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|2LK 2LP | |2LK 2LP 2LP 5HP xx [4]6HP | ||
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Standard low confirm that works on all characters. | Standard low confirm that works on all characters. | ||
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|2LK 2LP 5LP>6HK 5HK xx [4]6HP | |||
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Character-specific midscreen juggle combo. Excellent corner carry. | |||
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|2LK 2LP 5LP>5HP xx [4]6LP, 2HP xx [4]6HP | |2LK 2LP 5LP>5HP xx [4]6LP, 2HP xx [4]6HP | ||
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Corner variant of the basic combo. | Corner variant of the basic combo. Perform [4]6LP with the SP2 button to make this combo significantly easier. | ||
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|HP throw, 2HK xx [4]6HP | |HP throw, 2HK xx [4]6HP | ||
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Basic throw combo | Basic throw combo. Most consistent in the corner, but can be performed midscreen by dashing as soon as possible after the throw. | ||
=== Situational Combos === | === Situational Combos === |
Revision as of 00:56, 12 February 2024
Combos
Chiho's combos can get fairly technical, which places a bit of a higher execution demand on prospective players compared to some other characters. That said, the reward is great -- her confirms either lead to fantastic corner carry with Hien Geki, or crazy damage with Zanei Jin.
Basic Combos
2LK 2LP 2LP 5HP xx [4]6HP |
Standard low confirm that works on all characters.
2LK 2LP 5LP>6HK 5HK xx [4]6HP |
Character-specific midscreen juggle combo. Excellent corner carry.
2LK 2LP 5LP>5HP xx [4]6LP, 2HP xx [4]6HP |
Corner variant of the basic combo. Perform [4]6LP with the SP2 button to make this combo significantly easier.
HP throw, 2HK xx [4]6HP |
Basic throw combo. Most consistent in the corner, but can be performed midscreen by dashing as soon as possible after the throw.
Situational Combos
63214HK sj.LK>HK [4]6HP |
Combo after command grab. Slightly delay the sj.HK so you have enough time to land for Hien Geki.
anti-air cl.HP/2HP xx 214LP, [4]6PP |
You won't be landing any of your HP buttons as anti-airs very often, but you want to make the most of it when you do.
{5LP walk 5LP}(N) |
Chiho's 5LP is plus enough on hit to easily link into itself a couple times, but it becomes a genuine loop if the opponent is crouching. Not an infinite, but the walk jab loop can easily take your opponent to the corner if you get the hit.
Zanei Jin Combos
Chiho primarily wants to route into Zanei Jin once she gets to the corner, since she there's no pushback to hinder her ability to follow up after the shadows. Once Zanei Jin is active, you can kind of just freestyle, but it's best to use light normals as they give you enough time to walk up and relink, especially after Zanei Jin ends, which allows you to build extra meter before starting another rep of the combo.
Example
2LK 2LP 5HP xx 22PP, {66HP 5LK 5LP>5LK(4)} 5LP 5LP>5HP xx [4]6LP, 2HP xx [4]6HP |
Hold forward during Zanei Jin to auto-walk forward and keep yourself close enough. If you want to loop the section in the curly brackets, cancel 5HP into Zanei Jin again rather than LP Hien Geki.
Note: Again, the combo needs to be changed vs crouching Kaori -- the best route is to replace [5LP>5LK(4)] with [walk 2LP(5)].