Difference between revisions of "XV Broken/Chizuru Kagura"
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[[File:KOFXV Chizuru Profile.png|thumb|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.<br/>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.]] | <section begin="image"/>[[File:KOFXV Chizuru Profile.png|thumb|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.<br/>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.]]<section end="image"/> | ||
{{TOClimit|3}} | {{TOClimit|3}} | ||
==Movelist== | ==Movelist== | ||
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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. | 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= | | pros= | ||
* | * '''Clones''': Chizuru's defining aspect are her many clone specials that can be used to fake out, pressure, zone, and anti-air opponents. Not only do they let her perform multiple roles, but they do them incredibly well. | ||
* | * '''Massive Damage''': The way Chizuru's juggles work allows her to get incredible damage and burn meter on EX moves to destroy healthbars, all on reaction to the situation. | ||
* | * '''Reigi no Ishizue''': While Chizuru's supers deal low damage, her 2141236P super in particular allows her to debuff her opponents: '''''preventing the use of any specials'''''. While this is active, Chizuru can mount an incredibly oppressive offense with little care for retaliation, as the opponent will not be able to DP or even do so much as combo her from abare. | ||
* | * '''Incredible Ground Normals''': A far cancelable 5B, a massive 5D, a good standing overhead, a large FRAME TWELVE stand CD, and great range on almost all her pokes. Chizuru has anything you would ever want in a character's normals. | ||
* '''Inflammatory Guard Pressure''': Chizuru's entire pressure game is based on draining the opponent's guard gauge, forcing them to act, and punishing them for daring to escape. This puts Chizuru's pressure among the best in the game. So while she has little in the way of mix, she more than makes up for in how safe she can be while baiting out all of your moves. | |||
| cons= | | cons= | ||
* | * '''Difficult and Obtuse''': Chizuru's massive moveset, high APM, and tight combos and confirms will take an incredible amount of getting used to. Thankfully, she is not punished much for dropping, but she will end up dropping more things than other characters. | ||
* Floaty jump | * '''Floaty''': Chizuru is incredibly, incredibly floaty. With both a long jump time and quite possibly the worst jump arc in the game, Chizuru's incredible strengths are in service of alleviating this major weakness: Having Street Fighter jumps in KoF. | ||
}} | }} | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=chizuru_clb | |moveId=chizuru_clb | ||
|description= | |description= Useless normal. | ||
* Placeholder | * Placeholder | ||
}} | }} | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=chizuru_cd | |moveId=chizuru_cd | ||
|description= | |description= Incredibly fast and potent stand CD. Though it lacks any forward movement, this button is outstandingly important in pressure and neutral alike. | ||
* Chizuru can convert easily off of one landing anywhere on screen. | |||
}} | }} | ||
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|input=j.CD | |input=j.CD | ||
|description2=* Great offensive jumping CD that's hard to duck under. | |description2=* Great offensive jumping CD that's hard to duck under. | ||
}} | |||
==Rush Moves== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=chizuru_rush1,chizuru_rush2 | |||
|name=rush | |||
|input=cl.AA/c.AAX | |||
|description2=* Placeholder | |||
}} | }} | ||
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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. Reflecting a projectile reduces recovery by 8 frames. | ||
* '''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. | * '''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. | * '''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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* 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 400 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. | ||
* When Climax cancelled, the timer stays paused during the animation, only ticking down afterward. | |||
}} | }} | ||
Revision as of 00:24, 25 January 2023
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 |
---|
Far B
far B
B
B |
---|
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 |
---|
Rush Moves
rush
cl.AA/c.AAX
cl.AA/c.AAX |
---|
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 |
---|