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The King of Fighters '98 UMFE/Chizuru Kagura: Difference between revisions
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<section begin="image"/>[[File:Kyo98umfechizuru.jpg]]<section end="image"/> | |||
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[[File:Kof98umfechizurumovelist.png|left]] | |||
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== Introduction == | == Introduction == | ||
{{StrengthsAndWeaknesses | |||
|ext=jpg | |||
| description =Chizuru's main strength is that she can create clones of herself to attack. The clones allows her to do oppressive pressure and frametraps when close up and zone some when further away. She can also use the clones as movement options, as she can take the place of the clone at the end of a move. Her DMs are especially interesting: she has one that seals the opponent's special moves for a period so they are restricted to just their normals, and another that creates a series of clones to put the opponent into hitstun/blockstun during which Chizuru can combo/mix the opponent. In neutral, she also has access to a good slide and a projectile reflector to help her against fireballs. Her main weakness is that her clones also have hurtboxes on them, so they can be hit and counterpoked.}} | |||
== Changes from Previous Versions == | |||
'''98 to 98UM''' | |||
Normals: | |||
* f.C's first hitbox has been removed, and you can no longer hit low crouchers with it | |||
* f.C's startup is 2f longer and recovery is 2f shorter | |||
* Raw 6A causes hard knockdown and it has 3f less recovery | |||
Specials: | |||
* 63214P/K damage is halved; the recovery frames have been increased by 2/2f/12f/23f for A/B/C/D versions, respectively | |||
* 623A is now one hit except for certain situations | |||
* 236C has 12 frames less startup | |||
* Both 236A and 236C are 10 frames less in total | |||
Supers: | |||
* The duration of 236236K is shortened | |||
* The duration of the seal effect of 2141236P is shortened | |||
'''98UM to 98UMFE''' | |||
Normals: | |||
* 6B has lower body invincibility until just before the hitbox appears | |||
Specials: | |||
* 22P/K now hits overhead and knocks down on hit | |||
* 236C travels less distance, 15 frames of invincibility from the start of the move | |||
== Normal Moves == | == Normal Moves == | ||
'''Close''' | |||
* c.A: Chainable and cancelable. | |||
* c.B: Hits mid. Cancelable. | |||
* c.C: Hits high. Cancelable. | |||
* c.D: Very fast and Chizuru's only real combo starter. Cancelable. | |||
'''Standing''' | |||
* f.A: Same as c.A. | |||
* f.B: Pretty fast. Hits high, and can stop hops. | |||
* f.C: Hits high. Can be used as an anti-air. | |||
* f.D: Hits mid and moves Chizuru forward. Could be used as a poke. | |||
'''Crouching''' | |||
* 2A: Chainable. Cancelable on hit, block, and whiff. | |||
* 2B: Chainable. | |||
* 2C: Cancelable on hit, block, and whiff. | |||
* 2D: Cancelable on hit, block, and whiff. | |||
'''Jumping''' | |||
* j.A: Instant overhead. | |||
* 8j.A: More ''decent'' than ''good'' air-to-air, since 8j.B/D already exist. | |||
* j.B: Instant overhead. | |||
* 8j.B: Good air-to-air. | |||
* j.C: Pretty fast air-to-air. Not as good a jump-in as it looks. Needs to be used very deep, and the pushback can get you f.D on accident. | |||
* 8j.C: Functionally the same as 8j.A, though is active for a bit longer. | |||
* j.D: Chizuru's best jump-in. Difficult to cross-up with. | |||
* 8j.D: Same as 8j.B with a ''teensy'' bit more range. | |||
'''CD Normals''' | |||
* 5CD: Slow and noticeable start-up. Fair range to compensate. Cancelable on hit, block, and whiff. | |||
* j.CD: Pretty fast start-up. Can be used as a jump-in or air-to-air. | |||
== Throws == | == Throws == | ||
'''Frigorific Moon:''' <code>4/6C (close)</code> | |||
* Chizuru sweeps the opponent off their feet. | |||
* Soft knockdown. | |||
'''Revolving Heavens:''' <code>4/6D (close)</code> | |||
* Chizuru twirls the opponent in front of her. | |||
* Reverse knockdown. | |||
== Command Moves == | == Command Moves == | ||
Supremacy: | '''Supremacy:''' <code>6A</code> | ||
* Chizuru steps forward and strikes in an arc in front of her. | |||
* Hits overhead raw; when canceled into, hits mid but can be canceled out of. | |||
* If it's late-canceled into, it acts like the raw version, letting you surprise your opponent with an overhead. | |||
* Hard knockdown. | |||
'''Sonority:''' <code>6B</code> | |||
* Chizuru hops forward into a back-thrust kick. | |||
* Does not combo from anything. | |||
* Can avoid lows. | |||
* Free-cancelable. | |||
'''Tranquility:''' <code>3B</code> | |||
* Slide that can't be special-canceled. | |||
* Hits low even if canceled into. | |||
* Can be spaced to make more safe on block. | |||
== Special Moves == | == Special Moves == | ||
Heaven's Way: | '''Heaven's Way:''' <code>623A/C</code> | ||
* Chizuru's DP. Only combos from c.A/c.B. | |||
* Distance traveled is the same for both versions. | |||
* A version is a clone and does one hit. Good anti-air. | |||
* C version is Chizuru and does two hits. Good reversal due to start-up invincibility. | |||
'''Oracles's Decree:''' <code>63214A/B/C/D</code> | |||
* A/C attack hits the opponent away for a soft knockdown. A version sends a clone, C version sends Chizuru and does more damage. | |||
* Press A/C again to attack early. | |||
* If Chizuru is hit during 63214C, she'll return to where her clone stayed. | |||
* B/D attack smacks them to the ground. Hard knockdown. B version sends a clone, D version sends Chizuru and does more damage. | |||
* Press B/D again to attack early. | |||
* If Chizuru is hit during 63214D, she'll return to where her clone stayed. | |||
* All attacks hit mid and travel about 3/4 screen distance. | |||
* In order to combo from heavy attacks or command normals, you'll need to press the button again to attack earlier, effectively double-tapping. | |||
: '''Heavenly Oracle's Decree:''' <code>214A/B/C/D (during 63214X)</code> | |||
:* Followup attack to 63214X. | |||
:* The follow-up button has to be the same attack type as 63214X (e.g. 63214C > 214A/C). | |||
:* If Chizuru used 63214A/B, she'll still be the one attacking even though her clone attacked initially. | |||
:* For 214A/B, Chizuru hops into the air and swipes horizontally, doing a soft knockdown. | |||
:* Whiffs on crouching opponents, even if they guarded 63214X, or if 63214B hits. | |||
:* For 214C/D, Chizuru does her 236A without any magic, doing a hard knockdown. | |||
:* 214P only combos from 63214C midscreen if it hits the opponent point-blank. | |||
'''Echoing Harp:''' <code>236A/C</code> | |||
* Chizuru does a magic-infused strike close to the ground. Reflects projectiles and does a soft knockdown on hit. | |||
* Light version can be combo-ed into from heavy attacks and command normals. Hits mid. Preferred for reacting to projectiles. | |||
* Heavy version has Chizuru spin forwards, which is invincible at its start, before striking. Can't be combo-ed into, but hits overhead. | |||
'''Piercing Peak Punch:''' <code>22A/B/C/D</code> | |||
* A hop into a downward palm strike. | |||
* 22A/B travels 1/4 screen distance and hits overhead. A version is a clone, B version is Chizuru. | |||
* B version is active sooner but has a bit less range. | |||
* 22C/D travels 3/4 screen distance and whiffs on crouchers. C version is a clone, D version is Chizuru and has a bit more range. | |||
* Damage is the same for all four versions. | |||
== Desperation Moves == | == Desperation Moves == | ||
Rules of Zen: | '''Rules of Zen:''' <code>2141236A/C</code> | ||
* Chizuru blasts the opponent with a sphere of energy that takes away command normals, special moves, and DMs, leaving only normal attacks and throws. | |||
* Does a soft knockdown. | |||
* Effect lasts for 5 seconds for the DM version and 8 seconds for the SDM version. | |||
* A and MAX versions can be combo-ed into; C version has longer start-up, but more range. | |||
'''Rustling Wind Bruiser:''' <code>236236B/D</code> | |||
* Chizuru sends out a mirror clone that delivers a series of strikes while moving forward. Chizuru can attack while the clone is active, but only with normals and throws. | |||
* The clone does a soft knockdown at the end. | |||
* The clone can be attacked, ending the DM early. | |||
* Normal version does 10 hits. D version moves a bit faster than the B version, which lets it combo from heavy attacks and command normals. | |||
* MAX version does 23 hits. Travels a full screen distance. Can be combo-ed into. | |||
== Combos == | == Combos == | ||
'''General Notes''' | |||
* In any metered combo, you can replace 2141236A with 2141236AC for more damage if you have the resources. | |||
* If you're in MAX mode, in any c.D > 6A > 236236K combo, omit the 6A; otherwise the pushback will be too great. | |||
===Meterless=== | |||
''Low'' | |||
: <code>2BxN > 2A > 3B</code> | |||
''Mid/Jump-In'' | |||
: <code>(j.X) > c.D > 6A > 236A</code> | |||
: <code>(j.X) > c.D > 6A > 63214A > A > 214A</code> | |||
: <code>(j.X) > c.D > 6A > 63214D > D > 214D</code> | |||
''Corner'' | |||
: <code>(j.X) > c.D > 6A > 63214C > C > 214C</code> | |||
===With Meter=== | |||
''Low'' | |||
: <code>2BxN > 2A > 2141236A</code> | |||
''Mid/Jump-In'' | |||
: <code>(j.X) > c.D > 6A > 2141236A</code> | |||
''Very Close'' | |||
: <code>(j.X) > c.D > 6A > 236236D > j.C > c.D</code> | |||
:* Try to time j.C > c.D so the ender of 236236D hits after c.D to get a knockdown. | |||
: <code>(j.X) > c.D > 6A > 236236BD > j.D > c.C > c.C > 2Bx2 > 2A > 3D</code> | |||
:* More damaging combo using the SDM version of 236236K. j.D must be a crossup. Costs 3 bars. | |||
:* Against [https://www.dreamcancel.com/wiki/index.php/The_King_of_Fighters_%2798_UMFE/System#Miscellaneous small or tiny crouching characters], replace the two c.C after 236236BD with one c.D. | |||
: <code>(j.X) > c.D > 6A > 236236D > j.D > c.C > c.C > 2Bx2 > 2A > 2141236A</code> | |||
:* If you have the meter, you can add 2141236A at the end of the 236236K SDM combo instead of 3D for more damage. j.D must be a crossup. Costs 4 bars. | |||
:* Against [https://www.dreamcancel.com/wiki/index.php/The_King_of_Fighters_%2798_UMFE/System#Miscellaneous small or tiny crouching characters], replace the two c.C after 236236BD with one c.D. | |||
''Corner Only'' | |||
: <code>(j.X) > c.D > 6A > 63214A > A > 2141236A</code> | |||
===With Quick MAX=== | |||
''Slide'' | |||
: <code>3B > ABC > 2C > 2141236A</code> | |||
:* This becomes easier if slide hits on a later active frame or if it hits from further away | |||
== Strategy & Tips == | == Strategy & Tips == | ||
* Be careful zoning with 63214A/B and 623A, the moves that send out clones. | |||
* 2141236P limiting opponent's movesets to less than the bare minimum is very powerful. Take advantage of their state when it connects. | |||
== Videos == | == Videos == | ||
{{#ev:youtube|P7DlmtX7zI8|||'''King of Fighters 98 UM FE: Chizuru Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}} | |||
== External Links == | == External Links == |
Latest revision as of 12:27, 11 December 2024
Introduction
Chizuru's main strength is that she can create clones of herself to attack. The clones allows her to do oppressive pressure and frametraps when close up and zone some when further away. She can also use the clones as movement options, as she can take the place of the clone at the end of a move. Her DMs are especially interesting: she has one that seals the opponent's special moves for a period so they are restricted to just their normals, and another that creates a series of clones to put the opponent into hitstun/blockstun during which Chizuru can combo/mix the opponent. In neutral, she also has access to a good slide and a projectile reflector to help her against fireballs. Her main weakness is that her clones also have hurtboxes on them, so they can be hit and counterpoked.
Changes from Previous Versions
98 to 98UM
Normals:
- f.C's first hitbox has been removed, and you can no longer hit low crouchers with it
- f.C's startup is 2f longer and recovery is 2f shorter
- Raw 6A causes hard knockdown and it has 3f less recovery
Specials:
- 63214P/K damage is halved; the recovery frames have been increased by 2/2f/12f/23f for A/B/C/D versions, respectively
- 623A is now one hit except for certain situations
- 236C has 12 frames less startup
- Both 236A and 236C are 10 frames less in total
Supers:
- The duration of 236236K is shortened
- The duration of the seal effect of 2141236P is shortened
98UM to 98UMFE
Normals:
- 6B has lower body invincibility until just before the hitbox appears
Specials:
- 22P/K now hits overhead and knocks down on hit
- 236C travels less distance, 15 frames of invincibility from the start of the move
Normal Moves
Close
- c.A: Chainable and cancelable.
- c.B: Hits mid. Cancelable.
- c.C: Hits high. Cancelable.
- c.D: Very fast and Chizuru's only real combo starter. Cancelable.
Standing
- f.A: Same as c.A.
- f.B: Pretty fast. Hits high, and can stop hops.
- f.C: Hits high. Can be used as an anti-air.
- f.D: Hits mid and moves Chizuru forward. Could be used as a poke.
Crouching
- 2A: Chainable. Cancelable on hit, block, and whiff.
- 2B: Chainable.
- 2C: Cancelable on hit, block, and whiff.
- 2D: Cancelable on hit, block, and whiff.
Jumping
- j.A: Instant overhead.
- 8j.A: More decent than good air-to-air, since 8j.B/D already exist.
- j.B: Instant overhead.
- 8j.B: Good air-to-air.
- j.C: Pretty fast air-to-air. Not as good a jump-in as it looks. Needs to be used very deep, and the pushback can get you f.D on accident.
- 8j.C: Functionally the same as 8j.A, though is active for a bit longer.
- j.D: Chizuru's best jump-in. Difficult to cross-up with.
- 8j.D: Same as 8j.B with a teensy bit more range.
CD Normals
- 5CD: Slow and noticeable start-up. Fair range to compensate. Cancelable on hit, block, and whiff.
- j.CD: Pretty fast start-up. Can be used as a jump-in or air-to-air.
Throws
Frigorific Moon: 4/6C (close)
- Chizuru sweeps the opponent off their feet.
- Soft knockdown.
Revolving Heavens: 4/6D (close)
- Chizuru twirls the opponent in front of her.
- Reverse knockdown.
Command Moves
Supremacy: 6A
- Chizuru steps forward and strikes in an arc in front of her.
- Hits overhead raw; when canceled into, hits mid but can be canceled out of.
- If it's late-canceled into, it acts like the raw version, letting you surprise your opponent with an overhead.
- Hard knockdown.
Sonority: 6B
- Chizuru hops forward into a back-thrust kick.
- Does not combo from anything.
- Can avoid lows.
- Free-cancelable.
Tranquility: 3B
- Slide that can't be special-canceled.
- Hits low even if canceled into.
- Can be spaced to make more safe on block.
Special Moves
Heaven's Way: 623A/C
- Chizuru's DP. Only combos from c.A/c.B.
- Distance traveled is the same for both versions.
- A version is a clone and does one hit. Good anti-air.
- C version is Chizuru and does two hits. Good reversal due to start-up invincibility.
Oracles's Decree: 63214A/B/C/D
- A/C attack hits the opponent away for a soft knockdown. A version sends a clone, C version sends Chizuru and does more damage.
- Press A/C again to attack early.
- If Chizuru is hit during 63214C, she'll return to where her clone stayed.
- B/D attack smacks them to the ground. Hard knockdown. B version sends a clone, D version sends Chizuru and does more damage.
- Press B/D again to attack early.
- If Chizuru is hit during 63214D, she'll return to where her clone stayed.
- All attacks hit mid and travel about 3/4 screen distance.
- In order to combo from heavy attacks or command normals, you'll need to press the button again to attack earlier, effectively double-tapping.
- Heavenly Oracle's Decree:
214A/B/C/D (during 63214X)
- Followup attack to 63214X.
- The follow-up button has to be the same attack type as 63214X (e.g. 63214C > 214A/C).
- If Chizuru used 63214A/B, she'll still be the one attacking even though her clone attacked initially.
- For 214A/B, Chizuru hops into the air and swipes horizontally, doing a soft knockdown.
- Whiffs on crouching opponents, even if they guarded 63214X, or if 63214B hits.
- For 214C/D, Chizuru does her 236A without any magic, doing a hard knockdown.
- 214P only combos from 63214C midscreen if it hits the opponent point-blank.
Echoing Harp: 236A/C
- Chizuru does a magic-infused strike close to the ground. Reflects projectiles and does a soft knockdown on hit.
- Light version can be combo-ed into from heavy attacks and command normals. Hits mid. Preferred for reacting to projectiles.
- Heavy version has Chizuru spin forwards, which is invincible at its start, before striking. Can't be combo-ed into, but hits overhead.
Piercing Peak Punch: 22A/B/C/D
- A hop into a downward palm strike.
- 22A/B travels 1/4 screen distance and hits overhead. A version is a clone, B version is Chizuru.
- B version is active sooner but has a bit less range.
- 22C/D travels 3/4 screen distance and whiffs on crouchers. C version is a clone, D version is Chizuru and has a bit more range.
- Damage is the same for all four versions.
Desperation Moves
Rules of Zen: 2141236A/C
- Chizuru blasts the opponent with a sphere of energy that takes away command normals, special moves, and DMs, leaving only normal attacks and throws.
- Does a soft knockdown.
- Effect lasts for 5 seconds for the DM version and 8 seconds for the SDM version.
- A and MAX versions can be combo-ed into; C version has longer start-up, but more range.
Rustling Wind Bruiser: 236236B/D
- Chizuru sends out a mirror clone that delivers a series of strikes while moving forward. Chizuru can attack while the clone is active, but only with normals and throws.
- The clone does a soft knockdown at the end.
- The clone can be attacked, ending the DM early.
- Normal version does 10 hits. D version moves a bit faster than the B version, which lets it combo from heavy attacks and command normals.
- MAX version does 23 hits. Travels a full screen distance. Can be combo-ed into.
Combos
General Notes
- In any metered combo, you can replace 2141236A with 2141236AC for more damage if you have the resources.
- If you're in MAX mode, in any c.D > 6A > 236236K combo, omit the 6A; otherwise the pushback will be too great.
Meterless
Low
2BxN > 2A > 3B
Mid/Jump-In
(j.X) > c.D > 6A > 236A
(j.X) > c.D > 6A > 63214A > A > 214A
(j.X) > c.D > 6A > 63214D > D > 214D
Corner
(j.X) > c.D > 6A > 63214C > C > 214C
With Meter
Low
2BxN > 2A > 2141236A
Mid/Jump-In
(j.X) > c.D > 6A > 2141236A
Very Close
(j.X) > c.D > 6A > 236236D > j.C > c.D
- Try to time j.C > c.D so the ender of 236236D hits after c.D to get a knockdown.
(j.X) > c.D > 6A > 236236BD > j.D > c.C > c.C > 2Bx2 > 2A > 3D
- More damaging combo using the SDM version of 236236K. j.D must be a crossup. Costs 3 bars.
- Against small or tiny crouching characters, replace the two c.C after 236236BD with one c.D.
(j.X) > c.D > 6A > 236236D > j.D > c.C > c.C > 2Bx2 > 2A > 2141236A
- If you have the meter, you can add 2141236A at the end of the 236236K SDM combo instead of 3D for more damage. j.D must be a crossup. Costs 4 bars.
- Against small or tiny crouching characters, replace the two c.C after 236236BD with one c.D.
Corner Only
(j.X) > c.D > 6A > 63214A > A > 2141236A
With Quick MAX
Slide
3B > ABC > 2C > 2141236A
- This becomes easier if slide hits on a later active frame or if it hits from further away
Strategy & Tips
- Be careful zoning with 63214A/B and 623A, the moves that send out clones.
- 2141236P limiting opponent's movesets to less than the bare minimum is very powerful. Take advantage of their state when it connects.