Wonderful World/Kiki

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Kiki Sayabashiri

Profile

  • Full Name: Kiki Sayabashiri (キキ・サヤバシリ)
  • Age: 13
  • Occupation: Ninja
  • Height: 135cm
  • Weight: 34kg
  • 3 sizes: B73 W50 H72
  • Likes: Japanese food
  • Dislikes: Western food
  • Values: Thick Geta (Footwear)
  • Weapon: Sheathed Running Technique

Special Skills

Kiki's original ability is her Rapid Dash, triggered by pushing O, which makes Kiki run quickly towards her opponent. While in this state, you have access to specific follow-ups, that can be cancelled into one another for a maximum of 3 moves. You cannot block while Rapid Dashing.
By inputting 4O, Kiki will run in the opposite direction. If you input 22O, Kiki will run forward very fast, but it will cost you 50% meter.

If you input 22O during an air follow-up, you will spend 50% meter to teleport behind the opponent.

During Kiki's 214K, if you input O while on the wall, Kiki will quickly jump to the opposite wall. If you input 22O instead, she will teleport.

Introduction

Kiki is a unique, rushdown-type character, with mix-up that focuses on cross-ups and unconventional movement. Her only way to dash is her rapid dash, during which she cannot block, as her regular dash is actually a hop forward that covers a good distance.
Her 236K and 214K follow-ups are also valid tools for movement.

Kiki's normals are abysmal. While her ground normals are already below average, both in speed and reach, her air normals are just plain terrible. This can be troublesome, as she is airborne quite often: her hop dash, 214K follow-up, counter and jump cancels all place them in the air.
As a result, she may get anti-aired by the most unexpected attacks, even unintentionally.

Unfortunately, she's not especially threatening on the ground either: her ground normals are unimpressive, she can't move forward without giving up on blocking and she lacks decent anti-air moves, making her quite vulnerable to air approaches.

Information on this page refers to version 0.938 of the game.

Normal Moves

5P
5P
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Any - - - - - -

Standard 5P. Not much range, but quick.

5K
5K
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Any - - - - - -

Knee attack, with pathetic range. You won't be using this much.

cl.5S
cl.5S
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Any - - - - - -

Slash with her dagger that only happens when close to the opponent. If you press S again, her f.5S will come out, so it's useful in combos.

f.5S
f.5S
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Any - - - - - -

Kiki hops forward and kicks the opponent. Overall it covers a good distance, but it is very slow, so it's best used to punish whiffs and it's not practical in neutral.

5HS
5HS
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Any - - - - - -

Kiki's best normal. She steps forward and slashes downwards. Better reach and also faster than f.5S. Can also be used to hit opponents trying to jump away, or as a situational anti-air. Will force knockdown on an airborne opponent.

2P
2P
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Low, Air - - - - - -

Very similar to 5P, but hits low.

2K
2K
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Any - - - - - -

A somewhat slow kick with decent range, but hits mid.

2S
2S
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid - - - - - -

Kiki slashes above her. Will not hit grounded opponents, not even at point blank, so make sure not to accidentally use this or you will whiff. Not really good as an anti-air either, but it may stop opponents trying to cross you up. Air-unblockable.

2HS
2HS
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Low, Air - - - - - -

Hits low and trips the opponent. Good reach. Can be followed with Rapid Dash for combos or to extend pressure.

j.P
j.P
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- High, Air - - - - - -

Elbow attack angled upwards. Abysmal range. You can however cancel j.K into this, for a double overhead.

j.K
j.K
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- High, Air - - - - - -

Downwards-angled kick. Somewhat of a jump-in normal, but it has a very small hitbox, even smaller than what the sprite suggests. Can be cancelled into j.P for a double overhead.

j.S
j.S .
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- High, Air - - - - - -

Upwards slash. Her best air-to-air normal, but due to so many characters having good downwards-angled air normals, it is not as useful as it looks.

j.HS
j.HS
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- High, Air - - - - - -

Downwards-angled slash. Better than j.K, but still doesn't have much reach and cannot be cancelled into j.P. It does hit behind Kiki as well, so it can be used for crossups, but the hitbox behind her is higher up, so it will most likely whiff if the opponent is crouching.


Command Normals

6HS
6HS
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- High, Air - - - - - -

Universal overhead. Decent range, can be cancelled into jump or Rapid Dash on hit only.


Special Moves

Rapid Thrust
Rapid Thrust
236S (Rapid Dash ground follow-up)
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Any - - - - - -

Rapid Dash followup. Kiki moves forward quickly and does a stab. Hits mid and, like every followup, is very minus on block. May be used with a forward Rapid Dash to quickly close the distance.

Round Moon
Round Moon
j.214S or as a Rapid Dash ground/air followup
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid - - - - - -

Rapid Dash followup. Upwards slash kick. Puts Kiki in the air, where she can cancel into other air follow-ups. The hitbox is nowhere near as good as the sprite makes it look, and it's very unsafe on block, but it is air-unblockable when used from the ground. It can also be used outside of Rapid Dash, while in the air, but it will not be air-unblockable and will leave Kiki falling helplessly on whiff, making it a very risky move.

Water Slash
Water Slash
236HS (Rapid Dash ground follow-up)
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Low, Air - - - - - -

Rapid Dash followup. Similar to her 236S followup, Kiki moves forward quickly and slashes at the opponent's feet. Slightly slower but with more reach, it's good to close the distance and hits low.

Wind Cut
Wind Cut
214HS (Rapid Dash ground follow-up)
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Any - - - - - -

Rapid Dash followup. Kiki jumps forward and does a full circle slash. Despite how it looks, it hits mid and does not cross up. Will put Kiki in the air.

Heat Haze
Heat Haze
236K (Rapid Dash ground follow-up)
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - - - - - - -

Rapid Dash followup. Kiki quickly teleports a set distance forward. It recovers very quickly so it's very good to get closer or cross the opponent up. Cannot be cancelled into more followups.

Flying Swallow
Flying Swallow
214K (Rapid Dash ground/air follow-up)
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - - - - - - -

Rapid Dash followup. Quick jump at the wall behind her. Kiki sticks to the wall for a brief moment. Holding a direction as she jumps off the wall will influence the angle.

As most of her Rapid Dash followups are very unsafe on block, this is a good way to get yourself out of trouble when the opponent blocks your attacks. If you press O while on the wall, Kiki will swiftly jump to the opposite wall. If you press 22O, she will teleport instead, consuming 50% meter.

Cannot be cancelled into more followups.

Swift Eagle Dive
Swift Eagle Dive
j.236S or as a Rapid Dash air follow-up
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Any - - - - - -

Rapid Dash air followup that can also be used as a regular air special. Kiki does a dive kick at an angle. Does not hit high.

Bird of Paradise
Bird of Paradise
j.236HS or as a Rapid Dash air followup
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Any - - - - - -

Rapid Dash air followup that can also be used as a regular air special. Very, very slow kick that wallbounces the opponent. Does not hit high.

Iron Hammer Drop
Iron Hammer Drop
j.214HS or as a Rapid Dash air followup
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Any - - - - - -

Rapid Dash air followup that can also be used as a regular air special. Kiki swings her leg downwards and will bounce the opponent on the ground on hit. Despite how it looks, it does not high.

Three-Way Passage
Three-Way Passage
236K
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Any - - - - - -

Kiki jumps forwards and grabs the opponent. Despite how it looks, it is not unblockable and hits mid. Slow to come out, unsafe on block and with a poor hitbox, making this a very hard to land move. It can be used to go over lows from a distance and punish. Can be cancelled into her super on hit.

Meteor Fall
Meteor Fall
236P
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- No - - - - - -

Command grab. Slow startup, but has good reach and it can be cancelled into her super after smacking the opponent on the ground. If you hold left or right as Kiki jumps into the air, she will move forward or backwards a bit, which can be helpful to ensure the super will connect.

Substitution
Substitution
214P
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - - - - - - -

Kiki waits for the opponent to attack and, when hit, will teleport above in the air. The closest thing to a reversal that Kiki has. Very fast to come out, but unfortunately, due to Kiki's poor air normals, she might get hit as you're trying to punish the opponent without them even realizing what you're doing.

It can be cancelled into her super upon triggering hit, making it more of a threat with meter. Unfortunately, depending on your and your opponent's positions, the super may whiff.

Finishing Moves

Early Summer Moonlit Beheading
Early Summer Moonlit Beheading
2146K (after the 3rd Rapid Dash follow-up, or after Third Passage, Meteor Fall, or Substitution)
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Any - - - - - -

Kiki jumps on the wall behind her and then dives forward, slashing the opponent multiple times in front of the moon. Can only be used after the third followup of a Rapid Dash, or after Third Passage, Meteor Fall or Substitution.

The arc she covers while diving is not very big, so you will need a good understanding of the situation or you might whiff.


Strategy

Kiki requires good understanding of your opponent's capabilities, especially concerning their movement and their normals. Since you can't block during Rapid Dash, characters with big pokes can make it really hard to get in and you will have to depend more on 236K and 214K Rapid Dash follow-ups.

Once you manage to land a hit, Kiki relies on cross-ups to break the opponent's guard and builds meter rather quickly, which comes in handy as her super deals good damage.

Neutral Game

As previously mentioned, you need to have a good idea of what the opponent can do. Kiki struggles against characters with big pokes, as using Rapid Dash becomes much riskier. Since her air approaches are also really poor, you need to be careful of characters with good anti-air moves.

When you're struggling to get in, often the best choice is to be patient and look for a moment where you can use her 236K follow-up to close the distance. When used correctly, you may be able to switch sides with the opponent and appear behind them, making them whiff a move.

Consider using her 214K follow-up, combined with O to jump to the opposite wall, and holding a direction to influence her angle as she gets off the wall.

Your best ground poke is 5HS, which has good horizontal and vertical reach, sometimes even acting as an anti-air. Your best tool for air-to-air situations is j.S, but it is nonetheless a mediocre normal, so you're better off not trying to challenge the opponent's moves and instead use it when you get a good read.

Pressure

Kiki has good pressure, especially thanks to her cross-up potential, which she can mix with highs and her command grab.

Her 236K Rapid Dash follow-up can be used during a blockstring, but it especially shines after a knockdown. By using Rapid Dash after knocking the opponent down, you can threaten them with 236K for cross-ups, use follow-ups from the front instead, or jump-cancel the Rapid Dash and attack with air normals.

Kiki can cancel j.K into j.P, allowing for a double overhead. When your opponent blocks your jump-in attempt, you can continue your blockstring with ground normals and subsequently cross them up with a Rapid Dash into 236K, or you can use your command grab right as you land.

Be careful of opponents who like mashing buttons, as they can interrupt your command grab, as well as your cross-ups.

Combos

Meterless

  • Anywhere 5P > 5SS > 5H > 2H > 5O > 214S~j.214HS~j.236S (126 damage)
Basic combo that works anywhere on the screen, but does little damage. Will cause considerable hard knockdown time. You can hit the opponent off the ground afterwards with 2P 2HS 5O to add a tiny little bit more damage and go into Rapid Dash, but the opponent will be able to tech.
  • Midscreen, air combo j.S > djc > j.S > j.HS > j.214S~j.236HS~j.214K~3 > delay > j.214S~j.214HS (168 damage)
Air combo with j.S starter; you can end the combo with a j.214K followup if you wish to try confusing your opponent.

100% Meter

  • 100% Meter, Anywhere 5P > 5SS > 5H > 2H > 5O > 236S~214S~j.214HS > j.2146K (324 damage)
Ends with a super so it requires a full bar of meter. Works anywhere on the screen.
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