Wonderful World/Kiki: Difference between revisions

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[[image:Kikiwiki.jpeg|
[[File:Kikiwiki.jpeg|<center><font size="4"><b>Kiki Sayabashiri</b></font></center>|frame|right]]
'''Full Name:''' Kiki Sayabashiri (キキ・サヤバシリ)
{{TOClimit|2}}
<br>
'''Age:''' 13
<br>
'''Profession:''' Ninja
<br>
'''Height:''' 135 cm
<br>
'''Weight:''' 34 kg
<br>
'''3 sizes:''' B73 W50 H72
<br>
'''Likes:''' Japanese food
<br>
'''Dislikes:''' Western food
<br>
'''Values:''' Thick Geta (Footwear)
<br>
'''Weapon:''' Sheathed Running Technique
|frame|right]]


= Introduction =
==Profile==
*'''Full Name''': Kiki Sayabashiri (キキ・サヤバシリ)
*'''Age''': 13
*'''Occupation''': Ninja
*'''Height''': 135cm
*'''Weight''': 34kg
*'''3 sizes''': B73 W50 H72
*'''Likes''': Japanese food
*'''Dislikes''': Western food
*'''Values''': Thick Geta (Footwear)
*'''Weapon''': Sheathed Running Technique


Kiki is a mixup character, with a unique fighting style that may be hard to get used to.
==Special Skills==
Her ground movement is based on her Rapid Dash original action, that allows for several followups but during which she cannot block, while her regular ground dash forces her into the air, where she has very poor normals. Playing neutral with Kiki requires a lot of patience, but once she gets in, she has access to good crossup tools to mix the opponent up.
Kiki's original ability is her Rapid Dash, triggered by pushing O, which makes Kiki run quickly towards her opponent. While in this state, you have access to specific follow-ups, that can be cancelled into one another for a maximum of 3 moves. You cannot block while Rapid Dashing.<br/>
By inputting 4O, Kiki will run in the opposite direction. If you input 22O, Kiki will run forward very fast, but it will cost you 50% meter.


Information on this page refers to version 0.938 of the game.
If you input 22O during an air follow-up, you will spend 50% meter to teleport behind the opponent.


'''Pros'''
During Kiki's 214K, if you input O while on the wall, Kiki will quickly jump to the opposite wall. If you input 22O instead, she will teleport.
*Good crossup tools
*Command grab that does good damage and can be followed into her finishing skill
*Poor reversal can become pretty scary when you have the meter to follow it with her finishing skill
'''Cons'''
*Terrible normals, especially in the air, make neutral a real struggle
*Very poor tools to deal with opponents in the air
*Hard to get out of pressure due to poor normals and an unreliable reversal


= Move List =
==Introduction==
Kiki is a unique, rushdown-type character, with mix-up that focuses on cross-ups and unconventional movement. Her only way to dash is her rapid dash, during which she cannot block, as her regular dash is actually a hop forward that covers a good distance.<br/>
Her 236K and 214K follow-ups are also valid tools for movement.


{| style="width:500px; border:1px solid silver"
Kiki's normals are abysmal. While her ground normals are already below average, both in speed and reach, her air normals are just plain terrible. This can be troublesome, as she is airborne quite often: her hop dash, 214K follow-up, counter and jump cancels all place them in the air.<br/>
|-
As a result, she may get anti-aired by the most unexpected attacks, even unintentionally.
| colspan=2 style="background:#B0B0B0" | '''Special Skill'''
|-
| Rapid Dash (疾駆) || [[image:O.png]] (Direction sensitive)
|- style="background:#DDDDDD"
| Lightning Flash (電光石火) || [[image:2.png]][[image:2.png]][[image:+.png]][[image:O.png]]
|-
| Sheathed Running Technique (鞘走流体術) || Kiki can cancel her Rapid Dash into a maximum of 3 consecutive followups. She cannot cancel into the same followup twice in a row. She cannot cancel her air followups into double jump or air dash.
|- style="background: #DDDDDD"
| Hien - Two (飛燕・弐式) || (While on wall using Hien) [[image:O.png]]
|-
| Hien - Kai (飛燕・改) || (In the air after Hien) [[image:2.png]][[image:2.png]][[image:+.png]][[image:O.png]]
|- style="background: #DDDDDD"
| Hien - Three (飛燕・参式) || (While on wall using Hien) [[image:2.png]][[image:2.png]][[image:+.png]][[image:O.png]]
|-
| colspan=2 style="background:#B0B0B0" | '''Specials'''
|-
| Rapid Fire Thrust (速射突き) || (While Rapid Dashing) [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:S.png]]
|- style="background:#DDDDDD"
| Round Moon (円月) || (While in Quick Dash) [[image:2.png]][[image:1.png]][[image:4.png]][[image:+.png]][[image:S.png]]
|-
| Water Slash (水面斬り) || (While Rapid Dashing) [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:HS.png]]
|- style="background:#DDDDDD"
| Kazanagi (風薙) || (While Rapid Dashing) [[image:2.png]][[image:1.png]][[image:4.png]][[image:+.png]][[image:HS.png]]
|-
| Heaven Blaze (陽炎) || (While Rapid Dashing) [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:K.png]]
|- style="background:#DDDDDD"
| Hien (飛燕) || (While Rapid Dashing) [[image:2.png]][[image:1.png]][[image:4.png]][[image:+.png]][[image:K.png]]
|-
| Swift Eagle (鷲迅脚) || (Air) [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:S.png]]
|- style="background:#DDDDDD"
| Rakugo (極楽鳥) || (Air) [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:HS.png]]
|-
| Iron Hammer Drop (鉄槌落とし) || (Air) [[image:2.png]][[image:1.png]][[image:4.png]][[image:+.png]][[image:HS.png]]
|- style="background:#DDDDDD"
| Third Passage (三途渡し) || [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:K.png]]
|-
| Meteor Fall (流星落) || [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:P.png]]
|- style="background:#DDDDDD"
| Substitution (変わり身) || [[image:2.png]][[image:1.png]][[image:4.png]][[image:+.png]][[image:P.png]]
|-
| colspan=2 style="background:#B0B0B0" | '''Finish Skill'''
|-
| Early Summer Rain Moonlit Beheading (五月雨月光斬) || (After the 3rd hit of Sheathed Running Technique, or after Third Passage, Meteor Fall, or Substitution) [[image:2.png]][[image:1.png]][[image:4.png]][[image:6.png]][[image:+.png]][[image:K.png]]
|}
<br>
{{WW_Key}}


= Strategy =
Unfortunately, she's not especially threatening on the ground either: her ground normals are unimpressive, she can't move forward without giving up on blocking and she lacks decent anti-air moves, making her quite vulnerable to air approaches.


== Neutral Game ==
Information on this page refers to version 0.938 of the game.
 
== Pressure Game ==
 
= Combos =
 
== BnBs ==
'''Meterless, Anywhere''' 2P 2K 5SS 5H 2H 5O 214S~j.214HS~j.236S
*Basic combo that works anywhere on the screen, but does little damage. Will cause considerable hard knockdown time. You can hit the opponent off the ground afterwards with 2P 2HS 5O to add a tiny little bit more damage and go into Rapid Dash.
 
'''100% Meter, Anywhere''' 2P 2K 5SS 5H 2H 5O 236S~214S~j.214HS j.2146K
*Ends with a super so it requires a full bar of meter. Works anywhere on the screen. Damage is about 35% health against Ryuza.
 
= Move Details =
 
== Specials ==
{|style="background:#FFFFFF; border:1px solid silver"
|-valign="top"
| rowspan="2" style="background:#EEEEEE" | [[image:x.PNG|left]]
| style="height:20px; background:#DDDDDD" | <font size="3">'''Rapid Fire Thrust - 236S (Rapid Dash followup)'''</font>
|-valign="top"
| Rapid Dash followup. Kiki moves forward quickly and does a stab. Hits mid and, like every followup, is very minus on block. May be used with a forward Rapid Dash to quickly close the distance.
 
|- valign="top"
| rowspan="2" style="background:#EEEEEE" |
| style="height:20px; background:#DDDDDD" | <font size="3">'''Round Moon - 214S/j.214S (Rapid Dash followup, also usable as an air followup) or j.214S (in the air)'''</font>
|-valign="top"
| Rapid Dash followup. Upwards slash kick. Puts Kiki in the air, where she can follow with j.236HS, j.214HS or j.236S. The hitbox is nowhere near as good as the sprite makes it look, and it's very unsafe on block, but it is air-unblockable. It can also be used outside of Rapid Dash, during a jump, but it will not be air-unblockable, and will leave Kiki falling helplessly on whiff, making it a very risky move.
 
|-valign="top"
| rowspan="2" style="background:#EEEEEE" | 
| style="height:20px; background:#DDDDDD" | <font size="3">'''Water Slash - 236HS (while in Rapid Dash)'''</font>
|-valign="top"
| Rapid Dash followup. Similar to her 236S followup, Kiki moves forward quickly and slashes at the opponent's feet. Slightly slower but with more reach, it's good to close the distance and hits low.
 
|-valign="top"
| rowspan="2" style="background:#EEEEEE" | 
| style="height:20px; background:#DDDDDD" | <font size="3">'''Kazanagi - 214HS (while in Rapid Dash)'''</font>
|-valign="top"
| Rapid Dash followup. Kiki jumps forward and does a full circle slash. Despite how it looks, it hits mid and does not cross up. Will put Kiki in the air
 
|-valign="top"
| rowspan="2" style="background:#EEEEEE" | 
| style="height:20px; background:#DDDDDD" | <font size="3">'''Heaven Blaze - 236K (while in Rapid Dash)'''</font>
|-valign="top"
| Rapid Dash followup. Kiki quickly teleports a set distance forward. It recovers very quickly so it's very good to crossup the opponent. Cannot be cancelled into more followups.
 
|-valign="top"
| rowspan="2" style="background:#EEEEEE" | 
| style="height:20px; background:#DDDDDD" | <font size="3">'''Hien - j.214K (while in Rapid Dash)'''</font>
|-valign="top"
| Rapid Dash followup. Quick jump at the wall behind her. Kiki sticks to the wall for a brief moment. Holding a direction as she jumps off the wall will influence the angle. As most of her Rapid Dash followups are very unsafe on block, this is a good way to get yourself out of trouble when the opponent blocks your attacks. Cannot be cancelled into more followups.
 
|-valign="top"
| rowspan="2" style="background:#EEEEEE" | 
| style="height:20px; background:#DDDDDD" | <font size="3">'''Swift Eagle - j.236S'''</font>
|-valign="top"
| Rapid Dash air followup that can also be used as a regular air special. Kiki does a dive kick at an angle.
 
|-valign="top"
| rowspan="2" style="background:#EEEEEE" | 
| style="height:20px; background:#DDDDDD" | <font size="3">'''Rakugo - j.236HS (Rapid Dash air followup)'''</font>
|-valign="top"
| Rapid Dash air followup that can also be used as a regular air special. Very, very slow kick that wallbounces the opponent.


|-valign="top"
==Normal Moves==
| rowspan="2" style="background:#EEEEEE" |   
====== <font style="visibility:hidden" size="0">5P</font> ======
| style="height:20px; background:#DDDDDD" | <font size="3">'''Iron Hammer Drop - j.214HS (Rapid Dash air followup)'''</font>
{{MoveData
|-valign="top"
|image=
| Rapid Dash air followup that can also be used as a regular air special. Kiki swings her leg downwards. Will bounce the opponent on the ground, making it common in combos.
|caption=
|name=5P
|data=
{{AttackData-WW
|guard=Any
|description=Standard 5P. Not much range, but quick.
}}
}}
====== <font style="visibility:hidden" size="0">5K</font> ======
{{MoveData
|image=
|caption=
|name=5K
|data=
{{AttackData-WW
|guard=Any
|description=Knee attack, with pathetic range. You won't be using this much.
}}
}}
====== <font style="visibility:hidden" size="0">cl.5S</font> ======
{{MoveData
|image=
|caption=
|name=cl.5S
|data=
{{AttackData-WW
|guard=Any
|description=Slash with her dagger that only happens when close to the opponent. If you press S again, her f.5S will come out, so it's useful in combos.
}}
}}
====== <font style="visibility:hidden" size="0">f.5S</font> ======
{{MoveData
|image=
|caption=
|name=f.5S
|data=
{{AttackData-WW
  |guard=Any
|description=Kiki hops forward and kicks the opponent. Overall it covers a good distance, but it is very slow, so it's best used to punish whiffs and it's not practical in neutral.
}}
}}
====== <font style="visibility:hidden" size="0">5HS</font> ======
{{MoveData
|image=
|caption=
|name=5HS
|data=
{{AttackData-WW
|guard=Any
|description=Kiki's best normal. She steps forward and slashes downwards. Better reach and also faster than f.5S. Can also be used to hit opponents trying to jump away, or as a situational anti-air. Will force knockdown on an airborne opponent.
}}
}}
====== <font style="visibility:hidden" size="0">2P</font> ======
{{MoveData
|image=
|caption=
|name=2P
|data=
{{AttackData-WW
|guard=Low, Air
|description=Very similar to 5P, but hits low.
}}
}}
====== <font style="visibility:hidden" size="0">2K</font> ======
{{MoveData
|image=
|caption=
|name=2K
|data=
{{AttackData-WW
|guard=Any
|description=A somewhat slow kick with decent range, but hits mid.
}}
}}
====== <font style="visibility:hidden" size="0">2S</font> ======
{{MoveData
|image=
|caption=
|name=2S
|data=
{{AttackData-WW
|guard=Mid
|description=Kiki slashes above her. Will not hit grounded opponents, not even at point blank, so make sure not to accidentally use this or you will whiff. Not really good as an anti-air either, but it may stop opponents trying to cross you up. Air-unblockable.
}}
}}
====== <font style="visibility:hidden" size="0">2HS</font> ======
{{MoveData
|image=
|caption=
|name=2HS
|data=
{{AttackData-WW
|guard=Low, Air
|description=Hits low and trips the opponent. Good reach. Can be followed with Rapid Dash for combos or to extend pressure.
}}
}}
====== <font style="visibility:hidden" size="0">j.P</font> ======
{{MoveData
|image=
|caption=
|name=j.P
|data=
{{AttackData-WW
|guard=High, Air
|description=Elbow attack angled upwards. Abysmal range. You can however cancel j.K into this, for a double overhead.
}}
}}
====== <font style="visibility:hidden" size="0">j.K</font> ======
{{MoveData
|image=
|caption=
|name=j.K
|data=
{{AttackData-WW
|guard=High, Air
|description=Downwards-angled kick. Somewhat of a jump-in normal, but it has a very small hitbox, even smaller than what the sprite suggests. Can be cancelled into j.P for a double overhead.
}}
}}
====== <font style="visibility:hidden" size="0">j.S</font> ======
{{MoveData
|image=
|caption=
|name=j.S
|data=
{{AttackData-WW
|guard=High, Air
|description=Upwards slash. Her best air-to-air normal, but due to so many characters having good downwards-angled air normals, it is not as useful as it looks.
}}.
}}
====== <font style="visibility:hidden" size="0">j.HS</font> ======
{{MoveData
|image=
|caption=
|name=j.HS
|data=
{{AttackData-WW
|guard=High, Air
|description=Downwards-angled slash. Better than j.K, but still doesn't have much reach and cannot be cancelled into j.P. It does hit behind Kiki as well, so it can be used for crossups, but the hitbox behind her is higher up, so it will most likely whiff if the opponent is crouching.
}}
}}


|-valign="top"
==Command Normals==
| rowspan="2" style="background:#EEEEEE" | 
====== <font style="visibility:hidden" size="0">6HS</font> ======
| style="height:20px; background:#DDDDDD" | <font size="3">'''Third Passage - 236K'''</font>
{{MoveData
|-valign="top"
|image=
| Kiki jumps forwards and grabs the opponent. Despite how it looks, it is not unblockable and hits mid. Very slow to come out and will whiff against airborne opponents, making this a very hard to land move. It can be used to go over lows from a distance and punish. Can be cancelled into her super on hit.
|caption=
|name=6HS
|data=
{{AttackData-WW
|guard=High, Air
|description=Universal overhead. Decent range, can be cancelled into jump or Rapid Dash on hit only.
}}
}}


|-valign="top"
==Special Moves==
| rowspan="2" style="background:#EEEEEE" |   
====== <font style="visibility:hidden" size="0">Rapid Thrust</font> ======
| style="height:20px; background:#DDDDDD" | <font size="3">'''Meteor Fall - 236P'''</font>
{{MoveData
|-valign="top"
|name=Rapid Thrust
| Command grab. Slow startup, but it can be cancelled into her super after smacking the opponent on the ground. If you hold left or right as Kiki jumps into the air, she will move forward or backwards a bit, which can be helpful to ensure the super will connect.
|input=236S (Rapid Dash ground follow-up)
|data=
  {{AttackData-WW
|guard=Any
|description=Rapid Dash followup. Kiki moves forward quickly and does a stab. Hits mid and, like every followup, is very minus on block. May be used with a forward Rapid Dash to quickly close the distance.
}}
}}
====== <font style="visibility:hidden" size="0">Round Moon</font> ======
{{MoveData
|name=Round Moon
|input=j.214S or as a Rapid Dash ground/air followup
|data=
{{AttackData-WW
|guard=Mid
|description=Rapid Dash followup. Upwards slash kick. Puts Kiki in the air, where she can cancel into other air follow-ups. The hitbox is nowhere near as good as the sprite makes it look, and it's very unsafe on block, but it is air-unblockable when used from the ground. It can also be used outside of Rapid Dash, while in the air, but it will not be air-unblockable and will leave Kiki falling helplessly on whiff, making it a very risky move.
}}
}}
====== <font style="visibility:hidden" size="0">Water Slash</font> ======
{{MoveData
|name=Water Slash
|input=236HS (Rapid Dash ground follow-up)
|data=
{{AttackData-WW
|guard=Low, Air
|description=Rapid Dash followup. Similar to her 236S followup, Kiki moves forward quickly and slashes at the opponent's feet. Slightly slower but with more reach, it's good to close the distance and hits low.
}}
}}
====== <font style="visibility:hidden" size="0">Wind Cut</font> ======
{{MoveData
|name=Wind Cut
|input=214HS (Rapid Dash ground follow-up)
|data=
{{AttackData-WW
|guard=Any
|description=Rapid Dash followup. Kiki jumps forward and does a full circle slash. Despite how it looks, it hits mid and does not cross up. Will put Kiki in the air.
}}
}}
====== <font style="visibility:hidden" size="0">Heat Haze</font> ======
{{MoveData
|name=Heat Haze
|input=236K (Rapid Dash ground follow-up)
|data=
{{AttackData-WW
|description=Rapid Dash followup. Kiki quickly teleports a set distance forward. It recovers very quickly so it's very good to get closer or cross the opponent up. Cannot be cancelled into more followups.
}}
}}
====== <font style="visibility:hidden" size="0">Flying Swallow</font> ======
{{MoveData
|name=Flying Swallow
|input=214K (Rapid Dash ground/air follow-up)
|data=
{{AttackData-WW
|description=Rapid Dash followup. Quick jump at the wall behind her. Kiki sticks to the wall for a brief moment. Holding a direction as she jumps off the wall will influence the angle.


|-valign="top"
As most of her Rapid Dash followups are very unsafe on block, this is a good way to get yourself out of trouble when the opponent blocks your attacks. If you press O while on the wall, Kiki will swiftly jump to the opposite wall. If you press 22O, she will teleport instead, consuming 50% meter.
| rowspan="2" style="background:#EEEEEE" | 
| style="height:20px; background:#DDDDDD" | <font size="3">'''Substitution - 214P'''</font>
|-valign="top"
| Kiki waits for the opponent to attack and, when hit, will teleport above in the air. The closest thing to a reversal that Kiki has. Very fast to come out, but unfortunately, due to Kiki's poor air normals, she might get hit as you're trying to punish the opponent without them even realizing what you're doing. It can however be cancelled into her super upon getting hit, making it a considerable threat with meter.
|}


== Finishing Moves ==
Cannot be cancelled into more followups.
{|style="background:#FFFFFF; border:1px solid silver"
}}
|-valign="top"
}}
| rowspan="2" style="background:#EEEEEE" | [[image:x.PNG|left]]
====== <font style="visibility:hidden" size="0">Swift Eagle Dive</font> ======
| style="height:20px; background:#DDDDDD" | <font size="3">'''Early Summer Moonlit Beheading - 2146K (after the 3rd hit of Sheathed Running Technique, or after Third Passage, Meteor Fall, or Substitution) '''</font>
{{MoveData
|-valign="top"
|name=Swift Eagle Dive
| Kiki jumps on the wall behind her and then dives forward, slashing the opponent multiple times in front of the moon. Can only be used after the third followup of a Rapid Dash, or after Third Passage, Meteor Fall or Substitution. The arc she covers while diving is not very big, so you will need a good understanding of the situation or you might whiff this.
|input=j.236S or as a Rapid Dash air follow-up
|}
|data=
{{AttackData-WW
|guard=Any
|description=Rapid Dash air followup that can also be used as a regular air special. Kiki does a dive kick at an angle. Does not hit high.
}}
}}
====== <font style="visibility:hidden" size="0">Bird of Paradise</font> ======
{{MoveData
|name=Bird of Paradise
|input=j.236HS or as a Rapid Dash air followup
|data=
{{AttackData-WW
|guard=Any
|description=Rapid Dash air followup that can also be used as a regular air special. Very, very slow kick that wallbounces the opponent. Does not hit high.
}}
}}
====== <font style="visibility:hidden" size="0">Iron Hammer Drop</font> ======
{{MoveData
|name=Iron Hammer Drop
|input=j.214HS or as a Rapid Dash air followup
|data=
{{AttackData-WW
|guard=Any
|description=Rapid Dash air followup that can also be used as a regular air special. Kiki swings her leg downwards and will bounce the opponent on the ground on hit. Despite how it looks, it does not high.
}}
}}
====== <font style="visibility:hidden" size="0">Three-Way Passage</font> ======
{{MoveData
|name=Three-Way Passage
|input=236K
|data=
{{AttackData-WW
|guard=Any
|description=Kiki jumps forwards and grabs the opponent. Despite how it looks, it is not unblockable and hits mid. Slow to come out, unsafe on block and with a poor hitbox, making this a very hard to land move. It can be used to go over lows from a distance and punish. Can be cancelled into her super on hit.
}}
}}
====== <font style="visibility:hidden" size="0">Meteor Fall</font> ======
{{MoveData
|name=Meteor Fall
|input=236P
|data=
{{AttackData-WW
|guard=No
|description=Command grab. Slow startup, but has good reach and it can be cancelled into her super after smacking the opponent on the ground. If you hold left or right as Kiki jumps into the air, she will move forward or backwards a bit, which can be helpful to ensure the super will connect.
}}
}}
====== <font style="visibility:hidden" size="0">Substitution</font> ======
{{MoveData
|name=Substitution
|input=214P
|data=
{{AttackData-WW
|description=Kiki waits for the opponent to attack and, when hit, will teleport above in the air. The closest thing to a reversal that Kiki has. Very fast to come out, but unfortunately, due to Kiki's poor air normals, she might get hit as you're trying to punish the opponent without them even realizing what you're doing.


== Command Normals ==
It can be cancelled into her super upon triggering hit, making it more of a threat with meter. Unfortunately, depending on your and your opponent's positions, the super may whiff.
{|style="background:#FFFFFF; border:1px solid silver"
}}
|-valign="top"
}}
| rowspan="2" style="background:#EEEEEE" | [[image:x.PNG|left]]
==Finishing Moves==
| style="height:20px; background:#DDDDDD" | <font size="3">'''Just Break - 6HS'''</font>
====== <font style="visibility:hidden" size="0">Early Summer Moonlit Beheading</font> ======
|-valign="top"
{{MoveData
| Universal overhead. Decent range, can be cancelled into a jump or Rapid Dash.
|name=Early Summer Moonlit Beheading
|input=2146K (after the 3rd Rapid Dash follow-up, or after Third Passage, Meteor Fall, or Substitution)
|data=
{{AttackData-WW
|guard=Any
|description=Kiki jumps on the wall behind her and then dives forward, slashing the opponent multiple times in front of the moon. Can only be used after the third followup of a Rapid Dash, or after Third Passage, Meteor Fall or Substitution.


|}
The arc she covers while diving is not very big, so you will need a good understanding of the situation or you might whiff.
}}
}}


== Normals ==
==Strategy==
{|style="background:#FFFFFF; border:1px solid silver"
Kiki requires good understanding of your opponent's capabilities, especially concerning their movement and their normals. Since you can't block during Rapid Dash, characters with big pokes can make it really hard to get in and you will have to depend more on 236K and 214K Rapid Dash follow-ups.
|-valign="top"
| rowspan="2" style="background:#EEEEEE" | [[image:x.PNG|left]]
| style="height:20px; background:#DDDDDD" | <font size="3">'''5P'''</font>
|-valign="top"
| Standard 5P, not bad reach for how fast it is.


|- valign="top"
Once you manage to land a hit, Kiki relies on cross-ups to break the opponent's guard and builds meter rather quickly, which comes in handy as her super deals good damage.
| rowspan="2" style="background:#EEEEEE" |
| style="height:20px; background:#DDDDDD" | <font size="3">'''2P'''</font>
|-valign="top"
| Very similar to 5P, but hits low.


|-valign="top"
===Neutral Game===
| rowspan="2" style="background:#EEEEEE" | 
As previously mentioned, you need to have a good idea of what the opponent can do. Kiki struggles against characters with big pokes, as using Rapid Dash becomes much riskier. Since her air approaches are also really poor, you need to be careful of characters with good anti-air moves.
| style="height:20px; background:#DDDDDD" | <font size="3">'''5K'''</font>
|-valign="top"
| Knee attack, with pathetic range. You won't be using this much.


|-valign="top"
When you're struggling to get in, often the best choice is to be patient and look for a moment where you can use her 236K follow-up to close the distance. When used correctly, you may be able to switch sides with the opponent and appear behind them, making them whiff a move.
| rowspan="2" style="background:#EEEEEE" | 
| style="height:20px; background:#DDDDDD" | <font size="3">'''2K'''</font>
|-valign="top"
| A somewhat slow kick with decent range, but hits mid.


|-valign="top"
Consider using her 214K follow-up, combined with O to jump to the opposite wall, and holding a direction to influence her angle as she gets off the wall.
| rowspan="2" style="background:#EEEEEE" | 
| style="height:20px; background:#DDDDDD" | <font size="3">'''cl.5S'''</font>
|-valign="top"
| Slash with her dagger that only happens when close to the opponent. If you press S again, her f.5S will come out, so you will be using this in combos.


|-valign="top"
Your best ground poke is 5HS, which has good horizontal and vertical reach, sometimes even acting as an anti-air. Your best tool for air-to-air situations is j.S, but it is nonetheless a mediocre normal, so you're better off not trying to challenge the opponent's moves and instead use it when you get a good read.
| rowspan="2" style="background:#EEEEEE" | 
| style="height:20px; background:#DDDDDD" | <font size="3">'''f.5S'''</font>
|-valign="top"
| Kiki hops forward and kicks the opponent. Overall it covers a good distance, but it is very slow, so it's best used to punish whiffs.


|-valign="top"
===Pressure===
| rowspan="2" style="background:#EEEEEE" | 
Kiki has good pressure, especially thanks to her cross-up potential, which she can mix with highs and her command grab.
| style="height:20px; background:#DDDDDD" | <font size="3">'''2S'''</font>
|-valign="top"
| Kiki slashes above her. Will not hit grounded opponents, not even at point blank, so make sure not to accidentally use this or you will whiff. Not very good as an anti-air either, but it may stop opponents trying to cross you up.


|-valign="top"
Her 236K Rapid Dash follow-up can be used during a blockstring, but it especially shines after a knockdown. By using Rapid Dash after knocking the opponent down, you can threaten them with 236K for cross-ups, use follow-ups from the front instead, or jump-cancel the Rapid Dash and attack with air normals.
| rowspan="2" style="background:#EEEEEE" | 
| style="height:20px; background:#DDDDDD" | <font size="3">'''5HS'''</font>
|-valign="top"
| Kiki's best normal. She steps forward and slashes downwards. Better reach and also faster than 5S. Can also be used to hit opponents trying to jump away, or as a situational anti-air. Will force knockdown on an airborne opponent.


|-valign="top"
Kiki can cancel j.K into j.P, allowing for a double overhead. When your opponent blocks your jump-in attempt, you can continue your blockstring with ground normals and subsequently cross them up with a Rapid Dash into 236K, or you can use your command grab right as you land.
| rowspan="2" style="background:#EEEEEE" | 
| style="height:20px; background:#DDDDDD" | <font size="3">'''2HS'''</font>
|-valign="top"
| Hits low and trips the opponent. Good reach. Can be followed with Rapid Dash for combos or to extend pressure.


|}
Be careful of opponents who like mashing buttons, as they can interrupt your command grab, as well as your cross-ups.


== Air Normals ==
==Combos==
{|style="background:#FFFFFF; border:1px solid silver"
|-valign="top"
| rowspan="2" style="background:#EEEEEE" | [[image:x.PNG|left]]
| style="height:20px; background:#DDDDDD" | <font size="3">'''j.P'''</font>
|-valign="top"
| Elbow attack angled upwards. Abysmal range. You can however cancel j.K into this, for a double overhead.


|- valign="top"
===Meterless===
| rowspan="2" style="background:#EEEEEE" |
*'''Anywhere''' 5P > 5SS > 5H > 2H > 5O > 214S~j.214HS~j.236S (126 damage)
| style="height:20px; background:#DDDDDD" | <font size="3">'''j.K'''</font>
:Basic combo that works anywhere on the screen, but does little damage. Will cause considerable hard knockdown time. You can hit the opponent off the ground afterwards with 2P 2HS 5O to add a tiny little bit more damage and go into Rapid Dash, but the opponent will be able to tech.
|-valign="top"
| Downwards-angled kick. Somewhat of a jump-in normal, but it has a very small hitbox, even smaller than what the sprite suggests. Can be cancelled into j.P for a double overhead


|-valign="top"
*'''Midscreen, air combo''' j.S > djc > j.S > j.HS > j.214S~j.236HS~j.214K~3 > delay > j.214S~j.214HS (168 damage)
| rowspan="2" style="background:#EEEEEE" | 
:Air combo with j.S starter; you can end the combo with a j.214K followup if you wish to try confusing your opponent.
| style="height:20px; background:#DDDDDD" | <font size="3">'''j.S'''</font>
|-valign="top"
| Upwards slash. Her best air-to-air normal, but due to so many characters having good downwards-angled air normals, it is not as useful as it looks.


|-valign="top"
===100% Meter===
| rowspan="2" style="background:#EEEEEE" | 
*'''100% Meter, Anywhere''' 5P > 5SS > 5H > 2H > 5O > 236S~214S~j.214HS > j.2146K (324 damage)
| style="height:20px; background:#DDDDDD" | <font size="3">'''j.HS'''</font>
:Ends with a super so it requires a full bar of meter. Works anywhere on the screen.
|-valign="top"
| Downwards-angled slash. Better than j.K, but still doesn't have much reach and cannot be cancelled into j.P. It does hit behind Kiki as well, so it can be used for crossups.


|}
== Colors ==


{{WW}}
{{WW}}
[[Category:Wonderful World]]
[[Category:Wonderful World]]

Latest revision as of 14:27, 3 October 2022

Kiki Sayabashiri

Profile

  • Full Name: Kiki Sayabashiri (キキ・サヤバシリ)
  • Age: 13
  • Occupation: Ninja
  • Height: 135cm
  • Weight: 34kg
  • 3 sizes: B73 W50 H72
  • Likes: Japanese food
  • Dislikes: Western food
  • Values: Thick Geta (Footwear)
  • Weapon: Sheathed Running Technique

Special Skills

Kiki's original ability is her Rapid Dash, triggered by pushing O, which makes Kiki run quickly towards her opponent. While in this state, you have access to specific follow-ups, that can be cancelled into one another for a maximum of 3 moves. You cannot block while Rapid Dashing.
By inputting 4O, Kiki will run in the opposite direction. If you input 22O, Kiki will run forward very fast, but it will cost you 50% meter.

If you input 22O during an air follow-up, you will spend 50% meter to teleport behind the opponent.

During Kiki's 214K, if you input O while on the wall, Kiki will quickly jump to the opposite wall. If you input 22O instead, she will teleport.

Introduction

Kiki is a unique, rushdown-type character, with mix-up that focuses on cross-ups and unconventional movement. Her only way to dash is her rapid dash, during which she cannot block, as her regular dash is actually a hop forward that covers a good distance.
Her 236K and 214K follow-ups are also valid tools for movement.

Kiki's normals are abysmal. While her ground normals are already below average, both in speed and reach, her air normals are just plain terrible. This can be troublesome, as she is airborne quite often: her hop dash, 214K follow-up, counter and jump cancels all place them in the air.
As a result, she may get anti-aired by the most unexpected attacks, even unintentionally.

Unfortunately, she's not especially threatening on the ground either: her ground normals are unimpressive, she can't move forward without giving up on blocking and she lacks decent anti-air moves, making her quite vulnerable to air approaches.

Information on this page refers to version 0.938 of the game.

Normal Moves

5P
5P
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Any - - - - - - -

Standard 5P. Not much range, but quick.

5K
5K
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Any - - - - - - -

Knee attack, with pathetic range. You won't be using this much.

cl.5S
cl.5S
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Any - - - - - - -

Slash with her dagger that only happens when close to the opponent. If you press S again, her f.5S will come out, so it's useful in combos.

f.5S
f.5S
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Any - - - - - - -

Kiki hops forward and kicks the opponent. Overall it covers a good distance, but it is very slow, so it's best used to punish whiffs and it's not practical in neutral.

5HS
5HS
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Any - - - - - - -

Kiki's best normal. She steps forward and slashes downwards. Better reach and also faster than f.5S. Can also be used to hit opponents trying to jump away, or as a situational anti-air. Will force knockdown on an airborne opponent.

2P
2P
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Low, Air - - - - - - -

Very similar to 5P, but hits low.

2K
2K
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Any - - - - - - -

A somewhat slow kick with decent range, but hits mid.

2S
2S
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid - - - - - - -

Kiki slashes above her. Will not hit grounded opponents, not even at point blank, so make sure not to accidentally use this or you will whiff. Not really good as an anti-air either, but it may stop opponents trying to cross you up. Air-unblockable.

2HS
2HS
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Low, Air - - - - - - -

Hits low and trips the opponent. Good reach. Can be followed with Rapid Dash for combos or to extend pressure.

j.P
j.P
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- High, Air - - - - - - -

Elbow attack angled upwards. Abysmal range. You can however cancel j.K into this, for a double overhead.

j.K
j.K
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- High, Air - - - - - - -

Downwards-angled kick. Somewhat of a jump-in normal, but it has a very small hitbox, even smaller than what the sprite suggests. Can be cancelled into j.P for a double overhead.

j.S
j.S
.
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- High, Air - - - - - - -

Upwards slash. Her best air-to-air normal, but due to so many characters having good downwards-angled air normals, it is not as useful as it looks.

j.HS
j.HS
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- High, Air - - - - - - -

Downwards-angled slash. Better than j.K, but still doesn't have much reach and cannot be cancelled into j.P. It does hit behind Kiki as well, so it can be used for crossups, but the hitbox behind her is higher up, so it will most likely whiff if the opponent is crouching.

Command Normals

6HS
6HS
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- High, Air - - - - - - -

Universal overhead. Decent range, can be cancelled into jump or Rapid Dash on hit only.

Special Moves

Rapid Thrust
Rapid Thrust
236S (Rapid Dash ground follow-up)
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Any - - - - - - -

Rapid Dash followup. Kiki moves forward quickly and does a stab. Hits mid and, like every followup, is very minus on block. May be used with a forward Rapid Dash to quickly close the distance.

Round Moon
Round Moon
j.214S or as a Rapid Dash ground/air followup
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid - - - - - - -

Rapid Dash followup. Upwards slash kick. Puts Kiki in the air, where she can cancel into other air follow-ups. The hitbox is nowhere near as good as the sprite makes it look, and it's very unsafe on block, but it is air-unblockable when used from the ground. It can also be used outside of Rapid Dash, while in the air, but it will not be air-unblockable and will leave Kiki falling helplessly on whiff, making it a very risky move.

Water Slash
Water Slash
236HS (Rapid Dash ground follow-up)
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Low, Air - - - - - - -

Rapid Dash followup. Similar to her 236S followup, Kiki moves forward quickly and slashes at the opponent's feet. Slightly slower but with more reach, it's good to close the distance and hits low.

Wind Cut
Wind Cut
214HS (Rapid Dash ground follow-up)
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Any - - - - - - -

Rapid Dash followup. Kiki jumps forward and does a full circle slash. Despite how it looks, it hits mid and does not cross up. Will put Kiki in the air.

Heat Haze
Heat Haze
236K (Rapid Dash ground follow-up)
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - - - - - - - -

Rapid Dash followup. Kiki quickly teleports a set distance forward. It recovers very quickly so it's very good to get closer or cross the opponent up. Cannot be cancelled into more followups.

Flying Swallow
Flying Swallow
214K (Rapid Dash ground/air follow-up)
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - - - - - - - -

Rapid Dash followup. Quick jump at the wall behind her. Kiki sticks to the wall for a brief moment. Holding a direction as she jumps off the wall will influence the angle.

As most of her Rapid Dash followups are very unsafe on block, this is a good way to get yourself out of trouble when the opponent blocks your attacks. If you press O while on the wall, Kiki will swiftly jump to the opposite wall. If you press 22O, she will teleport instead, consuming 50% meter.

Cannot be cancelled into more followups.

Swift Eagle Dive
Swift Eagle Dive
j.236S or as a Rapid Dash air follow-up
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Any - - - - - - -

Rapid Dash air followup that can also be used as a regular air special. Kiki does a dive kick at an angle. Does not hit high.

Bird of Paradise
Bird of Paradise
j.236HS or as a Rapid Dash air followup
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Any - - - - - - -

Rapid Dash air followup that can also be used as a regular air special. Very, very slow kick that wallbounces the opponent. Does not hit high.

Iron Hammer Drop
Iron Hammer Drop
j.214HS or as a Rapid Dash air followup
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Any - - - - - - -

Rapid Dash air followup that can also be used as a regular air special. Kiki swings her leg downwards and will bounce the opponent on the ground on hit. Despite how it looks, it does not high.

Three-Way Passage
Three-Way Passage
236K
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Any - - - - - - -

Kiki jumps forwards and grabs the opponent. Despite how it looks, it is not unblockable and hits mid. Slow to come out, unsafe on block and with a poor hitbox, making this a very hard to land move. It can be used to go over lows from a distance and punish. Can be cancelled into her super on hit.

Meteor Fall
Meteor Fall
236P
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- No - - - - - - -

Command grab. Slow startup, but has good reach and it can be cancelled into her super after smacking the opponent on the ground. If you hold left or right as Kiki jumps into the air, she will move forward or backwards a bit, which can be helpful to ensure the super will connect.

Substitution
Substitution
214P
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - - - - - - - -

Kiki waits for the opponent to attack and, when hit, will teleport above in the air. The closest thing to a reversal that Kiki has. Very fast to come out, but unfortunately, due to Kiki's poor air normals, she might get hit as you're trying to punish the opponent without them even realizing what you're doing.

It can be cancelled into her super upon triggering hit, making it more of a threat with meter. Unfortunately, depending on your and your opponent's positions, the super may whiff.

Finishing Moves

Early Summer Moonlit Beheading
Early Summer Moonlit Beheading
2146K (after the 3rd Rapid Dash follow-up, or after Third Passage, Meteor Fall, or Substitution)
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Any - - - - - - -

Kiki jumps on the wall behind her and then dives forward, slashing the opponent multiple times in front of the moon. Can only be used after the third followup of a Rapid Dash, or after Third Passage, Meteor Fall or Substitution.

The arc she covers while diving is not very big, so you will need a good understanding of the situation or you might whiff.

Strategy

Kiki requires good understanding of your opponent's capabilities, especially concerning their movement and their normals. Since you can't block during Rapid Dash, characters with big pokes can make it really hard to get in and you will have to depend more on 236K and 214K Rapid Dash follow-ups.

Once you manage to land a hit, Kiki relies on cross-ups to break the opponent's guard and builds meter rather quickly, which comes in handy as her super deals good damage.

Neutral Game

As previously mentioned, you need to have a good idea of what the opponent can do. Kiki struggles against characters with big pokes, as using Rapid Dash becomes much riskier. Since her air approaches are also really poor, you need to be careful of characters with good anti-air moves.

When you're struggling to get in, often the best choice is to be patient and look for a moment where you can use her 236K follow-up to close the distance. When used correctly, you may be able to switch sides with the opponent and appear behind them, making them whiff a move.

Consider using her 214K follow-up, combined with O to jump to the opposite wall, and holding a direction to influence her angle as she gets off the wall.

Your best ground poke is 5HS, which has good horizontal and vertical reach, sometimes even acting as an anti-air. Your best tool for air-to-air situations is j.S, but it is nonetheless a mediocre normal, so you're better off not trying to challenge the opponent's moves and instead use it when you get a good read.

Pressure

Kiki has good pressure, especially thanks to her cross-up potential, which she can mix with highs and her command grab.

Her 236K Rapid Dash follow-up can be used during a blockstring, but it especially shines after a knockdown. By using Rapid Dash after knocking the opponent down, you can threaten them with 236K for cross-ups, use follow-ups from the front instead, or jump-cancel the Rapid Dash and attack with air normals.

Kiki can cancel j.K into j.P, allowing for a double overhead. When your opponent blocks your jump-in attempt, you can continue your blockstring with ground normals and subsequently cross them up with a Rapid Dash into 236K, or you can use your command grab right as you land.

Be careful of opponents who like mashing buttons, as they can interrupt your command grab, as well as your cross-ups.

Combos

Meterless

  • Anywhere 5P > 5SS > 5H > 2H > 5O > 214S~j.214HS~j.236S (126 damage)
Basic combo that works anywhere on the screen, but does little damage. Will cause considerable hard knockdown time. You can hit the opponent off the ground afterwards with 2P 2HS 5O to add a tiny little bit more damage and go into Rapid Dash, but the opponent will be able to tech.
  • Midscreen, air combo j.S > djc > j.S > j.HS > j.214S~j.236HS~j.214K~3 > delay > j.214S~j.214HS (168 damage)
Air combo with j.S starter; you can end the combo with a j.214K followup if you wish to try confusing your opponent.

100% Meter

  • 100% Meter, Anywhere 5P > 5SS > 5H > 2H > 5O > 236S~214S~j.214HS > j.2146K (324 damage)
Ends with a super so it requires a full bar of meter. Works anywhere on the screen.

Colors

General
Changes
FAQ
HUD
Netplay
Mechanics
Characters
Ryuza
Duna
Lemius
Aiwhen
Corona
Sasari
Lunathia
Orphe
Cielo
Alicephia
Sabe
Neva
Lynia
Friede
Kiki
Chartette
Claudette
Shake
Fuga
Eldio
Etielle
Pale
Semnia
Rosalice
Magenda
Hinokage
Abeldy