Difference between revisions of "The King of Fighters '98 UMFE/Chizuru Kagura"

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'''Blowback Attack'''
'''Blowback Attack'''
*CD: Slow and noticeable start-up. Fair range to compensate.
*st CD: Slow and noticeable start-up. Fair range to compensate.
*j. CD: Pretty fast start-up. Can be used as a jump-in or air-to-air.
*j. CD: Pretty fast start-up. Can be used as a jump-in or air-to-air.



Revision as of 01:35, 29 October 2020

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Introduction

Normal Moves

Close

  • cl. A/B/C/D are cancel-able.
  • cl. A: chains into itself.
  • cl. B: hits mid.
  • cl. C: Hits high.
  • cl. D: Very fast and Chizuru's only real combo starter.

Stand

  • Far A: Same as cl. A.
  • Far B: Pretty fast. Hits high, and can stop hops.
  • Far C: Upward palm strike that hits high. Can be used as an anti-air.
  • Far D: Hits mid and moves Chizuru forward. Could be used as a poke.

Crouch

  • cr. A/C/D are whiff/cancel-able.
  • cr. A and cr. B chain into each other.
  • cr. C: Same as Far C except it's cancel-able.

Jump

  • All of Chizuru's jump attacks are different during a neutral jump.
  • j. A: Instant overhead.
  • j. B: Angled towards the ground. Instant overhead.
  • j. C: Goes down to up. Pretty fast air-to-air. Not as good a jump-in as it looks. Needs to be used very deep, and the pushback can get you Far D on accident.
  • j. D: Chizuru's best jump-in. Difficult to cross-up with.
  • n. j. A: More decent than good air-to-air, since n. j. B/D already exist.
  • n. j. B: Goes straight forward. Good air-to-air.
  • n. j. C: Functionally the same as n. j. A, though is active for a bit longer.
  • n. j. D: Same as n. j. B with a teensy bit more range.

Blowback Attack

  • st CD: Slow and noticeable start-up. Fair range to compensate.
  • j. CD: Pretty fast start-up. Can be used as a jump-in or air-to-air.

Throws

Frigorific Moon: b/f + C (close)

  • Chizuru sweeps the opponent off their feet.
  • Regular knockdown

Revolving Heavens: b/f + D (close)

  • Chizuru twirls the opponent in front of her.
  • Reverse knockdown

Command Moves

Supremacy: f + A

  • Chizuru steps forward and strikes in an arc in front of her.
  • Hits overhead
  • Hard knockdown
  • Special-cancelable when canceled into, but loses overhead property.

Sonority: f + B

  • Chizuru hops forward into a back-thrusted kick.
  • Does not combo from anything.
  • Can avoid lows.
  • Free-cancelable.

Tranquility: df + B

  • Slide that can't be special-canceled.
  • Hits low even if canceled into.
  • Can be spaced to make more safe on block.

Special Moves

Heaven's Way: dp + A/C

  • Chizuru's DP. Only combos from cl.A/B.
  • Distance traveled is the same for both versions.
  • Light version is a clone and does one hit. Good anti-air.
  • Heavy version is Chizuru and does two hits. Good reversal due to start-up invincibilty.

Oracles's Decree: hcb + A/B/C/D

  • A/C attack hits the opponent away. Soft knockdown.
    • Press A/C again to attack early.
    • Light version sends a clone.
    • Heavy version is Chizuru. Does more damage.
      • If Chizuru is hit during hcb+C, she'll return to where her clone stayed.
  • B/D attack smacks them to the ground. Hard knockdown.
    • Press B/D again to attack early.
    • Light version sends a clone.
    • Heavy version is Chizuru. Does more damage.
      • If Chizuru is hit during hcb+D, she'll return to where her clone stayed.
  • Both attacks hit mid and travel about 3/4 screen distance.
  • In order to combo from heavy attacks or command normals, you'll need to press the button again to attack earlier. Effectively double-tapping.

Heavenly Oracle's Decree: (during Oracle's Decree) qcb + A/B/C/D

  • The follow-up button has to be the same attack type as hcb+x (e.g. hcb+C, qcb+A/C)
  • If Chizuru used hcb+A/B, she'll still be the one attacking even though her clone attacked initially.
  • qcb+A/B: Chizuru hops into the air and swipes horizontally.
    • Soft knockdown
    • Whiffs on crouching opponents (also if they guarded hcb+p), or if hcb+k hits.
  • qcb+C/D: Chizuru does her qcf+A without any magic.
    • Hard knockdown
    • qcb+C only combos from hcb+p midscreen if it hits the opponent point-blank.

Echoing Harp: qcf + A/C

  • Chizuru does a magic-infused strike close to the ground.
  • Reflects projectiles
  • Soft knockdown
  • Light version can be combo'd into from heavy attacks and command normals. Hits mid. Preferred for reacting to projectiles.
  • Heavy version has Chizuru spin forwards, which is invincible at its start, before striking. Can't be combo'd into, but hits overhead.

Piercing Peak Punch: d, d + A/B/C/D

  • A hop into a downward palm strike
  • d,d+A/B: Travel 1/4 screen distance. Hits overhead.
    • A version is a clone.
    • B version is Chizuru. Is active sooner but has a bit less range.
  • d,d+C/D: Travel 3/4 screen distance. Whiffs on crouchers.
    • C version is a clone.
    • D version is Chizuru. Has a bit more range.
  • Damage is the same for all four versions.

Desperation Moves

Rules of Zen: qcb, hcf + A/C

  • Chizuru blasts the opponent with a sphere of energy that takes away command normals, special moves, and DMs, leaving only normal attacks and throws.
  • Soft knockdown
  • DM: Effect lasts for 5 seconds.
  • A version can be combo'd into.
  • C version has longer start-up, but more range.
  • SDM: Effect lasts for 8 seconds.
  • Can be combo'd into.

Rustling Wind Bruiser: qcf, qcf + B/D

  • Chizuru sends out a mirror clone that delivers a series of strikes while moving forward.
  • Soft knockdown
  • Can attack while active.
  • Chizuru is limited to normal attacks and throws until the clone completely disappears.
  • Clone can be attacked, ending the DM early.
  • DM: 10 hits. D version moves a bit faster than the B version, which lets it combo from heavy attacks and command normals.
  • SDM: 23 hits. Travels a full screen distance. Can be combo'd into.

Combos

  • j. D, cl. D, f+A, [qcf+A]/[hcb+D,D, qcb+D] (Anywhere)
  • j. D, cl. D, f+A, hcb+C,C, qcb+A/C (Corner)
  • j. D, [cr. B, cr. A]/[cl. D, f+A], qcb,hcf+A

( If in MAX mode, omit j. D if you want to use cr. B, cr. A. )

  • Cross-up j. D, cl. D, f+A, qcfx2+D.

( Omit f+A if in MAX mode and starting from cl. D )

Strategy & Tips

Be careful zoning with hcb+A/B and dp+A, the moves that send out clones.

qcb,hcf+p limiting opponent's movesets to less than the bare minimum is very powerful. Take advantage of their state when it connects.

Videos

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro