Chihiro Blood type: Type A
Pronoun: He/Him
Race: Racoon
Birthday:22, January
Background
Chihiro has been practicing judo for over 30 years and continues to have a strong grip even in his middle age. He is so sturdy and precise that his children joke that he is “one billionth dan”. He felt that with his youth behind him, he was approaching the limits of his judo ability. Ready to pass his knowledge on to the next generation, he started his own dojo and became a judo instructor. He doesn’t advertise his dojo, only letting it grow with word of mouth. When a television show reported on it, it exploded in popularity and he soon had many students eager to learn from him. He was quickly able to upgrade to a much larger dojo and many business opportunities became available. Though he became a minor celebrity and started earning a lot of money, he hasn’t forsaken his passion of judo. His main priority will always be enriching the lives of as many as possible with judo and his teachings of discipline.
Likes:
- Trainning
- Keeping Clean
- Hard Work
- Judo
Dislikes:
- Garasha
- A dirty dojo
- Laziness
Win Quotes:
- "Let's hit the showers!"
- "Come on, put your back into it!"
- "Grag a rag and wipe those floors!!"
Overview
Playstyle
Recommended Types: Stamina/Super KOF Grappler, Overall a strong choice. Deals a load of damage when he gets in. His main threats at neutral are 2B or 2EX for lows, j.B for a strong instant overhead, and 5B as a forward-advancing move with enough frame advantage to tick throw off of, once your opponent is afraid of pressing a button, Chihiro can land a normal or command throw for major damage
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Pros |
Cons |
- Strong Normals: All of Chihiro's B attacks do 25 DMG and have good hitboxes.
- Great Movement: Moveset has a wide range of attack avenues, keeps your opponent guessing.
- Armor All: Large set of armor moves and Ultra. Shutdowns some annoying characters and gameplans.
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- Can't Control it: Armor moves can put you a in a positon where you take unflitered damamge with no escape.
- Weak Taunt No meter gain taunt.
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Tech
Option Selects / Neutral/ETC
2B, 5A Loops: 2B, 5A can be looped for a maximum meter gain before the opponent the ground. Can also cancel 2B into U2.
Movelist
5A
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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5
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High
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N/A
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N/A
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N/A
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0
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N/A
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N/A
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N/A
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N/A
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Has a weird upward disjoint upwards that works as a decent AA
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2A
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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5
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Low
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N/A
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N/A
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N/A
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0
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N/A
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N/A
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N/A
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N/A
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J.A
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Effect
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15
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Overhead
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N/A
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Until Ground
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Until Ground
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0
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N/A
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Bounces off opponent on hit or block, allowing another air action.
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5B
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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25
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High
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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Judo PUSH, Plus on block.
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2B
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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25
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Low
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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Leg chop. Launches opponent for a corner combo.
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J.B
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Effect
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25
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Overhead
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N/A
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Until Ground
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Until Ground
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0
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N/A
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Halts upward momentum and moves Chihiro forward to deliver a punch, travel distance depends on which jump (7,8,9) you used. Fantastic instant overhead.
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5X Why you little... Why you little...
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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15*3 (45)
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Grab
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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Running bear grab. Can combo afterwards, past the midscreen always leads to a corner carry. Leads to major damage. Cancel after the first hit into 5B for a popup into to corner.
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2X COMPANY COOKOUT COMPANY COOKOUT
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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Roll with invulnerable startup, but punishable during recovery.
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J.X Donald Duck Tatsu Donald Duck Tatsu
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Effect
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15*10 (72)
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OH
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N/A
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N/A
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N/A
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N/A
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N/A
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Jumping tatsu. Exaggerates jump arc like a traditional SF2 tatsu.
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5EX Why you little EX Why you little EX
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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15*3 (45)
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Grab
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N/A
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N/A
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N/A
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N/A
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Knockdown
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N/A
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N/A
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KD, KB, C
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2EX EX spins EX spins
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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20*2 (38)
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High
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N/A
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N/A
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N/A
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N/A
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Knockdown
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N/A
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N/A
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KD
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EX version of 2B. Invulnerable except for the last 2 frames.
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J.EX
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Effect
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6*20 (90)
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Overhead
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N/A
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N/A
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N/A
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N/A
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KD
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Ex tatsu. Travels only horizontally. The jump you used dictactes the move's direction; neutral jump is a neutral tatsu, forward jump travels forward, backward travels backwards. Not sure if it is possible to get all the hits. Loops during Demon Mode.
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Ultra 1 (5Y) Armor ALL Armor ALL
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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Full
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N/A
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N/A
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N/A
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Armor
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Gives Chihiro infinite armor for a short time. Does 5 Extra Damage on each hit. Will take unfiltered damage when hit. Activation fully invincible.
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Ultra 2 (Y)
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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103
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High
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N/A
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N/A
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N/A
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N/A
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Knockdown
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N/A
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-N/A
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-
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Upkicks. Good antiair. Combos into itself.
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Grab (AB) Beauty Grab Beauty Grab
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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55
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Grab
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N/A
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N/A
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N/A
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N/A
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Knockdown
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Knockdown
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N/A
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KD, KB
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More damage than a normal grab. Leads to devastating Kyanta Cancel combos.
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Taunt (Select) GET ANGRY GET ANGRY
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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20 Dmg
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Next hit will deal 20 bonus damage.
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Combos
Notation Help
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Disclaimer:
Combos are written by various writers, so notation may differ slightly from this notation.
For more information, see Controls.
Character-specific notation, will be on the character's page.
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FB
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Refers to the act of gaining a "Flash Bonus", which grants you extra meter, on the hit of a move.
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KC
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Refers to pressing B+Y on the same frame, or the macro-button for B+Y. This is known as a Kyanta-Cancel, this game's Roman-Cancel.
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DC
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Refers to cancelling a move by activating Demon type's buff, similar to KC.
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XEX
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Refers to pressing X+Y on the same frame, or the macro-button for X+Y.
This is known as an EX move, for example: j.EX>5EX>2EX.
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{X/Y/Z}
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Move X or Y or Z can be used.
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#X
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Indicates that any of A, B and C may be used with #. Example: 3A (Down-right, Light.)
If you have trouble with this notation, you may want to google for "Numpad Notation" elsewhere.
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(X)xN or (X)xN-N
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Loop the inputs in the square brackets or parenthesis as many times as N, sometimes doesn't include brackets or parenthesis but still means the same thing.
Also occasionally includes a dash to indicate that a varying amount of hits can be performed.
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j.X
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Button X is input while you are in the air jump.
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X(whiff)
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Indicates that X is intended to whiff.
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(Delay) or (Wait)
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Indicates a short delay on the hit.
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(X)
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X move is omittable from the combo, this will be mentioned in the hover text.
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tk.X
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Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.
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AA
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Indicates the move hits an opponent in the air, referred to as an Anti-air. Hence AA.
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[X]
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Indicates if a move should be held down.
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]X[
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Indicates if a held move should be released, for example: 5[B] > 5]B[.
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MID
5AAA , 2B
5X , 5B , 5A
5X , j.6EX
2Bar grab, KC, 5B, KC, j.b (FB) (2B,5A)x3, 2B, KC,(2b,5a)x2 5ax2 241 DMG
Taro Infinite
5A,5B
DEMON
.5 Bar 5B, j.b 2b,5ax3 DC, (j.ex, 2B,5a)x4 210
Corner
2B, 5A, j.B, (2B, 5A)x3, 2B
Other Resources
Guides/Showcases
Notable Players
Cowthecat310
General
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Advanced
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Characters
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