Phantom Breaker: Omnia/Kurisu Makise
Profile
- Name: Kurisu Makise
- Character Voice: Asami Imai
- Sex: Female
- Age: 18
- Height: 160cm
- Weight: 45kg
- Blood: A
- Birthday: 7/25
- B.W.H.: 79.56.83
- Occupation: Graduate Student
- Weapon: ?
- Style: Short Range - Standard Type
Speeding through her studies at an American university, Kurisu graduated faster than the average student. Now, she works as a researcher at a neuroscience research facility. Kurisu is a highly curious girl who has had to grow a pretty thick layer of skin in order to survive the jealousy of others. While visiting Japan, Kurisu was involved in an incident that ended up with her working (reluctantly) as an assistant for the group of inventors know as the Future Gadgets Research Center.
Overview
Kuirisu is a close-range technical with tools that demand respect when used in their ideal scenario, if done correctly Kurisu setplay can loop into itself until she gains victory.
Sporting a large set of tools, one of them being a projectile in Future Gadget #1. This Gives Kuirisu a means to force the opponent to approach her, by having a beam property projectile. Kurisu has another projectile in Future Gadget #5, which is stationary projectile that great at pushing opponent back to gain breathing room. The Medium version of this projectile does additional guard gauge damage, potentially leading into a guard crash after few usage. Additionally light Future Gadget #5 is also Kurisu's reversal that happens to be safe on block.
Kurisu close range power comes in the form of her Trap in Mayuri's gift. If opponents land on the trap, they are forced to trip over into a hard knockdown state, this attack is also unblock able. If Kurisu can get the Opponent in a hard knockdown state and set her trap, the opponent is force to be idle because any action that now Frame 1 invincibility will activate the trap. This Let Kurisu run free offense on opponent who under her trap, and kurisu has several ways to open up her opponent. Most importantly a command grab in Future gadget #4 that leads into a combo that can easily be ended in knockdown for more Mayuri's gift set ups. Should be noted the trap will disappears after some time or if Kurisu is hit.
Kurisu game plan isn't fool proof, while her beam is powerful, its narrow hit box let it be avoided easily. She also has trouble anti airing opponent and her normals are the shortest out of the whole cast so she can be shutdown in the footsie range ironically.
With Precision, and bit of assembly, Kurisue can deny any opponent the opportunity to play their game,.
Kurisu is classified as Close-Range Technical. She can setplay her opponent as long she lands hit, with her trap this can be accomplished with ease. |
Strengths | Weaknesses |
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Momentuem focus Kurisu, with counter burst cancel make Kurisu's anti-air more threatening. Kurisu L chain rebeat is all lows. making it hard for the opponent to use Movement guard cancel, and she can UOH or 66M for overhead mix-ups.
Protection into command grab is really strong since it grabs the lingering hurt box. her Unique normal (4M) is 4 frame overhead that she can use to make her mix up even stronger.
Future Gadget #4 are very potent tools as guard cancels, And Future #5 is one fo the best Ex moves PBO so kurisu can really control the match pace when she stocked up. All range is good checkmate tool if she in need of damage.
Normal Moves
5A
5A
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5AA
5AA
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5AAA
5AAA
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5B
5B
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5BB
5BB
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5BBB
5BBB
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6B
6B
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K N E E |
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5C
5C
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5CC
5CC
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5CCC
5CCC
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6C
6C
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5SP
5SP
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2A
2A
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2B
2B
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2C
2C
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j.A
j.A
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j.B
j.B
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j.C
j.C
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j.SP
j.SP
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66A
66A
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66B
66B
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66C
66C
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Throws
5/6B+C
Throw
4/6C |
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j.B+C
Air Throw
j.4/6C |
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Special Moves
6SP
Future Gadget #1
6SP |
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2SP
Future Gadget #5
2SP |
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4SP
Future Gadget #4
4SP |
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Phantom Breakers
Quick Super Attack
FG204
5H+SP (200%BG) |
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Hard Super Attack
Auras are unscientific, so to prove my point, in a nutshell
5H+SP (200%BG) |
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