Difference between revisions of "XV Broken/Chizuru Kagura"
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=chizuru_fc | |moveId=chizuru_fc | ||
|description= * Chizuru does an upwards swipe. Less horizontal range than far D, but more vertical range | |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=* | |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= | ||
* | * 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=* | |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 | |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 | * '''A version''' = Fastest startup, so it is a go-to version to reflect projectiles and end combos. | ||
* '''C version''' = Slowest startup, meaning it has | * '''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''' = | * '''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 | * 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. | * 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=* | |description=* Travels forward with a lot of invincibility. Standard Climax otherwise. | ||
}} | }} | ||
Revision as of 07:42, 20 May 2022
Movelist
(*) - EX OK
(!) - MAX OK
Throws
Command Normals
Special Moves
212 Katsu Otsu Shiki Choumon no Issin - + / / / (*)
212 Katsu Shinsoku no Norito - + / / / (*)
100 Katsu Tenjin no Kotowari - + / (*)
108 Katsu Tamayura no Shitsune - + / (*)
Super Special Moves
Uramen 85 Katsu Reigi no Ishizue - + / (!)
Uramen 1 Katsu San Rai no Fujin - + / (!)
Climax Super Special Move
Uramen 31 Katsu Kyuusen no Jouhari - ++
Quick Combo Reference
0 Meter |
Anywhere |
2B 2B 5B 214C~P = 144 dmg |
0.5 Meter |
Anywhere |
2B 2B 5B 214AC~P, 6B 214D~K~214K = 298 dmg |
1 Meter |
Anywhere |
2B 2B 5B 214AC~P, 6B 214BD~K~214K, 623C = 396 dmg |
2 Meters |
Anywhere |
2B 2B 5B 214AC~P, 6B 214BD~K~214K, 236A 2141236P = 453 dmg |
Gameplay Overview
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. |
|
Pros | Cons |
|
|
Normals
Far Standing Normals
Far A
far A
A
A |
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Far B
far B
B
B |
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Far C
far C
C
C |
---|
Far D
far D
D
D |
---|
Close Standing Normals
Close A
close A
cl.A
cl.A |
---|
Close B
close B
cl.B
cl.B |
---|
Close C
close C
cl.C
cl.C |
---|
Close D
close D
cl.D
cl.D |
---|
Crouch Normals
Crouch A
crouch A
2A
2A |
---|
Crouch B
crouch B
2B
2B |
---|
Crouch C
crouch C
2C
2C |
---|
Crouch D
crouch D
2D
2D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Jump B
jump B
j.B
j.B |
---|
Jump C
jump C
j.C
j.C |
---|
Jump D
jump D
j.D
j.D |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
ShatterStrike
Shatterstrike
236CD
236CD |
---|
jump CD
jump CD
j.CD
j.CD |
---|
Throws
Rei Getsu
Rei Getsu
(close) 4/6C
(close) 4/6C |
---|
Kai Ten
Kai Ten
(close) 4/6D
(close) 4/6D |
---|
Command Moves
Jo Katsu Zheng Zheng
Jo Katsu Zheng Zheng
6A
6A |
---|
Jo Katsu Cang Cang
Jo Katsu Cang Cang
6B
6B |
---|
Jo Katsu Cong Cong
Jo Katsu Cong Cong
3D
3D |
---|
Special Moves
212 Katsu Otsu Shiki Choumon no Issin
212 Katsu Otsu Shiki Choumon no Issin
22A/B/C/D/AC/BD
22A/B/C/D/AC/BD |
---|
212 Katsu Shinsoku no Norito (P)
212 Katsu Shinsoku no Norito (P)
214A/C/AC
214A/C/AC |
---|
212 Katsu Shinzoku no Norito Ten Zui (A/C)
212 Katsu Shinzoku no Norito Ten Zui (A/C)
214A/C/AC~214A/C
214A/C/AC~214A/C |
---|
212 Katsu Shinsoku no Norito (K)
212 Katsu Shinsoku no Norito (K)
214B/D/BD
214B/D/BD |
---|
212 Katsu Shinzoku no Norito Ten Zui (B/D)
212 Katsu Shinzoku no Norito Ten Zui (B/D)
214B/D/BD~214B/D
214B/D/BD~214B/D |
---|
100 Katsu Tenjin no Kotowari
100 Katsu Tenjin no Kotowari
623A/C/AC
623A/C/AC |
---|
108 Katsu Tamayura no Shitsune
108 Katsu Tamayura no Shitsune
236A/C/AC
236A/C/AC |
---|
Super Special Moves
Uramen 85 Katsu Reigi no Ishizue
Uramen 85 Katsu Reigi no Ishizue
2141236A/C/AC
2141236A/C/AC |
---|
Uramen 1 Katsu San Rai no Fujin
Uramen 1 Katsu San Rai no Fujin
236236B/D/BD
236236B/D/BD |
---|
Climax Super Special Moves
Uramen 31 Katsu Kyuusen no Jouhari
Uramen 31 Katsu Kyuusen no Jouhari
2141236CD
2141236CD |
---|