Advanced V.G. 2/Chiho/Move List

From SuperCombo Wiki

Move List

Normals

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

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

Chains to:

Lk.png > Hp.png > Hk.png/F.pngHk.png
any section of this chain can be omitted

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

A shin kick with slightly worse frame data than 5LP and no chains or links, but has killer range and is still special cancelable.


Hp.png
AVG2 Chiho stHP.jpg
Damage Guard Startup Active Recovery Frame Adv
28 Mid 7 - - --5

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


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

An elbow + backfist combination, great by itself for being only -2 on block. Can cancel into special moves, but the cancel window is really early.

Chains to:
Hk.png / F.pngHk.png

Hk.png
AVG2 Chiho stHK.jpg
Damage Guard Startup Active Recovery Frame Adv
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 5HK with fireball.

Chains to:
Lk.png > F.pngLk.png

D.pngLp.png
AVG2 Chiho crLP.jpg
Damage Guard Startup Active Recovery Frame Adv
8 Mid 4 - - -+4

A very good poke in terms of distance, no chains but it can link into itself (a tougher link than 5LP for sure) and special cancel.


D.pngLk.png
AVG2 Chiho crLK.jpg
Damage Guard Startup Active Recovery Frame Adv
13 Low 3 - - -+4

The preferred crouching light normal, slightly faster and more damaging than 2LP, still links into itself, but it cant be special cancelled. It can however link into 2LP.


D.pngHp.png
AVG2 Chiho crHP.jpg
Damage Guard Startup Active Recovery Frame Adv
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 2HP 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.


D.pngHk.png
AVG2 Chiho crHK.jpg
Damage Guard Startup Active Recovery Frame Adv
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 Frame Adv
8 High 4 - - -

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

Chains to:
j.Hp.png / j.Hk.png

j.Lk.png
AVG2 Chiho jLK.jpg
Damage Guard Startup Active Recovery Frame Adv
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.

 Chains to:
j.Hp.png / j.Hk.png

j.Hp.png
AVG2 Chiho jHP.jpg
Damage Guard Startup Active Recovery Frame Adv
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 Frame Adv
28 High 8 (->12) - - -

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


nj.Hk.png
AVG2 Chiho njHK.jpg
Damage Guard Startup Active Recovery Frame Adv
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 j.HP.


Command Normals

j.Uf.png (near wall)
AVG2 Chiho Sankaku Tobi.jpg
Sankaku Tobi
Damage Guard Startup Active Recovery Frame Adv
- - - - - -

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 Frame Adv
- - - -

Air throw with decent range. However, use this judiciously, as the long recovery animation, while not punishable in and of itself, leaves Chiho at minus frames. If your opponent is wise to this, they might try to "punish" you with a 0F, so be ready to pop an install or EX Hien Geki in response.


Df.pngLk.png
AVG2 Chiho 3LK.jpg
Damage Guard Startup Active Recovery Frame Adv
26 Mid 15 - - --13

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


Df.pngHk.png
AVG2 Chiho 3HK.jpg
Damage Guard Startup Active Recovery Frame Adv
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.pngHk.png
AVG2 Chiho 6HK.jpg
Damage Guard Startup Active Recovery Frame Adv
34 Mid 9 - - --14

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


Lp.pngHp.png
AVG2 Chiho LP HP.jpg
Damage Guard Startup Active Recovery Frame Adv
28 High 18 - - --11

Hopping overhead, kind of like a 3rd Strike UOH. Poor frame data makes it hard to justify using normally, but it becomes an absolute menace while Zanei Jin is active.


Special Moves

Shisen Ken
AVG2 Chiho Shisen Ken.jpg
Qcb.pngP.png
Version Damage Guard Startup Active Recovery Frame Adv
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. Both versions can be performed out of a dash. Can also be performed with the SP1 button.

Hp.png 34 Mid 16 - - --10

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

Lp.pngHp.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.pngHp.pngHk.png Mid - - -

SECRET (No Flash): 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.pngP.png
Version Damage Guard Startup Active Recovery Frame Adv
Lp.png 31 Mid 9 - - --18~-6

A Burn Knuckle-styled charging punch, Chiho's primary combo ender. The LP version is mostly used in corner combos due to its launching property, but its lack of safety makes it harder to justify using in any other context. Can also be performed with the SP2 button, which can give the move some extra utility as a long-range whiff punish when performed out of a dash.

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 2LP. This move is money and gives Chiho crazy corner carry potential.

Lp.pngHp.png 105 Mid 0 - - --18~-6

The EX version is a 0F attack, which gives it some defensive utility that Chiho desperately needs.

Version Damage Guard Startup Active Recovery Frame Adv
B.png(charge)Hcb.png+Lp.pngHk.png Mid 9 - - --18~-6

SECRET: A beefed-up variant of HP Hien Geki that deals more damage, but cannot be cancelled into. Useful as a high-damage meterless pickup from air-to-air confirms like j.LK>j.HK.


Enraku Satsu
AVG2 Chiho Enraku Satsu.jpg
cl.Hcb.pngHk.png
Damage Guard Startup Active Recovery Frame Adv
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.pngHk.png ~ Hcf.pngHk.png
Damage Guard Startup Active Recovery Frame Adv
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 Frame Adv
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.


Guard Cancels

Lp.png Guard Cancel
AVG2 Chiho stHP.jpg
Damage Guard Startup Active Recovery Frame Adv

Uses Chiho's Hp.png. Useful as an alternative to her F.pngLk.png guard cancel if you need something less risky.


Lk.png Guard Cancel
AVG2 Chiho stHK.jpg
Damage Guard Startup Active Recovery Frame Adv

Uses Chiho's Hk.png.


F.pngLk.png Guard Cancel
AVG2 Chiho 6HK.jpg
Damage Guard Startup Active Recovery Frame Adv

Uses Chiho's F.pngHk.png. Requires you to hold F.png during the freeze frames. Generally the most rewarding one to use, since it leads to strong combo follow-ups.


Hp.png Guard Cancel
AVG2 Chiho Shisen Ken.jpg
Damage Guard Startup Active Recovery Frame Adv

Uses Chiho's Lk.png Shisen Ken.


Hk.png Guard Cancel
AVG2 Chiho Hien Geki.jpg
Damage Guard Startup Active Recovery Frame Adv

Uses Chiho's Lk.png Hien Geki.

Super Moves

Zanei Jin
AVG2 Chiho Zanei Jin.jpg
D.pngD.pngLp.pngHp.png
Damage Guard Startup Active Recovery Frame Adv
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.pngLk.pngHk.png
Damage Guard Startup Active Recovery Frame Adv
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.pngK.png
Damage Guard Startup Active Recovery Frame Adv
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, and she risks taking huge damage due to a bug with damage calculation that occurs when the opponent guard cancels the move. Still can be situationally useful, especially since you get a small juggle after if it lands in the corner. Can also be performed with SP1+SP2.

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