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''Chiho is a ninja, trained from birth in the ways of having bullshit custom combo supers.'' | ''Chiho is a ninja, trained from birth in the ways of having bullshit custom combo supers.'' | ||
An archetypical ninja character, Chiho is very speedy, sporting a set of fast normals, great mixup options and some of the best mobility in the game, which can be backed up by her excellent fireball. However, with speed comes fragility -- Chiho has a very low defense value, which means she takes punishment harder than most other characters. Her general damage output is also quite low, meaning you'll largely be trying to play carefully, scouting out openings and finding approaches with your fireball. This low damage output can be offset by her extremely threatening Zanei Jin combos, but the difficulty of these combos means that playing Chiho has a fairly high execution demand. | |||
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{| | |||
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- low | ! Strengths !! Weaknesses | ||
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*Solid neutral presence thanks to her fast buttons, fireball and general mobility | |||
*Strong up-close mixups thanks to a unique overhead and a command grab | |||
*Insane combo potential with Zanei Jin | |||
| style="width: 50%;"| | |||
*Low defense value | |||
*Somewhat weak anti-airs force her to rely on air-to-air options to stuff approaches | |||
*Overall damage output without Zanei Jin is quite low | |||
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|} | |||
= Movelist = | = Movelist = | ||
'''Command Moves'''<br> | '''Command Moves'''<br> | ||
Sankaku Tobi (uf next to wall while airborne): Wall jump. | |||
Izuna Otoshi (dir+HP while airborne): Air throw.<br> | Izuna Otoshi (dir+HP while airborne): Air throw.<br> | ||
df+LK: Command launcher.<br> | df+LK: Command launcher.<br> | ||
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== Special Moves == | == Special Moves == | ||
'''Shisen Ken (qcb+P):'''<br> | '''Shisen Ken (qcb+P):'''<br> | ||
'''Hien Geki (charge b,f+P):'''<br> | '''Hien Geki (charge b,f+P):'''<br> | ||
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== Super Moves == | == Super Moves == | ||
'''Zanei Jin (d,d+PP):''' Shadow super. Chiho gets stupid combos with this.<br> | '''Zanei Jin (d,d+PP):''' Shadow super. Chiho gets stupid combos with this.<br> | ||
'''Genei Jin (d,d+KK):''' Makes Chiho's movement and attacks faster for its duration. Not as useful as the other Genei Jin, and also not as useful as Chiho's other install super.<br> | '''Genei Jin (d,d+KK):''' Makes Chiho's movement and attacks faster for its duration. Not as useful as the other Genei Jin, and also not as useful as Chiho's other install super.<br> | ||
'''Shin Kuuga Zan (qcb,f+K):'''<br> | '''Shin Kuuga Zan (qcb,f+K):'''<br> | ||
= Combos = | = Strategy = | ||
Chiho is best suited to rushing the opponent down, using a mixture of fireballs, df+HK slides, dashing HP and j.LK to aggressively approach the opponent and establish pressure. This is important for two reasons: the first is that the generally low damage output of her normals means that Chiho will generally fare worse in a careful footsie game compared to most other characters. The second is that the reward Chiho gets from her pressure is high, since Hien Geki gives her combos exceptional corner carry. The corner is where the real fun begins -- not only do you have access to all of your other mixup options, but you also gain access to a very annoying pressure sequence of dashing HP xx LP fireball, which you're free to change the timing of in order to bait reversals or guard cancels. If you find yourself on the defensive, look for opportunities to wall jump away from the opponent, or try to land EX Hien Geki if you're comfortable spending the meter. | |||
''Zanei Jin Unblockables'' | |||
Due to the nature of the shadows attached to Zanei Jin, Chiho is able to set up unblockables in the corner by activating Zanei Jin after scoring a knockdown, timing LP+HP so that the shadows hit meaty, and then following up with cr.LK. You can use this to make waking up an incredibly scary proposition for your opponent, but you'll need to properly adjust for the opponent choosing to quick getup or not. | |||
== Combos == | |||
'''Basic Combos'''<br> | '''Basic Combos'''<br> | ||
cr.LK, cr.LP, st.LP > f+HK, cl.HP xx HP Hien Geki | cr.LK, cr.LP, st.LP > f+HK, cl.HP xx HP Hien Geki<br> | ||
(corner) cr.LK, cr.LP, st.LP > st.HK xx LP Hien Geki, cl.HP xx HP Hien Geki<br> | |||
'''Anti-Air Combos'''<br> | |||
j.LK > j.HK, HP Hien Geki<br> | |||
cl.HP/cr.HP xx LP Shisen Ken, EX Hien Geki<br> | |||
'''Zanei Jin | '''Zanei Jin Combo'''<br> | ||
cr.LK, cr.LP, st.LP > st.HP xx Zanei Jin {dash HP, st.LK, cr.LP, st.LP x2, cr.LP, st.LP}, st.LP | cr.LK, cr.LP, st.LP > st.HP xx Zanei Jin {dash HP, st.LK, cr.LP, st.LP x2, cr.LP, st.LP}, st.LP x3, st.LP > st.HK xx LP Hien Geki, cl.HP xx Hien Geki<br> | ||
''Corner combo. | ''Corner combo. Hold forward during Zanei Jin to auto-walk forward and keep yourself close enough. Do this for the st.LP links after the super ends as well. Instead of going into the st.HK combo, you can chain st.LP > st.HP and start the Zanei Jin combo again -- this leads into an almost touch-of-death on basically every character in the corner.'' | ||
= Frame Data = | = Frame Data = |
Revision as of 08:53, 4 August 2020
Introduction
Chiho is a ninja, trained from birth in the ways of having bullshit custom combo supers.
An archetypical ninja character, Chiho is very speedy, sporting a set of fast normals, great mixup options and some of the best mobility in the game, which can be backed up by her excellent fireball. However, with speed comes fragility -- Chiho has a very low defense value, which means she takes punishment harder than most other characters. Her general damage output is also quite low, meaning you'll largely be trying to play carefully, scouting out openings and finding approaches with your fireball. This low damage output can be offset by her extremely threatening Zanei Jin combos, but the difficulty of these combos means that playing Chiho has a fairly high execution demand.
Strengths | Weaknesses |
---|---|
|
|
Movelist
Command Moves
Sankaku Tobi (uf next to wall while airborne): Wall jump.
Izuna Otoshi (dir+HP while airborne): Air throw.
df+LK: Command launcher.
f+HK: Advancing knee that launches for a small juggle follow-up. More useful than df+LK.
LP+HP: Hopping overhead, kind of like a 3rd Strike UOH.
Target Combos
st.LP > st.LK > st.HP > st.HK/f+HK
st.LP > st.HP > st.HK/f+HK
st.LP > st.HK > st.HP
st.LP > st.HK/f+HK
st.LP > st.LK > st.HK > st.HP
st.HP > st.HK/f+HK
st.HK > st.LK > f+LK
j.LP/LK > j.HP/HK
Guard Cancels
LP: st.HP
LK: st.HK. Holding f during the freeze will make f+HK come out instead.
HP: Shisen Ken (qcb+P)
HK: Hien Geki (charge b,f+P)
Special Moves
Shisen Ken (qcb+P):
Hien Geki (charge b,f+P):
Enraku Satsu (hcb+HK while close): Command grab.
-> Izuna Otoshi (hcb+HK~hcf+HK):
--> Senshuu Jin (hcb+HK~hcb+HK~hcb+HK):
Super Moves
Zanei Jin (d,d+PP): Shadow super. Chiho gets stupid combos with this.
Genei Jin (d,d+KK): Makes Chiho's movement and attacks faster for its duration. Not as useful as the other Genei Jin, and also not as useful as Chiho's other install super.
Shin Kuuga Zan (qcb,f+K):
Strategy
Chiho is best suited to rushing the opponent down, using a mixture of fireballs, df+HK slides, dashing HP and j.LK to aggressively approach the opponent and establish pressure. This is important for two reasons: the first is that the generally low damage output of her normals means that Chiho will generally fare worse in a careful footsie game compared to most other characters. The second is that the reward Chiho gets from her pressure is high, since Hien Geki gives her combos exceptional corner carry. The corner is where the real fun begins -- not only do you have access to all of your other mixup options, but you also gain access to a very annoying pressure sequence of dashing HP xx LP fireball, which you're free to change the timing of in order to bait reversals or guard cancels. If you find yourself on the defensive, look for opportunities to wall jump away from the opponent, or try to land EX Hien Geki if you're comfortable spending the meter.
Zanei Jin Unblockables Due to the nature of the shadows attached to Zanei Jin, Chiho is able to set up unblockables in the corner by activating Zanei Jin after scoring a knockdown, timing LP+HP so that the shadows hit meaty, and then following up with cr.LK. You can use this to make waking up an incredibly scary proposition for your opponent, but you'll need to properly adjust for the opponent choosing to quick getup or not.
Combos
Basic Combos
cr.LK, cr.LP, st.LP > f+HK, cl.HP xx HP Hien Geki
(corner) cr.LK, cr.LP, st.LP > st.HK xx LP Hien Geki, cl.HP xx HP Hien Geki
Anti-Air Combos
j.LK > j.HK, HP Hien Geki
cl.HP/cr.HP xx LP Shisen Ken, EX Hien Geki
Zanei Jin Combo
cr.LK, cr.LP, st.LP > st.HP xx Zanei Jin {dash HP, st.LK, cr.LP, st.LP x2, cr.LP, st.LP}, st.LP x3, st.LP > st.HK xx LP Hien Geki, cl.HP xx Hien Geki
Corner combo. Hold forward during Zanei Jin to auto-walk forward and keep yourself close enough. Do this for the st.LP links after the super ends as well. Instead of going into the st.HK combo, you can chain st.LP > st.HP and start the Zanei Jin combo again -- this leads into an almost touch-of-death on basically every character in the corner.
Frame Data
Soon.