Touki Denshou Angel Eyes/Kiriko: Difference between revisions
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==Introduction== | ==Introduction== | ||
A kunoichi who loves nature and has the ability to communicate with animals. Due to certain affairs, she became a nukenin. Currently, she hides herself as a maid in a billionaire's house, but she makes many mistakes due to clumsiness. Very high combat ability. She had a high synchronization with the angel because of her pure heart, so her body becomes hardened during battle. | |||
==Gameplay== | |||
Kiriko is a glass cannon who plays with a rushdown style fueled with her mixups and her ability to teleport directly into her opponent's range. 22P/K is a variable teleport which places Kiriko wherever the opponent is, regardless of their placement. Because she can appear either in front of or behind them, it's always a 50/50 where to guard. While is can be reacted to, and guarded against early, it still leaves Kiriko in good range to continue her pressure and go for her infinite if she can catch with 2LK or 4/6HK. She has an assortment of pokes and quick overheads to get damage, but that's about the most of it. Out of her specials, 623P is worth using and can lead into flipping a round with a good juggle. Kiriko's gameplay revolves around constantly attacking because she has no defense to handle pressure. | |||
{{ProConTable | |||
|pros= | |||
* f.5HK a safe ranged poke, able to combo into 623P. | |||
* 2LP a rapid-fire and ranged LOW poke. | |||
* 2HP works as an anti-air. | |||
* 2HK, c.6HP/HK, and 623P leads into HJ combos. | |||
* 4/6HK A swift ground overhead and the basis of her infinite. | |||
* 22P/K teleports give startup invincibility and incredible mixups with no way | |||
* to differentiate how she'll approach. Hitting an opponent on the ground is | |||
* similar to j.HP and can lead into a ground combo. | |||
* 623P her absolute Guard Cancel attack; can lead into reversing a round. | |||
* 236236PP one of the most useful Emotions in the game; incredibly fast, safe on guard, great Guard Cancel option, can be used in combos, and can juggle afterward. | |||
|cons= | |||
* Lowest defense tier (Takes 10% more damage). | |||
* Slow movement/walking speed. | |||
* j.HK hits MID, not HIGH. | |||
* 236P is a potential suicidal move since it can't be comboed into, and always puts her at disadvantage. HP is even -worse- since it does the SAME amount of damage as LP with over double the negative frames! | |||
}} | |||
===Character Specifics=== | |||
{| border="1em" cellpadding="3" cellspacing="0" | |||
| align="center"|'''Character''' | |||
| align="center"|'''Defense Tier''' | |||
| align="center"|'''Forward/Backward Dash Duration''' | |||
| align="center"|'''Pre-jump (High Jump) Frames''' | |||
| align="center"|'''Jump (High Jump) Duration''' | |||
| align="center"|'''Landing (High Jump) Frames''' | |||
| align="center"|'''Jump (High Jump) Height Apex''' | |||
| align="center"|'''Knockdown Recovery Duration''' | |||
|- | |||
| [[Image:AngelEyes_KirikoIcon.png|center]] | |||
| align="center"|3 (~+10% damage) | |||
| align="center"|34f forward, 28f back | |||
| align="center"|3f | |||
| align="center"|40(51)f | |||
| align="center"|13(22)f | |||
| align="center"|164(228) | |||
| align="center"|37 frames | |||
|- | |||
|} | |||
==Normals== | ==Normals== |
Latest revision as of 14:47, 1 June 2024
Introduction
A kunoichi who loves nature and has the ability to communicate with animals. Due to certain affairs, she became a nukenin. Currently, she hides herself as a maid in a billionaire's house, but she makes many mistakes due to clumsiness. Very high combat ability. She had a high synchronization with the angel because of her pure heart, so her body becomes hardened during battle.
Gameplay
Kiriko is a glass cannon who plays with a rushdown style fueled with her mixups and her ability to teleport directly into her opponent's range. 22P/K is a variable teleport which places Kiriko wherever the opponent is, regardless of their placement. Because she can appear either in front of or behind them, it's always a 50/50 where to guard. While is can be reacted to, and guarded against early, it still leaves Kiriko in good range to continue her pressure and go for her infinite if she can catch with 2LK or 4/6HK. She has an assortment of pokes and quick overheads to get damage, but that's about the most of it. Out of her specials, 623P is worth using and can lead into flipping a round with a good juggle. Kiriko's gameplay revolves around constantly attacking because she has no defense to handle pressure.
Strengths | Weaknesses |
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Character Specifics
Character | Defense Tier | Forward/Backward Dash Duration | Pre-jump (High Jump) Frames | Jump (High Jump) Duration | Landing (High Jump) Frames | Jump (High Jump) Height Apex | Knockdown Recovery Duration |
3 (~+10% damage) | 34f forward, 28f back | 3f | 40(51)f | 13(22)f | 164(228) | 37 frames |