Chang

nice tips

Anybody got any C Chang tips? I play C Chang Cammy Rugal 2

with chang I just do Choi mix ups, mostly spinning and the forward wall thingy or whatever that is. I didn’t know jumping hp was so good.

What I do with Chang is Choi spin dash s.hp or near corner Choi Spin sj.hk Ball Spin. Lets u do Corner Trap from further out. But not against Sagat, Ken, Iori, and Kyo. I’m not sure about the rest. I think everybody else would just hit Choi, but that’s unconfirmed. and probably :lame: but what can I say I’m a scrub.

Also after guard crush I usually do cr.jab*2 cr.short XX qcf,hcb.mp cancel with ball spin toward the end. Does pretty good damage. I was playin A Chang but I had forgotten his CC, but now that I’m here I know it again lol. But now I’m liking C Chang more.

Oh well I’m rambling so I’ll stop now.

what does everyone here feel is chang’s best groove? i think k with a and c right behind it.

Tie between K & A, P, C

Bump!

c.jab x3 xx Spinning Ball is great, no doubt. But I have an alternative in the corner: meaty c.fierce xx Fierce Spinning Ball. It combos and is just as safe, plus it adds variety.

No one has said anything about c.fierce being super cancelable. It isn’t useful but neither is c.strong xx super and that has already been mentioned a couple times.

For K-Chang you can punish some Just Defended projectiles halfscreen with a s.fierce. While on the topic of projectiles, Chang’s slide will go under almost any projectile. Almost meaning not Sonic Booms or Low Tiger Shots. That slide is almost, if not as, good as the Blanka slide.

Well I’ll give one of my cheap tricks in C-Groove (**ComboLESS ** tricks since if you ever play me you know I dont combo :smile:). If you playing against someone who likes to jump over Choi when you send him out. At about 1/2 screen distance between Chang and your opponent ssend Choi hcf + hk and if your opponent doesn’t have air throw and jumps you jump at him with Chang while doing nothing but block and you’ll knock your opponent back slightly into the range for choi’s spinning 3 or 4 hit combo.

Probably allready been mentioned but in corner and your oponnent has 1/2 gc meter you can slide --> lv1 1(fart) spinning ball (expect gcrush) cancel then level2.

Also if your opponent is “smart” and rolls pass choi. You can bait the roll from about 1 character space and jump torwards and nail them with fp deep in the jump (the spacing should put you in a great position to hit when they leave roll animation).

I’m sure there are RC strats but I don’t use RC out of principle(and slow hands) unless I’m getting my ass beat. Cheapness: RC spinning ball, dash RC Spinning ball, up close RC Choi.

And always remember that Chang has some of the best anti airs in the game (imo)

  1. jumpins from 2 character spaces away = cr.mp
  2. jumpins from 1 character space away = jump straight up mp
  3. jumpins from point blank range = cr fp
  4. jumpins from 2 or more character spaces away = j fp
  5. also from 1 character space you can use <- 2sec -> either jp or mp depending on how far(in frames) you need to extend its “built in parry”

one cheesy thing I learned about Chang over the weekend, is when using A-groove Chang, you can set them up with some pretty sweet corner traps. It may not do the most damage…but I still like it. Activate CC, and my CC for Chang is just forward + MK until they get in the corner. Once in the corner and the CC gauge is almost empty, start doing ball spin. If you can time it right, you can juggle them in the air for quite a while. Unless they have either a level 3 waiting, or some badass wakeups (like a dragon punch), keep doing ball swing. If they block, it will eventually crush their guard, and if they don’t block…well they get hit. I did this to my friend’s Geese, and he kept trying to do his counter but it wouldn’t work…is there a reason for this? or was he just being retarded…

anyone play S groove chang?

i recently started playing S-chang and its not that great, but im still working on it. some stuff i have so far:

-hitting your opponent with hurricane choi gives you some time to charge if you dont want to go on the offensive.
-in corner after a knockdown, you can play some decent mind games with choi and dodge, slide, LJ. ex:

-knockdown, lk drill choi, run up XX dodge (opponent DPs or stand blocks flying choi), command grab. [choi wont hit]
-knockdown, mk drill choi, run up XX dodge, [choi hits], empty low jump, command grab.

work on these some more

-midscreen dodge > K XX lp counter is decent. its like your getting a 2 for 1 deal.

-after knockdown: fk choi drill at midscreen, run up XX dodge, then low jump/low hit anything when the opponent blocks choi. or c.lk > super/bnb/command grab if they dp choi or anything.

basically this looks you’re going on the offensive (run) then you suddenly become defensive. opponent most likely will try and counter with wake up super or DP which you use the dodge to…dodge it. or they’ll stand up and block choi and you can go on from there. dodge keeps you safe, choi gives you back up, opponent has limited options. (do i counter and get punished? do i block choi and get GC’d? do i counter choi and get punished?)

um yeah…scrub post. ive only been working on it for a week or so…

I usually use K Chang or for a more offensive C. I’m just that lazy.

I don’t think the spinning ball registers as one of Chang’s limbs. Try to counter it and you’re just going to get hit. The only “practical counter” probably is Eagle’s auto-guard move, but realize that the spinning ball probably registers like a projectile, or whatever Choi and Mamahaha are.

I like Chang in S-groove, for run, dodge AND small jump…and come on…it’s just not humanly possible to beat infinite level 1 Choi supers…you just can’t do it! But no seriously though…I don’t think a lot of people use Chang’s charge back, forward + P move, but damn it’s so good.

and yea, ticking into his command grab…ABUSE IT

ok and wtf is Mamahaha, Hellion? It made me giggle to read that…

but thanks for answering my issue with countering Chang’s spinning ball

That’s Nakoruru’s bird.

I just thought I’d post on this old thread since it’s one of Chang’s better ones. While I like this RC arguement a lot, if you ask me there’s no need to RC Chang’s moves that include Choi at the ranges you’re likely to use them.

What’re you going to do, RC LK spinning Choi to anti-air deep when you should be doing it early on? Just for kicks?

If the opponent’s on top of you, RC’s are not an option…
Unless you’re some sort of God who RC’s scum gales on a regular…

I’d say it’s all about K/P/A/N/C/S…
K/P because of Just defend, Parry of course. K groove above P just because that groove’s simply Godlike in this game… However good Parrying is I mean christ all you get for K groove, why not?

A Groove, I like his mixups when you include activation… Weakness here is that
you get in on his fat ass,
HE WILL DIE, RC’S OR NOT. Same for the others grooves.
Now I like how his Custom does like 10000 + damage, and Activation
is very strong in helping him out outside P/K, and besides A-Groove
Is second to K in charging meter, well… maybe 1st… if you’re fighting
a scrubby K-Groove they’ll charge faster :rofl:

I put C here Airblocking isn’t vital to Chang so much as low jump HP is if
you ask me. At least his AC’s charge up quick like N and are
more viable than in A-Groove. What he’s got over N here
similar to A is sitting on lvl 2’s and 3’s.
N Groove Though Popping to rush super isn’t perfect, it’s alright.
Also he can break stock and run, pressure with low jump
HP’s following Choi’s "kill the innocents"
AC’s are okay… nothing to write home about. C’s above
this just because it doesn’t need to “pop.” Otherwise it’d
be this all the way.

S-Groove Dodge is all he has. While Dodging to commang grab is
excellent, that’s pretty much all he’s got. You can charge
to bait them and make them come to you, but chances are
you’re CHANG in S-GROOVE. They’ll be coming for you
anyway.

Just for kicks Nako owns Chang for free:arazz:

RC Spinning Ball

I’ve been wondering this move takes up plenty of space, after a knockdown wouldn’t aiming for a “meaty” RC Spin Ball, done further than 52 pixel throw ranges for most characters work wonders? Kinda like a ghetto RC elec?

I think it’s just harder to RC his spinning ball because if you hit two buttons at the same time he’ll stop doing it…so you would have to piano really carefully…whcih I sure as hell can’t do…lol

but yea it sounds good tho

the cvs2 guidebook data for changs command throw:

:lp:5/1/20 200x7 +800 88 pixel range

:mp:5/1/20 200x7 +900 80 pixel range

:hp:5/1/20 200x7 +1000 72 pixel range

for reference, average throw is 52pixels, changs normal throws are 64 pixels
apparently this grab is quite badass, i’m going to test it out tomorrow.

let’s ressurect this thread
What an incredible Chang here, starts around 7:00