancel.png Medium
Cl.a chang kof99.jpg
Very good move vs short hop. It beats Shingo's hcf+K or Kyo's reverse dragon kick for example.
Snkb.gif 4/6/7 -1/-3 Cancel.png Medium
Cl.b chang kof99.jpg
Identical to far B. Can be used as meaty attack
Snkc.gif 14/4+8/12 0/-2 Nocancel.png / Nocancel.png Medium/Medium
Cl.c 1 chang kof99.jpg
Cl.c 2 chang kof99.jpg
This move is generally unsafe because it isn't cancelable. Easily punishable by opponent's Guard Cancel Roll
Snkd.gif 9/8/13 -1/-3 Cancel.png Medium
Cl.d chang kof99.jpg
This move isn't useful in many situation because it whiffs vs low and medium crounchers. Moreover it's unsafe.
Standing Far
Snka.gif 5/5/7 0/-2 Nocancel.png Medium
Far a chang kof99.jpg
Super crazy diesel anti-air vs short hop or even a normal height jump, and has high priority in general.

Chain: -

Snkb.gif 4/6/7 -1/-3 Cancel.png Medium
Far b chang kof99.jpg
The move of choice to cancel into things, since it's Chang's fastest cancelable move. It even links into his A Belly Flop (qcf qcf + A).

It has more hit stun than other weak attacks, the hit stun is the same of a normal heavy attack (df + A can combo from it for example). Chain: -

Snkc.gif 16/4/19 -3/-5 Nocancel.png Medium
Far c chang kof99.jpg
Long range and a pretty big hitbox, but slow and has a lot of recovery. Still, you can use it to beat certain pokes and things, so experiment.
Snkd.gif 13/9/22 -11/-13 Nocancel.png Medium
Far d chang kof99.jpg
Useful as long range poke like Far.C but it has more recovery than far.C
Snkc.gif+Snkd.gif 19/4+3/18 KD/-4 Cancel.png Medium
Cd chang kof99.jpg
Nice big hitbox, cancelable. Good as a meaty.
Snka.gif 7/5/7 0/-2 Cancel.png Medium
Cr a chang kof 99.jpg
Easy to cancel into Ball Swing (P rapidly). His best meaty attack compared to cr.B because his recovery is better.

Chain: -

Snkb.gif 7/5/12 -5/-7 Cancel.png Low.png
Cr b chang kof99.jpg
Low and cancelable, but slow. Good as a meaty but less good than cr.A

Chain: -

Snkc.gif 8/3+3+3+4+5/18 / Cancel.png (1st part) Medium
Cr c 1 chang kof99.jpg
Cr c 2 chang kof99.jpg
Cr c 3 chang kof99.jpg
Cancelable before he extends his arm all the way. Can be used an an early anti-air.
Cr c 3 chang kof99.jpg
Cr c 3 chang kof99.jpg
Snkd.gif 11/4+4+4/23 KD/-17 Cancel.png Softknockdown.png Low.png
Cr d 1 chang kof99.jpg
Cr d 2 chang kof99.jpg
Cr d 3 chang kof99.jpg
#1 long range ground move. Cancelable on hit/block or on whiff, good to cancel into Ball Swing~cancel or A Ball Thrust ((b) f + A). Has a blind spot between Chang and the ball.
Snka.gif 3/17/- -/- Nocancel.png High.png
J.a chang kof99.jpg
Fastest and "meatiest" Chang's jump normal attack move. Great priority and effective on air-to-air and vs short hop
Snkb.gif 3/13/- -/- Nocancel.png High.png
J.b chang kof99.jpg
Snkc.gif 6/5/- -/- Nocancel.png High.png
J.c chang kof99.jpg
This move is interesting to keep away opponent. It's also useful to air-to-ground
Snkd.gif 7/7/- -/- Nocancel.png High.png
J.d chang kof99.jpg
Jumping attack if choice when you're too close for jumping C. Good as a jump-in to combo st.B > Ragdoll Slam from.
Snkc.gif+Snkd.gif 11/3+3/- KD/- Nocancel.png Softknockdown.png Medium 1 chang kof99.jpg 2 chang kof99.jpg
Infamous jumping attack #2. Longer reach and more horizontally angled than jumping C. Actually better for hitting lower at long range than jumping C because it stays out longer.
Command Normals
Df.png + Snka.gif 12/12/31 KD/-19 Softknockdown.png Low.png
Cr df+a chang kof99.jpg
Low slide. Can go under any non-ground fireballs or high attacks. Has really bad recovery compared to other slides so be very careful using it.
Special Moves
(B.png) F.png + Snka.gif Softknockdown.png Medium
Ch, f + A 1 chang kof99.jpg
Ch, f + A 2 chang kof99.jpg
Ball Thrust ((b) f + P)

The startup has auto-guard, the A version is faster and has shorter auto-guard, C version is slower/longer auto-guard. This is a pretty nice long range move as an alternative to st.C. Don't use it close, you're asking to get comboed right after the auto-guard ends and before the attack comes out.

The C version has an additional ball swing during the auto-guard before he attacks, and it can actually hit the opponent. This hardly ever hits, but it does do a shit ton fuck of damage. If it's a counter-hit, it'll hit twice, too. Once I tested on Yuri (low hp), MAX mode activated, counter-hit and it did about 90% damage. Not practical but good to know.

Hcb.png f + Punch.gif 0/1/32 Hardknockdown.png Throw.png Startupinv.png Grab
Hcb, f+A chang kof99.jpg
Ragdoll Slam (hcb f + P)

Instant command throw. You use it to throw people. Good after empty short hop, etc. you know the drill. This is KOF so get crackin'.

Hcf.png + Kick.gif 16/36/28 KD Hardknockdown.png Counter.png -
Hcf+B chang kof99.jpg
Tekkyuu Taiko Uchi (hcf + K)

Chang stands and picks his nose, reversing air, high and mid attacks, as well as special moves and some DMs, doing mediocre damage. It cannot reverse most low attacks with the exception of ones that have a higher hitbox, such as Iori's crouch D

Game Navigation

Kyo Kusanagi