Full Name: Kiki Sayabashiri (キキ・サヤバシリ)
Age: 13
Profession: Ninja
Height: 135 cm
Weight: 34 kg
Likes: Japanese food
Dislikes: Western food
Values: Thick Geta (Footwear)
Weapon: Sheathed Running Technique
Introduction
Kiki, as of patch 0.938, is a stance based mixup character with a unique fighting style that may be hard to get used to. She has trouble with neutral, but once she gets in, her mixup and damage combined might win her the match.
Kiki is best suited for lab monsters and people who want a unique mixup character.
Move List
Special Skill
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Rapid Dash (疾駆) |
(Direction sensitive)
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Lightning Flash (電光石火) |
![2.png](/images/f/fb/2.png) ![2.png](/images/f/fb/2.png) ![+.png](/images/b/b2/%2B.png)
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Sheathed Running Technique (鞘走流体術) |
Kiki can cancel her Rapid Dash followups into more followups twice, for a total of 3 followups. She cannot cancel into the same followup twice in a row. She cannot cancel her air followups into double jump or air dash.
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Hiryan - Two (飛燕・弐式) |
(While on wall using Hiryan)
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Hiryan Kai (飛燕・改) |
(In the air after Hiryan) [image:2.png]]![+.png](/images/b/b2/%2B.png)
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Hiryan Riki (飛燕・参式) |
(While on wall using Hiryan) ![2.png](/images/f/fb/2.png) ![2.png](/images/f/fb/2.png) ![+.png](/images/b/b2/%2B.png)
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Specials
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Rapid Fire Thrust (速射突き) |
(While Rapid Dashing) ![2.png](/images/f/fb/2.png) ![3.png](/images/1/10/3.png) ![6.png](/images/f/f1/6.png) ![+.png](/images/b/b2/%2B.png)
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Round Moon (円月) |
(While in Quick Dash) ![2.png](/images/f/fb/2.png) ![1.png](/images/4/4a/1.png) ![4.png](/images/0/09/4.png) ![+.png](/images/b/b2/%2B.png)
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Water Slash (水面斬り) |
(While Rapid Dashing) ![2.png](/images/f/fb/2.png) ![3.png](/images/1/10/3.png) ![6.png](/images/f/f1/6.png) ![+.png](/images/b/b2/%2B.png)
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Kazanagi (風薙) |
(While Rapid Dashing) ![2.png](/images/f/fb/2.png) ![1.png](/images/4/4a/1.png) ![4.png](/images/0/09/4.png) ![+.png](/images/b/b2/%2B.png)
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Heaven Blaze (陽炎) |
(While Rapid Dashing) ![2.png](/images/f/fb/2.png) ![3.png](/images/1/10/3.png) ![6.png](/images/f/f1/6.png) ![+.png](/images/b/b2/%2B.png)
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Hayan (飛燕) |
(While Rapid Dashing) ![2.png](/images/f/fb/2.png) ![1.png](/images/4/4a/1.png) ![4.png](/images/0/09/4.png) ![+.png](/images/b/b2/%2B.png)
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Swift Eagle (鷲迅脚) |
(Air) ![2.png](/images/f/fb/2.png) ![3.png](/images/1/10/3.png) ![6.png](/images/f/f1/6.png) ![+.png](/images/b/b2/%2B.png)
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Rakugo (極楽鳥) |
(Air) ![2.png](/images/f/fb/2.png) ![3.png](/images/1/10/3.png) ![6.png](/images/f/f1/6.png) ![+.png](/images/b/b2/%2B.png)
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Iron Hammer Drop (鉄槌落とし) |
(Air) ![2.png](/images/f/fb/2.png) ![1.png](/images/4/4a/1.png) ![4.png](/images/0/09/4.png) ![+.png](/images/b/b2/%2B.png)
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Third Passage (三途渡し) |
![2.png](/images/f/fb/2.png) ![3.png](/images/1/10/3.png) ![6.png](/images/f/f1/6.png) ![+.png](/images/b/b2/%2B.png)
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Meteor Fall (流星落) |
![2.png](/images/f/fb/2.png) ![3.png](/images/1/10/3.png) ![6.png](/images/f/f1/6.png) ![+.png](/images/b/b2/%2B.png)
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Substitution (変わり身) |
![2.png](/images/f/fb/2.png) ![1.png](/images/4/4a/1.png) ![4.png](/images/0/09/4.png) ![+.png](/images/b/b2/%2B.png)
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Finish Skill
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Early Summer Moonlit Beheading (五月雨月光斬) |
(After the 3rd hit of Sheathed Running Technique, or after Third Passage, Meteor Fall, or Substitution) ![2.png](/images/f/fb/2.png) ![1.png](/images/4/4a/1.png) ![4.png](/images/0/09/4.png) ![6.png](/images/f/f1/6.png) ![+.png](/images/b/b2/%2B.png)
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Notation Key
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![7.png](/images/9/9e/7.png) ![8.png](/images/6/60/8.png) ![9.png](/images/7/7a/9.png) |
7 8 9
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N ![6.png](/images/f/f1/6.png) |
4 5 6
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![1.png](/images/4/4a/1.png) ![2.png](/images/f/fb/2.png) ![3.png](/images/1/10/3.png) |
1 2 3
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![P.png](/images/7/77/WanWan_Inputs_P.png) ![K.png](/images/e/e9/WanWan_Inputs_K.png) ![S.png](/images/9/9f/WanWan_Inputs_S.png) ![HS.png](/images/1/1d/WanWan_Inputs_HS.png) ![O.png](/images/1/1b/WanWan_Inputs_O.png) ![SP.png](/images/3/31/WanWan_Inputs_SP.png) |
P K S HS O SP
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BRK |
Skill Break, used on the previous move.
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xx |
Some suitable chain or lead-in to the rest of the combo.
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> |
A link or cancel into something other than a normal.
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~ |
Input move 2 quickly after move 1, actual timing may vary.
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X > Y / Z |
X goes into Y OR Z.
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(<move>) |
Possible to omit some move.
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<move>(X) |
Some move hits X times.
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j(X)., dj(X). |
Jump or double jump. May or may not specify a direction (X).
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cl., f. |
Close and far version of a move, respectively.
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Strategy
Neutral Game
Pressure Game
Combos
BnBs
Meterless, Anywhere 2P 2K 5SS 5H 2H 5O 214S~j.214HS~j.236S
- Basic BnB that works anywhere on the screen, but does little damage. Will cause considerable hard knockdown time. You can hit the opponent on the ground with 2P 2HS 5O to add a tiny little bit more damage and put you in a Rapid Dash status.
Move Details
Specials
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Rapid Fire Thrust - 236S (Rapid Dash followup)
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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.
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Round Moon - 214S/j.214S (Rapid Dash followup, also usable as an air followup) or j.214S (in the air)
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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.
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Water Slash - 236HS (while in Rapid Dash)
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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.
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Kazanagi - 214HS (while in Rapid Dash)
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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
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Heaven Blaze - 236K (while in Rapid Dash)
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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.
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Hayan - j.214K (while in Rapid Dash)
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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.
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Swift Eagle - j.236S
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Dive kick. Mostly a combo ender. While her Rapid Dash followups can be cancelled into this, it does not count as a Rapid Dash followup, so you cannot cancel it into more followups.
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Rakugo - j.236HS (Rapid Dash air followup)
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Rapid Dash air followup that can also be used as a regular air special. Very, very slow kick that wallbounces the opponent.
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Iron Hammer Drop - j.214HS (Rapid Dash air followup)
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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.
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Third Passage - 236K
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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.
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Meteor Fall - 236P
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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.
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Strange Act - 214P
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Kiki waits for the opponent to attack and, when hit, will teleport above in the air. 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 even without them realizing what you're doing. It can however be cancelled into her super upon getting hit, potentially making it a powerful reversal.
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Finishing Moves
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Early Summer Moonlit Beheading - 2146K (after the 3rd hit of Sheathed Running Technique, or after Third Passage, Meteor Fall, or Substitution)
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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.
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Command Normals
Normals
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5P
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2P
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5K
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2K
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cl.5S
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f.5S
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2S
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5HS
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2HS
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Air Normals