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    Choi by Big Russian

    Version: 1.2 | Updated: 05/30/01 | Search Guide | Bookmark Guide

    Character Guide for Choi Bounge
    King of Fighters '99: Millenium Battle
    King of Fighters: Evolution (DC)
    By Big Russian (Beni Jenkins)
    Version 1.2
    -Added updated Mukuro Zuki info
    -Added Kailu Lantis to thanks, 
     whom I cannot believe I forgot
    Version 1.0
    -Done.  I'll add things as needed
    Version 0.99
    -Finished Combos, need to format
    Version 0.95
    -Added Thanks & Closing
    Version 0.90
    -Added Story, Strategy, and Fun Facts
    Version 0.45
    -Moves, DM's and Striker Usage complete
    Version 0.35
    -Still working, got moves done
    Version 0.10
    -Compiling data, A work in progress
    Do not post this FAQ or it's any of it's contents anywhere without my 
    permission.  I have posted this FAQ at gamefaqs.com and this is the only 
    place I want it to be until further notice.  If you wish to use or quote 
    part of my FAQ, email me.  If I am given proper credit, everything is fine. 
    1. Introduction to Choi
    2. Background Story/Profile
    3. Command Moves
    4. Special Moves
    5. Desperation Moves
    6. Choi as a Striker
    7. Combos
    8. Strategy
    9. Choi Fun Facts
    10. Closing Remarks and Thanks
    If I were to be asked whom I thought was the least-appreciated character in 
    KoF (Sports Team guys notwithstanding) I'd definetly say that it was Choi.  
    Not that he isn't appreciated as being an effective character by the KoF 
    community, because he most certainly is, but I've heard few people say that 
    they relied on him as I did.  I've never been in an Arcade where Choi was 
    being played.  A sad misfortune, to be sure, since I desperately want to 
    learn from someone better than me.  
    I have limited experience with KoF in the Arcade as well, due to the fact 
    that there were never KoF machines around when I wanted them.  Now, I look 
    on the internet and I cannot find a Choi FAQ to reference, so I decided to 
    start writing.  This may turn out to be crap by someone else's standards, 
    but I hope it turns out better than that.  With that having been said, on 
    to the FAQ.  ^_^
    Birthplace:            Korea
    Birth date:            October 25, 1961 (39 at the writing of this FAQ)
    Height:                1.53 m (5')
    Weight:                44 kg (96 lbs)
    Blood type:            B
    Hobbies:               Cutting things
    Favourite food:        Crab
    Favourite sport:       Gymnastics
    Most valuable:         His claws, which he made himself
    Hates the most:        Kongyaku
    Fighting style:        Taekwondo with self-taught claw fighting
    Before he and Chang were known as partners in crime, Choi lived a happy and 
    relatively peaceful life.  As the proud owner of a butcher shop in a small 
    Korean suburb, he enjoyed his work, for precision cutting came as a natural 
    talent to him from the time he was very young.  Being small of size, it came 
    in rather handy sometimes when the going got rough.  He loved a good fight, 
    especially when he got to use his claws to slash his oppressors, claws he had 
    fashioned himself.  Choi also had a wife, whom he loved very much... but 
    something stirred within him that made him hunger for a more exciting life.  
    He had a desire to see more of the world, and he wanted to live a life of 
    action and danger.
    One cool night, Choi was standing outside his butcher shop, staring at the 
    stars and contemplating their magic.  As nice and peaceful as it seemed, the 
    hunger for excitement crept up into his conscious thoughts.  He was about to 
    wish upon the stars to bring him his desire, when suddenly a huge mountain of 
    a man came tearing around the corner, at speeds that men his size should not 
    be able to achieve.  He slammed right into Choi, who was too surprised to 
    move out of the way.  The big man tripped as Choi went sailing through the 
    air, both of them falling to rest a moment later.  
    When the dust settled, Choi got a good look at the guy.  He was shocked.  The 
    man before him was taller than anyone he'd ever seen, bald and bearded, with 
    a gut the size of a live cow.  Over his shoulder, a large iron ball gleamed, 
    it's chain trailing down his back.  Choi then noticed that this ball was 
    shackled to him.  Suddenly, a realization came to Choi.  "Could this be the 
    infamous criminal, Chang Koehan?  That would mean that he's just escaped from 
    The big man rose up, dwarfing the small butcher.  At first, it seemed that 
    he had a mind to crush the little guy where he stood, but then, his face 
    softened up as he introduced himself.  It was indeed Chang Koehan.  He had 
    indeed just escaped from prison.  "It's not so bad!  The food's good, the 
    people are funny, and the life of crime is really exciting!"  Excitement?  
    That was the magic word for Choi.  An idea crept into his head.  This guy 
    looked like a big lummox, that's probably why he always gets caught... but 
    with his brawn and Choi's brains...
    "Hey Koehan!  I gotta proposition to make!"
    The rest is history.
    Choi chose to remain living at home, continuing to work at his butcher shop.  
    However, late at night, when his wife was asleep, he would leave to begin his 
    criminal adventures with Chang.  They had a great time; Chang and his iron 
    ball were a human wrecking crew, and Choi terrorized the night-goers with 
    his steel claws and rabid laughter.  They mugged many people, and knocked 
    over (sometimes literally) many stores, accumulating a large amount of cash.  
    He was having the time of his life, and really becoming good friends with 
    Chang, though he made some pretty stupid mistakes at times.  Choi felt that 
    he'd finally found his calling in life, and he grinned savagely every night 
    as he realized his dreams.
    That all came abruptly to a stop, however, one fateful evening.  Chang and 
    Choi were casing a target.  It was a young woman.  She looked wealthy, and 
    certainly defenseless.  The two bandits decided to scare her and take her 
    purse.  Just as they readied for the strike, they were swept up in a tornado 
    as white as snow!  They knew they were being attacked by a man, but he moved 
    so swiftly and gracefully... it was as if they were being assaulted by an 
    irresistable force of nature.  When they had been throughouly trounced, 
    they got a good look at their assailant.  Wearing a white Taekwondo Gi, 
    it was none other than internationally renowned martial artist, Kim Kaphwan!  
    The two were dumbfounded at their bad lUck.  They were caught this time 
    for certain.
    Kim spoke. "You must be Chang and Choi.  I've heard about the two of you.  
    Terrorizing the people of this fine town... I'm going to rid the world of 
    you scum once and for all!"
    Chang and Choi screamed, fearing their deaths!
    Kim raised one eyebrow in wonder.  "Uhhh... no, I don't mean I'm going to 
    kill you."
    Chang and Choi sighed in simultaneous relief.
    "Instead, I'm going to whip the two of you into shape by training you in the 
    ways of Taekwondo!  Through rigorous discipline, the two of you will be 
    reformed into model citizens once again!"
    Chang and Choi screamed again!
    After many failed escape attempts (all of which were Chang's fault, he and 
    his big mouth!), Chang and Choi began to learn the arts.  Though they were 
    strictly opposed to the training, the swift and violent beatings that Kim 
    layed upon them were enough to get them to cease their protestations.  At 
    least, externally...
    Chang and Choi still planned on escaping, they just had to wait for the right 
    opportunity. Kim came to the two one evening after a hard day of training and 
    told them his plans.  He decided to enter the new King of Fighters tournament, 
    with three fighters being the regulation.  The two ex-criminals figured out 
    the rest.  They were the other two fighters.  Choi came up with a plan to 
    escape after the tournament, but Kim thwarted it, as he would continue to do 
    every year leading up to the KoF 99 tourney.
    That time, however, Kim had been in contact with his old sparring partner, 
    Jhun.  An imposing and frightening man (for Chang and Choi anyway), Jhun 
    thought Kim's method of justice was soft and ineffective.  When Kim accepted 
    his challenge to see who's justice method was the best, the more subtle (???) 
    way of Kim, or the ultra-violent (!!!) way of Jhun, Choi was the unfortunate 
    one.  He ended up drawing the short straw, so to speak, and began training 
    under the brutality of Jhun's methods of justice.
    Currently, Choi's skills have improved greatly.  He feels very confident that 
    he and Chang can nail Kim and Jhun and escape after they win the 
    tournament... yes, indeed!  They'll be unstoppable!!  (Yeah, right...)
    1) Sankaku Tobi
    Command: Jump against a wall, and as you touch it, push the joystick/pad 
             in the opposite direction.
    Result:  Choi will jump off of the wall, increasing the height and distance 
             he can reach. This is a very useful move for escaping from corners 
             or dropping down on an unsuspecting enemy.  The nice thing about 
             the move is that you can still perform any attack that you'd 
             normally be able to perform in mid-air, including the Hishou Kyaku 
             and Chouzetsu Rinkaiten Toppa.
    2) Mukuro Zuki
    Command: Back or Forward + A
    Result:  Choi thrusts forward with his claws, body turned sideways, while 
             appearing to nearly lose his balance on one leg.  It only hits 
             once and comes out slow, but this move is awesome when comboed.  
             It guard crushes, which means that any move succeeding it is 
             unblockable.  It can cancel into a special move, and also into 
             the Hou'ou Kyaku DM if you use the B button version.  This can 
             be your main form of damage.  More in the Combos section.
    3) Toorima Geri
    Command: Back or Forward + B
    Result:  Choi flips his body forward and strikes the enemy with his heel.  
             It's a nice little overhead that's Worked pretty well for me.  
             Don't abuse it, or it loses it's usefulness.
    1) Tatsumaki Shippuu Zan
    Command: Charge Down, then press Up + P
    Result:  Choi rapidly spins, twirling upward with his claws outstretched, 
             slicing the opponent several times. This move is good for 
             chipping damage in a corner (though it leaves you wide open if 
             they live through it), and can be used as an anti-air from a good 
             distance away, but there are better moves to use for that (like 
             jump CD). This is a fun move to use in Counter Mode, though, 
             due to the fact that you can cancel it into a Chouzetsu 
             Rinkaiten Toppa.
    2) Hishou Kyaku
    Command: While in the air, roll the joystick or pad a quarter circle from 
             down to forward and press Kick
    Result:  Choi diagonally dives on his opponent, flapping his arms and 
             attacking with rapid kicks to the head. This move is highly useful 
             for covering yourself in the air, and quickly punishing missed 
             moves by your opponent.  You can also cancel this move into a DM 
             while in Counter Mode, making it a great move to use while in CM.
    3) Senpuu Hien Sashi
    Command: Charge Back, then press Forward + P
    Result:  Choi spins towards his his enemy longways, like a rotating spear, 
             striking with his claws.  After the first strike, you can follow 
             it up with two more by simply pressing the direction you want him 
             to fly in and any button.  This is called the Houkou Tenkan, and 
             is listed below as a separate move.  
             On the whole, I prefer to use the Hishou Kuuretsu Zan instead of 
             this move, as it comes out faster and you can fake out with the 
             wall jumps.  That move is also listed below.
    4) Hishou Kuuretsu Zan
    Command: Charge Down, then press Up + K.  If you hold K, you'll attack 
             after hitting the wall.
    Result:  Choi screeches and jumps up into the air.  Depending on where 
             you are in comparison to the wall and to your enemy, Choi will 
             either leap over the head of the enemy or bounce off the wall.  
             If K is held when he hits the wall, Choi spins at the enemy like 
             a spear (just like the Senpuu Hien Sashi) and strikes with his 
             You can follow this move up with the Houkou Tenkan for another 
             1 or 2 strikes. You can also change direction, just like with 
             the Punch version.  Note that the B version makes Choi attack 
             on a 45 degree downward slope.
    5) Houkou Tenkan
    Command: Press any direction + P or K during Senpuu Hien Sashi or 
             Hishou Kuuretsu Zan
    Result:  A repetition of the previous strike, in whatever direction 
             you like.  You can use this to escape after an unsuccessful 
             strike, or to juggle if the situation permits.
    6) Kaiten Hien Zan
    Command: Roll the joystick or pad a quarter circle from down to back 
             and press Punch
    Result:  Choi rolls on the ground forward and slowly advances. Once 
             it hits, Choi continues to roll up the body of the opponent, 
             jumping backwards after hitting several times.  This move is 
             like a vacuum.  If the enemy is hear you  and not blocking, they 
             may get sucked into it for most of the hits.  However, throwing 
             this move out isn't always safe, so use it sparingly.  You can be 
             countered by a quick opponent. You can use the Kishuu Hien Zuki 
             before this move hits, though. 
    7) Kishuu Hien Zuki
    Command: Press Punch during the Kaiten Hien Zan, before it hits the 
    Result:  Choi dives foward out of his roll and strikes with both claws.  
             Can be used as a surprise maneuver, and can be cancelled into a 
             DM if you're in Counter Mode.
    1) Hou'ou Kyaku
    Command: Roll the joystick or pad a quarter circle forward, then a half 
             circle from forward to back, then press Kick.
    Result:  Choi runs along the ground with his hands by his sides until he 
             meets with the enemy.  When the move hits, he goes into a 
             series of strikes using his claws, feet, and his body.  He ends 
             up twirling like a tornado, then kicking the enemy into the air 
             with a kick similar to Kim's.
             This move is great when the B button is used because it comes out 
             quick and can be easily comboed (especially when used with the 
             guard-crushing Mukuro Zuki).  More on this in the combos section.
    2) Shin! Chouzetsu Tatsumaki Shinkuu Zan
    Command: Roll joystick or pad in a half circle from forward to back twice, 
             then press Punch
    Result:  Choi begins to spin at a rapid rate, and a huge tornado forms 
             around him.  You can move back and forth during this, so press 
             the enemy.  To my knowledge, you're invincible during this, so 
             use it to your advantage.  Best use of this move is to catch 
             and juggle a fallen enemy.  The SDM version is the best for this.
    3) Shin! Chouzetsu Rinkaiten Toppa
    Command: While in the air, roll the joystick or pad a quarter circle from 
             down to forward twice, then press Punch
    Result:  Choi dives on his enemy from the air, surrounded by orange wind 
             (too... much... tang...).  The A button version makes Choi dive 
             straight down, while the C version makes him dive at a 45 degree 
             angle.  The SDM versions are both like the C version, flying at 
             an angle.
    Here is an outline of what Choi does when called as a Striker.
    The move is called "Chouhatsu Sanmai".  During this, Choi will come out 
    from the side of the screen just like all strikers and if the opponent 
    is far away, he will do one of three taunts.  This has the effect of 
    lowering the enemy's Power Gauge.  If the opponent is close, Choi will 
    do a Tatsumaki Shippuu Zan that will either hit two times close up, or 
    11 times if they're a bit father out.
    What makes Choi's Striker unique is that he can attack after he's 
    taunted.  If the enemy gets close to Choi while he's taunting them 
    (any taunt, it doesn't matter which one), then he attacks with the 
    Shippuu Zan.  This gives Choi great use as a Striker, since he can 
    both lower the opponent's Power Gauge AND attack in the same Striker 
    A good time to use this is at the end of a match.  Save all 5 bombs 
    for the final match.  There are plenty of times when you'll break even 
    with your opponent and you'll both be near death.  You can use him as 
    an attacking deterrent (due to the automatic pop-up) and to ensure 
    they don't get a game-winning super or worse, Armor or Counter mode.  
    I've won several matches this way, and let me tell you from experience 
    that it's quite effective, even if it's just to eat a few more seconds 
    off the clock or to scare off the opponent.
    Personally, I'd rather be using him as a fighting character, but 
    that's me.  :)
    7. COMBOS
    Okay, before I list the combos, let me just say a few things.  First, 
    this section isn't a section to outline every single combo in Choi's 
    arsenal, just a few basic combos, then a few more advanced combos.  
    Some can be done easily in everyday play, and some only with hours of 
    practice (or a lot of experience).  I'll leave it up to you which are 
    Second, know that while combos are the fastest and most 'economical' 
    way to drain an opponents' life bar, there are other ways to win.  I 
    generally go for short combos because I'm certain they'll connect.  
    If you can perform the "Triple All-Beef Phatty McBoot Combo" without 
    batting an eyelash, more power to ya.
    UPDATE: It seems the majority of combos involving the Guard Crush 
    of the Mukuro Zuki (when preceeded by a move) only work in the 
    Arcade version, as this bug seems to have been taken out of the 
    DC and PSX versions.  Command moves usually lose their 
    special properties (such as overhead or guard crush) when 
    preceeded by another move in a combo).  This ommittance was 
    apparently a mistake on the part of the programmers corrected in 
    the home versions.  Thanks to Duo Yang (Sophia) who told me it 
    didn't work for him.
    (Charging down) Crouching B, Crouching A, Up + Punch (Shippuu Zan)
    (Charging down) Jump-in D, Crouching C, Up + Punch (Shippuu Zan)
    Jump-in D, Crouching C, QCF HCB + B (Hou-ou Kyaku)
    Crouching B, Crouching A, Forward + B (Toorima Geri), QCF HCB + B 
    (Hou'ou Kyaku)
    Crouching B, Crouching A, Forward + A (Mukuro Zuki), QCF HCB + B 
    (Hou'ou Kyaku)
    Note: The guard crush properties of the Mukuro Zuki makes the DM 
    in this combo UNBLOCKABLE!
    Jumping Cross-up C (may hit twice if the C hits high enough), 
    (Charging down) Crouching C, Up + Punch (Shippuu Zan)
    Jumping Cross-up C (as above), Standing C, Forward + B 
    (Toorima Geri), Standing B, QCF HCB + B (Hou'ou Kyaku)
    Jumping Cross-up C (as above), Crouching B, Crouching A, QCF HCB + B 
    (Hou'ou Kyaku)
    Jumping Cross-up C (as above), Standing C, Forward + A (Mukuro Zuki), 
    QCF HCB + B (Hou'ou Kyaku)
    Note: As above, the Mukuro Zuki before the DM makes it UNBLOCKABLE!
    (While in Counter Mode)
    (In air) QCF D (Hishou Kyaku), QCF x2 + C (Rinkaiten Toppa)
    Strategy with Choi is relatively simple, and open to modification by 
    whatever means you're comfortable with.  Note that these tips are 
    merely meant as guidelines for the way I play, and you may not be 
    comfortable playing how I do, or you may have better ways.  If you 
    feel that something in this section needs correction or clarification, 
    please feel free to e-mail me.
    First of all, know that Choi jumps higher and moves faster than any 
    character in the game.  Add his tiny size to that, and you've got a 
    very dangerous character.  While leaping around madly and slashing 
    may be effective against some scrubs (and fun, to boot!), you'll get 
    better results with controlled bursts of offense.  Allow me to 
    outline a few offensive strategies.
    Foremost on the list of strats are the use of his normal moves.  His 
    crouching D comes out relatively fast and can be used with impunity.  
    His CD, both standing and jumping, should be used to cover you and 
    to push the enemy back.  His jumping C is his best combo starter, 
    especially when you cross up (see Combos section above).  His 
    standing or crouching B can be used to chain special attacks or a 
    Hou'ou Kyaku executed with B.  Most of his normal attacks other 
    than that are simply not as effective as those listed above.  
    Recapping: Standing and Jumping CD, Crouching D, Standing or 
    Crouching B.
    His command attacks are great.  As you saw in the Combos section, 
    that Mukuro Zuki (Forward or Back + A) can guard crush and can be used 
    to make a (B) Hou'ou Kyaku unblockable.  This by itself makes Choi a 
    menace.  And as far as his overhead goes, well who doesn't like an 
    overhead?  Because he's so small, it doesn't always look like an 
    overhead, which can be used to fool opponents into blocking in the 
    wrong areas.  Use that speed to your advantage, fake them out, then 
    I hate to sound like a broken record, but Combos are easily the fastest 
    way to do damage as Choi.  After you lay into them for a few seconds 
    with the odd special move, you'll have a DM cocked and ready to fire.  
    Start crossups and low/high combos.  Tack that (B) Hou'ou Kyaku onto 
    the end of everything.
    On a side note, I think it goes without saying, but Counter Mode is 
    the way to go for Choi.  With the ability to link all of his supers, 
    it makes every move he does a potential match-ender.  Very dangerous 
    in the right hands.
    If it's single move strategy you're after, I have a few strats to 
    outline on that basis, too.  Not everyone can do combos like crazy.  
    You should work towards those larger and more complicated combos, 
    but nothing's wrong if you don't feel like doing so.
    You can use the Shippuu Zan as an anti-air, but several higher-priority 
    moves can knock you out of it or trade hits with you.  You're not Chang, 
    so trading hits isn't a good idea.  However, sometimes the A button 
    version can be used safely and in the right situations, hitting for 
    a few hits when they don't expect it.  The best time to use the C 
    version is when you're being crossed up, especially in the corner.  
    Not as devastating as it was in previous games, the Shippuu Zan can 
    empty a gauge pretty fast if you catch the opponent at the right 
    moment.  Just as they reach the apex of their hop or jump, you can pop 
    up with this move and kiss a large chunk of their life goodbye, as the 
    Shippuu Zan hits multiple times on the way up.  Where it would toss 
    them away out in the open, in the corner it juggles for a few more hits.  
    In 98, this usually sounded the end of a match, but here, it's just a nice 
    little bonus and a good deterrent for those pesky cross-up combo 
    Still in single move strategy, using the Senpuu Hien Sashi and the 
    Hishou Kuuretsu Zan at the right moments can be thoroughly frustrating 
    for your opponent, making it that much easier for you to win.  One of 
    the biggest complaints about Choi is the annoyance factor, so use it 
    to your advantage.  Make him make as much noise as possible!  These 
    two moves fit the bill.  Choi is all, "RAKEE!  RAKEE! RAKEE!" and 
    don't forget his hilariously annoying taunt.  Use both versions to 
    surprise your opponent, juggle them for a couple of hits, and annoy 
    them thoroughly.
    Use the Hishou Kyaku repeatedly.  Sometimes the repetition of a move 
    is the last thing they expect, and sometimes it's exactly what they 
    expect.  Depending on who you're playing against, repeating this 
    move can be a serious threat.  Those who have uppercuts which 
    autoguard or quick retaliation moves may punish you for it, but if you 
    mix up what you do while in the air, you can sometimes do a threepeat 
    with the Hishou Kyaku to either do massive chip damage or hit them when 
    they fail to successfully retailiate.  Either way, you've got a winner.  
    Just don't overuse it, or the effectiveness wears off with their 
    The Kaiten Hien Zan to Kishuu Hien Zuki can be effective as well.  
    Going through with the Kaiten Hien Zan can often mean disaster during 
    it's long recovery time.  Less so when the Kishuu Hien Zuki is used to 
    strike out.  As with all of Choi's moves, use this carefully.  If you 
    mix this in with a few other moves, they won't even see it coming.  
    Since he rolls up into such a small ball, it makes the perfect follow 
    up to any blocked crouching attack (especially those that don't push 
    you back very far).
    Choi's (B) Hou'ou Kyaku comes out fast and punishes quickly.  Use it 
    to punish whiffs and blocked moves, and to stop distant jump-ins cold.  
    An alternative to using Shippuu Zan when stopping a cross-up or an 
    attempted escape from the corner by your opponent is the Chouzetsu 
    Tatsumaki Shinkuu Zan DM.  Especially in it's SDM form, this can end 
    a match if it connects near the corner.
    Not to be denied, the Rinkaiten Toppa can be used in place of the 
    diving kick in some circumstances, to rain death from directly above 
    the opponent (and the unwise may not know which way to block!), or to 
    cause general fear and mayhem.  It comes out quick and connects, so 
    it's usually safe to throw out at random, just don't get predictable 
    with it or you'll find yourself sucking on a Haohshokouken or equally 
    nasty super.
    As fast as Choi is, he's not faster than a bullet, so to speak, so 
    be careful with your single moves and when you use them.  Soon you'll 
    develop your own flow and will be able to use Choi more effectively 
    in your own way.  I hope this section has been helpful for you.
    1) Choi has often been thought to be a parody of horror film icon 
    "Freddy Krueger" of the "Nightmare on Elm Street" series of teen 
    scream cult horror movies.  I'd say this was a safe bet, looking at 
    his KoF 94-95 costume.  The claws and the hat are the biggest clues, 
    but who knows why they made him so small, or gave him such a high 
    pitched voice?  I guess going along the lines of the "parody" theory, 
    these could be attributed to Choi being like unto a caracature of 
    Freddy, meant to exaggerate certain features to make a character 
    more (or less) frightening.
    2) Choi has been in every King of Fighters game ever made except 
    for the portable games (excepting Card Fighters Clash).  Why this 
    is true mystifies me.  Don't get me wrong, I like Choi, but they 
    take out "cooler" and "more popular" characters like Billy Kane, 
    Eiji Kisaragi, Geese Howard, etc, and then leave in silly characters 
    like Chang and Choi.  Personally, I'm glad this is true, but it 
    still seems somewhat strange.
    3) Wanna hear Choi sing?  "Monster Maezuka", Choi's seiyuu 
    (voice actor) does a song called "Choi Bounge Ondo" on one of 
    the King of Fighters CD's (I'll look up which one and tell you 
    later).  Here are the lyrics to that song in romanji.
    Choi Bounge Ondo
    Arrangement / Composition: Monster Maezuka
    Singer: Monster Maezuka
    Zenkoku no King of Fighters Fan no minasama, 
    asshi ga KOF no hana no wakiyaku, 
    kagayaku joen dan'yuushou Choi Bounge deyansu.  
    Asshi to issho ni kono ondo ni notte 
    kyuukyoku no mai o tanoshimu deyansuu!! 
    Choi to odoreba kono yo wa Bravo 
    Choi to Choi to Choi to Choi Bounge Ondo 
    Migaki-nukareta kono tsume o teki no Body ni sakuretsu da! 
    Aa Aa yaru deyansu Kaikan deyansu Tatsumaki Shippuuzan! 
    Iya na yarou o buchi no meshi 
    (ima da!!) shouri no otakebi ukkikki. 
    Kim no dan'na yo mite-okure 
    yuushou-surebai no ichiban ni kani tabehoudaii 
    Choi to waraeba kono yo wa bara iro 
    Choi to Choi to Choi to Choi Bounge Ondo 
    Kitae-nukareta kono Muscle de teki no haigo ni High Jump 
    Oh Yeah!!  Tobu deyansu kiri-kiri mai deyansu 
    Hishou Kuuretsuzan!! 
    Tsurai shuugyou ni taenuite (yaru zo) ouja no Pose kekkekke. 
    Son'na kouha na asshi demo sugao 
    wa tottemo ochame na Lonely Wolf. 
    KOF de yuushou-sureba taibou no jiyuu no mi ni nareru deyansu!  
    Shika mo Spotlight o abite kyuukyoku no 
    wakiyaku kara hana no shuyaku ni nareru ka mo sou naeba mou 
    "Otegami choudai" nante iwanakute mo 
    tsugi kara tsugi e to Fan Letter ya Love Letter ga mou ippai 
    todoite kyawaii on'na no ko kara mote-motee Hiihihhi! 
    to iu koto wa akogere no Athena-san 
    Mai-san Yuri-san Nako-chan kara mo aaa!!  
    Yume no you deyansuu 
    Choi to asobeba mina Paradise 
    Choi to tanoshime Happy Happy Happy 
    Choi ka ichiban mina hizamazuke!!  
    Choi to Choi to Choi to Choi Bounge Ondo 
    A, Kim no dan'na doo deyansu  kono ondo E?  
    Urusai choushi ni noru na?  
    Shuugyou ga tarinai?  Wa, su, suimasheen!!  
    Dan'na, yu, yurushite wa!  
    Gya!!  H, hengee  Ai ga ho-shi-ii
    My second FAQ is complete!  This one went by much faster 
    (mostly since I didn't have to compile tons of information 
    like I did for the 'History of Sumo' in my E. Honda FAQ).
    First, I'd like to thank my fiancee, Jessica, for not 
    killing me when I used her as a scratching post for Choi, 
    and for her undying support.  You're getting downright 
    wicked with Mai, Jess!
    Second, Kailu Lantis (who has been very kind).  I used 
    his profile info and, with permission rewrote his 
    character background info into my own words.  His hard
    work on the KOF Story FAQ has long been appreciated 
    by the KOF community.
    Third, the guys and gals on the KOF ML (kof@dhp.com), 
    especially Punny.  He clarified a few points for me, 
    extended my combos and informed me of the unblockable 
    status of the (B) Hou'ou Kyaku after a Mukuro Zuki.
    Fourth, to Agetec for releasing this game over here.  
    Despite my complaints about the editing of Chin, this 
    game got me back into Fighting again.  Why I left is 
    beyond me.
    Special thanks to CJAYC for his awesome site and for 
    posting my FAQs.
    Finally, to my friends and family who always give me their 
    support in all my projects, no matter how small.  
    Thanks, everyone.

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