Chiho (SVG)

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Chiho Masuda
増田 千穂
Name Meaning CHIHO = "thousand/(wave) crest"
MASUDA = "increase/rice field"
Age 16
Birthday April 2 (Aries)
Height 165cm
Measurements 83-59-85 (cm)
From Tokyo (metropolitan area)
Restaurant CASO
(Based off the Japanese restaurant "COCO's".)
Fighting Style Yagyuu Ninjutsu, Koppou (a bone breaking art)

Introduction

Chiho Masuda (増田 千穂 Masuda Chiho) is a trained ninja and was once the heir apparent to her family's ninja clan. However, she desires a life of freedom and happiness and thus has run away, becoming a "nukenin" (runaway ninja). She participates in hopes of using the prize money and free real estate to finance her new life.

Gameplay

Chiho is a great blend of offense and evasiveness, and can answer just about any given situation. With one of the highest jumps combined with a wall jump, Chiho easily avoids attacks and escapes aggressive opponents. also goes underneath projectiles and many Standing attacks to counter. One of Chiho's best tools is . With how fast she recovers after throwing it, it also flies at a slow speed for pursuit pressure, and gives plus-on-hit when done up close to allow for additional link damage. However Hien Geki still is Chiho's best combo ender since it bounces her backward so she can setup the meaty , or come in with an air attack.

Pros:

  • Fastest movement speed both forward and backward.
  • Evasive with her wall bounce.
  • Easy flowing link combos that deal respectable damage.
  • Her slide is good and has use, but no where near as good as Satomi's.
  • arguably the best fireball in the game due to her recovery speed and high hit advantage.

Cons:

  • No reliable anti-air; most attempts will just trade.
  • Guarded Hien Geki does not rebound Chiho, and leaves her at significant disadvantage. However at certain ranges Chiho will cross-through the opponent and recover close, which can play in her favor.

Colors


Victory Poses

Round 1 & 2: Chiho places her arms to either sides at her waist, "Hmph!"

Data Arsenal

Forward Dash Duration Backward Dash Duration Pre-jump Frames Jump Duration Landing Frames Knockdown Recovery
16 frames 12 frames
(11 frames invulnerable)
1 frame 48 frames 1 frame 18 frames

Movelist

Normal Attacks

Standing Light Punch
link
Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
50 link 4 1 3 +7 link

Forward elbow strike.

  • + Links easily into . Can even link into since it reaches further.
Standing Heavy Punch
link
Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
90 link 15 4 13 -4

Forward backfist.

  • – Her slowest basic attack.
Standing Light Kick
link
Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
70 link 2 2 4 +5 link

Knee strike.

Standing Heavy Kick
link
Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
90 link 12 3 10 0

High kick.

  • + Possible anti-air at the right range.
Crouching Light Punch
linklink
Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
50 link 4 1 4 +6 link

Low backfist.

Crouching Heavy Punch
linklink
Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
90 link 14 3 14 -4

Low strong backfist.

Crouching Light Kick
linklink
Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
50 link 2 3 5 +3 link

Low forward kick.

  • + Chains easily into itself. Used to hit confirm into [ ]
Crouching Heavy Kick
linklink
Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
100 link 12 3 11 link

Low sweep.

  • + Lowers her hurtbox some, can be used to go underneath most projectiles.
Jumping Light Punch
linklink
Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
70 link 8 Ground —— Varies

Aerial chop.

Jumping Heavy Punch
linklink
Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
90 link 13 16 X+Ground Varies

Aerial strong chop.

Jumping Light Kick
linklink
Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
70 link 13 Ground —— Varies

Aerial upward snapkick.

Jumping Heavy Kick
linklink
Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
90 link 13 16 X+Ground Varies

Aerial strong upward snapkick.

J-Diagonal Light Kick
linklink
Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
70 link 13 Ground —— Varies

Aerial downward kick.

J-Diagonal Heavy Kick
linklink
Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
90 link 10 9 X+Ground Varies

Aerial strong downward kick.

  • + Best jump-in if getting a guaranteed ground combo.


Throws

Tomoenage
「巴投げ」
link or link + link
Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
280 link 1 1 —— link

Rolling back throw.

  • Throws opponent across screen.
Shinkū Nage
「真空投げ」
(air) link or link + link
Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
280 link 1 1 —— link

Downward toss.

  • Throws opponent across screen.


Special Attacks

Sankaku Tobi
「三角飛び」
Jump against wall, link
Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
—— —— —— —— —— ——

Wall jump.

  • Can initiate aerial attacks on 4th frame from wall.
Jibai Ashi Yari
「地這足槍」
link + link
Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
90 link 6 15 10 link link
link

Low slide.

  • + Lowers her hurtbox some, can be used to go underneath most projectiles.
Shi Sen Ken
「紫閃剣」
link + link
Version Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
link 140 link 17 —— 14 +10 link

Full-screen fireball.

  • 1 durability point. Crouch to avoid: Kaori, Manami.
  • – If Chiho is right next to the opponent, her arm may pass through them and the projectile will be thrown behind.
Version Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
link 170 link 17 —— 30 -6 link

Full-screen fireball (travels faster than ).

  • 1 durability point. Crouch to avoid: Kaori, Manami.
  • – If Chiho is right next to the opponent, her arm may pass through them and the projectile will be thrown behind.
Hien Geki
「飛燕撃」
[ link ] link + link
Version Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
link 180 link 6 17 3 link link

Advancing energy punch that reaches just under half-screen distance.

  • Chiho bounces off the opponent for 28F if it hits. On guard, she continues to advance forward.
  • – No reason to use this version since has the exact same properties and does more damage.
Version Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
link 260 link 6 17 3 link link

Advancing energy punch that reaches just over half-screen distance.

  • Chiho bounces off the opponent for 28F if it hits. On guard, she continues to advance forward.


Super Art

(★) Ōgi Yōen no Mai
「奥義妖炎の舞」
When at 33% HP,
linklink + linklink
Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
600 link 40 18 3 link link
link

Advancing energy punch (Hien Geki); if it hits, Chiho performs an attack rush.

  • + Frames 1–25 invincible.
  • – Does not execute against aerial opponents.


Link Combos

Midscreen

(Combos work anywhere)

> > > > xx [ ] (6hit - 570 damage)
> > (3hit - 280 damage)
  • 1-frame link.
> (2hit - 230 damage)

Corner

(Only works in corner)

--
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