2k2 UM - Chang
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= Command Moves =
: Hiki Nige
- Forward slide, hits low regardless if cancelled into
= Special Moves =
: Tekkyuu Dai Kaiten
- Chang can move around while spinning
- Negates projectiles
- Can stop spinning by pressing
- C version stays out for a longer time if you don't stop Chang from spinning
- Can cancel mid-move into Tekkyuu Funsai Geki by inputting , that move will be different depending on your button input
or during Tekkyuu Dai Kaiten: Tekkyuu Funsai Geki
- Hard knock away move
- Has autoguard while he's facing backwards
- C version has a longer charge time, but he goes farther
- Additional the starting frames of the spinning ball while charging, in the C version, can deal damage if the opponent touches it
: Haki Kyaku
- Fullscreen low attack
- Must be blocked low or avoided by jumping
- When done up close, causes hard knockdown on hit
- Super cancellable (wut)
: Tekkyuu Taiko Uchi
- A counter move
- Active counter frames are while he's picking his nose
- Only counters high and mid attacks, most low attacks will hit him (aside from higher ones eg Terry's )
- Normal result would be an extremely low damage knock away
- Randomly, quite unlikely you will get the 'buffed-up' version of the counter when he does a dramatic sneeze and falls to the ground, causing the opponent to be knocked off with major damage
: Dai Hakai Nage
- Close range grab
= Desperation Moves =
: Tekkyuu Dai Bousou
- Catches airborne opponents
- Random finisher
- Slow to come out
- Finisher with his close B animation is a juggle
: Tekkyuu Dai Assatsu
- A version flies up immediately, C version runs forward for about halfscreen before flying up
- Invincibility on startup
- Falling down part is an overhead, has autoguard
- End of the move can OTG if hit correctly
: Tekkyuu Dai Bokusatsu
- First and second hit are overhead, also OTG
- If the first hit misses or is blocked, Chang only does 1 more hit, if the first hit connects, the rest of the move will follow
- If it hits correctly on OTG, the opponent will be brought back to standing position
= Super Desperation Moves =
: Tekkyuu Dai Assatsu
- Flies up immediately
- Invincibility on startup
- Falling down part has autoguard
- Hits low upon landing
= HSDM =
, , , : Tekkyuu Dai Sekai
- Channels his inner Dio to stop time
- Does a little dance for a few seconds before actually stopping time
- Dancing is NOT invincible now
- Unblockable, air opponents will be dragged down to the ground
- When time is stopped, opponent enters hitstun for a short while
- You can do pretty much anything while the opponent is in hitstun, moves that knock down or away loses their properties here
- The move ends when Chang has done enough damage or it lasted long enough
- Max damage capped for this move is approx 25% off a full lifebar
- No power bar is gained for either side while this move is running
- Opponent cannot recovery roll at the end of this move
= Misc info =
- Far and low can miss characters that are up close
- Far and will miss most crouchers
- Combo magnet
= Starter Combos =
(x2) ->
(close only) -> (SC)
Close / / ->
= Advanced Combos =
(must not be close to corner) -> , , ,
close B finisher (appears randomly) -> or or
, , , -> whatever -> find some way to get close to opponent before HSDM ends -> (OTG)
(combination of above combos) -> , , , -> (timestop) -> jump x2 -> -> -> -> crossover jump -> backward jump -> (timestop ends) -> (OTG) - See below vid for a similar combo
= Vids Section =
Match vid (Chang straighted the other team wtf):
Match vid (actual match starts at 1:36):
Combo:
Um...: