Asuka 120 LimitOver/Kiyoko Mitarai

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Kiyoko Mitarai
A120LO Kiyoko-Portrait.png
Colors
1 2 3 4
Color 1 for Kiyoko Mitarai
Color 2 for Kiyoko Mitarai
Color 3 for Kiyoko Mitarai
Color 4 for Kiyoko Mitarai

Profile

Personal Details
Gender Birthday Zodiac Height Weight Blood Type Likes Dislikes Dream / Goal
Female August 18 Leo 157cm 47kg O Moving her body Weakened boys To become a female pro baseball player and play as an all-star.
Favorite Words

一球ε…₯ι­‚
Intimacy with one ball.

School Details
Year Class Attendance # Favorite Subject Disliked Subject Love Status Charm Point
2nd / Junior A 26 Modern History Art 4yrs w/o a boyfriend Striking sense

Overview

Playstyle

Info
stun: 23
Playstyle
  • Pressure, Tricky,

Strength & Weakness

Playstyle
Kiyoko is a mid range character about safe pressure to force a mistake or scare her opponent enough to take 2A/2B (lows) & 6B (overhead) mixup.
Pros Cons
  • The most brutal OTG (22B 22C)! Miss your tech & Kiyoko will smash your head with a metal bat.
  • Can infinitely jump cancel her heavy jump normals with jump forward (9)
  • jC can turn around people for untechable throw setup.
  • 1 point above the average stun stamina (23 vs 22)
  • Softball pressure has crazy potentials:
    • Clash cancel your moves to create unique strings (6B>2A/2B etc)
    • Bounce it back for safe blockstring
  • Only 3 moves interacts with softballs (5B,5C & 22A/22B). Only the first 2 are good. (Also no 22C? ;u;)
  • The dive punch from 214X or j214X just turn people around, it inflicts no hitstun. Easily punished on hit.
  • Lacks air unblockable / great anti-air.
  • 214C/236C are similar, while their utility vary slightly... Having another super would be nice.
  • Not as stylish as SP2 Kiyoko

Move list

Standing Normals

5A
5A
A120LO Kiyoko 5A.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - All - - - 5fr - - - -

Standard jab.
She can hit crouchers from her shoulder to elbow, the forearm/punch will whiff.
It has 2 clashbox, one just before the active frame & one during it.

6A
6A
A120LO Kiyoko 6A-1.png
A120LO Kiyoko 6A-2.png
Version Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
6A - - All - - - 4fr - - - -

Kiyoko punches upward with her glove. Hits twice.

It's faster than her jab, though the first hitbox is closer to her.
While the first hit is short, it hits crouchers & the second hit is similar to her jab: it will hit them from the elbow to the shoulder.
Though as it's moving forward it's easier to actually hit them with it.

Another potential use is to anti-air hop or far jumps thanks to having no hurtbox on when she extends her arm.
Though if they block, it won't really lead into an air unblockable situation as it pushes them to far & a lacks of a good air unblockables...
Your best bets would be:

  • 6A ~ 2B: It's awkward to time, as it depend their height/distance from you but it's the only meterless AUB possible
  • 6AA or 66A/66B 22C: The goal isn't to let 6AA(6B) or her dash attacks hit, but to actually whiff cancel them in order to slide into 22C & air unblockable them.
It's more of a surprise tactic/gimmick though, as 22C hitbox is quite small so they can also GC double jump out of it & potentially punish but it.
  • 6A 214C: either AUB or overhead them if they do nothing. But they can actually buffer GC double jump (back) during the flash & potentially punish you for it. It shouldn't be a big punish though.

Frankly I only recommend 6A~2B if you can feel the timing or 66A/66B 22C to catch them sleeping, but otherwise I would actually stay safe using a dash attack or better, starting balls pressure.

5B
5B
A120LO Kiyoko 5B.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - All - - - 6fr - - - -

Kiyoko swings with her glove upward, launching the opponent into the air.
If hit raw, it doesn't knockdown: so you need go into the next hit asap or they will be able to tech out.

Outside 22B, where it will do a pretty good job as a launcher (only whiffing at the limit of 2B slide), it can be used as a close-ish anti-air. Be aware, it has no upper body invincibility, just a decent hitbox.
It can go into similar options as 6A except you're generally closer to them, so you shoudl be able to go into 22C directly, without the need to 6B/dash attack.

6B
6B
A120LO Kiyoko 6B-1.png
A120LO Kiyoko 6B-2.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - High - - - 9fr - 13fr - - - -

Kiyoko swings her glove downward hitting twice. Both hits are overhead.
An overall great button, it has a fast first hitbox close to Kiyoko, while still moving forward & a great range on the 2nd hit.
Also her best Kara cancel button.
Plus you can confirm in pretty much anything you want! Here's some recommended routes:

  • 6B 5C: Easiest optimal route for damage while not wasting any hit! You can relaunch as 5C prevent tech outs. Its only downside is use a bit of meter (6.25%).
  • 6B 214B(2) jc: Very similar to the above route, but meterless & it adds 1 more hit.
  • 6B 22A 22C: your best way to confirm quickly into super.
5C
5C
A120LO Kiyoko 5C.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - All - - - 16fr - - - -

Kiyoko swings her bat launching her opponent in the air.
It knockdowns, they cannot tech out until they touch the ground.

Decent guard cancel option with some caveats.
It's pretty slow, the startup is 16fr while the invincibility only last for 7fr & has no upper body invincibility after. At least it has 1 clashbox to protect Kiyoko (possibly 2 depending if it's the same moving or 2 different ones).
Like most 5Cs, it will lose to low, but it can also lose to some jabs up close as the clashbox is lower than her hurtbox.

In short, the reward is good but you will have to learn when to use it.
As it can go through some multi-hit moves (eg. Asuka's mach punch) but not if they're too fast or have low hitboxes.


Crouching

2A
2A
A120LO Kiyoko 2A.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - Low - - - 5fr - - - -

Classic renda cancellable low.
The glove basically doesn't exist, Kiyoko has small hurtbox behind (on her arm) it but it's entirely recovered by a huge clashbox, making it pretty safe to mash.
It also has another clashbox before the active frame.

3A
3A
A120LO Kiyoko 3A.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
5-7 1-3 Low - - - 5fr - - - -

A classic looking low kick.
Has more range & deals more damage than 2A and that for the same startup! Pretty good if you ask me.
You only lose the renda cancel (aka you can't mash it).

2B
2B
A120LO Kiyoko 2B.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - Low - - - 6fr-9fr - - - -

⚾ Safe \o/ ~ Kiyoko slides forward with her kicks first.
She has a clashbox on her upper elbow.

It's her staple far low & best starter for damage/stun.
You should try to whiff punish with it, but it's also good for pressure due to its range. Though you really need to cancel it into something (eg. 2BB on hit, 236A/236B on block) as its recovery is abysmal.
Like mentioned in her 5B description, the 2BB followup will only whiff if you're at the very limit of 2B slide range.
Which is actually hard to get, due to how much it's sliding forward.

2BB loop

It's possible but they're not your typical micro-dash 2BB loops.
Due to slow her 5B's recovery is, you either need to do 2BB ~ 2A or better: 2BB dodge (2C)!
The dodge will actually recovers +3fr faster than her 2BB, allowing to easily combo into 2B again the slide takes care of the "micro-dash".
The timing is kinda awkward at first, the key to be consistent is to tap 2C right after the 5B hits.


Jumping

j.A
jA
A120LO Kiyoko jA.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - high - - - 6fr - - - -

Typical jA: active till landing & renda cancellable... But this one has a HUGE hitbox.
It can crossup on crouchers.

j.6A
j6A
A120LO Kiyoko j6A.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - high - - - 4fr>8fr 5fr>14fr - - -

Basically her 2B... but in the air.
As all j6As, it stops airborne opponent's momentum allowing for relaunch, only post-knockdown, raw Kiyoko's j6A doesn't prevent them to tech out.
The first hitbox is actually faster than jA.

Obviously, it's a pretty good air-to-air button. It could even be used as an anti-air by hopping (2Z) into j6A.
Speaking of hops, vs a grounded opponent, it can be used for multi-hit overhead pressure. Though keep in mind, this j6A will launch them in air forcing you to go directly into air chain or jC.

j.B
jB
A120LO Kiyoko jB.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - High>Mid - - - 6fr>8fr 2fr>8fr (10fr) - - -

Kiyoko punches at a downward angle with enough friction that her glove get on fire. Hit twice.

Your jump-in of choice with one big caveat: the second hit isn't overhead.
Outside that it's great: good damage, gives enough time to combo (air to ground), is as fast as her jA and the second hit is air untechable.

Now that we're in Kiyoko's B air moves, let's talk about her infinite jump.

🦘 Infinite jump glitch?

By holding diagonal up-forward during jB or j6B, you will be able do another jump cancel, ignoring the usual double jump restriction!

The catch

It sounds awesome and it is but there's some caveats:

  • This jump cancel will NOT move upward, unlike a regular double jump.
  • It can be done BEFORE & will EXPEND your actual double jump cancel.

Meaning you can screw yourself by using jB/j6B on your first jump and expect to double jump forward to continue the combo... when In reality you will just stay in place and whiff your next move.

For this reason alone, I recommend to double jump on your j6A during your first jump.
You can also circumvent the problem by holding up (8), this use your regular double jump but it might mess up your combo by not being as close as possible.

The good stuff

Now that we discussed about the problems, let's talk about why it's good!

  • If you have enough space until the corner, you can rack up stun (up to +10) during your air chains.
  • It can create unique blockstrings / mixups
  • Theoretically, in could lead to some corner infinites:
    • vs Airborne: you'd have to mash hard (9~j9B) and even then it seems to drop after Β±10-12 hits (even with TAS tools).
    • vs Grounded: if you can time it well & change to jA/j6B sometimes to go lower etc, it looks possible though j6B is making it hard due to its low hitstun... (haven't spent hours in TAS to confirm sorry :P)

I highly recommend to go in training mode to test the timing, try to have fun & be creative with it.

j.6B
j6B
A120LO Kiyoko j6B.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - high - - - 8fr - - - -

This downward kick seems like it would be another great jump-in, but it has barely enough hitstun to combo air-to-ground (and awkward during air chains).
Making it reserved only for hops, but even then you'll have to hit deeper than you would think.

For air chains, I would only use it at the end just before jC, for 2 reasons:

  • Post 8 hits, it has barely enough hitstun to connect before the double jump cancel,
  • Due to the previous point, you'll input double jump faster which might trigger the previously mentioned infinite jump (check jB) & don't go high enough to combo.
j.C
jC
A120LO Kiyoko jC-1.png
A120LO Kiyoko jC-2.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - high - - - - - - - -

Kiyoko swings her glove down slamming her opponent on the ground.
Your go to air chain ender.

As it's uses, it's a classic ground slam blue launcher:

  • it sends the opponent toward the ground & they need to tech or they'll get more damage.
  • if really close to a corner, it will wallslam instead.


One important detail though it's one of the few move that can turn around people on hit.
So if only the last hit connect vs a grounded opponent, you can setup an untechable throw.
WHich is nice, except her throws aren't the best... more on that in a few scroll.


Throws

Neutral Throw
Throw
A120LO Kiyoko Throw.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
13 2 Throw - - - - - - - -

Kiyoko executes a Tomoe Nage, tossing her opponent to the ground.

There is not much else to it, you cannot combo after it except if they miss their ground tech.
Which in this case, you can try to OTG for some more damage +stun.
Here's some recommended options:

  • 2A: works on everyone, will add around +4 stun.
  • 22B: best meterless for damage, but mainly +7 stun.
  • 214X: bad for damage/stun, but it could lead to some interesting mixups/pressure, check this section to learn more.
  • 214C: deals good chunk of damage, but is pretty risky as the window to visually confirm it is small & if you whiff you're super punishable.
  • 22C: Will deal as much damage as 214C (but less stun: +1 vs +3) but is way easier to confirm.
Air Throw
Air Throw
A120LO Kiyoko AirThrow.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
16 2 Throw - - - - - - - -

Kiyoko flips her opponent down and lands on them, her leg on their stomach.
Very similar to her ground throw, no combo but possible OTG if they miss their ground tech.


Special Moves

66A
66A
A120LO Kiyoko 66A.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - High - - - - - - - -

Kiyoko rushes in with a punch. Hit twice.
I actually struggle to find a use to this move outside "corner combo" fodder.

This move keep them grounded & both hit are jump cancellable.
If j214 wasn't coded with the feet, you could do fancy jump cancel TK j214X... but here it will just get you killed because it doesn't hitstun the opponent.

You can link a jA or jB but not much else after that, the momentum from the jump will make whiff the air chain at some point.
jC is too slow to combo after jA or jB & j6B doesn't give enough hitstun to combo.
So in the end, cool idea but extremely tight & useless? Definitely, except if you can mash j9B x20 real fast & consistently (doesn't work midscreen).

66B
66B
A120LO Kiyoko 66B-1.png
A120LO Kiyoko 66B-2.png
A120LO Kiyoko 66B-3.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - Mid - - - - - - - -

Kiyoko steps in & slam her glove downward. Hit 3 times, all hits are jump cancellable.
Despsite the appearance this move isn't overhead.

First hit launches but doesn't knockdown (they can tech out), while the second hit ground slam (wallslam if close to the corner).
You can air chain after the first hit which can be good for some far range 2B conversion if you're unsure about 214B first or second hit connecting. If you're too far it will just slam them down, which could surprise them.

If you hit only the 2nd or 3rd hit vs a grounded opponent, it will turn them around.
Sadly 66B has a too long recovery for you to attempt a grab, but depending how meaty you hit you can still go into 22C or even 214C (only on 3rd hit?) but I wouldn't recommend it.

Dai-League Softball 8-gou
Dai-League Softball 8-gou
236A/B
A120LO Kiyoko 236-Angles.png
Version Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
A 5+11 (16)
ball: 12
1+1 All - - - - - - - -
B 5+4+9 (18)
ball: 12
1+0+1 All - - - - - - - -

Kiyoko's pitch are pretty unique & her core pressure tool!
Also fun fact, she appeared 5 years BEFORE Venom (and LO is 2 years before GGX).

1️⃣ Pitch & Ball stamina

Before jumping into the weird interactions, let's talk bout the move itself:
The arm with the glove swings upward first (and is an actual hitbox!), then Kiyoko throws the ball.

The ball hits twice; the two hits are right behind each other making it really hard to clear with a clash.
Combined with its slow speed & short recovery, it's what makes Kiyoko's pressure scary!

2️⃣ Version differences

The A version sends the ball low, it's useful against crouchers or people that try to run at you.
The B version sends the ball high, can stop some GC/jump away, it's also easier to hit back but depending the distance it can whiff crouchers.

But enough teasing, let's dive into the meat of the matter.

3️⃣ I came in like a wrecking ball β™«

After Kiyoko pitches it, the ball will bounce back if: it hits, clashes or get blocked. Its trajectory will depend where/how it hit.
Also, if they guard cancel while the ball hasn't bounced yet, it will go through them instead.

When bouncing back, it's only a clashbox but if Kiyoko hits it during this state, the ball will become an active hitbox again!
πŸ’‘ Tip: only the Kiyoko that served it can interact with a "bounced ball".

Not all moves are equals though: only a few move will clash & send it back while others will clash & absorb it. The only moves that can hit it back are:

  • 5B: fast & easy to use
  • 5C: slower
  • 22A/22B: only the bat send it, the blue aura/dust absorbs it. Sadly, 22C doesn't work :<


A common strategy is to use 5B/5C to send back the ball & immediately cancel into another 236A/B. Now the enemy has to deal with 2 active hitboxes / 4 hits in his face!
Be aware that a ball that just bounced back can interact with an active ball (later they won't); the active ball will nullify the one that just bounced back.
So try to vary the version (A/B) or make their angle change enough when you hit them back.

4️⃣ Clash cancels

Anyway, reflecting the ball is important, but the clash isn't bad either:

  • 5B/5C clash into dash will not only protect you while running, but it could also catch them jumping away, giving you a chance to grab them.
  • You can also 5B/5C and jump cancel for a similar effect.
  • The clash lets you also create normally impossible strings: 6B (high) > 2B (low), jB > jB.
  • or cancel a dash attack into sliding 2B/ buttons.

Keep in mind: due to the clash, you will get a small knockback. The only way to avoid it is to use 5C to clash or to cancel the clash by any dashes or jumps.
Once you're used to the distance to keep (a bit further than a backdash away) & of all possibilities, Kiyoko becomes a pressure monster.
Safe due to the balls clashing with their counter attack, catching their mistakes or possibly cutting some escape options. All that while giving you some time to react.

Gettsuu Striker
Gettsuu Striker
214A/B
A120LO Kiyoko 214A-1.png
First hit / Launcher
First hit / Launcher
A120LO Kiyoko 214A-2.png
Dive punch
Dive punch
A120LO Kiyoko 214-Angles.png
A/B Angles
A/B Angles
Version Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
A 18-22 5-7 All - - - 9fr - - - -

Kiyoko rise while swinging her arm up before diving down punch first.

This move is... at best unfinished. The person coding it surely slept in the middle & then woke up thinking it was done or something.
And I'm saying this for both versions!

The first part is actually pretty decent: 214A has invincibility (8fr) until the first active frame & act a competent launcher as you can jump cancel the first hit or up to the second hit on the 214B.
Actually if you hit the first part you're pretty good πŸ‘Œ. The problems start when you hit the second part raw (which is a MAJOR problem for the aerial version).

If you hit only the dive part and your opponent is on the ground, you're screwed: This part inflict NO hitstun, it just turn them around.
Yeah you read correctly. No Hitstun. Like at all. None. Nada.
So it's easily punishable on hit, even midway through your move! (β•―Β°β–‘Β°οΌ‰β•―οΈ΅ ┻━┻

Yes it also mean it works normally if they're in the air... but if they block, its multi-hits make it easy to guard cancel on & even if you clash, only they will be able to cancel while you're stuck into the dive animation.

So yeah NEVER use this move in neutral or as a far punish. Nothing good will come out... or at least not for you.

Actual use?

After this Long rant, is the move useful?
Yeah, as I said, it's a pretty good launcher, deals good damage/stun & reaches pretty far.
214A's first hit is jump cancellable & deals more damage than the first hit of 214B (not if 214B's 2hit though) so if you want to save a hit & optimize the damage, I think it's a good move.
Plus it has 8 iframes at the start so it could be used as reversal maybe?

You also want to read the possible OTG shenanigan you could do with 214A/214B.

B 23-27 8-10 All - - - - - - - -

Overall same idea as 214A; but rising higher & dealing more damage/stun.
It has only 3 iframes, so it's definitely not as good as 214A, but it's still here I guess.

As a launcher, it's only good if you're ok to use 2 hits, so maybe right before the last air chain.
Due to the damage it could also be a good "ground" ender, if you find a way to actually combo it fully.

Don't forget to read the possible OTG shenanigan you could do with 214A/214B.

Air Gettsuu Striker
Air Gettsuu Striker
j214A/B
A120LO Kiyoko jB.png
Version Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
A 6 1 All - - - 6fr - - - -
B 11 2 All - - - 9fr - - - -

Only the dive part of Gettsuu Striker... which if you've read it, you should already know why this move is a disaster.

A short resume of the rant above:
This dive deals no hitstun. None. It just turn people around, which is funny... But not as much when they can just kick you back midway through your move animation.

It's also pitiful as a combo ender... Its hitbox starts pretty low, which make it really hard to use as they will be above you in most air chain (due to her aerial normals / infinite jumps), but even once you actually get it to work you realize its damage scales horribly (each hits is only 1 damage)...

Even as TK it sucks! Which is one of the saddest betrayal possible, for 2 big reasons:
You can't even untechable throw them because they recover before you & If it was working correctly, it would broaden Kiyoko's possibilities by 240%.

You could suddenly do stylish combo after any jump cancellable moves!
Like by example her 6B (you could style like in SP2 but instead you have this) or 66A (kinda like Megumi 66B jc j2B or again like her SP2 counterpart!).

Light/Heavy differences

Overall, the differences between the 2 versions don't mean much as they both suffer from the same problem. From a quick check:

  • j214A starts earlier (6fr vs 9fr) but stops waaaay earlier too (high jump then double jump j214A you'll see what I mean) while being in recovery.
  • j214B hits twice & deals a bit more damage & last long enough you will not have "problems" with this.


Bottom line: DON'T USE THIS MOVE.
or do, find a new cool/glitchy way to use it. Prove me wrong! I'd love it actually ;3

Shin Tsuutenkaku Dahou
Shin Tsuutenkaku Dahou
22A/B
A120LO Kiyoko 22A.png
Version Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
A 22-31 5-7 All - - - 13fr - - - -

Kiyoko's put her glove on her head, grabs a bat & swings for a home run so hard that she sends air wave/dusts toward her opponent...? Something like that.
Cancellable ONLY if the bat hit.

These moves are good the closer to the target you are, the further away, the worst they will be.
Not only due to the damage/stun but also utility:

  • they're jump or super cancellable ONLY if the bat hits
  • Safe on block at point blank (the dust hitbox are too close to each other to GC).

It poses a big problem for combos too, as the bat hits quite low & barely anything connect if they're airborne. If the bat hit, you can at least combo in 22C or 236C (214C is a bit more finicky / not worth).

Due to the massive amount of hitboxes they send, they're both good at winning clashes situations.

22A specific

22A has 10fr of invincibility with a clashbox, letting 2fr vulnerable (+another clashbox) before the first active hitbox (startup β†’ 13fr).
It's technically the most iframes she can get with a meterless move, but that also mean it's quite slow & the 2 vulnerable frames don't help.
It will lose to most multi hit if they clash on the first hitbox (even loses to her own 22B), but if they hit the clash with a normal then cancel into the multi-hit it shoudl work better β€”if they don't have iframes on it.

After the bat hit, it sends 5 hitboxes that dissipate BEFORE the dust sprites do.
So it doesn't hit as high as you might think and they can run in to punish you a bit earlier than it looks.
If you hit them close it's possible to jump cancel & combo after it, it's even possible to land & relaunch due to its low number of hits.

B 24-35 7-11 All - - - 14fr - - - -

Same bat swing but deals extra damage/stun & sends 8 "dust" hitboxes!

It beats 22A at point blank somehow, even though it's slower by 1fr & has less invincibility (4fr only).
It seems to also have a better rate at winning clash situations, or at least it will trade where 22A would outright lose.
In short use this one in clash situation.

One key difference to keep in mind: because it's hitting more than 22A, you generally can't relaunch.
It's still possible, but you need to jump cancel as soon as possible & hope not all the dusts hit.
Overall though I would just letting it rock / jump cancel late to get as much stun possible (if you get a crit. on stun, it's pretty huge).

Lastly, it's also a great OTG if they miss their ground tech!
It adds around 10 stun & can combo into 22C for more damage.

Supers

Illusion Out
Illusion Out
236C
A120LO Kiyoko 236C.png
Version Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
Ground 44-49
2nd hit alone: 8-12
4-6
2nd hit: 1
High > All - - - - - - - -

Kiyoko backdash first then rush in toward the opponent.
If she hits, she will launch to the moon & DBZ teleport above to finally spike them to ground!
If she's blocked, she uppercuts, continue to dash for a sec then backdash (invincible).
Note: sometimes on block or clash, the super will still teleport kick Β―\_(ツ)_/Β―.

The goal of this super is to make them whiff avoid a to punish them with the rush attack.
The attack by itself is slow, but thanks to the fact the Super Flash is AFTER the backdash, it's easier to avoid an attack, flash freeze & punish.
Though be aware that the flash could give them time to buffer a super of their own in reaction.

The backdash is fully invincible (17fr), as well as the super flash (Β±30fr), but as soon as Kiyoko starts moving after that, she's vulnerable.
Though her hurtbox during the dash part is under the hitbox/clashbox, from her waist to her feet.

One thing to note, the super has actually 2 hits:

  • During the dash, she hits with her elbow: it's an overhead.
  • At the end, she hits with her glove: it's a MID!


Only the first hit will trigger the animation!
The second hit will launch them upward in a knockdown state (not air techable)... except you can only combo them if they're light enough or if they get hit crouching.
Never aim for the second hit, the "reward" isn't worth it. But at least it's something compared to 214C...

Direct Out
Direct Out
214C
A120LO Kiyoko 214C.png
Version Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
Ground 35-40
2nd hit alone: 13-25
3
2nd hit: 1
All - - - - - - - -

Kiyoko decide to skip the backdash of Illusion Out (236C) & go straight into the flash & rushing part.
On hit, Kiyoko will grab them, backflip & land on their stomach.
Even though it looks similar to 236C, its goal differs slightly.
This time, Kiyoko is invincible during the first half of her dash, making this super good to go through far poke/zoning.

As it's faster than 236C, it's easier to combo but sadly it deals less damage/stun :V.
A good thing though is due to its sped, it can be used to OTG more "consistently" than 236C (too slow + the teleport kick doesn't hit).
Here's a table on who this 214C OTG work:

214C OTG  
⚠️Disclaimer:
If it hits but doesn't trigger the animation,
it doesn't counts as an OTG.
Asuka βœ”οΈ
Cathy βœ”οΈ
Genichirou βœ”οΈ
Karina βœ”οΈ
Kiyoko ❌
Kumi ❌
Megumi ❌
Nana ❌
Ryuko βœ”οΈ
Shinobu ❌
Tamaki βœ”οΈ
Tetsuko βœ”οΈ
Torami βœ”οΈ


Like 236C though, it's also composed of 2 hits (on "whiff"):

  • The dash hitbox: it's an overhead & will trigger the animation.
  • The end off the dash/ glove hitbox: it's a mid & unlike 236C, this hit DOES NOT launch & let you at -3fr.

So this time you REALLY don't want to aim for the second hit, you won't be punish for it but you won't gain anything.

Lastly, another problematic factor that's shared by both 236C& 214C:
if the opponent clash with the dash, they have a high chance to beat you with almost any moves.

Ichigeki Hicchuudahou
Ichigeki Hicchuudahou
22C
A120LO Kiyoko 22C.png
Version Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
Ground 34 1 All - - - - - - - -

Once again Kiyoko strikes a home run... but this time the opponent is the ball!
Blue launches on hit.

Raw, it deals less damage than her 2 previous super but as it's just one big damaging hit, it actually works great as an ender!
Plus you can try to grab them to add a bit more damage & maybe get an OTG situation.

Even though the hitbox is bigger than 5C, it isn't that huge either & it hits lower than you'd expect: as soon as the bat is up, the move done.
So even if it's one of her few air unblockable, it's better at punishing an airblock than anti-air
πŸ’‘ Tip: Kara cancel 6B into 22C to get closer, it's that big but it get the jobs done.

Lastly, it can also OTG or combo after 22B OTG!
It doesn't blue launch on OTG & you won't be able to combo them, but it gives you chunky extra damage (+ 1 stun πŸ˜‚).

Techs

🦘 Infinite jump glitch?

By holding diagonal up-forward during jB or j6B, you will be able do another jump cancel, ignoring the usual double jump restriction!

The catch

It sounds awesome and it is but there's some caveats:

  • This jump cancel will NOT move upward, unlike a regular double jump.
  • It can be done BEFORE & will EXPEND your actual double jump cancel.

Meaning you can screw yourself by using jB/j6B on your first jump and expect to double jump forward to continue the combo... when In reality you will just stay in place and whiff your next move.

For this reason alone, I recommend to double jump on your j6A during your first jump.
You can also circumvent the problem by holding up (8), this use your regular double jump but it might mess up your combo by not being as close as possible.

The good stuff

Now that we discussed about the problems, let's talk about why it's good!

  • If you have enough space until the corner, you can rack up stun (up to +10) during your air chains.
  • It can create unique blockstrings / mixups
  • Theoretically, in could lead to some corner infinites:
    • vs Airborne: you'd have to mash hard (9~j9B) and even then it seems to drop after Β±10-12 hits (even with TAS tools).
    • vs Grounded: if you can time it well & change to jA/j6B sometimes to go lower etc, it looks possible though j6B is making it hard due to its low hitstun... (haven't spent hours in TAS to confirm sorry :P)

I highly recommend to go in training mode to test the timing, try to have fun & be creative with it.

OTG 214X Shenanigans

While being pretty bad for damage/stun (only Β±5/+1), if jump cancelled it gives you an advantage on their next ground-tech.
You can land in front or crossup, overhead or low, delay with a double jump etc...
In short you have a LOT of options while they can only: Not tech, Tech & try to block, Tech & Reversal (offensively or defensively).
First of, if they don't tech: you can't OTG them again sadly, but you'll have a normal oki. Similarly if they just block, mix them however you want: Crossup or not, overhead or landing low, delay or not.
πŸ’‘ Bonus: if you crossup AFTER they tech, you will have a Β±4fr window to get a untechable throw! It's visually easy to confirm, it's as soon as they land until they face you.

If they try to reversal, you are pretty safe & still have options depending what you think they will do.

  • vs 2A mashing:
    • You can still do the untechable window
    • delay double jump > overhead
    • land hops into attacks
    • meaty them
  • vs invincible attacks:
    • you can land & block way before they can act
    • double jump away to bait a super/anti-air
    • land on one side & just when they're about to get control back: dash on the other side (bait super in one direction, safe side switch into punish)
    • And surely more, have fun & be creative
  • vs Defensive reversal:
    • highjumps / hops: delay meaty to catch them after the invincible or jump again into grab.
    • dash / backdash will be beaten by delaying a 2A/2B.


214A vs 214B

214A & 214B(1) are pretty similar, while 214B(2) sends them further which limits your options... but has more plus frames (can double it in some situation; depends the momentum given on the ground tech?), so might be ok if you want to corner them?

Which version to pick is actually not as clean cut as I thought:

  • 214A starts slower than 214B (9fr vs 6fr). So depending their wake up timing it might whiff where 214B would hit.
  • 214A has more plus frame compared to 214B(1) & is better if you miss the jump cancel.
  • 214B deals 2-4 more damage on its first hit than 214A.

So overall 214A is better but 214B might work more consistently due to its startup alone.
You'll have to test it & chose for yourself.

Plus frame on 214A/214B  
⚠️ Disclaimer:
The numbers assume you jump cancel + they tech asap.

πŸ’‘ Pro Tip:
Hold down during your jump to land 3fr faster.
Version Ground-tech duration Frame advantage
214A jc 42fr +13fr
214A no jc 41 +29fr
214B(1) jc 42 +11fr
214B(2) jc 39 +20fr
214B(2) no jc 40 +14fr

Random stuff to keep in mind:

  • It was tested only on Asuka (buffering a backdash on wakeup), different characters might have different tech length.
  • Weight might affect that too.
  • Landing crossup will add around +1-4fr to their tech because they have to turn around before they get their control back.
  • Reversal might act a bit faster (backdash/hop/highjump come out faster than jump by example).

Combos

Combo Notation Guide:
( ) = optional, typically the combo will be easier if omitted.
[ ] = Input is held.
~ = Delay the next hit.
/ = Option to choose between multiple actions.
+ = Multiple buttons are pressed simultaneously.
{}xN = That part can be repeated N number of times, range provided.
X(#) = Next action is taken after a certain number of hits from X move.
xx = Cancel A into B (A xx B), mainly written when it needs to be really fast.
CH = Counter Hit.

True combo

Missed tech punish

Videos

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Characters
Asuka Honda
Ryuko Yamazaki
Torami Houjyou
Megumi Suzuki
Kumi Ookubo
Tamaki Shindou
Karina Toyota
Nana Owada
Kiyoko Mitarai
Cathy Wild
Shinobu Kawasaki
Tetsuko Ougigaya
Genichirou Shindou