SuperCombo Wiki

The King of Fighters '99/Chang

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Introduction

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

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

In-depth Analysis

Qualities :

  • More powerful character of game
  • His jump attacks who get good range, priority and various roles
  • His ball who helps him to have a good keepaway gameplay
  • Doesn't stay in corner vs Chang, above all without meter

Faults :

  • He's slow, which gives him difficult matchups vs fireball characters (King, Bao, Iori, Takuma, K') and is pretty bad vs Choi
  • Very big hitbox thus can enough be crossuped
  • No viable anti-air
  • Tekkyuu Dai Bousou >> qcf, hcb + P has startup invincibility but is very slow thus cannot surprise opponent
  • Is pretty sensitive to low attacks and characters who have low crouching

Movelist

THROWS-------------------------------------------------------------------------

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.

Combos

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
  • 1F:
  • 2F:
  • 3F:
  • 4F:
  • 5F:
  • 6F:
  • 7F:
  • 8F:
  • 9F:
  • 10F:
  • 11F:

Frame Data and Hitboxes

Red Color = Hurtbox

Purple / White Color = Hitbox


For Special Moves :

Black Color = Hitbox

Yellow = Fireball

Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 5/5/6 0/-2 C HL
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 C HL
Cl.b chang kof99.jpg
Identical to far B. Can be used as meaty attack
Snkc.gif 14/4+8/12 0/-2 -/- HL/HL
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 C HL
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 - HL
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 C HL
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 - HL
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 - HL
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 S HL
Cd chang kof99.jpg
Nice big hitbox, cancelable. Good as a meaty.
Crouching
Snka.gif 7/5/7 0/-2 C HL
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 C L
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 / C (1st part) HL
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 C L
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.
Jump
Snka.gif 3/17/- -/- - H
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/- -/- - H
J.b chang kof99.jpg
Snkc.gif 6/5/- -/- - H
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/- -/- - H
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/- - HL
J.cd 1 chang kof99.jpg
J.cd 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 - L
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 HL
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 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 Fi, Fo -
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

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Andy
Athena
Bao
Benimaru
Chang
Chin
Choi
Clark
Iori
Jhun
Joe
K'
Kasumi
Kensou
Kim
King
Kyo Kusanagi
Kyo-1
Kyo-2
Leona
Mai
Mary
Maxima
Ralf
Robert
Ryo
Shingo
Takuma
Terry
Whip
Xiangfei
Yuri