The King of Fighters '98/Chizuru: Difference between revisions

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=In-depth analysis=
=In-depth analysis=
==Normal Throws==
==Normal Throws==
b or f+C - Breakable, forward knockdown, face forward, rollable.
b or f+D - Breakable, reverse knockdown, back turned, rollable.
Although they are breakable, both of Chizuru's throws don't have the blue grab 'effect' or the sound cue, which makes them a little harder to break on reaction. C throw is preferred technically, since you recover much faster. Otherwise, just use the direction which would benefit your position the most.
==Normal Moves==
==Normal Moves==
==Command Normals==
==Command Normals==
==Special Moves==
==Special Moves==
==Desperation Moves==
==Desperation Moves==

Revision as of 19:35, 6 January 2008

Introduction

Gameplay overview

Chizuru is a combination long-range poking/zoning character and pressure/mixup character. She can poke, gain meter, and keep the opponent at bay with her teleport pokes and high priority ground normals. If she gets in, her combo/pressure ability is high and can dizzy quickly. Not to mention both of her supers are some of the best in the game. The Seal super leaves the opponent limited to only normal attacks, and her Clone super forces the opponent into a low/high mixup for huge damage, and can blow through CD counters as well. While she is a very powerful top-tier character, she is also difficult to use. I would even argue that she is perhaps the most technical/complex character in KOF98. Requires very good and clean execution. Not a good choice for a beginner, obviously.

Combos

  • cr.C/cl.C,f+A (optional) xx Seal Strike (qcb,hcf+P)/Ritz (hcb+P~P~qcb+P) (qcb+P followup close/in corner)
  • corner cr.C/cl.C,f+A (optional) xx Ritz (hcb+P~P), Seal Strike (qcb,hcf+P)
  • cr.B,cr.A xx Seal Strike (qcb,hcf+P)
  • cl.D xx Windmill Clones (qcf,qcf+K)
  • cr.C/cl.C,d/f+B

You can do either version of Ritz in the first and second combos. In the first, the qcb+P followups usually only connect in the corner, although it's possible midscreen if you're deep enough. For the close D xx Clones combo, you can buffer with qcf+D,qcf+K. After Clones connects, dashing cr.Cs or repeated st.Ds are your best bets for damage.

In-depth analysis

Normal Throws

b or f+C - Breakable, forward knockdown, face forward, rollable.

b or f+D - Breakable, reverse knockdown, back turned, rollable.

Although they are breakable, both of Chizuru's throws don't have the blue grab 'effect' or the sound cue, which makes them a little harder to break on reaction. C throw is preferred technically, since you recover much faster. Otherwise, just use the direction which would benefit your position the most.

Normal Moves

Command Normals

Special Moves

Desperation Moves