Advanced V.G. 2/Kaori/Move List

From SuperCombo Wiki


Move List

Normals

Lp.png
AVG2 Kaori stLP.jpg
Damage Guard Startup Active Recovery Frame Adv
9 Mid 5 - - --2

A solid enough kick, even if her form is wack. Incredibly high utility as any stray LP can start her infinite.

Chains to:
Lk.png > Hp.png > Hk.png
Hk.png (uses B.png+Hk.png)

Lk.png
AVG2 Kaori stLK.jpg
Damage Guard Startup Active Recovery Frame Adv
13 Mid 5 - - --2

Better range than 5LP, special cancels, but does not have any chain routes, which gives it far less reward by comparison.


Hp.png
AVG2 Kaori stHP.jpg
Damage Guard Startup Active Recovery Frame Adv
28 Mid 10 - - --13

A turning thrust kick, good range, special cancels, and chains into 5HK which means i n f i n i t e.


Hk.png
AVG2 Kaori stHK.jpg
Damage Guard Startup Active Recovery Frame Adv
32 Mid 14 - - -0

the yin to 5LP's yang, a leaping spin kick that is so advantageous that you can link 5LP and do it aaaaaaaaall over again.


D.pngLp.png
AVG2 Kaori crLP.jpg
Damage Guard Startup Active Recovery Frame Adv
9 Mid 4 - - -+1

Looks like a low, isn't. Links into itself, chains into 2LK, and special cancels. This is her OTG pickup.


D.pngLk.png
AVG2 Kaori crLK.jpg
Damage Guard Startup Active Recovery Frame Adv
13 Low 9 - - --2

Looks less like a low than 2LP, but is. Chains into 2HP for strong juggle combos.

Chains to:
D.pngHp.png

D.pngHp.png
AVG2 Kaori crHP.jpg
Damage Guard Startup Active Recovery Frame Adv
28 Mid 6 - - --11

The protector of the skies. A dedicated anti-air kick that launches on hit for juggle combos. This button rips and every Kaori player should have it on speed dial.


D.pngHk.png
AVG2 Kaori crHK.jpg
Damage Guard Startup Active Recovery Frame Adv
24 Low 12/28 - - --8

A two-hit sweep that looks like a three-hit sweep and also looks like Fish's crouching moves from VSAV. The second hit has barely more range than the first hit. Is special cancelable, so you can combo from this.


j.Lp.png
AVG2 Kaori jLP.jpg
Damage Guard Startup Active Recovery Frame Adv
9 High 6 - - -

An upward angled kick.


j.Lk.png
AVG2 Kaori jLK.jpg
Damage Guard Startup Active Recovery Frame Adv
13 High 6 - - -

Literally also an upward angled kick but she's turning the other side. Covers all the same space as jLP and has the same startup, but has slightly more damage. Has the same chains of jHP and jHK


j.Hp.png
AVG2 Kaori jHP.jpg
Damage Guard Startup Active Recovery Frame Adv
28 High 8 - - -

A stiff forward kick.


j.Hk.png
AVG2 Kaori jHK.jpg
Damage Guard Startup Active Recovery Frame Adv
32 High 8 - - -

Also literally the same damn thing but she turns the other direction. Much like jLK, this has the same startup and range as it's similarly-strengthed pair but slightly eeks out more damage.


Command Moves

F.png+Hp.png
AVG2 Kaori 6HP.jpg
Damage Guard Startup Active Recovery Frame Adv
28 Mid 7 - - --15~-1

Advancing knee. Early hitbox launches, late hitbox leaves the opponent standing. Cancels into special moves even though it looks like it shouldn't.


B.png+Hk.png
AVG2 Kaori 4HK.jpg
Damage Guard Startup Active Recovery Frame Adv
16 (2x) High 9, 29 - - -+3

Command overhead. Hits twice, first hit isn't overhead but (mercifully) whiffs on crouchers. Slow to come out, but cancels into specials so it's a pretty good mixup option if they're sitting still.


F.png+Hk.png
AVG2 Kaori 6HK.jpg
Damage Guard Startup Active Recovery Frame Adv
32 High 19 - - --17

Slow side kick. Big on startup and recovery, and doesn't cancel. Not much use for this one other than getting a knock-down, but even then.


j.D.png+Hp.png
AVG2 Kaori j2HP.jpg
Damage Guard Startup Active Recovery Frame Adv
20 (3x) High 1 - - -

The all-important divekick. Can be done from any jump, but only from the jump's apex, no sooner or later. Hits up to three times, has basically no landing recovery, so you can very easily combo or start pressure from it.


j.D.png+Hk.png
AVG2 Kaori j2HK.jpg
Damage Guard Startup Active Recovery Frame Adv
36 High 4 - - -

A stomp kick much like Chun-Li's. Only available from diagonal jumps, and it's hard to use since it bounces you away from the opponent, and you can't perform other moves after using it, but it can be a good hitbox to stick out if you're in the air.
Of note is that by inputting j.D.png+Hp.png+Hk.png at the apex of her jump, Kaori will perform the head stomp with the trajectory and velocity of her divekick, allowing it to act as a pseudo-fast fall as long as it doesn't make contact with the opponent.


Special Moves

Ressenshuu
AVG2 Kaori Ressenshuu.jpg
Qcf.png + K.png
Version Damage Guard Startup Active Recovery Frame Adv
Lk.png 16 MId 17 - - -+2

Kaori's projectile. You'll be getting a lot of mileage out of the LK version, since its travel speed and low recovery make it incredible for covering your approaches.

Hk.png 24 19 - - --1

The HK version isn't half-bad for this either, and it helps to be able to vary your timing in a fireball war.

Lk.png + Hk.png 40 (2x) Mid 0 - - -+1

The EX version is an instant super that very easily confirms into a lot of different combos, but the second hit has a propensity to whiff at point blank in the corner, so be mindful of your spacing.

F.pngQcf.png + Lk.pngHk.png Mid - - -

SECRET (no Flash): It's basically the HK version of Ressenshuu but it does more damage and builds way less meter. Useful for further varying your fireball timing in neutral, but like most of these moves, it's not a huge deal.


Enkenfuu
AVG2 Kaori Enkenfuu.jpg
Qcb.png + K.png
Version Damage Guard Startup Active Recovery Frame Adv
Lk.png 24 High 6 - - --16

Kaori's version of a tatsu. The LK version hits overhead, but it doesn't knock down, and the opponent often recovers well before you do, so this will often get you punished.

Hk.png 32 (2x) Mid 6 - - --6

The HK version is a mid, and much safer on block (punishable only by instant supers), but it's mostly used in combos.

Lk.png + Hk.png 28 (5x) Mid 7 - - --2

The EX version deals a lot of damage, but you won't be able to land the full thing in a juggle combo, so it's best to confirm into it on the ground


Ryuurentai
AVG2 Kaori Ryuurentai.jpg
cl.Dp.png + Hk.png
Damage Guard Startup Active Recovery Frame Adv
16 (3x), 24 N/A 1 - - -

Kaori's proximity unblockable. 1F startup with no whiff animation, so it's pretty safe to go for in a lot of cases. Leads to a Retsuzandou midscreen, and an OTG pickup in the corner. Going for this after a divekick is very strong.


Guard Cancels

Lp.png Guard Cancel
AVG2 Kaori stLP.jpg
Damage Guard Startup Active Recovery Frame Adv

Uses Kaori's st.Lp.png. Starts her infinite. What else needs to be said?


Lk.png Guard Cancel
AVG2 Kaori 6HP.jpg
Damage Guard Startup Active Recovery Frame Adv

Uses Kaori's F.pngLk.png. Is mostly outshone by LP guard cancel, but can see use in situations where you might want to create some space.


Hp.png Guard Cancel
AVG2 Kaori Ressenshuu.jpg
Damage Guard Startup Active Recovery Frame Adv

Uses Kaori's Lk.png Ressenshu. There isn't really much reason to use this guard cancel when LP guard cancel and EX Ressenshu both exist.


Hk.png Guard Cancel
AVG2 Kaori Enkenfuu.jpg
Damage Guard Startup Active Recovery Frame Adv

Uses Kaori's Lk.png Enkenfuu. There's even less reason to use this guard cancel since it's unsafe on hit.


Super Moves

Retsuzandou
AVG2 Kaori Housenka.jpg
F.pngHcf.png + K.png
Damage Guard Startup Active Recovery Frame Adv
10 (13x), 24 Mid 0 - - --11

Basically a ranbu super but with the sweet sweet 0f startup. Combined with the huge damage, this is one of the tools that makes Kaori able to score huge confirms. It was long believed that this super was uniquely the only move in the game that could not be reversal-super'd upon super flash, but it was recently discovered that this is only the case for Reimi's Hurricane Rose. All other supers/EXs can respond to it like normal.

Source: https://twitter.com/negima_AVG2/status/1599039458275254272


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