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The King of Fighters '98 UMFE/Chizuru Kagura: Difference between revisions
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== 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 == |
Revision as of 16:00, 14 November 2020
Introduction
Normal Moves
Close
- cl. A/B/C/D are cancel-able.
- cl. A: chains into itself.
- cl. B: hits mid.
- cl. C: Hits high.
- cl. D: Very fast and Chizuru's only real combo starter.
Stand
- Far A: Same as cl. A.
- Far B: Pretty fast. Hits high, and can stop hops.
- Far C: Hits high. Can be used as an anti-air.
- Far D: Hits mid and moves Chizuru forward. Could be used as a poke.
Crouch
- cr. A/C/D are whiff/cancel-able.
- cr. A and cr. B chain into each other.
- cr. C: Same as Far C except it's cancel-able.
Jump
- All of Chizuru's jump attacks are different during a neutral jump.
- j. A: Instant overhead.
- j. B: Instant overhead.
- 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 Far D on accident.
- j. D: Chizuru's best jump-in. Difficult to cross-up with.
- n. j. A: More decent than good air-to-air, since n. j. B/D already exist.
- n. j. B: Good air-to-air.
- n. j. C: Functionally the same as n. j. A, though is active for a bit longer.
- n. j. D: Same as n. j. B with a teensy bit more range.
Blowback Attack
- st. CD: Slow and noticeable start-up. Fair range to compensate.
- j. CD: Pretty fast start-up. Can be used as a jump-in or air-to-air.
Throws
Frigorific Moon: b/f + C (close)
- Chizuru sweeps the opponent off their feet.
- Regular knockdown
Revolving Heavens: b/f + D (close)
- Chizuru twirls the opponent in front of her.
- Reverse knockdown
Command Moves
Supremacy: f + A
- Chizuru steps forward and strikes in an arc in front of her.
- Hits overhead
- Hard knockdown
- Special-cancelable when canceled into, but loses overhead property.
Sonority: f + B
- Chizuru hops forward into a back-thrusted kick.
- Does not combo from anything.
- Can avoid lows.
- Free-cancelable.
Tranquility: df + B
- 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: dp + A/C
- Chizuru's DP. Only combos from cl.A/B.
- Distance traveled is the same for both versions.
- Light version is a clone and does one hit. Good anti-air.
- Heavy version is Chizuru and does two hits. Good reversal due to start-up invincibilty.
Oracles's Decree: hcb + A/B/C/D
- A/C attack hits the opponent away. Soft knockdown.
- Press A/C again to attack early.
- Light version sends a clone.
- Heavy version is Chizuru. Does more damage.
- If Chizuru is hit during hcb+C, she'll return to where her clone stayed.
- B/D attack smacks them to the ground. Hard knockdown.
- Press B/D again to attack early.
- Light version sends a clone.
- Heavy version is Chizuru. Does more damage.
- If Chizuru is hit during hcb+D, she'll return to where her clone stayed.
- Both 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: (during Oracle's Decree) qcb + A/B/C/D
- The follow-up button has to be the same attack type as hcb+x (e.g. hcb+C, qcb+A/C)
- If Chizuru used hcb+A/B, she'll still be the one attacking even though her clone attacked initially.
- qcb+A/B: Chizuru hops into the air and swipes horizontally.
- Soft knockdown
- Whiffs on crouching opponents (also if they guarded hcb+p), or if hcb+k hits.
- qcb+C/D: Chizuru does her qcf+A without any magic.
- Hard knockdown
- qcb+C only combos from hcb+p midscreen if it hits the opponent point-blank.
Echoing Harp: qcf + A/C
- Chizuru does a magic-infused strike close to the ground.
- Reflects projectiles
- Soft knockdown
- Light version can be combo'd 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'd into, but hits overhead.
Piercing Peak Punch: d, d + A/B/C/D
- A hop into a downward palm strike
- d,d+A/B: Travel 1/4 screen distance. Hits overhead.
- A version is a clone.
- B version is Chizuru. Is active sooner but has a bit less range.
- d,d+C/D: Travel 3/4 screen distance. Whiffs on crouchers.
- C version is a clone.
- D version is Chizuru. Has a bit more range.
- Damage is the same for all four versions.
Desperation Moves
Rules of Zen: qcb, hcf + A/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.
- Soft knockdown
- DM: Effect lasts for 5 seconds.
- A version can be combo'd into.
- C version has longer start-up, but more range.
- SDM: Effect lasts for 8 seconds.
- Can be combo'd into.
Rustling Wind Bruiser: qcf, qcf + B/D
- Chizuru sends out a mirror clone that delivers a series of strikes while moving forward.
- Soft knockdown
- Can attack while active.
- Chizuru is limited to normal attacks and throws until the clone completely disappears.
- Clone can be attacked, ending the DM early.
- DM: 10 hits. D version moves a bit faster than the B version, which lets it combo from heavy attacks and command normals.
- SDM: 23 hits. Travels a full screen distance. Can be combo'd into.
Combos
- j. D, cl. D, f+A, [qcf+A]/[hcb+D,D, qcb+D] (Anywhere)
- j. D, cl. D, f+A, hcb+C,C, qcb+A/C (Corner)
- j. D, [cr. B, cr. A]/[cl. D, f+A], qcb,hcf+A
( If in MAX mode, omit j. D if you want to use cr. B, cr. A. )
- Cross-up j. D, cl. D, f+A, qcfx2+D.
( Omit f+A if in MAX mode and starting from cl. D )
Strategy & Tips
Be careful zoning with hcb+A/B and dp+A, the moves that send out clones.
qcb,hcf+p limiting opponent's movesets to less than the bare minimum is very powerful. Take advantage of their state when it connects.