Advanced V.G. 2/Chiho

From SuperCombo Wiki
gee chiho why does tgl let you have genei jin and seiei enbu

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.

Pros Cons
  • 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
  • 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



Movelist

st.Lp.png
AVG2 Chiho stLP.jpg
Damage Guard Startup Active Recovery FrameAdv
8 Mid 3 - - -+3

Now thats a jab, 3f startup, +3 on block, special cancelable, chains into all other standing normals and easily links into itself.


st.Lk.png
AVG2 Chiho stLK.jpg
Damage Guard Startup Active Recovery FrameAdv
13 Mid 5 - - -+2

A shin kick with slightly worse frame data than stLP and no chains or links, but has killer range and is still special cancelable.


FarHp.png
AVG2 Chiho stHP.jpg
Damage Guard Startup Active Recovery FrameAdv
28 Mid 7 - - --5

A palm thrust with more range than it looks. Also special cancelable, so you can negative the -5f on block with a fireball.


cl.Hp.png
AVG2 Chiho clHP.jpg
Damage Guard Startup Active Recovery FrameAdv
28, 28 Mid 5, 23 - - --2

An elbow + backfist combination, great by itself for being only -2 on block, but it does not have any special cancelable powers. It does chain into stHK which does however.


st.Hk.png
AVG2 Chiho stHK.jpg
Damage Guard Startup Active Recovery FrameAdv
32 Mid 8 - - --11

A step-in high kick, the worst of her buttons in terms of frame data but this normal hits from downtown and it special cancelable, so you can cover a blocked stHK with fireball.


cr.Lp.png
AVG2 Chiho crLP.jpg
Damage Guard Startup Active Recovery FrameAdv
8 Mid 4 - - -+4

A very good poke in terms of distance, no chains but it can link into itself (a tougher link than stLP for sure) and special cancel.


cr.Lk.png
AVG2 Chiho crLK.jpg
Damage Guard Startup Active Recovery FrameAdv
13 Low 3 - - -+4

The preferred crouching light normal, slightly faster and more damaging than crLP, still links into itself, but it cant be special cancelled. It can however link into crLP.


cr.Hp.png
AVG2 Chiho crHP.jpg
Damage Guard Startup Active Recovery FrameAdv
28 Mid 5(->8) - - --9

An upward punch on loan from Third Strike Makoto. This has a horizontal hitbox to hit grounded opponents which is good because this is an AWFUL anti-air. Despite how it looks, the hitbox for crHP is more around Chiho's head than her obviously-outstretched-in-a-way-to-hit-airborne-opponents fist. This will only anti-air people who are super deep in their jump and if you try to use it in a manner more befitting of its animation it will totally whiff on a jumping opponent. No chains, but it can at least special cancel.


cr.Hk.png
AVG2 Chiho crHK.jpg
Damage Guard Startup Active Recovery FrameAdv
32 Low 9 - - --9

A sweep that doubles as Chiho's OTG pickup tool.


j.Lp.png
AVG2 Chiho jLP.jpg
Damage Guard Startup Active Recovery FrameAdv
8 High 4 - - -

A standard downward jab. Good enough hitbox and can hit standing opponents while rising if you try hard enough. Chains into jHP and jHK.


j.Lk.png
AVG2 Chiho jLK.jpg
Damage Guard Startup Active Recovery FrameAdv
13 High 4 - - -

Now that's how you hit someone below you. A great downward angled kick, but just shy of being able to instant overhead crouchers. Also chains into jHP and jHK.


j.Hp.png
AVG2 Chiho jHP.jpg
Damage Guard Startup Active Recovery FrameAdv
28 High 5 - - -

A twisting backfist delivered strictly horizontal, at 5f this is an awesome tool for space control and air to air encounters.


j.Hk.png
AVG2 Chiho jHK.jpg
Damage Guard Startup Active Recovery FrameAdv
28 High 8 (->12) - - -

An inside twisting kick with a killer hitbox. This bad boy can cross up very ambiguously and gives enough histun for an easy combo conversion when you hit the ground.


nj.Hk.png
AVG2 Chiho njHK.jpg
Damage Guard Startup Active Recovery FrameAdv
28 High 9 - - -

A downward flip kick. It works better for covering the space below you, as the hitbox extends further down, but it is noticeably slower than jHP.


Command Moves

j.Uf.png Near Wall
AVG2 Chiho Sankaku Tobi.jpg
Sankaku Tobi
Damage Guard Startup Active Recovery FrameAdv
- - - - - -

Classic wall jump, it is worth noting that you can only get a normal jump arc off the wall, no way to super jump off the wall.


Direction +Hp.png in air
AVG2 Chiho Izuna Otoshi.jpg
Izuna Otoshi
Damage Guard Startup Active Recovery FrameAdv
- - - -

Air throw with a good enough range to it, Chiho does take a while to recover so you don't get much, if any, advantage off hitting it.


Df.png+Lk.png
AVG2 Chiho 3LK.jpg
Damage Guard Startup Active Recovery FrameAdv
26 Mid 15 - - --13

A spinning wheel kick command launcher, rough frame data for both startup and block makes this hard to use.


Df.png+Hk.png
AVG2 Chiho 3HK.jpg
Damage Guard Startup Active Recovery FrameAdv
32 Low 6 - - --10~+4

A low hitting slide kick, does not have the best range to it but if you can space it out to hit at the end it becomes much more advantageous. Very useful in neutral pressure.


F.png+Hk.png
AVG2 Chiho 6HK.jpg
Damage Guard Startup Active Recovery FrameAdv
34 Mid 9 - - --14

Advancing knee that launches for a small juggle follow-up. More useful than 3LK because its faster and can low crush some pokes.


Lp.png+Hp.png
AVG2 Chiho LP HP.jpg
Damage Guard Startup Active Recovery FrameAdv
28 High 18 - - --11

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)

f+LK guard cancel is generally the most rewarding one to use, since it leads to strong combo follow-ups. However, depending on the move being gc'd it can be risky to go for, in which case the LP guard cancel will cancel into anything else you want.

Special Moves

Shisen Ken
AVG2 Chiho Shisen Ken.jpg
Qcb.png + P.png
Version Damage Guard Startup Active Recovery FrameAdv
Lp.png 27 Mid 12 - - --6

Chiho's fireball. The LP version is exceptionally useful, as its slow travel speed makes it fantastic for covering grounded approaches and setting up annoying pressure strings in the corner.

Hp.png 34 Mid 16 - - --10

Moves slightly faster and does a little more damage, but you will normally find yourself using LP.

Lp.png + Hp.png 34 (3x) Mid 3 - - -+25

EX version throws three powered projectiles at once, but doesn't really provide enough benefits to be worth spending the meter on it.

Hcb.png + Hp.pngHk.png Mid - - -

SECRET: More or less like throwing only one of the EX projectiles. Can be useful if you need noticeably faster and slightly more durable in a fireball war, but not something you need to be worrying about a whole lot.


Hien Geki
AVG2 Chiho Hien Geki.jpg
B.png(Charge)F.png + P.png
Version Damage Guard Startup Active Recovery FrameAdv
Lp.png 31 Mid 9 - - --18~-6

A Burn Knuckle-styled charging punch, Chiho's primary combo ender. The LP version is aight I guess.

Hp.png 20 (5x) Mid 9 - - --3

Now THIS is the version you want. This hits multiple times, is much safer on block, goes a little further, and still combos after something like a crLP. This move is money and gives Chiho crazy corner carry potential.

Lp.png + Hp.png 105 Mid 0 - - --18~-6

The EX version is an instant super, which gives it some defensive utility that Chiho desperately needs.


Enraku Satsu
AVG2 Chiho Enraku Satsu.jpg
cl.Hcb.png + Hk.png
Damage Guard Startup Active Recovery FrameAdv
15,30 Mid 1 - - -0

Chiho's command grab. A good option to have, especially since it leads to combos. Has two follow-ups.

Izuna Otoshi
AVG2 Chiho Izuna Otoshi.jpg
cl.Hcb.png + Hk.png ~ Hcb.png + Hk.png
Damage Guard Startup Active Recovery FrameAdv
40 Mid - - - -

It's an izuna drop. Adds on extra damage and leaves the opponent close to you if you choose not to use the final follow-up

Senshuu Jin
Damage Guard Startup Active Recovery FrameAdv
16 Mid - - - -

A final kick that tacks on some extra damage and knocks the opponent far away from you. Leaves them at a distance where you can reliably come in with a sj.LK, so whether or not you use it is up to you.


Super Moves

Zanei Jin
AVG2 Chiho Zanei Jin.jpg
D.pngD.png + Lp.pngHp.png
Damage Guard Startup Active Recovery FrameAdv
N/A N/A 0 - - -

For a limited time, Chiho gains two shadows that duplicate her attacks on a 7F delay. While Zanei Jin is active, she loses access to Genei Jin, as well as her normal throw and her command throw, but she is still able to build super meter at a reduced rate. This super is more or less the crux of Chiho's gameplan, as not only does it give her access to incredibly strong combos, but it also allows her to enforce some suffocating setplay mixups and, occasionally, genuine unblockable setups. The move's nature as an install super also means that Chiho can use it in defensive situations -- specifically, she can activate Zanei Jin in response to a 0F attack during the superflash in order to gain the actionable frames necessary to block it.

Additionally, Zanei Jin changes the behaviour of some moves.
Hien Geki: Higher hit count for LP and HP versions (thus lower damage on average due to damage scaling), but increased active frames. EX version gains several more hits and a huge damage increase, making it one of Chiho's most rewarding moves to land.

Shin Kuuga Zan: Gains a second hit only against airborne opponents, but reduces the damage to such a huge degree that the move becomes completely not worth using.


Genei Jin
AVG2 Chiho Genei Jin.jpg
D.pngD.png + Lk.pngHk.png
Damage Guard Startup Active Recovery FrameAdv
N/A N/A 0 - - -

For a limited time, Chiho's movement speed is doubled. While a fair bit more niche in usage compared to Zanei Jin, Genei Jin is still a useful tool in Chiho's repertoire, as it can give her the ability to convert into full combos from ranges she may not otherwise be able to. The movement speed increase also gives her much more versatility in neutral, as it can be used to gain or create space very quickly. Much like Zanei Jin, Genei Jin can also be activated in response to a 0F attack to give Chiho time to block.


Shin Kuuga Zan
AVG2 Chiho Shin Kuuga Zan.jpg
Qcb.pngF.png + K.png
Damage Guard Startup Active Recovery FrameAdv
144 4 - - -+8

Fast super that tracks to the opponent's position, coming down on the opponent with a single attack. These two factors make it an exceptionally good tool for stuffing approaches and even anti-airing, but the trade-off is that the damage is the lowest of any Super in the game. Use carefully, because unless it will kill, your opponent may be okay with taking the damage if it means you're down two bars of meter.

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, as well as your terrifying (and exceptionally meter-efficient) Zanei Jin combos. 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
2LK, 2LP > 6HK, cl.HP xx [4]6HP
(corner) 2K, 2LP, 5LP > 5HK xx [4]6LP, cl.HP xx [4]6HP
63214HK, sj.LK > j.HK, [4]6HP

Anti-Air Combos
j.LK > j.HK, [4]6HP
cl.HP/2HP xx 214LP, [4]6PP

Zanei Jin Combo
2LK, 2LP, 5LP > 5HP xx Zanei Jin {66HP, 5LK, 2LP, 5LP(2), 2LP, 5LP}, 5LP(3), 5LP > st.HK xx [4]6LP, cl.HP xx [4]6HP
Corner combo. Hold forward during Zanei Jin to auto-walk forward and keep yourself close enough. Do this for the 5LP links after the super ends as well. Instead of going into the 5HK combo, you can chain 5LP > 5HP and start the Zanei Jin combo again -- this leads into an almost touch-of-death on basically every character in the corner.
Against crouching Kaori specifically, you must link 2LP directly into 5HP, as Kaori's crouching hitstun animation causes 5LP to whiff.

Game Navigation

General
Controls
HUD
System
Advanced Mechanics
FAQ
Characters
Kyoko
Chiho
Tamao
Yuka
Satomi
Manami
Saki
Ayako
Elirin
Jun
Kaori
Reimi
Boss Characters
Material
Miranda