Chiyo has skipped five grades to tenth grade (the first grade in Japanese high school) at the start of the series and is still at the top of the class. She is extremely smart and responsible for her age — for example, she was chosen by the other students to be the class representative. However, Chiyo-chan (as she is usually called) still has the naivete, desires, and fears of a child.
Normal
EX
Overview
Playstyle
Chiyo is a rushdown with a huge projectile and an very fast air mobility.
Pick if you like
Avoid if you dislike
Airdash: Chiyo is the only character in the game with an airdash.
Good neutral: she really doesn't have many problems getting in due to how fast she is and her good projectile.
Limited combos: Getting conversions into good damage is really hard with Chiyo. She has trouble converting into anything valuable for her off of basic starters.
Stubby: All of Chiyo's normals and most of her specials are pretty low range.
Character Traits
Unique Attributes
Airdash Chiyo can airdash, helping her approach from the air.
Outburst
Another airdash. Chiyo gets another airdash during outburst.
She can also cancel normals into airdash.
She can now only air dash forward.
Move Descriptions
Normals
Standing Normals
5A
5A
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
4
-
-
-
Mid
-
-
-
-
A tiny little push
Very average.
5B
5B
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
7
-
-
-
Mid
-
-
-
-
A little kick to the shin.
Small.
5C
5C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
8
-
-
-
Mid
-
-
-
-
A real shove.
Reaches a little farther than all of her other standing normals.
Crouching Normals
2A
2A
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
5
-
-
-
Low
-
-
-
-
A low kick.
Very solid normal, reaches a little farther than 5A.
2B
2B
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
7
-
-
-
Low
-
-
-
-
A Low punch.
Very stubby, really only used for links.
2C
2C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
9
-
-
-
Mid
-
-
-
-
An uppercut.
Starts juggles, not that it really matters.
Has a ton of recovery, no links here.
Jumping Normals
j.A
j.A
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
4
-
-
-
Mid
-
-
-
-
Basically 5A in the air.
Fast air-to-air.
Also good to do after IADing.
j.B
j.B
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
7
-
-
-
Mid
-
-
-
-
A downward kick.
Generally just solid.
j.C
j.C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
8
-
-
-
Mid
-
-
-
-
A knee strike.
Combo filler.
Command Normals
Dodge
Bow 6A
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
7
-
-
-
High
-
-
-
-
An overhead bow.
Punishable on hit.
Can't be canceled into specials or supers.
Don't use this move if you can prevent it.
Back Chop
Stomp j.2B
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
5
-
-
-
High
-
-
-
-
Chiyo bounces up on hit or block.
Has very low recovery on hit or block.
Great for combos and mix.
Universal Mechanics
Throw
Throw 6/4C (Next To Opponent)
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
0
-
-
-
Throw
-
-
-
-
Chiyo grabs the opponent and pushes them away.
Can link into normals.
Skylab
Skylab j.236D~AABBC~(A/B/C)
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
A Ender
47
-
-
-
High
-
-
-
-
Chiyo flies into the opponent and then tackles them.
Gives a hard knockdown.
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
B Ender
52
-
-
-
High
-
-
-
-
Chiyo flies into the opponent and then kicks them back to the ground.
Ground bounces, can't get a combo after though.
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
C Ender
47
-
-
-
High
-
-
-
-
Chiyo flies into the opponent and then headbutts them.
Wall bounces, also can't get a combo.
Slash Beat
Slash Beat 5D~ABAAB~(C/D)
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
C Ender
46
-
-
-
Mid
-
-
-
-
Basic slash beat into a bow.
Ground bounces.
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
D Ender
52
-
-
-
Mid
-
-
-
-
Basic slash beat into a rising knee, launching the opponent up allowing her to continue with Skylab.
Crash Attack
Crash Attack 236D
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
11
-
-
-
Guard Break
-
-
-
-
Overhead kick.
Starts combos on hit or block.
Guard Push
Guard Push 6D while blocking
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
6
-
-
-
Unblockable
-
-
-
-
Uses 5C's animation.
Specials
Manhattan Drop
Tadakichi-san 236A
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
5 (point)
11 (dog)
-
-
-
Mid
-
-
-
-
Projectile.
Particularly large, basically covering the bottom half of the screen.
Starts combos.
Leg Trip Enzuigiri
Handstand 214B
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
17
-
-
-
High
-
-
-
-
A cool handstand.
Chiyo is airborne for the entirety of the move, letting her cancel into Skylab.
Spin
Spin Spin Spin 623C (air OK)
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
28
-
-
-
Mid
-
-
-
-
Spinning DP.
Prone to clashes.
Koppo-Ryu Palm
I'm Ten Years Old j.16A (Next To Opponent)
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
16
-
-
-
Throw
-
-
-
-
Aerial command grab.
Can not start combos, the opponent gains invuln when they're splatted to the wall.
Sends the opponent all the way to the wall.
Supers
Koyomi Special
Here I Go! ! j.236236C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
43
-
-
-
High
-
-
-
-
Basic rush super.
Consistent combo ender.
Koyomi Carnival
Fly Off Somewhere... 214214C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
0
-
-
-
Throw
-
-
-
-
Command grab.
Extremely funny, especially the whiffing animation.
Starts combos.
Doesn't work on Yukari at all, just don't use the move against her.
Tadakichi-san!?
Tadakichi-san!? 641236C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
56
-
-
-
Mid
-
-
-
-
Dog super.
The dog travels across the screen a lot faster than normal and does way more damage.
Highest damaging super.
Only really used post-stun.
Chiyo is inactionable as long as Tadakichi is on screen, if he passes her she'll get caught by him and be dragged across the screen.
Great for some SC funny business.
Outburst!
Glasses Drive
Little Chiyo-chans 64641236C (While In Outburst)
They arrive.
They arrive.
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
12 (1 mini-chiyo)
-
-
-
Mid
-
-
-
-
Chiyo summons a bunch of smaller Chiyos to attack the opponent.
They just kinda walk and glide across the screen.
Some of the Chiyos won't have a hitbox.
Not very useful, just funny.
Strategy
Overview (EX)
Playstyle
EX Chiyo is a Melty Blood character.
Pick if you like
Avoid if you dislike
Airdash: Chiyo is the only character in the game with an airdash.
Double jump: EX Chiyo is the only character in the game with a double jump.
Good neutral: she really doesn't have many problems getting in due to how fast she is.
Area denial: spamming bombs covers a lot of space and makes it really hard for the opponent to move around.
Flashy: EX Chiyo's 2C is jump cancelable and so are all of her air normals, allowing her to get some pretty cool combos.
Stubby: All of Chiyo's normals and most of her specials are pretty low range.
Character Traits (EX)
Unique Attributes
Airdash Chiyo can airdash, helping her approach from the air.
Double jump EX Chiyo can double jump, allowing her to have even more air mobility.
Her air normals can be double jump canceled.
Jump cancel Her 2C is jump cancelable, giving her a traditional launcher.
Outburst
Another airdash. Chiyo gets another airdash during outburst.
She can also cancel normals into airdash.
She can now only air dash forward.
Move Descriptions (EX)
Normals
Standing Normals
5A
5A
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
4
-
-
-
Mid
-
-
-
-
A tiny little push
Very average.
5B
5B
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
7
-
-
-
Mid
-
-
-
-
A little kick to the shin.
Small.
5C
5C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
8
-
-
-
Mid
-
-
-
-
A real shove.
Reaches a little farther than all of her other standing normals.
Crouching Normals
2A
2A
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
5
-
-
-
Low
-
-
-
-
A low kick.
Very solid normal, reaches a little farther than 5A.
2B
2B
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
7
-
-
-
Low
-
-
-
-
A Low punch.
Very stubby, really only used for links.
2C
2C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
9
-
-
-
Mid
-
-
-
-
An uppercut.
Launcher in the traditional sense, it's jump cancelable.
Essential to every single one of her combos, the main reason you're playing EX Chiyo.
Jumping Normals
j.A
j.A
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
4
-
-
-
Mid
-
-
-
-
Basically 5A in the air.
Fast air-to-air.
Also good to do after IADing.
j.B
j.B
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
7
-
-
-
Mid
-
-
-
-
A downward kick.
Generally just solid.
j.C
j.C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
8
-
-
-
Mid
-
-
-
-
A knee strike.
Combo filler.
Command Normals
Back Chop
Stomp j.2B
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
5
-
-
-
High
-
-
-
-
Chiyo bounces up on hit or block.
Has very low recovery on hit or block.
Great for combos and mix.
Universal Mechanics
Throw
Throw 6/4C (Next To Opponent)
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
0
-
-
-
Throw
-
-
-
-
Chiyo grabs the opponent and pushes them away.
Can link into normals.
Skylab
Skylab j.236D~AABBC~(A/B/C)
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
A Ender
47
-
-
-
High
-
-
-
-
Chiyo flies into the opponent and then tackles them.
Gives a hard knockdown.
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
B Ender
52
-
-
-
High
-
-
-
-
Chiyo flies into the opponent and then kicks them back to the ground.
Ground bounces, can't get a combo after though.
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
C Ender
47
-
-
-
High
-
-
-
-
Chiyo flies into the opponent and then headbutts them.
Wall bounces, also can't get a combo.
Slash Beat
Slash Beat 5D~ABAAB~(C/D)
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
C Ender
46
-
-
-
Mid
-
-
-
-
Basic slash beat into a bow.
Ground bounces.
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
D Ender
52
-
-
-
Mid
-
-
-
-
Basic slash beat into a rising knee, launching the opponent up allowing her to continue with Skylab.
Crash Attack
Crash Attack 236D
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
11
-
-
-
Guard Break
-
-
-
-
Overhead kick.
Starts combos on hit or block.
Guard Push
Guard Push 6D while blocking
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
6
-
-
-
Unblockable
-
-
-
-
Uses 5C's animation.
Specials
Grounded Specials
Manhattan Drop
Moonsault j.632B
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
13
-
-
-
High
-
-
-
-
Divekick.
Has a lot of recovery so it's not a great idea to use this without meter to Stylish cancel it.
Spin
Spin Attack 623C (air OK)
DUNK!
DUNK!
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
13
-
-
-
Mid
-
-
-
-
Spinning DP.
Prone to clashes.
Ends with a downward kick that ground bounces, making it better as a combo ender.
Leg Trip Enzuigiri
Overtrip 236B
Like a puppet with its strings cut... Chiyo fell to the ground.
Like a puppet with its strings cut... Chiyo fell to the ground.
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
11
-
-
-
Low
-
-
-
-
Chiyo starts running and then trips.
During the entire run Chiyo is completely vulnerable.