|description= * Chizuru does an upwards swipe. Less horizontal range than far D, but more vertical range. Does not hit crouching opponents.
|description= * Chizuru does an upwards swipe. Less horizontal range than far D, but more vertical range.
* The upwards hitbox can hit opponents out of the air, making for a decent ranged anti-air.
* The upwards hitbox can hit opponents out of the air, making for a decent ranged anti-air.
}}
}}
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|moveId=chizuru_2c
|moveId=chizuru_2c
|description= * Good anti air and a very important move for clone super combos.
|description= * Good anti air and a very important move for clone super combos.
* Moves Chizuru forward when cancelled.
}}
}}
====Crouch D====
====Crouch D====
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|name=jump A
|name=jump A
|input=j.A
|input=j.A
|description2=* Placeholder
|description2=* When done immediately from a hop, this hits crouchers overhead. Can be used alongside her clone super to open up her opponents.
}}
}}
====Jump B====
====Jump B====
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|name=jump C
|name=jump C
|input=j.C
|input=j.C
|description2=* Best range.
|description2=* Best vertical range, harder to low profile.
}}
}}
====Jump D====
====Jump D====
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|moveId=chizuru_cd
|moveId=chizuru_cd
|description=
|description=
* Placeholder
* Very fast, and Chizuru can convert easily off of one landing anywhere on screen.
}}
}}
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|name=jump CD
|name=jump CD
|input=j.CD
|input=j.CD
|description2=* Placeholder
|description2=* Great offensive jumping CD that's hard to duck under.
}}
}}
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|input=6A
|input=6A
|description=* Chizuru performs a downward hand swipe.
|description=* Chizuru performs a downward hand swipe.
* Her most important command normal. On its own, it's an Overhead that is a hard knockdown if it hits and is safe if it gets blocked. In combos, it is the only command normals she wants to use.
* Her most important command normal. On its own, it's an Overhead that is a hard knockdown if it hits and is safe if it gets blocked. In combos, it is the only command normals she wants to use, as it cancels into specials and moves her forward.
}}
}}
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|description=* Chizuru performs a lunging step kick.
|description=* Chizuru performs a lunging step kick.
* This command normal behaves kinda the opposite of other command normals in the game. On its own, it's a special cancelable command normal that is very important in combos, as it puts the opponent in a juggle state. When cancelled from a normal, it becomes a hard knockdown upon hit, which is usually not the best outcome for Chizuru.
* This command normal behaves kinda the opposite of other command normals in the game. On its own, it's a special cancelable command normal that is very important in combos, as it puts the opponent in a juggle state. When cancelled from a normal, it becomes a hard knockdown upon hit, which is usually not the best outcome for Chizuru.
* The range is very long, hitting slightly further than round start distance.
}}
}}
===Jo Katsu Cong Cong===
===Jo Katsu Cong Cong===
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|name=212 Katsu Otsu Shiki Choumon no Issin
|name=212 Katsu Otsu Shiki Choumon no Issin
|input=22A/B/C/D/AC/BD
|input=22A/B/C/D/AC/BD
|description6=* Chizuru send out a clone that does an aerial attack.
|description6=* Chizuru send out a clone that does an aerial attack. This causes a hard knockdown on hit and is generally safe on block.
* '''A version''' = Sends the clone at a short range. Go-to blockstring ender due to its safety. Clone can be hit.
* '''A version''' = Sends the clone at a short range. Go-to blockstring ender due to its safety. Clone can be hit.
* '''B version''' = Sends the real Chizuru at a short range.
* '''B version''' = Sends the real Chizuru at a short range.
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* Chizuru sends a clone that runs and does a swift upward palm strike.
* Chizuru sends a clone that runs and does a swift upward palm strike.
* '''A version''' = Sends the clone. Go-to move to end blockstrings due to safety and pushback. Clone can be hit.
* '''A version''' = Sends the clone. Go-to move to end blockstrings due to safety and pushback. Clone can be hit.
* '''C version''' = Sends the real Chizuru. Can convert into a small combo in the corner.
* '''C version''' = Sends the real Chizuru. Can convert into a small combo in the corner. Even on block and has considerable pushback.
* '''AC version''' = Sends the real Chizuru. Is a launcher and probably the best way to spend meter because this is the only combo tool where she can do her 6B afterwards.
* '''AC version''' = Sends the real Chizuru. Is a launcher and probably the best way to spend meter because this is the only combo tool where she can do her 6B afterwards.
}}
}}
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* Chizuru sends a clone that runs and does a horizontal attack. Is a hard knockdown on hit.
* Chizuru sends a clone that runs and does a horizontal attack. Is a hard knockdown on hit.
* '''B version''' = Sends the clone. Go-to move to end blockstrings due to safety and pushback. Clone can be hit.
* '''B version''' = Sends the clone. Go-to move to end blockstrings due to safety and pushback. Clone can be hit. Ending juggles with this sets up a safe jump by simply jumping forward immediately.
* '''D version''' = Sends the real Chizuru.
* '''D version''' = Sends the real Chizuru. Even on block and has considerable pushback.
* '''BD version''' = Sends the real Chizuru. Never worth using on its own without the followup.
* '''BD version''' = Sends the real Chizuru. Never worth using on its own without the followup.
}}
}}
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|name=100 Katsu Tenjin no Kotowari
|name=100 Katsu Tenjin no Kotowari
|input=623A/C/AC
|input=623A/C/AC
|description3=* Chizuru sends a clone who flies in the air and does a spinning attack. Has upper body invincibility.
|description3=* Chizuru sends a clone who flies in the air and does a spinning uppercut. This is her DP.
* '''A version''' = Sends the clone. This move is an exception to the rule that states that clones can be hit, so the real Chizuru must be hit instead.
* '''A version''' = Sends the clone. This move is an exception to the rule that states that clones can be hit, so the real Chizuru must be hit instead. This has upper body invincibility.
* '''C version''' = Sends the real Chizuru. Does more damage than the A version.
* '''C version''' = Sends the real Chizuru. Does more damage than the A version and has full invulnerability. It is also cancelable into supers on the first hit, though not her clone super.
* '''AC version''' = Sends the real Chizuru. Hits 5 times and is the most damaging special move she can end combos with.
* '''AC version''' = Sends the real Chizuru. Hits 5 times and is the most damaging special move she can end combos with, while also ending in a hard knockdown.
}}
}}
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|input=236A/C/AC
|input=236A/C/AC
|description3=* Chizuru does a downward hand swipe that is engulfed in magic. Acts as an attack and a projectile reflect. It can reflect normal, EX and even supermove projectiles.
|description3=* Chizuru does a downward hand swipe that is engulfed in magic. Acts as an attack and a projectile reflect. It can reflect normal, EX and even supermove projectiles.
* '''A version''' = Fastest startup, so it is a go-to version to reflect projectiles and end combos. Very crucial for canceling into her debuff super.
* '''A version''' = Fastest startup, so it is a go-to version to reflect projectiles and end combos.
* '''C version''' = Slowest startup, meaning it has no uses in combos. However, it is plus on block, so it can be used in blockstrings or as an oki attack to enforce pressure. Its animation is similar to her roll, so it can catch people off guard.
* '''C version''' = Slowest startup, meaning it has little use in combos. However, it is plus on block, so it can be used in blockstrings or as an oki attack to enforce pressure. Its animation is similar to her roll, so it can catch people off guard.
* '''AC version''' = Faster than the C version. Is also plus on block, but less advantageous than the C version. Is a launcher on hit, but not much can be done afterwards. Try not to spend your meter on this move.
* '''AC version''' = This version is an overhead. The reward is minimal, but it can help in encouraging your opponent to stand, opening up the opprtunity to get a low combo.
}}
}}
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|description3=* Chizuru performs a lunging palm strike. Removes opponent's special moves for a set amount of time. Go-to way to end combos, since the opponent is virtually left helpless afterwards.
|description3=* Chizuru performs a lunging palm strike. Removes opponent's special moves for a set amount of time. Go-to way to end combos, since the opponent is virtually left helpless afterwards.
* Level 1 version debuffs the opponent for 320 frames. Can sometimes whiff in midscreen combos.
* Level 1 version debuffs the opponent for 320 frames. Can sometimes whiff in midscreen combos.
* Level 2 version debuffs the opponent for 370 frames. Will always work regardless of the screen position during combos.
* Level 2 version debuffs the opponent for 400 frames. Will always work regardless of the screen position during combos.
}}
}}
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|name=Uramen 1 Katsu San Rai no Fujin
|name=Uramen 1 Katsu San Rai no Fujin
|input=236236B/D/BD
|input=236236B/D/BD
|description3=* Chizuru sends a clone that moves forwards and does a flurry of attacks. This clone cannot be hit and acts like a slow-moving wall. Chizuru can freely move around while the clone is out.
|description3=* Chizuru sends a clone that moves forwards and does a flurry of attacks. This clone cannot be hit and acts like a slow-moving wall. Chizuru can freely move around while the clone is out, but she cannot use special moves.
* Level 1 version lasts shorter. Usually not worth using because level 2 version is better. Also, Chizuru cannot use any of her special moves until the clone fully disappears.
* Level 1 version lasts shorter. Usually not worth using for combos because level 2 version is better. Since this is cheaper however, it becomes a little more useful for mix-ups. Switch between an instant overhead hop A or 2B to get a slight conversion.
* Level 2 version lasts longer and is ideally the best thing she can spend meter on, if you're not aiming to debuff your opponent. Allows for much better combos that can sometimes loop into itself. Unlike the level 1 version, here, Chizuru seems to be able to use her special moves a bit earlier, making certain combos possible.
* Level 2 version lasts longer and is ideally the best thing she can spend meter on, if you're not aiming to debuff your opponent. Allows for much better combos that can sometimes loop into itself. Unlike the level 1 version, here, Chizuru seems to be able to use her special moves a bit earlier, making certain combos possible.
}}
}}
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|moveId=chizuru_2141236cd
|moveId=chizuru_2141236cd
|input=2141236CD
|input=2141236CD
|description=* Nothing much to be said for this one.
|description=* Travels forward with a lot of invincibility. Standard Climax otherwise.
Chizuru is a character who focuses purely on confusing her opponents with her clone moves.
Due to the nature of this gameplan, she also focuses on zoning and applying various mixups and crossups, especially when a clone is creating a visually confusing chaos on the screen. Chizuru isn't a very beginner friendly character, due to the complexity of her moves. There is tons of unexplored potential yet to be found with her. Chizuru is a perfect character for players who like visually confusing offense.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
25
Mid
special
6
4
8
+3
+1
-
30
60
Chizuru does a quick swipe. Primarily used as an anti-hop tool on reaction. Can be special canceled.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
30
Mid
command
5
4
9
+2
+0
-
30
60
Chizuru does a fast long ranged kick. This is her go-to poke. Can be special and command normal canceled.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
70
Mid
super
9
5
15
+1
-1
-
70
120
Chizuru does an upwards swipe. Less horizontal range than far D, but more vertical range.
The upwards hitbox can hit opponents out of the air, making for a decent ranged anti-air.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
80
Mid
-
10
7
17
-3 (Close) to 3 (Max Range)
-5 (Close) to 1 (Max Range)
-
70
120
Chizuru does a lunging kick. Her furthest reaching far normal. Can hop over some low attacks and can be plus on block if it hits late.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
70
Mid
command
5
4
20
-3
-5
-
70
120
Chizuru performs a quick upwards swipe similar in animation to her far C.
Outclassed by cl.D in combos, but the extra vertical range makes it a solid antiair against hops and jumps, especially in pressure.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
80
Mid
command
5
6
19
-4
-6
-
70
120
Chizuru does a quick knee. Her best close normal for starting combos due to its damage and speed.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
25
Mid
command
4
3
8
+4
+2
-
30
60
Chizuru's fastest normal. Useful for interrupting pressure, though it has less range than cr.B.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
30
Low
super
5
4
9
+2
+0
-
30
60
One of Chizuru's fastest normals, hits low, and is chainable into itself, cr.A, and st.B.
Very useful for Chizuru's mixup game and for starting her combos.
Good range for a cr.B makes it a solid poke as well.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
70
Mid
command
6
5
28
-12
-14
-
70
120
Good anti air and a very important move for clone super combos.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
80
Low
command
7
4
20
Soft Knockdown
-5
-
70
120
Solid range and special cancelable, making Chizuru's sweep a strong poke in neutral.
Can be canceled into her 214X or 22X clone series on hit to move closer to her opponent or on block to create pressure from a distance.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
hop
hop
40
High
-
4
3
1 on ground
-
-
-
30
50
jump
jump
45
High
-
5
3
1 on ground
-
-
-
30
60
When done immediately from a hop, this hits crouchers overhead. Can be used alongside her clone super to open up her opponents.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
hop
hop
40
High
-
6
10
1 on ground
-
-
-
30
50
jump
jump
45
High
-
6
12
1 on ground
-
-
-
30
60
Chizuru does a quick kick outwards. It's speed and range makes it an excellent air-to-air poke, and it's downwards angle makes it a solid jump-in normal.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
hop
hop
70
High
-
8
10
1 on ground
-
-
-
70
100
jump
jump
70
High
-
8
10
1 on ground
-
-
-
70
120
Chizuru does a large kick. It's damage and range makes for a strong air-to-air poke, but it's angle makes it poor for jump-ins compared to j.B and j.C.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
hop
hop
80
Mid
-
12
9
1 on ground
Soft Knockdown
-
-
80
120
jump
jump
90
Mid
-
12
9
1 on ground
Soft Knockdown
-
-
80
140
Great offensive jumping CD that's hard to duck under.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
70 [45]
High [Mid]
super [special]
24 [16]
3
18 [27]
Hard Knockdown [-9]
-2 [-11]
-
40
80
Chizuru performs a downward hand swipe.
Her most important command normal. On its own, it's an Overhead that is a hard knockdown if it hits and is safe if it gets blocked. In combos, it is the only command normals she wants to use, as it cancels into specials and moves her forward.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
60
Mid
special
18 [20]
6
14 [19]
+1 [Hard Knockdown]
-1 [-6]
Low Physical Attack: 4 to 17 (14 Frames) [Low Physical Attack: 4 to 19 (16 Frames)]
40
80
Chizuru performs a lunging step kick.
This command normal behaves kinda the opposite of other command normals in the game. On its own, it's a special cancelable command normal that is very important in combos, as it puts the opponent in a juggle state. When cancelled from a normal, it becomes a hard knockdown upon hit, which is usually not the best outcome for Chizuru.
The range is very long, hitting slightly further than round start distance.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
60
Low
[super]
12 [15]
13
14 [15]
-6~+6 [-7~5]
-8~+4 [-9~3]
-
40
60
Chizuru performs a sliding kick.
Low sliding kick. Can be plus on block as a meaty. Is very important in clone super combos and a good way to start Quick MAX combos by hitting unsuspecting opponents with it.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A
A
80
Mid
-
24
4
16
Hard Knockdown
+1~+4
-
50
50
B
B
80
Mid
-
24
4
17
Hard KND (+43~+46)
0~+3
-
50
50
C
C
80
Mid
-
24
4
20
Hard Knockdown
-1~+2
-
50
50
D
D
80
Mid
-
30
4
17
Hard KND (+43~+46)
0~+3
-
50
50
AC
AC
100
Mid
-
11
Active Until Landing
18
Soft Knockdown
-12~+2
Full Body Projectile: 10 to Clone landing
0
50
BD
BD
100
Mid
-
11
Active Until Landing
18
Soft Knockdown
-12~+2
Full Body Projectile: 10 to Clone landing
0
50
Chizuru send out a clone that does an aerial attack. This causes a hard knockdown on hit and is generally safe on block.
A version = Sends the clone at a short range. Go-to blockstring ender due to its safety. Clone can be hit.
B version = Sends the real Chizuru at a short range.
C version = Sends the clone at a far range. Clone can be hit.
D version = Sends the real Chizuru at a far range. Can be used to escape difficult situations, such as being in the corner.
AC version = Sends the clone at a far range. Both the clone and the real Chizuru are invulnerable to projectiles. Think of it as a regular projectile now.
BD version = Sends the real Chizuru at a far range. Both the clone and the real Chizuru are invulnerable to projectiles.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A
A
70
Mid
-
30[15]
7
17
Knockdown
-3
-
50
50
C
C
70
Mid
-
30[14]
7
14
Knockdown (+33)
0
-
50
50
AC
AC
80
Mid
-
29[12]
7
14
Soft Knockdown
-1
-
0
50
A or C can be pressed during the move to cause Chizuru to attack earlier in the animation.
values in [] indicated when A or C is pressed
Chizuru sends a clone that runs and does a swift upward palm strike.
A version = Sends the clone. Go-to move to end blockstrings due to safety and pushback. Clone can be hit.
C version = Sends the real Chizuru. Can convert into a small combo in the corner. Even on block and has considerable pushback.
AC version = Sends the real Chizuru. Is a launcher and probably the best way to spend meter because this is the only combo tool where she can do her 6B afterwards.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A
A
40
Mid
-
9
9
33
Soft Knockdown
-21 (Close) to -13 (Max Range)
-
50
50
C
C
40
Mid
-
8
9
28
Soft Knockdown
-16 (Close) to -8 (Max Range)
-
50
50
AC
AC
40
Mid
-
8
9
20
Soft Knockdown
-8 (Close) to 0 (Max Range)
-
0
50
Chizuru does a jumping attack. Regardless of the version used, the real Chizuru will be the one who does this followup attack.
When done after regular versions, it just acts as a follow up.
When done after the AC version, it is yet another launcher, although the options afterwards are fairly limited. It is preferable to delay this part a bit during combos to ensure the opponent goes as high as possible to give yourself time for another attack afterwards.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
B
B
70
Mid
-
31[16]
6
18
Hard Knockdown
-3
-
50
50
D
D
70
Mid
-
31[14]
6
15
Hard KND (+44)
0
-
50
50
BD
BD
80
Mid
-
29[12]
6
15
Soft Knockdown
-1
-
0
50
B or D can be pressed during the move to cause Chizuru to attack earlier in the animation.
values in [] indicated when B or D is pressed
Chizuru sends a clone that runs and does a horizontal attack. Is a hard knockdown on hit.
B version = Sends the clone. Go-to move to end blockstrings due to safety and pushback. Clone can be hit. Ending juggles with this sets up a safe jump by simply jumping forward immediately.
D version = Sends the real Chizuru. Even on block and has considerable pushback.
BD version = Sends the real Chizuru. Never worth using on its own without the followup.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
B
B
40
Mid
super
11
5
26
Hard Knockdown
-10
-
50
50
D
D
40
Mid
super
10
5
26
Hard Knockdown / OTG
-10
-
50
50
BD
BD
40
Mid
-
10
5
22
Hard Knockdown
-6
-
0
-
Chizuru does a downward attack that hits OTG. Regardless of the version used, the real Chizuru will be the one who does this followup attack.
When done after regular versions, it just acts as a follow up.
When done after the BD version, it is a ground bounce that is a launcher.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A
A
97 (50+50)
Mid
-
7
6
48
Knockdown (+17)
-32
Full body against non-projectile air moves: 1 to 13 (13 frames)
60 (30+30)
80 (40+40)
C
C
147 (90+60)
Mid
super (1)
11
6
56 (30 on ground)
Soft Knockdown
-40
Full Body: 1 to 13 (13 Frames)
60 (30+30)
80 (40+40)
AC
AC
176 (50+30*5)
Mid
-
7
10
52 (30 on ground)
Hard KND (+38)
-37 to -38
Full Body: 1 to 12 (12 Frames)
0
150 (20+30+20+30+20+30)
Chizuru sends a clone who flies in the air and does a spinning uppercut. This is her DP.
A version = Sends the clone. This move is an exception to the rule that states that clones can be hit, so the real Chizuru must be hit instead. This has upper body invincibility.
C version = Sends the real Chizuru. Does more damage than the A version and has full invulnerability. It is also cancelable into supers on the first hit, though not her clone super.
AC version = Sends the real Chizuru. Hits 5 times and is the most damaging special move she can end combos with, while also ending in a hard knockdown.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A
A
65
Mid
super
12
9
19
Soft Knockdown
-9
-
40
40
C
C
80
Mid
super
28
9
19
Hard Knockdown
+4
-
70
100
AC
AC
80
High
-
20
9
19
Knockdown (+33)
-2
-
0
80
Chizuru does a downward hand swipe that is engulfed in magic. Acts as an attack and a projectile reflect. It can reflect normal, EX and even supermove projectiles.
A version = Fastest startup, so it is a go-to version to reflect projectiles and end combos.
C version = Slowest startup, meaning it has little use in combos. However, it is plus on block, so it can be used in blockstrings or as an oki attack to enforce pressure. Its animation is similar to her roll, so it can catch people off guard.
AC version = This version is an overhead. The reward is minimal, but it can help in encouraging your opponent to stand, opening up the opprtunity to get a low combo.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A
A
150
Mid
advanced, climax
14
10
35
Hard Knockdown
-24
Full Body: 1 to 3 (3 Frames)
0
0
C
C
150
Mid
advanced, climax
24
10
35
Hard Knockdown
-24
Full Body: 1 to 25 (25 Frames)
0
0
AC
AC
300
Mid
climax
14
10
36
Hard Knockdown
-25
Full Body: 1 to 17 (17 Frames)
0
0
Chizuru performs a lunging palm strike. Removes opponent's special moves for a set amount of time. Go-to way to end combos, since the opponent is virtually left helpless afterwards.
Level 1 version debuffs the opponent for 320 frames. Can sometimes whiff in midscreen combos.
Level 2 version debuffs the opponent for 400 frames. Will always work regardless of the screen position during combos.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Chizuru sends a clone that moves forwards and does a flurry of attacks. This clone cannot be hit and acts like a slow-moving wall. Chizuru can freely move around while the clone is out, but she cannot use special moves.
Level 1 version lasts shorter. Usually not worth using for combos because level 2 version is better. Since this is cheaper however, it becomes a little more useful for mix-ups. Switch between an instant overhead hop A or 2B to get a slight conversion.
Level 2 version lasts longer and is ideally the best thing she can spend meter on, if you're not aiming to debuff your opponent. Allows for much better combos that can sometimes loop into itself. Unlike the level 1 version, here, Chizuru seems to be able to use her special moves a bit earlier, making certain combos possible.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
458 (50+38*7+142) Min: 265
Mid
-
19
17
21
Hard Knockdown
-19
Full Body: 1 to 35 (35 Frames)
0
0
Travels forward with a lot of invincibility. Standard Climax otherwise.