========================================================================
                    King of Fighters '98 Chang Guide
                        Version 1.0, by Brian Lui. 
========================================================================


v1.0  22/06/01  First released version.  Typed up in 45 minutes. 

The latest version of this guide can be found at:
http://www.gamefaqs.com/coinop/arcade/game/10679.html

Please feel free to email me at _imavrean@hotmail.com_ any suggestions
or other comments you may have.  Please include approximate remuneration
if you wish that I write for your magazine or periodical.

ASCII text, spaced 72 characters per line, regular spacing.  See tildes:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Contents
--------

1.	Introduction
  1.1     Purpose of this Document
  1.2     Who are you?
  1.3     Changes from '97
2.      Moves
  2.1     Normals
  2.2     Command Attacks & Throws
  2.3     Specials
  2.4     DMs
3.      Gameplay
  3.1     Combos
  3.2     Advanced vs. Extra
  3.3     Strategy
  3.4     Matchups
4.      Miscellaneous
  4.1     Acknowledgements/Credits
  4.2     Legal
  4.3     Epilogue

========================================================================
1.   Introduction
========================================================================

------------------------------------------------------------------------
1.1  Purpose of this Document
------------------------------------------------------------------------

Hi.

I write short FAQs with substance, unlike some SF3: Third Strike FAQs.
You will find what you need here.  I am a good player, trained in both
the cutthroat arcade dens in Hong Kong, and in the ways of precise New
York sharpshooting play.  I communicate my ideas well.

Other FAQs I have written are for Iori in KOF 98, Shingo in KOF 98, and
the main Zombie Revenge FAQ, to give an indication of the quality of my
work.

There is already a decent '98 Chang FAQ out there.  But mine adds new
information, so read both.

KOF 2000 gameplay is unbalanced.  That is why I am writing a FAQ for
KOF98 in the year 2001.

This guide's purpose is:
To provide a guide for Chang Koehan in KOF '98 so that you can win your
matches.
To encourage a higher level of Chang Koehan play.
To demonstrate that four requirements must be present for a negligence
tort case to succeed - duty, breach, causation, and damages.
To examine the scope of unconscionability in contracts.
To demonstrate the practical applicability of the Magnuson-Moss Warranty
Act.
To examine situations in which officers of a company will have personal
liability for company obligations.
To determine the extent of an employer's liability for sexual harassment
in the workplace.
To explore the implications of agency by estoppel for tort liability.

------------------------------------------------------------------------
1.2  Who are you?
------------------------------------------------------------------------

To reduce clutter, I have not included basic mechanics.  You should be 
familiar with the following: different types of jumps (hop, shadow jump,
shadow hop), combo/cancelling system, rolls, dodges, command attacks,
crossups, empty hop (grapplers), MAXing up, DM/SDMs, guard crush,
counter message, basic juggling, CD attacks, CD counters, AB rolls,  
throw escape, and you should know what Chang's special moves look like.
You should have played Chang before and generally have an idea of which
moves of his have priority and what the timing is for simple combos of 
his.  You should know the QCF, QCB, etc. system of move notation.


------------------------------------------------------------------------
1.3  Changes from '97
------------------------------------------------------------------------

Mostly the same.


========================================================================
2.   Moves
========================================================================

When describing Chang's moves I'll rate each one's usefulness on a
scale of one to five "stars," a technique pioneered by Andrew Park and
Greg Kasavin in their excellent '97 Kim and Yashiro guides respectively
(both are available at http://www.gamefaqs.com).


------------------------------------------------------------------------
2.1  Normals
------------------------------------------------------------------------

Far A
-----
A high hitting punch that misses crouchers.  Can be comboed off of.
Great move for deterring hops.  Does quite a lot of damage.
Usefulness: [****-]

Close A
-------
If close, use the low A attack instead.
Usefulness: [*----]

Standing B
----------
A very close ranged kick.  Not that useful outside of combos.  Combos 
well into HCB, F + P. 
Usefulness: [**---]


Far C
-----
A long ranged metal ball swing.  Bad because it has long lag time and
misses crouchers. Good if you anticipate a hop and want more damage
than a far A would give.
Usefulness: [**---]

Close C
-------
A two hit attack that does not combo. Decent priority but has slight lag
before it comes out.  In most situations you would want a faster attack.
Usefulness: [*----]

Far D
-----
A long ranged poke, will hit crouchers.  However, it has absolutely
massive lag and a B, F + A does more damage.
Usefulness: [-----]

Close D
-------
A comboable roundhouse kick.  It takes ages before it comes out, though,
so only use it to punish massive mistakes such as if Iori whiffs a DP + 
C.
Usefulness: [*----]

Stand CD
--------
A belly flop type move.  This has excellent priority once it comes out, 
both against air and ground.  Worth using often.  Can be cancelled.
Usefulness: [*****]


Low A
-----
A comboable elbow.  Good for killing rolls, and decent priority.
Usefulness: [****-]

Low B
-----
A comboable kick, hits low.  Great for combos, but takes slightly longer
than the low A to come out.
Usefulness: [****-]

Low C
-----
An anti-air ball swing of sorts with absolutely massive delay.  Hits 
crossups, although I doubt it will come out in time.  Pitiful horizontal
range.  Try to avoid.
Usefulness: [-----]

Low D
-----
A sweep with the metal ball which can be cancelled into a special move.
It has decent range and priority.  
Usefulness: [***--]


Jumping A
---------
Chang shows the opponent his hand.  Not good.
Usefulness: [-----]

Jumping B
---------
Chang shows his opponent his foot.  Not good.  Maybe for a tick throw 
attempt it could work, but it's iffy.
Usefulness: [*----]

Jumping C
---------
A metal ball angled slightly downwards.  Super priority against ground.
Big damage.  Great on a hop.  Abuse this move a lot.
Usefulness: [*****]

Jumping D
---------
A kick angled downwards, will hit Chris's slide or Iori's low B, for 
example. Chang's main combo starter.  Pretty good priority.  Poor 
against jumpers, though.
Usefulness: [****-]

Jumping CD
----------
A frighteningly long range ball swing.  Knocks down, long range, huge 
priority, big damage (less than the jump C though).  Easy way to win 
with Chang:  hop CD all day.  Note that all jump CDs can be crouch 
blocked.
Usefulness: [*****]**

------------------------------------------------------------------------
2.2  Command Attacks and Throws
------------------------------------------------------------------------

Down-forward + D
-------
Chang does a long-ranged surfboard slide.  Decent damage and knocks 
down.  It will go under mid- and high-fireballs (e.g. Athena's Psycho 
Ball, Takuma's Kohken).  Can be punished by an alert opponent if 
blocked, even at maximum range.  Not good as an air-defence in the vein 
of Chris's DF + B.

Use this mainly against fireballs.
Usefulness: [**---]

Fwd/Back + C (close)
--------------------
chang would 'headbutt' you.

Fwd/Back + D (close)
--------------------
chang would 'choke' you.  Note: this is a mashable throw, and leaves you
on the same side you were on (normal D throws switch sides).


------------------------------------------------------------------------
2.3  Specials
------------------------------------------------------------------------

Cannon Ball (charge B, F + P)
-----------------------------
This move does high damage.  The A version should be used exclusively 
because the C version has so much start-up time it can be punished on 
reaction.  Chang has autoguard when holding back the ball.

Throw this out whenever mid-range.  It shouldn't be rolled on reaction. 
It hits crouchers and does lots of guard crush damage, but is vulnerable
to full jumpers.

Cancel this out of the standing CD for big priority and damage (if you 
get a counter).
Usefulness: [****-]


Spinning Ball (Tap P rapidly)
------------------
A good anti-air and anti-roll, but vulnerable to sweeps.  Use it to tick
of mega damage when opponent is in corner.  It can be cancelled by 
pressing ABCD at the same time.

I use this mainly cancelled off a low A for an easy combo and flawless 
anti-roll. It is also safe when blocked and therefore a good pressure 
tactic is stand CD -> Spinning Ball.  This move is safer than it seems 
due to the fast recovery by pressing ABCD, so don't be afraid to use it 
often.
Usefulness: [****-]

Sneeze (HCF + K)
----------------
A counter move which does no damage.  Well, it does a bit of damage if 
you get it three times in a round.  So forget it.
Usefulness: [-----]

Throw You (HCB, F + P)
---------------------_
A command throw with surprisingly large range. It combos from any 
cancellable normal except for low D.

It really helps Chang's pressure game with hops, and does pretty big 
damage.  Use it as you would any command throw.
Usefulness: [*****]


Somersault Kick (Charge D, U + K)
---------------------------------
A pretty good air defence which also hits on the way down.  It sucks 
because you have to charge for it.  But it is okay for wake up.  Combos 
from any normal except low D.
Usefulness: [**---]


------------------------------------------------------------------------
2.4  DMs
------------------------------------------------------------------------

Christy! (QCF, QCF + P)
------------------------------
Chang says, "Christy!" and then flies into the air.  This move is great 
air defence and hits twice on a counter (DM).  On SDM, it hits twice 
most of the time and does a little quake thing.

First thing.  If you hit with it really early and do not get a counter, 
and your opponent recovery rolls, he can combo you before you recover.  
Bummer.

Second thing.  This is a really good anti-air and has great priority. I 
have never seen this trade or lose to an air attack.  Also, only use the
A version as the C version makes Chang run forward before he does the 
jump.
Usefulness: [*****]


Running Combo (QCF, HCB + P)
----------------------------------------
A combo thingy.  It does absolutely huge amounts of damage, is 
relatively safe if blocked, and has lots of invincibility at start-up. 
However, it also has a large start-up lag and is unsafe if it misses 
totally.  It seems to be most effective against anticipated hops and 
anticipated rolls.
Usefulness: [***--]


========================================================================
3.   Gameplay
========================================================================


Just hop CD all day.






































Hehehehehehe!! Hehehehehe!! Hehehehehe!
Aw, come on, that's only the 4th time someone's used this joke in a KOF 
FAQ!  It's still funny! Right?  Right??
*sigh*
Oh well, I'll get on with the FAQ then.

------------------------------------------------------------------------
3.1  Combos
------------------------------------------------------------------------

Only a few practical ones for Chang.

Jumping combos
--------------

Jump D, low B, HCB, F + P      - Staple jump combo.

Jump D, low A, A rapidly       - Safe jump combo.


Ground combos
-------------

Low A, A rapidly               - punishes rolls, good poke.
Close/low B, HCB, F + P        - staple combo.
Close D, HCB, F + P            - if you have a huge opening.

Counter combos
--------------

When a 'counter!' message appears, you can juggle for an extra hit.

Jump CD (counter), jump CD     - easiest follow-up.
Stand CD (counter), B, F + A   - very damaging.
Stand CD (counter), A rapidly  - safe.

DM combos
---------
Don't bother.

------------------------------------------------------------------------
3.2  Advanced vs. Extra
------------------------------------------------------------------------

Choose Advanced because almost everyone else should be played in 
Advanced mode.

------------------------------------------------------------------------
3.3  Strategy
------------------------------------------------------------------------

Chang is most effective at hop CD distance.  He is effective up close IF
he has the initiative.

General Play Style
------------------

MAX up first thing.  Hop CD at max range all day.  Slide against 
fireballs.  When they are in corner or otherwise sufficiently pressured,
get in close and do the simple mind game of either hop D -> combo, or 
empty hop -> command throw.  Use QCF, QCF + A against jumps or 
anticipated hops, and QCF, HCB + P against anticipated rolls.

Also, you want them in the corner, because then you can tick off lots of
damage with spinning ball, and any time you can cancel it and go into 
command throw.
Pretty simple and effective, really.

Against Turtlers
----------------
If they are in corner, do low A -> spinning ball to build lots of meter
and do lots of guard damage.  Otherwise, use the hop D/empty hop 
guessing game.  If they get used to that, do a hop D, low B, tick throw.

Pressuring
----------
Hop CD all day. Chang can't do dash-in low B to pin his opponent down
because he is too slow. Alternating hop CD with the more damaging hop C 
will discourage your opponent from trying too many anti-air attacks, 
especially if you are MAXed.

Defense
-------
Against aggressive players, you're in trouble if you don't have a stock,
because Chang's attacks all have a slight start-up time.  If you do have
stock, either CD counter or do QCF, QCF + A against jump/hop attacks. If
your opponent messes up, don't hesitate and immediately HCB, F + P to 
get some breathing space.

Zoning
------
Hop CD to keep your opponent grounded and blocking. You can also use the
stand CD -> spinning ball or stand CD -> B, F + A for variety or to 
tempt your opponent into being careless.  Stick out a few stand A to 
discourage hopping.

Wake-up
-------
If opponent is in air as you are getting up, QCF, QCF + P.  If opponent 
on ground and close, HCB, F + P.  Otherwise, block (e.g. crossups or 
fireballs).  You really should have a DM stock when playing with Chang 
or you can be pressured easily.

Start of the Match
------------------
I prefer a vertical hop CD.


------------------------------------------------------------------------
3.4  Matchups
------------------------------------------------------------------------

I've only listed the people that I have played against often. I would
not be able to offer qualified advice for other characters.


Goro
----
Hop CD all day.  If you get bored or when he gets pushed into the 
corner, do low A -> spinning ball.

Iori
----
Hop CD most of the day, you'll trade with his uppercut.  He can maiden 
masher under the hop CD though.

Kyo
---
Hop CD and hop C all day, vary the timing so he can't autoguard Oniyaki 
you all the time.  

Benimaru
--------
Use the stand CD -> spinning ball / B, F + A more often in this matchup.
This tactic will discourage him from using the Raijinken or the DP + K
move much.  Once he starts his jumping all over the place, take him out 
of the air with a QCF, QCF + A or even a low C.

Clark
-----
Early jump CD all day in order to beat his jump D.  If he gets close, 
hop backwards with C.  

Athena
------
Slide under fireball. Hop CD at max range all day.

Chang
-----
Hop CD all day.  If he has you pressured with hop CD all day, don't 
worry.  Counter that simplistic strategy with a well timed hop CD.

Yashiro
-------
Don't let him prevent you from doing hop CD all day by using his long 
ranged stand B.  You can do this by using the stand A, spinning ball, 
and B, F + A attacks more than usual to discourage poking.  Then you can
go back to doing the hop CD routine.

O. Yashiro
----------
Same as for normal Yashiro.  I am of the opinion that normal Yashiro is 
actually more dangerous than O. Yashiro becasue of normal Yashiro's  
safe combos and the QCF, QCF + P attack.  O. Yashiro's only advantage is
the QCB + A and that can be avoided on reaction by most people.  Anyway,
just watch out for the QCB + A and knock him out of the air with hop CD 
(counter) -> hop CD.

Takuma
------
Slide early under fireballs (Chang's df + D has a slight delay before it
comes out).  Hop CD done from max range is reasonably safe against his 
high priority Ryuko Ranbu DM.  Beware of his crossup attack and hit him 
out of the air with your QCF, QCF + P before he can start that nonsense.

Chris
-----
You almost have to jump all day to avoid his Position Switch move. Do 
lots of vertical jumps.  Your chance to score big damage is when he uses
his slide as anti-air.  It's not that hard to predict a slide as most 
Chris players use it against hops, so do a hop D -> low B -> HCB, F + P
on Chris.  Things to watch out for: jump CD, QCB, QCB + K DM, DP + A.

Chris usually does a lot of C, fw + A, HCB + P.  If your timing is good,
do a QCF, HCB + P between Chris's fw + A and HCB + P and you can hit him
cleanly for big damage.


========================================================================
4.   Miscellaneous
========================================================================

------------------------------------------------------------------------
4.1  Acknowledgements and Credits
------------------------------------------------------------------------

Please tell me if you would like a 'credit'.

* Me.
* Beans.

------------------------------------------------------------------------
4.2  Legal
------------------------------------------------------------------------

All rights reserved.

------------------------------------------------------------------------
4.3  Epilogue
------------------------------------------------------------------------

You have learned a lot.