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Under Construction
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Kinako Estimated Health (After Scaling): 11038
Introduction
Kinako is a setup and trap character who relies on her doll, Grimoire-chan, to lock down the opponent and keep them guessing until they inevitably get caught. She takes a bit of time to learn as is stardard with a setup character, but she is suffocating when played well, making any opponent fear your traps.
Tsukuyomi Kinako is a student at Seijou Academy and the president of the Occult Club, of which she is effectively the only member. She constantly performs strange experiments which often results in explosions. Kinako is always seen carrying her doll Grimoire-chan, which she believes speaks to her.
General Strategy
As is typical of a setup and trap character, your primary goal is to secure a knockdown using Kinako's faster buttons, then set up your traps during knockdown. WIth a command grab and various traps in various places, you can make it a chore for your opponent to even move, and mix them to hell. Although her damage isn't among the higher damage of the cast, she makes up for it with some of the most oppressive pressure and mix in the game.
Normal Moves
Standing Normals
5A
5A
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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150
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Mid
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-
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4
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-
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-
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+3
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J, N, Sp, Su
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Standard jab. It's quick, has a decent hitbox, and is air unblockable. Its range makes it a good fast poke, and is a pretty decent close range tool.
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5B
5B
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Version
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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5B
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500
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All
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-
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10
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-
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-
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0
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J, N, Sp, Su
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A tentacle comes out of Grimoire-chan's mouth. A pretty good poke in neutral, although it's not super fast.
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Version
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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5[B]
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500*2 (870)
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All
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-
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39
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-
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-
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+6
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J, N, Sp, Su
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This version hits twice, and the second hit pulls the opponent towards you. It can be useful, but it's also slow, so keep that in mind.
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5C
5C
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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300*2(596)
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All
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-
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15
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-
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-
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-1
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J, N, Sp, Su
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Kinako swings Grimoire-chan, who chomps. This move hits twice, and is pretty strong in most situations. It's especially good at keeping your opponent locked down in pressure.
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Crouching Normals
2A
2A
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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100
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Low
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-
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7
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-
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-
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-1
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N, Sp, Su
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Grimoire-chan kicks with a surprisingly muscular foot. This has almost no range, and isn't a great button in general. It does hit low, but that's about it.
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2B
2B
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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350
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Low
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-
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11
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-
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-
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-3
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J, N, Sp, Su
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Grimoire-chan's head goes into the ground and then pokes up a little while away. This button feels a but awkward due to the animation, but it is a low, and is useful as such, as well as having fairly decent range.
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2C
2C
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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550
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All
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-
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16
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-
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-
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-2
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N, Sp, Su
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Kinako falls forward with Grimoire-chan. This is a mid hitting move that is pretty strong since it moves you forward a bit. It is a bit slow, but not too bad for a C move.
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Air Normals
jA
jA
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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200
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High
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-
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7
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-
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-
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-
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N, Sp, Su
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Kinako's cape swings. It's a pretty good air button, with a decent hitbox and fast startup time, good for use when close as an air-to-air.
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jB
jB
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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350
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High
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-
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10
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-
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-
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-
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N, Sp, Su
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Grimoire-chan swings its head down. This is a good jump in button, as the hitbox is mostly going down.
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jC
jC
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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600
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High
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-
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14
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-
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-
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-
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N, Sp, Su
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Grimoire-chan opens its mouth downwards. This move can be a bit awkward since the entire hitbox exists below it, but it has a crossup hitbox allowing for potential left/right mix under the right circumstances.
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Command Normals
6A
6A First hit First hit Second hit Second hit
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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200 (1st hit) 500 (2nd hit)
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Mid
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-
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9
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-
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-
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-1
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J, N, Sp, Su
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A two hit punch from Grimoire-chan. Hits mid, and it pretty good in pressure and neutral. The second hit does more damage than the first.
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Universal Mechanics
5D
Kourei 5D
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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N/A
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N/A
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-
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-
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-
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-
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-
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NC
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Kinako wiggles Grimoire-chan's head. Releasing a soul. These souls are extremely necessary for Kinako to do pretty much anything worthwhile as most of her setups use souls. Get very used to doing this move, as you'll need to refill your souls whenever possible. YOu can see your stock of souls above your health bar.
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Throw
Throw 4/5AB
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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1000
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Unblockable
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-
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-
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-
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-
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-
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NC
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Grimoire-chan latches onto the opponent and takes a bite. This leaves you very close to the opponent, allowing for great oki setups. WHen this is used in tandem with her command grab, her strike throw mix becomes very strong.
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Big Bang Mode
Big Bang Mode ABC
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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N/A
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N/A
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-
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-
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-
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-
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-
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-
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Universal Big Bang Mode activation. Requires 3 bars and can be done anytime you have control on the ground. Lasts for about 7 seconds. During BBM Kinako gains infinite soul charges, allowing you to do some combos not otherwise possible, as well as setups a lot stronger than usual.
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Special Moves
236X
Otomodachi wo Shoukai Shimasu (j)236A/B/C Kinako's animation Kinako's animation Light soul friend, before activation (left) and after activation (right) Light soul friend, before activation (left) and after activation (right) Medium soul friend Medium soul friend Heavy soul friend Heavy soul friend
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Version
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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A
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700
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Mid
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-
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23
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-
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-
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+13
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J, Su
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Costs 1 soul. Kinako sends out a yellow ball that bounces across the ground until it touches something or goes offscreen. Once it touches something it expands and deals damage, before disappearing. This is a good tool for long range neutral.
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Version
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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B
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750
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Mid
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-
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34
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-
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-
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-
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J, Su
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Costs 1 soul. Kinako sends a cat balloon into the air where it stays and floats for a while. If the opponent runs into it during this time it will pop and deal damage. Otherwise, it will pop itself. Good for keeping your opponent from jumping out of pressure as easily
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Version
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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C
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700
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Mid
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-
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59
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-
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-
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+36
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J, Su
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Costs 1 soul. Kinako sends out a spiky friend, who launches a short range projectile. Deals good damage if it hits, as well as a good way to keep your opponent locked down during pressure.
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623X
Ooki na Otomodachi wo Shoukai Shimasu 623A/B/C Kinako's animation Kinako's animation light friend light friend medium friend medium friend heavy friend heavy friend
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Version
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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A
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600*2 (1092)
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Mid
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-
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27
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-
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-
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+76
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NC
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Costs 2 souls. Kinako sends out the yellow friend, who unzips into a chomping head that hits twice. A strong lockdown tool to keep your opponent from trying to escape.
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B
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1000
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Mid
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-
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40
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-
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-
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+48
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Su
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Costs 2 souls. Kinako sends out the cat balloon, which pops and reveals a hand that deals damage. A strong ability and you can set it up to prevent the opponent from closing in.
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C
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600
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All
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Invincible
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215
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-
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-
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-
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NC
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Costs 2 souls. Kinako sends out the spiky friend, who peels back into an eye. After the eye beats twice it fires a beam from its eye. A strong delayed projectile to enforce continued pressure.
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214A
Shield of the Grimoire 214A Parry animation Parry animation Counterattack animation Counterattack animation
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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900
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-
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-
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-
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-
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-
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-
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Su
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Kinako holds up Grimoire-chan in front of her. If the opponent attacks during this, Kinako performs a damaging counterhit. As with any parry, this is a great option to prevent your opponent from pressing buttons as much.
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214BC
Fly in the Fly (j)214B/C
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Version
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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B
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NA
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NA
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-
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-
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-
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-
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-
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-
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Grimoire-chan turns into a bat and carries Kinako forward in the air for a little while. Air version keeps you in place, so it's a very good air stall.
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Version
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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C
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NA
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NA
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-
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-
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-
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-
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-
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-
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Grimoire-chan turns into a bat and carries Kinako upwards in place. You can use this as a sort of dodge into the air, just be careful. Air version carries you backwards, allowing you to dodge out of the way of a lot of anti airs.
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63214A
Tasting 63214A
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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~986
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All
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-
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11
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-
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-
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+4
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Sp, Su
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This is a hitgrab, and when it hits, the opponent will take 2 hits of damage from Grimoire-chan, and give you 1 soul. It being a hit grab means it's not great for mix, but it has high damage output and is pretty decent as a meterless combo ender, and is also useful for building soul charges.
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41236C
Spinning Thrust (j)41236C
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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500*3 (1566)
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All
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-
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14
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-
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-
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-12
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Su
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Kinako launches forward with Grimoire-chan. This does 3 hits on the ground and 5 in the air, and a pretty good move in combos. Out of combos it has situational use due to it's slow nature, but it's still decent in some situations.
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B-Power Arts
236D
Grimoire★Hard Punch 236D
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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2500
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All
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-
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1+13
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-
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-
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+3
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-
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Costs 3 souls. Grimoire-chan gets buff and does a hard punch. A very strong super move, and well worth the souls if you have them to do damage or close out a combo.
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63214D
Takkei 63214D
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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1822
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Unblockable
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-
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13+0
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-
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-
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-
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NC
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Probably Kinako's best use of meter, this command grab gives you 3 souls, as well as doing some decent damage. You'll want to land this, since it restores another B-Power Art's worth of soul charges. It can also make your mix a lot stronger.
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Big Bang Break
41236ABC
Setsu Gokourin 41236ABC
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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5121
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Mid
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-
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-
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-
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-
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-
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-
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Kinako summons a spell circle underneath the opponent, rising them into the air while a horde of monsters fire a damaging laser beam. Good as a combo ender when in Big Bang mode, especially if you're aiming to kill. Ends Big Bang Mode instantly.
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Combos
Combo Theory
- Combo damage varies from character to character, so all damage numbers come from testing on a full-health Rouga.
- 2c into 6a is always your launcher, she doesn't have many other ways to confirm into a juggle.
- Cancelling 6A into 623B gives a sliding knockdown and is very good. In the corner you can get a full refund by doing 5D 2C 63214A
- if you start a combo with 236C, 236A, hitting someone jumping, etc, you always do 6A since it's an easy stabilizer at most heights
- If you're gonna dump soul stocks for damage then instead of 6A 623B, do 6A 236A 236A 5C(1) 236A 236B(...)
Midscreen
- 5A/2A > 5B > (5C) > 2C > 6A > 623B
- 5A/2A > 5B > 5C > 41236C > 63214A
Corner
- 5A/2A > 5B > (5C) > 2C > 6A > 623B > 5D > 2C > 63214A
- 5A/2A > 5B > (5C) > 2C > 6A > {236A > 236B > 5C(1)}xN > 63214A
- The loop in brackets can go for as long as you have stocks, so the amount will vary depending on how many stocks you have and how many you want to use.
Colors
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