Move List
Normals
Damage | Guard | Startup | Active | Recovery | Frame Adv |
---|---|---|---|---|---|
13 | Mid | 5 | - | - | --2 |
Better range than 5LP, special cancels, but does not have any chain routes, which gives it far less reward by comparison. |
Damage | Guard | Startup | Active | Recovery | Frame Adv |
---|---|---|---|---|---|
28 | Mid | 10 | - | - | --13 |
A turning thrust kick, good range, special cancels, and chains into 5HK which means i n f i n i t e. |
Damage | Guard | Startup | Active | Recovery | Frame Adv |
---|---|---|---|---|---|
32 | Mid | 14 | - | - | -0 |
the yin to 5LP's yang, a leaping spin kick that is so advantageous that you can link 5LP and do it aaaaaaaaall over again. |
Damage | Guard | Startup | Active | Recovery | Frame Adv |
---|---|---|---|---|---|
9 | Mid | 4 | - | - | -+1 |
Looks like a low, isn't. Links into itself, chains into 2LK, and special cancels. This is her OTG pickup. |
Damage | Guard | Startup | Active | Recovery | Frame Adv |
---|---|---|---|---|---|
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 | Frame Adv |
---|---|---|---|---|---|
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 | Frame Adv |
---|---|---|---|---|---|
9 | High | 6 | - | - | - |
An upward angled kick. |
Damage | Guard | Startup | Active | Recovery | Frame Adv |
---|---|---|---|---|---|
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 | Frame Adv |
---|---|---|---|---|---|
28 | High | 8 | - | - | - |
A stiff forward kick. |
Damage | Guard | Startup | Active | Recovery | Frame Adv |
---|---|---|---|---|---|
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 | Frame Adv |
---|---|---|---|---|---|
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 | Frame Adv |
---|---|---|---|---|---|
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 | Frame Adv |
---|---|---|---|---|---|
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 | Frame Adv |
---|---|---|---|---|---|
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. |
Special Moves
Damage | Guard | Startup | Active | Recovery | Frame Adv |
---|---|---|---|---|---|
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. |
Guard Cancels
Super Moves
Damage | Guard | Startup | Active | Recovery | Frame Adv |
---|---|---|---|---|---|
10 (13x), 24 | Mid | 0 | - | - | --11 |
Basically a ranbu super but with the sweet sweet 0f startup. Combined with the huge damage, this is one of the tools that makes Kaori able to score huge confirms. It was long believed that this super was uniquely the only move in the game that could not be reversal-super'd upon super flash, but it was recently discovered that this is only the case for Reimi's Hurricane Rose. All other supers/EXs can respond to it like normal. Source: https://twitter.com/negima_AVG2/status/1599039458275254272 |