Move List
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
9 | Mid | 5 | - | - | --2 |
A solid enough kick, even if her form is wack. incredibly high utility as any stray LP can start her infinite. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
13 | Mid | 5 | - | - | --2 |
Better range than stLP, but it does not chain therefore you cannot start the infinite from it making it the instantly inferior poke. Is special cancelable. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
28 | Mid | 10 | - | - | --13 |
A turning thrust kick, good range, special cancels, and chains into stHK which means i n f i n i t e. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
32 | Mid | 14 | - | - | -0 |
the ying to stLP's yang, a leaping spin kick that is so advantageous that you can link stLP and do it aaaaaaaaall over again. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
9 | Mid | 4 | - | - | -+1 |
Looks like a low, isn't. Links into itself, chains into crLK, and special cancels. THis is her OTG pickup. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
13 | Low | 9 | - | - | --2 |
Looks less like a low than crLP, but is. Chains into crHP which rules. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
28 | Mid | 6 | - | - | --11 |
The protector of the skies. A dedicated anti-air kick that launches on hit for juggle combos. This button rips and every Kaori player should have it on speed dial. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
24 | Low | 12/28 | - | - | --8 |
A two-hit sweep that looks like a three-hit sweep and also looks like Fish's crouching moves from VSAV. The second hit has barely more range than the first hit. Is special cancelable, so you can combo from this. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
9 | High | 6 | - | - | - |
An upward angled kick. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
13 | High | 6 | - | - | - |
Literally also an upward angled kick but she's turning the other side. Covers all the same space as jLP and has the same startup, but has slightly more damage. Has the same chains of jHP and jHK |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
28 | High | 8 | - | - | - |
A stiff forward kick |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
32 | High | 8 | - | - | - |
Also literally the same damn thing but she turns the other direction. Much like jLK, this has the same startup and range as it's similarly-strengthed pair but slightly eeks out more damage. |
Command Moves
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
28 | Mid | 7 | - | - | --15~-1 |
Advancing knee. Early hitbox launches, late hitbox leaves the opponent standing. Cancels into special moves even though it looks like it shouldn't. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
16 (2x) | High | 9, 29 | - | - | -+3 |
Command overhead. Hits twice, first hit isn't overhead but (mercifully) whiffs on crouchers. Slow to come out, but cancels into specials so it's a pretty good mixup option if they're sitting still. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
32 | High | 19 | - | - | --17 |
Slow side kick. Big on startup and recovery, and doesn't cancel. Not much use for this one other than getting a knock-down, but even then. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
20 (3x) | High | 1 | - | - | - |
The all-important divekick. Can be done from any jump, but only from the jump's apex, no sooner or later. Hits up to three times, has basically no landing recovery, so you can very easily combo or start pressure from it. |
Target Combos
s.LP > s.LK > s.HP > s.HK
s.LP > s.HK (ender is b+HK)
cr.LK > cr.HP
Guard Cancels
LP: s.LP
LK: f+HP
HP:LK Ressenshuu (qcf+LK)
HK:LK Enkenfuu (qcb+LK)
LP guard cancel is the most useful as it easily leads into any combo you can think of. The LK version has its uses as well, specifically if you need to create a bit more space between you and your opponent.
Special Moves
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
16 (3x), 24 | N/A | 1 | - | - | - |
Kaori's proximity unblockable. 1F startup with no whiff animation, so it's pretty safe to go for in a lot of cases. Leads to a Retsuzandou midscreen, and an OTG pickup in the corner. Going for this after a divekick is very strong. |
Super Moves
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
10 (13x), 24 | Mid | 0 | - | - | --11 |
Basically a ranbu super. It's instant, but it's unique among instant supers in that it's the only one in the game that doesn't allow the opponent to buffer reversals during the superflash, meaning it's completely guaranteed in a lot of situations where the opponent might otherwise have a way out. Combined with the huge damage, this is one of the tools that makes Kaori as terrifying as she is. |