-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.
XV Broken/Chizuru Kagura
Introduction
Chizuru Kagura is a descendant of the Yata clan, one of three powerful clans entrusted with the Sacred Treasures capable of sealing away “Gaia’s Will”, otherwise known as Orochi. Her fighting style resembles traditional Japanese dancing, while her access to the Kagura Style of Ancient Martial Arts allows her to seal away her opponent’s abilities.
She convinces heirs of the other two clans, Kyo Kusanagi and Iori Yagami, to once again join forces and enter the latest KOF in the hopes of revealing the powers behind the appearance of the being known as Verse and the weakening of the seal on Orochi.
Movelist
Throws
Command Normals
Special Moves
Super Special Moves
Quick Combo Reference
0 Meter |
Placeholder |
( = dmg |
1 Meter |
Placeholder |
( = dmg |
2 Meters |
Placeholder |
( = dmg |
Gameplay Overview
Normals
Far Standing Normals
Far A |
---|
Far B |
---|
Far C |
---|
Far D |
---|
Close Standing Normals
Close A |
---|
Close B |
---|
Close C |
---|
Close D |
---|
Crouch Normals
Crouch A |
---|
Crouch B |
---|
Crouch C |
---|
Crouch D |
---|
Jump Normals
Jump A |
---|
Jump B |
---|
Jump C |
---|
Jump D |
---|
Hop Normals
Hop A |
---|
Hop B |
---|
Hop C |
---|
Hop D |
---|
Blowback
Stand CD |
---|
Jump CD |
---|
Hop CD |
---|
Throws
Rei Getsu |
---|
Kai Ten |
---|
Command Moves
Jo Katso Zheng Zheng 6A |
---|
Jo Katsu Cang Cang 6B |
---|
Jo Catsu Cong Cong 3D |
---|
Special Moves
212 Katsu Otsu Shiki Choumon no Isshin 22A/C/B/D |
---|
212 Katso no Shonsoku no Norito 214A/C/B/D |
---|
Stop A/C/B/D during Shinsoku no Norito |
---|
212 Katsu Shinsoku no Norito Ten Zui 214A/C/B/D during Shinsoku no Norito |
---|
1001 Katsu Tenjin no Kotowari 623A/C |
---|
108 Katsu Tamayura no Shitsune 236A/C |
---|
Super Special Moves
Uramen 85 Katsu Reigi no Ishizue 2141236A/C |
---|
Uramen 1 Katsu San Rai no Fujin 236236B/D |
---|
Uramen 31 Katsu Kyuusen no Jouhari 2141236C/D |
---|
Combos
Notation Guide (placeholder XIV page for now, replace w/ XV page when available)
General Notes
- ...
Rush Auto Combo
- 5A > A > A > B (n DMG)
- (Rush combo ending in a special move, costs 0 meter)
- 5A > A > A > C (n DMG)
- (Rush combo ending in a super, costs 1 meter)
- 5A > A > A > D (n DMG)
- (Rush combo ending in a Max super, costs 2 meters)
- 5A > A > A > A (n DMG)
- (Rush combo ending in a Climax super, costs 3 meters)
0 Meter
Anywhere
- ...
Corner Only
- ...
0.5 Meters
Anywhere
- ...
Corner Only
- ...
1 Meter
Anywhere
- ...
Corner Only
- ...
1.5 Meters
Anywhere
- ...
Corner Only
- ...
2 Meters
Anywhere
- ...
Corner Only
- ...
Max Mode Combos (Quick)
Point
Anywhere
- ...
Corner Only
- ...
Mid
Anywhere
- ...
Corner Only
- ...
Anchor
Anywhere
- ...
Corner Only
- ...
Max Mode Combos (Raw)
Point
Anywhere
- ...
Corner Only
- ...
Mid
Anywhere
- ...
Corner Only
- ...
Anchor
Anywhere
- ...
Corner Only
- ...
3 Meters
Anywhere
- ...
Corner Only
- ...
Max Mode Combos (Quick)
Point
Anywhere
- ...
Corner Only
- ...
Mid
Anywhere
- ...
Corner Only
- ...
Anchor
Anywhere
- ...
Corner Only
- ...
Max Mode Combos (Raw)
Point
Anywhere
- ...
Corner Only
- ...
Mid
Anywhere
- ...
Corner Only
- ...
Anchor
Anywhere
- ...
Corner Only
- ...
4 Meters
Anywhere
- ...
Corner Only
- ...
Max Mode Combos (Quick)
Point
Anywhere
- ...
Corner Only
- ...
Mid
Anywhere
- ...
Corner Only
- ...
Anchor
Anywhere
- ...
Corner Only
- ...
Max Mode Combos (Raw)
Point
Anywhere
- ...
Corner Only
- ...
Mid
Anywhere
- ...
Corner Only
- ...
Anchor
Anywhere
- ...
Corner Only
- ...
5 Meters
Anywhere
- ...
Corner Only
- ...
Max Mode Combos (Quick)
Point
Anywhere
- ...
Corner Only
- ...
Mid
Anywhere
- ...
Corner Only
- ...
Anchor
Anywhere
- ...
Corner Only
- ...
Max Mode Combos (Raw)
Point
Anywhere
- ...
Corner Only
- ...
Mid
Anywhere
- ...
Corner Only
- ...
Anchor
Anywhere
- ...
Corner Only
- ...