![]() ![]() ![]() ▲ In close range, the opponent would get hit by the mirror image even if they dodge backward, so it’s practically unavoidable. ▲ If the opponent guards from close range, roll past them to attack. ▲ Let the mirror image get hit by your opponent’s skills, then connect skills to attack. If you’re up close, use it after 2 basic attacks. If you’re in close range, the opponent can guard the first hit and counter, so you should use it from outside of the opponent’s basic attack/melee skill range. ※ Counterable by guarding in close range, then using a basic attack, and grapple attack (Difficulty: Hard)įujin sends a mirror image and forces the opponent to use dodge or guard, while Chizuru can move around freely to decide whether to attack or defend according to the situation. Skill cooldown is 7 seconds, and the mirror image lasts for 3.5 seconds A mirror image moves forward to land multiple hits In-depth analysis of the W skill - Rimen 1 Katsu: Sanrai no Fujin ▲ You can also do a miracle mind game by sending the mirror image to get hit by the opponent’s skill and counter by dashing in yourself. The two single skills have been combined in Arena. ▲ On the old version, the 1st strike is strong kick, and the 2nd strike is strong punch. The skill is activated very quickly, and since you can decide whether to dash forward or not after seeing how the opponent reacts, it’s good to contain your opponent or blitz them. The 1st strike sends a dashing mirror image, and on the 2nd strike, Chizuru herself dashes forward to make the opponent airborne. Norito is a dashing strike skill that can connect two hits within 1.5 seconds of using the skill. Chizuru herself dashes and hits on 2nd attack (Airborne) A mirror image of Chizuru dashes and hits on 1st attack In-depth analysis of the Q skill - Katsu: shin soku no Norito ▲ Chizuru’s 2nd basic attack can be guarded and countered with a basic attack. ▲ Keep confusing your opponent by sending mirror images with the 2nd basic attack. ▲ Chizuru’s mirror images can confuse even the user, so you have to keep track of your actual position. If the opponent is airborne, you have to move slightly forward, use 1 basic attack, and then connect skills to continue your combo. However, it’s mostly better to cancel the 4th attack after the 3rd attack because the speed of the attack is slow, and the opponent would have time to get away using dodge. The 4th basic attack was an airborne attack in the previous version (100 Katsu Tenjin no Kotowari), so it has an airborne effect in KOF Arena. Through this, you can limit the opponent’s movement and pressure them by using skills and 2 basic attacks to keep the opponent from running away. The hitbox is quite long, and it’s a multiple-hit attack, so it’s difficult to dodge and react. The 2nd hit of Chizuru’s basic attacks is a simplified version of her W skill, ‘Uramen 1 Katsu San Rai no Fujin’, which sends a mirror image to attack. ※ Counterable with basic attack after guarding up to 2nd strike (Difficulty: Normal) Uppercut → San Rai → Tamayura → Tenjin (Airborne) The start of endless pressure! ‘Basic attacks’ ▲ Chizuru is one of the few fighters with 4,000+ ATK, but her weakness is that she has low HP. However, if you allow them to approach to fight from close range, you can fall easily, so managing the distance is the most important. ![]() If the opponent doesn’t know Chizuru well, they would fall helplessly. Due to her skills, Chizuru needs to contain the opponent from afar to prevent the opponent from approaching while connecting combos. An all-around fighter with solid defense and ability to pressure the opponentĬhizuru has 4,005 ATK and 2,896 DEF, which is great, but her HP is low, so she requires detailed control.
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