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The King of Fighters XV/Chizuru Kagura/Strategy

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The King of Fighters XV

OverviewStrategyDataCombosReplays

General Gameplan

Chizuru's main gameplan is to confuse the opponent by alternating between various versions of her clone moves, as well as enforcing plus frames and mixups.

Neutral

Her neutral will mostly rely on 5B, 5D and 3D. All these attacks hit really far and usually have very little risk on block. However, 5D and 3D are death on whiff, so it is advised to use 5B in mid range.

Chizuru can also completely bypass the neutral by doing 22AC, since this is the best way to use clones without it getting hit.

As for using clones in neutral, try not to use them much, since they can all get hit on reaction.

Pressure

Chizuru's pressure will mostly rely on using her 236C to enforce plus frames.

She can also use 214A/B/C/D and delay their followups to play mind games with the opponent.

Mixups

Chizuru wants to implement her 6A Overhead when it comes to mixups, as well as using her scary low attacks as well.

She can also use her clones for mixups.

  • During blockstrings, 22B/D will send her to the opposite side.
  • Upon hard knockdown, 214D~K can send her to the opposite side.
  • Doing 236236K and then a Roll can send her to the opposite side.

Defense

Chizuru's only defense tool will be her DP reversal. As all DPs, it's highly unsafe on block, so use it wisely.

Safejumps

  • 236C > hop/jump j.C
  • CD > 214D > forward jump j.C
  • Starter > 214B~K > jump j.C

Countering Chizuru

Most of Chizuru's stuff involves clones. Luckily for the opponent, most of her clone moves follow one rule: They can get hit. The only moves that are exceptions to this rule are 623A, 22AC and 236236K.

Additionally, there are three ways one can determine if the clone is actually a clone or real Chizuru:

  • Clones don't have a shadow, only the real Chizuru does.
  • Opponent's character will automatically turn towards the real Chizuru.
  • The camera will always try to follow real Chizuru.

Tips & Tricks

What To Do After Stun?

Getting the opponent stunned is a great opportunity for Chizuru. She can easily access her best combos that she couldn't before.

She wants to use this short period of time to build meter by using 236A about 4-5 times. Some backdashing might be needed in order to prevent hitting the opponent.

Mastering The Level 2 Clone Super Combo

This is probably the best way Chizuru can spend her meter on if she wants to do big damage.

Ideally, she will want to do cl.D > 6A > 236236BD. Next up, it is very important to pay attention to how close Chizuru is to the opponent throughout the supermove's duration, in order to squeeze out the most damage possible. There are 3 outcomes:

  • Chizuru is at point blank range = This is the version you want to go for, since it allows for the best combo. After the supermove is activated, quickly do 2C > 3D and then do cl.D > 6A as soon as you recover. This will prevent the final hit of the clone to send the opponent in the air and they will, instead, stay grounded. You can follow up with any special move after the 6A part hits.
  • Chizuru is at point blank range, but she doesn't manage to stay close all the time = This usually happens if you do the 2C > 3D part too late, which means you won't be able to do cl.D due to distance (You would just get 5D instead). When this happens, forget about the cl.D, because you can't keep them grounded this time. Instead, start running and do 6B just as the final hit of the clone ends. Since they are in the air, 6B will put them in a juggle state, allowing for a combo afterwards,
  • Chizuru is far away = This happens if the clone is activated at further range (Example: j.C > cl.D > 6A > 236236BD). At this point, you won't be able to connect 2C at all, so we must find another way to dish out as much damage as possible. Instead, perform 5B so that the opponent is put in just enough hitstun for the clone to approach them. Next up, run and perform a forward jump into j.D. Upon landing, the clone should do its final hit, and just like before, perform 6B once they are launched in the air for a full combo.

Setups

Meaty 236P Setup

236C and 236AC are already plus on block. However, they can be made even more plus on block if used as a meaty attack.

Examples:

  • cl.D > 6A > 214AC~P > 6B > 214D... 236C
  • cl.D > 6A > 214BD~K~214K > cl.D > 236C
  • 214C~P > cl.A/cl.C/cl.D > 236C/236AC (Corner)
  • cl.D > 6B > 236C (framekill) > 236C (Corner)

Using Clones To Escape The Corner

You can use her clone moves to escape the corner or just simply switch sides at the cost of giving up pressure.

Examples (On a blocking opponent):

  • 2B > 5B > 214A > 214P
  • 2B > 5B > 214C > 214P (Since the real Chizuru is sent here, 214P part must be done in the opposite way)
  • cl.D > 6A > 22B/D
  • cl.D > 6A > 22D/22BD

Examples (After a combo):

  • ... > 214D~K > 214A > 214P
  • ... > 214D~K > 214C > 214P (Since the real Chizuru is sent here, 214P part must be done in the opposite way)

Clone Sideswitch

Used after a hard knockdown, for a left/right mix. Kick version is preferable for this, since it seems to have slightly faster recovery than the Punch version. And remember, B version sends the clone and the D version sends the real Chizuru. Send the clone a bit further to prevent a Grab reversal.

Examples:

  • Cl.D > 6B > 22D... 214B/D~K
  • 214BD~K~214K > cl.D > 214B/D~K
  • 214D~K... 214B/D~K

Clone Double Sideswitch

If Chizuru send a clone just behind the opponent and does the follow up, she will appear on the original side, essentially making this a double sideswitch.

Example:

  • cl.D > 6A > 214B~K (Send the clone behind the opponent and it whiffs) > 214K (Clone appears on the original side)

Clone Super Mixup

Upon any hard knockdown, Chizuru can use her 236236K supermove (Level 1 version) and perform a roll to suddenly switch sides. Note that Chizuru has to retreat in order to give the clone space, or else it won't keep attacking the opponent. Since Chizuru cannot perform any of her special moves while the clone is out, she will have to use her CD and j.CD attacks after the final hit of the super, since they are most damaging normals.

Example:

  • cl.D > 6A > 214D~K... 236236K... Forward roll... Backdash... CD
  • cl.D > 6A > 214D~K... 236236K... Forward roll... Backdash... Neutral jump j.CD

External Resources

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