The King of Fighters '98/Chizuru

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Chizuru98-stance.gif

Introduction

Chizuru is a pro-Basketball player, and rival to the famed player Lucky Glauber. They met in the King of Fighters tournament, 1998, to prove once and for all who would be crowned B-Ball champion. After the tournament, low-tier Lucky was defeated by top-tier Chizuru in a 1-on-1 game of B-Ball.

Colors

Snka.gif Snkb.gif Snkc.gif Snkd.gif
Chizuru98 colorA.png Chizuru98 colorB.png Chizuru98 colorC.png Chizuru98 colorD.png

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 Snkc.gifSnkd.gif 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.

In-depth analysis

Movelist

Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 4/2/7 +3/+1 Cancel.png HL
Chizuru98 stA.png
Identical to far Snka.gif
Snkb.gif 7/4/9 -1/-3 Cancel.png HL
Chizuru98 clB.png
Probably useless as st.Snka.gif is always better. It is cancelable.
Snkc.gif 2/4/14 +2/0 Cancel.png HL
Chizuru98 clC.png
Fast, cancelable. Please note that this whiffs on smaller characters (Yuri, etc.), so you should stick to cr.Snkc.gif or cl.Snkd.gif.
Snkd.gif 3/4/22 -6/-8 Cancel.png HL
Chizuru98 clD.png
Fast, cancelable. Good meaty attack, especially to cancel into Clones.
Standing Far
Snka.gif 4/2/7 +3/+1 Cancel.png HL
Chizuru98 stA.png
Good anti-air vs short hop, as you could expect.
Snkb.gif 5/6/7 -1/-3 Nocancel.png HL
Chizuru98 stB.png
Even better anti-air. Higher hitbox.
Snkc.gif 5/2+2+3/13 -1/-3 Nocancel.png HL
Chizuru98 stC1.png
Chizuru98 stC2.png
Chizuru98 stC3.png
Kind of like crouching Snkc.gif, it has bigger hitboxes, but is slower and not cancelable.
Snkd.gif 7/5/17 -2/-4 Nocancel.pngLowerbodyinv.png HL
Chizuru98 stD.png
Good move to mash while Windmill Clones is hitting. This move can go through some lows.
Snkc.gif+Snkd.gif 27/2+6/18 KD/-4 Specialcancel.png HL
Chizuru98 stCD1.png
Chizuru98 stCD2.png
Arguably the slowest Snkc.gifSnkd.gif in the game. Be very careful when using this.
Crouching
Snka.gif 3/2/7 +3/+1 Cancel.png HL
Chizuru98 crA.png
Really fast and important for comboing from cr.Snkb.gif, giving Chizuru a low threat.
Snkb.gif 3/3/8 +1/-1 Nocancel.png Low.png
Chizuru98 crB.png
Nice range for a cr.Snkb.gif, chainable into cr.Snka.gif and then Seal super.
Snkc.gif 3/2+2+2/25 -11/-13 Cancel.png HL
Chizuru98 crC1.png
Chizuru98 crC2.png
Chizuru98 crC3.png
Your main poke. Fast, cancelable. Some people think this move is god, but I think it is a little overrated. Still, it is the central attack to combo into things, poke, anti-air against some things, etc. Very similar to Chris's cr.Snkc.gif, but better.
Snkd.gif 7/5/17 KD/-4 Cancel.png Low.png
Chizuru98 crD.png
Nice cancelable and meaty sweep. Use to cancel into Ritz or the Df.png + Snkb.gif slide. If it hits, you can set up a wakeup crossup using the Snkc.gif version of Ritz to position yourself on either side.
Jump
Snka.gif 5/7 -/- - High.png
Chizuru98 jA.png
Very good hitbox on this, though it doesn't stay out for long. You won't see it used much, but I think it's worth noting.
Snkb.gif 9/8
(Hop:6/8)
-/- - High.png
Chizuru98 jB.png
Can be used as an instant overhead, which is nasty when someone is blocking the Windmill Clones super.
Snkc.gif 8/4+4 -/- - High.png
Chizuru98 jC1.png
Chizuru98 jC2.png
Your main jumping attack. Really crazy hitbox, beats so much as long as it's done early enough. It does have less hit freeze than normal jumping attacks, so it will take some time to get use to combing off this as a jump-in. Get this down, beause this move is much better than jumping Snkd.gif.
Snkd.gif 7/4 -/- - High.png
Chizuru98 jD.png
Not bad at all, good as a jump-in or air-to-air, but jumping Snkc.gif has it beat clean.
Snkc.gif+Snkd.gif 15/4 KD/- - HL
Chizuru98 jCD.png
Good hitbox, as you'd expect from a jumping Snkc.gifSnkd.gif. Similar to Mai's.
Neutral Jump
Snka.gif 5/6 -/- - High.png
Chizuru98 njA.png
Probably useless.
Snkb.gif 7/7 -/- - High.png
Chizuru98 njB.png
Probably useless.
Snkc.gif 5/11 -/- - High.png
Chizuru98 njC.png
Really good in stun combos, reasonably good otherwise but nj.Snkd.gif is better in neutral.
Snkd.gif 7/9 -/- - High.png
Chizuru98 njD.png
The best neutral jumping normal, good in neutral.
Command Normals
F.png + Snka.gif 20/3/24 -7/-9 Nocancel.png High.png
Chizuru98 fA.png
Reasonably fast overhead when done alone. It is punishable on hit if you don't cancel it, so be cautious using it as an overhead (maybe only to finish someone off).

Faster, cancelable, and non-overhead when chained. Good combo filler of course, and it has good range as well.

F.png + Snka.gif (cancel) 14/3/24 -7/-9 Specialcancel.png HL
F.png + Snkb.gif 21/4/24 -8/-10 Specialcancel.png HL
Chizuru98 fB.png
Good move in chains or to close space, cancellable into basically any special/super.
Df.png + Snkb.gif 9/13/12 -5/-7 Nocancel.png Low.png
Chizuru98 dfB.png
Very nice slide, second only to Chris's. Good to cancel into from cr.Snkc.gif or cr.Snkd.gif. Goes under Athena/Kensou/Mai/King-height projectiles, as well as higher fireballs like Takuma's.
Throws
B.png/F.png + Snkc.gif 0 -/- Softknockdown.png Throw.png Breakable, forward knockdown, face forward, 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. Snkc.gif throw is preferred technically, since you recover much faster. Otherwise, just use the direction which would benefit your position the most.

B.png/F.png + Snkd.gif 0 -/- Softknockdown.png Throw.png 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. Snkc.gif throw is preferred technically, since you recover much faster. Otherwise, just use the direction which would benefit your position the most.

Special Moves
Hcb.png + P.png + P.png - - Supercancel.png HL Chizuru-hcb-p1.JPGChizuru-hcb-p2.JPG 212 Katsu Shinsoku no Noroti (Ritz Upper)- Snka.gif version will return you to your starting point, while Snkc.gif will leave you wherever you stopped when the move recovers. You can control how far this travels by pressing P.png again quickly after Hcb.png + P.png. This is your main poking/meter building/zoning/combo tool. You can use it to punish whiffs, catch early jumps from range, etc. While the move is great, it can also be difficult to use, because a lot of nice pokes can beat the shit out of it and cause a counter-hit. Think of it like Dhalsim's limbs; you can do them at any time really, but you are always risking being hit by a DP, a fireball, or certain normals. The Snkc.gif version can be used on wakeup to cross over the body of your opponent for wakeup cross-up games.

When the first part is blocked close, you can keep pressuring from there with cr.Snkc.gif or cr.Snkd.gif canceled into slide, another F.png + Snka.gif / Hcb.png + P.png, whatever. Remember that you can threaten people that want to hit something fast afterwards with the Qcb.png + Snkc.gif followup (though it is unsafe on block). Be creative.

>Qcb.png + Snka.gif - - Lowerbodyinv.png HL Chizuru-qcb-a.JPG 212 Katsu Shinsoku no Noroti Ten Sui (Tenzui)- The Qcb.png + Snka.gif followup is a jumping swipe that juggles from the first hit.
>Qcb.png + Snkc.gif - - Hardknockdown.png HL Chizuru-qcb-c.JPG 212 Katsu Shinsoku no Noroti Ten Sui (Tenzui)- Qcb.png + Snkc.gif will perform a downward slam move, forcing the opponent into a un-rollable knockdown.
Hcb.png + K.png - - Hardknockdown.png Low.png Chizuru-hcb-k.JPG 212 Katsu Shinsoku no Noroti (Ritz Swipe)- Hcb.png + K.png will perform a downward slam move, forcing the opponent into a un-rollable knockdown. Refer to Ritz Upper info for usage, as this move works exactly the same, except with kick buttons. This move is much slower than Ritz Upper and won't combo from anything, but it can avoid some pokes that Ritz Upper can't because of it's smaller vulnerable hitbox.
Qcb.png + Snkb.gif - - Lowerbodyinv.png HL Chizuru-qcb-a.JPG 212 Katsu Shinsoku no Noroti Ten Sui (Tenzui)- The Qcb.png + Snkb.gif air swipe obviously does not juggle from the first hit.
Qcb.png + Snkd.gif - - Otg.png HL Chizuru-qcb-d.JPG 212 Katsu Shinsoku no Noroti Ten Sui (Tenzui)- The Qcb.png + Snkd.gif downward smash will hit Otg.png after Hcb.png + K.png.
Dp.png + P.png - - Startupinv.png HL Chizuru-dp-a1.JPG

Chizuru-dp-a2.JPG Chizuru-dp-c1.JPG Chizuru-dp-c2.JPG

100 Katso Tenjin no Kotowari (Dragon Punch)- Snka.gif version is not invincible, Snkc.gif version is totally invincible on startup. Snkc.gif version is one of the best DP style anti-airs in KOF98.
D.pngD.png + P.png/K.png - - Lowerbodyinv.png HL Chizuru-dd-ab.JPG

Chizuru-dd-cd.JPG

202 Katsu Otsu Shiki Choumon no Isshin (Ritz Jump)- Lights go close, hards go far. Punches return you to the starting position, kicks leave you where you travel to. This move isn't overhead, but it can jump over lows. You will probably not be using this much, but there it is.
Qcf.png + P.png - - Projnull.png(reflector) HL Chizuru-qcf-p.JPG 202 Katsu Otsu Shiki Choumon no Isshin (Ritz Jump)- Reflects projectiles. Does equal damage to the projectile on first reflect, then one pixel afterwards. Punishable on block. The C version "rolls" before hitting, and is a good way to get yourself killed.
Desperation Moves
Qcb.pngHcf.png + P.png - - - HL Chizuru-qcbhcf-p.JPG Ichimen Ikkatsu San Rai no Fui Jin (Seal Strike)- Snka.gif version is preferred as it comes out way faster and combos from stuff, including light attacks. When it hits, it does quite a chunk of damage, and limits the opponent's attacks to normals and normal throws only (not even command normals are allowed). They can still perform Snkc.gifSnkd.gif counters or guard cancel rolls. Since this super is pretty fast, you can use it to punish some semi-laggy moves on block (incompleted Iori rekkas), or punish some whiffs. Lasts for about 10 seconds on the clock. MAX version is always slow and useless.
Qcf.pngQcf.png + K.png - - Startupinv.png HL Chizuru-qcfqcf-k.JPG Ichimen 85 Katsu Reigi no Ishizue (Windmill Clones)- Invincibility on startup, though it can trade. It can blow through Snkc.gifSnkd.gif counters when canceled from the move that got Snkc.gifSnkd.gif countered. This is yet another big part of why Chizuru is so powerful. When it gets blocked, you can mixup by using cr.Snkb.gif and forward jump/hop Snkb.gif as an instant overhead. Another good mixup is short hop Snkc.gif~land cr.Snkb.gif. Because of jumping Snkc.gif's small hit freeze, this can be confusing to block with the clones concealing everything. This is especially nasty if your opponent has no meter to Snkc.gifSnkd.gif counter or guard cancel roll out. After it hits, refer to the combo section. When this connects in the corner, try doing fast moves until the clones are almost off-screen and then combo into a knockdown with cr.Snkd.gif.

This move can be hit easily after startup (which causes you to get hit on counter no mater where you are), so use it in a controlled, close situation only. Note that while it's active, you can only perform normal attacks. No command normals, throws, specials, supers, etc. It's good to cancel into from a cl.Snkd.gif especially from a wakeup cross-up with Hcb.png + Snkc.gif > Snkc.gif. MAX version lasts longer.

Fastest Attacks

  • 0F: Snkc.gif throw; Snkd.gif throw
  • 1F: -
  • 2F: cl.Snkc.gif
  • 3F: cl.Snkd.gif; cr.Snka.gif; cr.Snkb.gif; cr.Snkc.gif
  • 4F: cl.Snka.gif; st.Snka.gif
  • 5F: st.Snkb.gif; st.Snkc.gif
  • 6F: -
  • 7F: cl.Snkb.gif; st.Snkd.gif; cr.Snkd.gif
  • 8F: -
  • 9F: Df.png + Snkb.gif
  • 10F: -
  • 27F: Snkc.gifSnkd.gif

Combos

  • Best jump-ins:
    • j.Snkc.gif


  • cr.Snkc.gif / cl.Snkc.gif / cl.Snkd.gif >
    • F.png + Snka.gif >
      • DM Snkd.gif Windmill Clones (Qcf.png Qcf.png + Snkd.gif), [follow up] (Point blank and out of MAX.)
      • DM Snka.gif Seal Strike (Qcb.png Hcf.png + Snka.gif)
      • Ritz Upper (Hcb.png + P.png > P.png), [follow up]
      • Ritz Swipe (Hcb.png + K.png > K.png > Qcb.png + Snkd.gif)
      • Dp.png + Snka.gif (Corner and out of MAX.)
      • Qcf.png + Snka.gif
    • (S)DM Snkd.gif Windmill Clones (Qcf.png Qcf.png + Snkd.gif), [follow up]
    • DM Snka.gif Seal Strike (Qcb.png Hcf.png + Snka.gif)
    • Ritz Upper (Hcb.png + P.png > P.png), [follow up]
    • Ritz Swipe (Hcb.png + K.png > K.png > Qcb.png + Snkd.gif)
    • Dp.png + Snkc.gif
    • Dp.png + Snka.gif
    • Qcf.png + Snka.gif
    • Df.png + Snkb.gif


  • F.png + Snkb.gif >
    • (S)DM Snkd.gif Windmill Clones (Qcf.png Qcf.png + Snkd.gif), [follow up]
    • DM Snka.gif Seal Strike (Qcb.png Hcf.png + Snka.gif)
    • Ritz Upper (Hcb.png + P.png > P.png), [follow up]
    • Ritz Swipe (Hcb.png + K.png > K.png > Qcb.png + Snkd.gif)
    • Qcf.png + Snka.gif


  • cr.Snka.gif / cl.Snka.gif
    • DM Snka.gif Seal Strike (Qcb.png Hcf.png + Snka.gif)
    • Dp.png + Snkc.gif
    • Dp.png + Snka.gif
    • Df.png + Snkb.gif


  • cr.Snkb.gif, cr.Snka.gif >
    • DM Snka.gif Seal Strike (Qcb.png Hcf.png + Snka.gif)
    • Dp.png + Snka.gif (Corner and point blank. The Dp.png + Snkc.gif will combo but does only one hit and will do less damage.)
    • Df.png + Snkb.gif


  • st.Snka.gif >
    • DM Snka.gif Seal Strike (Qcb.png Hcf.png + Snka.gif)
    • Df.png + Snkb.gif


  • ... Ritz Upper (Hcb.png + P.png > P.png),
    • DM Snka.gif Seal Strike (Qcb.png Hcf.png + Snka.gif) (Corner.)
    • cl.Snkc.gif / cr. Snkc.gif (Corner. Reset. Timming required.)
    • Qcb.png + P.png (Only close or in the corner. Must cancel from previous move.)


  • ... (S)DM Snkd.gif Windmill Clones (Qcf.png Qcf.png + Snkd.gif),

After Clones connects, dashing cr.Snkc.gifs or repeated st.Snkd.gifs are your best bets for damage.


  • Simple buffer:
    • cl.Snkd.gif > (S)DM Qcf.png Qcf.png + Snkd.gif
      • Qcf.png + Snkd.gif > Qcf.png + Snkd.gif
    • cl.Snka.gif / st.Snka.gif / cl.Snkb.gif / cl.Snkc.gif / cl.Snkd.gif > DM Qcb.png Hcf.png + Snka.gif
      • Qcb.png + Snka.gif/Snkb.gif/Snkc.gif/Snkd.gif> Hcf.png + Snka.gif


You can do either version of Ritz Upper (Hcb.png + P.png > P.png) in combos. The Qcb.png + P.png followups usually only connect in the corner, although it's possible midscreen if you're deep enough.


Strategy Corner

  • MAX: cl.Snkc.gif > F.png + Snka.gif > (Hcb.png + P.png > P.png) > Qcb.png + P.png

deals ??? than

  • cl.Snkc.gif > F.png + Snka.gif > Qcb.png Hcf.png + Snka.gif

Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM.

Attack Info and Frame Data

Command Hits Damage Scaling Startup Active Recovery Damage Counter Damage Dizzy Guard Damage Meter Increase (Whiff / Hit)
Standing Snka.gif 1 - 4 2 7 8 8 5 9 0/3
Standing Snkb.gif 1 - 5 6 7 7 7 4 10 0/3
Standing Snkc.gif 1 - 5 2+2+3 13 13 13 21 19 0/6
Standing Snkd.gif 1 - 12 4 20 14 14 16 15 0/6
Close Snka.gif 1 - 4 2 7 8 8 5 9 0/3
Close Snkb.gif 1 - 7 4 9 6 6 4 10 0/3
Close Snkc.gif 1 - 2 4 14 13 13 18 19 0/6
Close Snkd.gif 1 - 3 4 22 13 22 22 27 0/6
Crouching Snka.gif 1 - 3 2 7 7 7 5 7 0/3
Crouching Snkb.gif 1 - 3 3 8 6 6 4 8 0/3
Crouching Snkc.gif 1 - 3 2+2+2 25 13 13 19 22 0/6
Crouching Snkd.gif 1 - 7 5 17 12 12 15 14 0/6
Neutral Jumping Snka.gif 1 - 5 6 - 8 11 6 10 0/3
Forward Jumping Snka.gif 1 - 5 7 - 7 7 6 9 0/3
Backwards Jumping Snka.gif 1 - 5 7 - 6 6 6 9 0/3
Neutral Jumping Snkb.gif 1 - 7 7 - 6 6 5 12 0/3
Forward Jumping Snkb.gif 1 - 9 (6 in a hop) 8 - 5 5 5 10 0/3
Backwards Jumping Snkb.gif 1 - 9 (6 in a hop) 8 - 4 11 4 10 0/3
Neutral Jumping Snkc.gif 1 - 5 11 - 12 22 20 20 0/6
Forward Jumping Snkc.gif 1 - 4+4 4+4 - 11 11 19 17 0/6
Backwards Jumping Snkc.gif 1 - 4+4 4+4 - 11 22 18 15 0/6
Neutral Jumping Snkd.gif 1 - 4 12 - 15 18 15 18 0/6
Forward Jumping Snkd.gif 1 - 7 9 - 11 22 17 21 0/6
Backwards Jumping Snkd.gif 1 - 7 9 - 11 11 16 15 0/6
Snkc.gifSnkd.gif 1 - 27 2+6 18 16 22 32 26 0/8
Jumping Snkc.gifSnkd.gif 1 - 15 4 - 16 16 13 17 0/8
F.png + Snka.gif 1 - 20 3 24 14 14 18 16 0/7
F.png + Snka.gif (in a combo) 1 - 14 3 24 5 5 - - 0/7
F.png + Snkb.gif 1 - 7+12+2 4 24 12 12 14 18 0/7
Df.png + Snkb.gif 1 - 9 13 12 13 13 16 14 0/5


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