Good range, good push back on block, but not cancel-able. Good to use for mid-screen zoning, and to use as an preemptive anti-air. C is horizontal shoulder height ball swing. B is a short front kick that is special cancel-able and whiff cancel-able neutral on block, Whiffs on crouching opponents except for Chang himself. A is good to use as an anti-air for stopping hops. He has a command grab and generally his movement speed is very limited. His combo potential and conversion damage is very limited, but he makes up for it with burst damage when he lands his supers. Aside from j.CD his gameplay revolves around trying to approach with his slide (df+A), erasing fireballs and putting pressure with his ball spin (mash A or C) and with the clever use of his supers. It is quite hard to challenge and it is mostly challenged by invincible reversals. His j.CD is by far his best normal, mostly due to its active frames and reach. His strengths are mostly related to his reach with his chained ball. (jump-in or cr.A), cr.A/cl.B, hcb,f+P = 21/22%Ĭhang is a somewhat unorthodox character. Tekkyuu Dai Sekai -, ,, Quick Starter Combo Reference Tekkyuu Daikaiten - mash / Cancel with Tekkyuu Funs Geki - + /
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