Big Bang Beat Revolve/Kinako: Difference between revisions

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[[File:BBBR_Kinako_Portrait.png|thumb|right|
[[File:BBBR_Kinako_Portrait.png|thumb|right|<center><font size="4"><b>Kinako</b></font><br>'''Estimated Health (After Scaling): 11038'''</center>]]
<center><font size="4"><b>Kinako</b></font></center><br>
'''Estimated Health (After Scaling): 11038'''
]]


== Introduction ==  
==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.
'''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.
Kinako Tsukiyomi 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 ==
==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.
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 ===
==Normal Moves==
====== <font style="visibility:hidden" size="0">5A</font> ======
===Standing Normals===
======<font style="visibility:hidden" size="0">5A</font>======
{{MoveData
{{MoveData
|image=BBBR_Kinako_5A.png
|image=BBBR_Kinako_5A.png
|caption=
|caption=
|name=5A
|name=5A
|input={{NotationIcon-BBBR|A}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 25: Line 24:
  |guard=Mid
  |guard=Mid
  |property=
  |property=
  |startup=
  |startup=4
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=+3
  |cancel=J, N, Sp, Su
  |cancel=J, N, Sp, Su
  |description=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.
  |description=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.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">5B</font> ======
======<font style="visibility:hidden" size="0">5B</font>======
{{MoveData
{{MoveData
|image=BBBR_Kinako_5B.png
|image=BBBR_Kinako_5B.png
|caption=
|caption=
|name=5B
|name=5B
|input={{NotationIcon-BBBR|B}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |version=5B
  |version=5B
|damage=500
|damage=500
  |guard=All
  |guard=All
  |property=
  |property=
  |startup=
  |startup=10
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=0
  |cancel=J, N, Sp, Su
  |cancel=J, N, Sp, Su
  |description=A tentacle comes out of Grimoire-chan's mouth. A pretty good poke in neutral, although it's not super fast.  
  |description=A tentacle comes out of Grimoire-chan's mouth. A pretty good poke in neutral, although it's not super fast.  
Line 54: Line 54:
  {{AttackData-BBBR
  {{AttackData-BBBR
  |version=5[B]
  |version=5[B]
|damage=500*2 (870)
|damage=500*2 (870)
  |guard=All
  |guard=All
  |property=
  |property=
  |startup=
  |startup=39
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=+6
  |cancel=J, N, Sp, Su
  |cancel=J, N, Sp, Su
  |description=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.
  |description=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.
Line 66: Line 66:
}}
}}


====== <font style="visibility:hidden" size="0">5C</font> ======
======<font style="visibility:hidden" size="0">5C</font>======
{{MoveData
{{MoveData
|image=BBBR_Kinako_5C.png
|image=BBBR_Kinako_5C.png
|caption=
|caption=
|name=5C
|name=5C
|input={{NotationIcon-BBBR|C}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=300*2(596)
  |damage=300*2 (596)
  |guard=All
  |guard=All
  |property=
  |property=
  |startup=
  |startup=15
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=-
  |advBlock=-1
  |cancel=J, N, Sp, Su
  |cancel=J, N, Sp, Su
  |description=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.
  |description=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.
Line 85: Line 86:
}}
}}


=== Crouching Normals ===
===Crouching Normals===
====== <font style="visibility:hidden" size="0">2A</font> ======
======<font style="visibility:hidden" size="0">2A</font>======
{{MoveData
{{MoveData
|image=BBBR_Kinako_2A.png
|image=BBBR_Kinako_2A.png
|caption=
|caption=
|name=2A
|name=2A
|input={{NotationIcon-BBBR|2}}{{NotationIcon-BBBR|A}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 96: Line 98:
  |guard=Low
  |guard=Low
  |property=
  |property=
  |startup=
  |startup=7
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=-1
  |cancel=N, Sp, Su
  |cancel=N, Sp, Su
  |description=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.
  |description=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.
Line 105: Line 107:
}}
}}


====== <font style="visibility:hidden" size="0">2B</font> ======
======<font style="visibility:hidden" size="0">2B</font>======
{{MoveData
{{MoveData
|image=BBBR_Kinako_2B.png
|image=BBBR_Kinako_2B.png
|caption=
|caption=
|name=2B
|name=2B
|input={{NotationIcon-BBBR|2}}{{NotationIcon-BBBR|B}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 115: Line 118:
  |guard=Low
  |guard=Low
  |property=
  |property=
  |startup=
  |startup=11
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=-3
  |cancel=J, N, Sp, Su
  |cancel=J, N, Sp, Su
  |description=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.
  |description=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.
Line 124: Line 127:
}}
}}


====== <font style="visibility:hidden" size="0">2C</font> ======
======<font style="visibility:hidden" size="0">2C</font>======
{{MoveData
{{MoveData
|image=BBBR_Kinako_2C.png
|image=BBBR_Kinako_2C.png
|caption=
|caption=
|name=2C
|name=2C
|input={{NotationIcon-BBBR|2}}{{NotationIcon-BBBR|C}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 134: Line 138:
  |guard=All
  |guard=All
  |property=
  |property=
  |startup=
  |startup=16
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=-2
  |cancel=N, Sp, Su
  |cancel=N, Sp, Su
  |description=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.
  |description=Kinako falls forward with Grimoire-chan. Hits mid, but is a pretty strong move since it moves you forward a bit. It is a bit slow, but not too bad for a C move.
  }}
  }}
}}
}}


=== Air Normals ===
===Air Normals===
====== <font style="visibility:hidden" size="0">jA</font> ======
======<font style="visibility:hidden" size="0">jA</font>======
{{MoveData
{{MoveData
|image=BBBR_Kinako_jA.png
|image=BBBR_Kinako_jA.png
|caption=
|caption=
|name=jA
|name=jA
|input=jump {{NotationIcon-BBBR|A}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 154: Line 159:
  |guard=High
  |guard=High
  |property=
  |property=
  |startup=
  |startup=7
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=
  |cancel=N, Sp, Su
  |cancel=N, Sp, Su
  |description= 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.
  |description=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.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">jB</font> ======
======<font style="visibility:hidden" size="0">jB</font>======
{{MoveData
{{MoveData
|image=BBBR_Kinako_jB.png
|image=BBBR_Kinako_jB.png
|caption=
|caption=
|name=jB
|name=jB
|input=jump {{NotationIcon-BBBR|B}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 173: Line 179:
  |guard=High
  |guard=High
  |property=
  |property=
  |startup=
  |startup=10
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=
  |cancel=N, Sp, Su
  |cancel=N, Sp, Su
  |description= Grimoire-chan swings its head down. This is a good jump in button, as the hitbox is mostly going down.  
  |description=Grimoire-chan swings its head down. This is a good jump in button, as the hitbox is mostly going down.  
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">jC</font> ======
======<font style="visibility:hidden" size="0">jC</font>======
{{MoveData
{{MoveData
|image=BBBR_Kinako_jC.png
|image=BBBR_Kinako_jC.png
|name=jC
|name=jC
|input=jump {{NotationIcon-BBBR|C}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 191: Line 198:
  |guard=High
  |guard=High
  |property=
  |property=
  |startup=
  |startup=14
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=
  |cancel=N, Sp, Su
  |cancel=N, Sp, Su
  |description= 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.
  |description=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.
  }}
  }}
}}
}}


== Command Normals ==
==Command Normals==
====== <font style="visibility:hidden" size="0">6A</font> ======
======<font style="visibility:hidden" size="0">6A</font>======
{{MoveData
{{MoveData
|image=BBBR_Kinako_6C-1.png
|image=BBBR_Kinako_6C-1.png
|caption=First hit
|image2=BBBR_Kinako_6C-2.png
|image2=BBBR_Kinako_6C-2.png
|caption=First hit
|caption2=Second hit
|caption2=Second hit
|name=6A
|name=6A
|subtitle=Grimoire★Ectoplasm
|input={{NotationIcon-BBBR|6}}{{NotationIcon-BBBR|C}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=200 (1st hit) 500 (2nd hit)
  |damage=200+500 (610)
  |guard=Mid
  |guard=Mid
  |property=
  |property=
  |startup=
  |startup=9
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=-1
  |cancel=J, N, Sp, Su
  |cancel=J, N, Sp, Su
  |description=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.
  |description=A two-hit punch from Grimoire-chan. Pretty good in pressure and neutral.
  }}
  }}
}}
}}


== Universal Mechanics ==
==Universal Mechanics==
====== <font style="visibility:hidden" size="0">5D</font> ======
======<font style="visibility:hidden" size="0">5D</font>======
{{MoveData
{{MoveData
|image=BBBR_Kinako_5D.png
|image=BBBR_Kinako_5D.png
|caption=
|caption=
|name=Kourei
|name=Evocation
|input=5D
|input={{NotationIcon-BBBR|D}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 239: Line 248:
  |advBlock=
  |advBlock=
  |cancel=NC
  |cancel=NC
  |description=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.
  |description=Kinako wiggles Grimoire-chan's head, releasing a {{NotationIcon-BBBR|KinakoSoul}} '''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.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">Throw</font> ======
======<font style="visibility:hidden" size="0">Throw</font>======
{{MoveData
{{MoveData
|image=BBBR_Kinako_ThrowWhiff.png
|image=BBBR_Kinako_ThrowWhiff.png
|caption=
|caption=
|name=Throw
|name=Throw
|input=4/5AB
|input={{NotationIcon-BBBR|5}}/{{NotationIcon-BBBR|4}}{{NotationIcon-BBBR|A}}{{NotationIcon-BBBR|B}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 259: Line 268:
  |advBlock=
  |advBlock=
  |cancel=NC
  |cancel=NC
  |description=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.
  |description=Grimoire-chan latches onto the opponent and takes a bite. This leaves you very close to the opponent, allowing for great oki setups. When used in tandem with Kinako's command grab, her strike/throw mix becomes very strong.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">Big Bang Mode</font> ======
======<font style="visibility:hidden" size="0">Big Bang Mode</font>======
{{MoveData
{{MoveData
|image=BBBR_Kinako_BBM.png
|image=BBBR_Kinako_BBM.png
|caption=
|caption=
|name=Big Bang Mode
|name=Big Bang Mode
|input=ABC
|input={{NotationIcon-BBBR|BBM}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 279: Line 288:
  |advBlock=
  |advBlock=
  |cancel=
  |cancel=
  |description=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.
  |description=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 Big Bang Mode, Kinako gains {{NotationIcon-BBBR|KinakoSoul}} '''infinite soul charges''', allowing you to do some combos not otherwise possible, as well as setups a lot stronger than usual.
  }}
  }}
}}
}}


== Special Moves ==
==Special Moves==
====== <font style="visibility:hidden" size="0">236X</font> ======
======<font style="visibility:hidden" size="0">236X</font>======
{{MoveData
{{MoveData
|image=BBBR_Kinako_236X.png
|image=BBBR_Kinako_236X.png
|caption=Kinako's animation
|image2=BBBR_Kinako_236A.png
|image2=BBBR_Kinako_236A.png
|caption2=Light Friend, before activation (left) and after activation (right)
|image3=BBBR_Kinako_236B.png
|image3=BBBR_Kinako_236B.png
|caption3=Medium Friend
|image4=BBBR_Kinako_236C.png
|image4=BBBR_Kinako_236C.png
|caption=Kinako's animation
|caption4=Heavy Friend
|caption2=Light soul friend, before activation (left) and after activation (right)
|name=This is a Friend
|caption3= Medium soul friend
|input={{NotationIcon-BBBR|236}}{{NotationIcon-BBBR|A}}/{{NotationIcon-BBBR|B}}/{{NotationIcon-BBBR|C}}<br>(Air OK)
|caption4= Heavy soul friend
|name=Otomodachi wo Shoukai Shimasu
|input=(j)236A/B/C
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |version=A
  |version=A
|damage=700
|damage=700
  |guard=Mid
  |guard=Mid
  |property=
  |property=
  |startup=
  |startup=23
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=+13
  |cancel=J, Su
  |cancel=J, Su
  |description=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.
  |description='''Costs {{NotationIcon-BBBR|KinakoSoul}} 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.
  }}
  }}
  {{AttackData-BBBR
  {{AttackData-BBBR
  |version=B
  |version=B
|damage=750
|damage=750
  |guard=Mid
  |guard=Mid
  |property=
  |property=
  |startup=
  |startup=34
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=
  |cancel=J, Su
  |cancel=J, Su
  |description=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
  |description='''Costs {{NotationIcon-BBBR|KinakoSoul}} 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.
  }}
  }}
  {{AttackData-BBBR
  {{AttackData-BBBR
|version=C
|version=C
  |damage=700
  |damage=700
  |guard=Mid
  |guard=Mid
  |property=
  |property=
  |startup=
  |startup=59
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=+36
  |cancel=J, Su
  |cancel=J, Su
  |description=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.
  |description='''Costs {{NotationIcon-BBBR|KinakoSoul}} 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.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">623X</font> ======
======<font style="visibility:hidden" size="0">623X</font>======
{{MoveData
{{MoveData
|image=BBBR_Kinako_236X.png
|image=BBBR_Kinako_236X.png
|caption=Kinako's animation
|image2=BBBR_Kinako_623A.png
|image2=BBBR_Kinako_623A.png
|caption2=Light Friend
|image3=BBBR_Kinako_623B.png
|image3=BBBR_Kinako_623B.png
|caption3=Medium Friend
|image4=BBBR_Kinako_623C.png
|image4=BBBR_Kinako_623C.png
|caption=Kinako's animation
|caption4=Heavy Friend
|caption2=light friend
|name=This is a Big Friend
|caption3=medium friend
|input={{NotationIcon-BBBR|623}}{{NotationIcon-BBBR|A}}/{{NotationIcon-BBBR|B}}/{{NotationIcon-BBBR|C}}
|caption4=heavy friend
|name=Ooki na Otomodachi wo Shoukai Shimasu
|input=623A/B/C
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |version=A
  |version=A
  |damage=600*2 (1092)
  |damage=200+600*2 (1166)
  |guard=Mid
  |guard=Mid
  |property=
  |property=
  |startup=
  |startup=27
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=+76
  |cancel=NC
  |cancel=NC
  |description=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.
  |description='''Costs {{NotationIcon-BBBR|KinakoSoul}} 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.
  }}
  }}
  {{AttackData-BBBR
  {{AttackData-BBBR
|header=no
  |version=B
  |version=B
  |damage=1000
  |damage=1000
  |guard=Mid
  |guard=Mid
  |property=
  |property=
  |startup=
  |startup=40
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=+48
  |cancel=Su
  |cancel=Su
  |description=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.
  |description='''Costs {{NotationIcon-BBBR|KinakoSoul}} 2 souls'''. Kinako sends out the cat balloon, which pops and reveals a hand that deals damage. A strong ability that can be set up to prevent the opponent from closing in.
  }}
  }}
  {{AttackData-BBBR
  {{AttackData-BBBR
|header=no
  |version=C
  |version=C
  |damage=600
  |damage=600
  |guard=All
  |guard=All
  |property=Invincible
  |property=Invincible
  |startup=
  |startup=215
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=
  |cancel=NC
  |cancel=NC
  |description=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.
  |description='''Costs {{NotationIcon-BBBR|KinakoSoul}} 2 souls'''. Kinako sends out the spiky friend, who peels back into an eye that fires a beam after beating twice. A strong delayed projectile to enforce continued pressure.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">214A</font> ======
======<font style="visibility:hidden" size="0">214A</font>======
{{MoveData
{{MoveData
|image=BBBR_Kinako_214A-1.png
|image=BBBR_Kinako_214A-1.png
|caption=Parry
|image2=BBBR_Kinako_214A-2.png
|image2=BBBR_Kinako_214A-2.png
|caption=Parry animation
|caption2=Counterattack
|caption2=Counterattack animation
|name=Shield of the Grimoire
|name=Shield of the Grimoire
|input=214A
|input={{NotationIcon-BBBR|214}}{{NotationIcon-BBBR|A}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=900
|version=214A
  |damage=
  |guard=
  |guard=
  |property=
  |property=
Line 405: Line 413:
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=
  |cancel=Su
  |cancel=NC
  |description=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 optiont to prevent your opponent from pressing buttons as much.
  |description=
  }}
  }}
}}
====== <font style="visibility:hidden" size="0">214A</font> ======
{{MoveData
|image=Senna_214A.png
|caption=
|name=Shunpuu
|input=214A
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=450
|header=no
  |guard=Low/Air
|version=214A (Counter)
  |damage=900
  |guard=
  |property=
  |property=
  |startup=
  |startup=
Line 425: Line 426:
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=
  |cancel=U
  |cancel=Su
  |description=Senna hops a small distance backwards and then slides along the ground with a foot extended. Travels around half screen and hits low, and has 3 different followups it can be cancelled into soon after the start of the move. Does not need to hit opponent to be cancelled.
  |description=Kinako holds up Grimoire-chan in front of her. If the opponent attacks during this, Kinako performs a damaging counterattack. As with any parry, this is a great option to prevent your opponent from pressing buttons as much.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">214A~A</font> ======
======<font style="visibility:hidden" size="0">214BC</font>======
{{MoveData
{{MoveData
|image=Senna_214AA.png
|image=BBBR_Kinako_214BC.png
|caption=
|caption=
|name=Sakura
|name=Fly in the Fly
|input=214A~A
|input={{NotationIcon-BBBR|214}}{{NotationIcon-BBBR|B}}/{{NotationIcon-BBBR|C}} (Air OK)
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=800
|version=B
  |guard=All
  |damage=N/A
  |guard=N/A
  |property=
  |property=
  |startup=
  |startup=
Line 445: Line 447:
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=
  |cancel=Sp, Su
  |cancel=
  |description=Senna does an aerial slash, one of her follow-ups out of Shunpuu. Combos from 214A as long as it's slightly delayed after 214A hits. Can be cancelled into j623X, and will combo if done while close enough to the opponent. Causes a knockdown on hit, so it's a great combo ender.
  |description=Grimoire-chan turns into a bat and carries Kinako forward in the air for a little while. The air version keeps you in place, so it's a very good air stall.
  }}
  }}
}}
====== <font style="visibility:hidden" size="0">214A~B</font> ======
{{MoveData
|image=BBBR_Senna_214AB.png
|caption=
|name=Shoubu
|input=214A~B
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=950
|version=C
  |guard=High, Air
  |damage=N/A
  |guard=N/A
  |property=
  |property=
  |startup=
  |startup=
Line 465: Line 459:
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=
  |cancel=Su
  |cancel=
  |description=Senna does a slow overhead slash, which ground bounces the opponent on the ground or slides the opponent in the air. Startup makes it a situational mixup tool, but it can catch the opponent unawares. It only combos from 214A if the opponent is airborne, and can cancel into j.623D.
  |description=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. The air version carries you backwards, allowing you to dodge out of the way of a lot of anti-airs.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">214A~C</font> ======
======<font style="visibility:hidden" size="0">63214A</font>======
{{MoveData
{{MoveData
|image=BBBR_Senna_214AC.png
|image=BBBR_Kinako_63214A.png
|caption=
|caption=
|name=Botan
|name=Tasting
|input=214A~C
|input={{NotationIcon-BBBR|63214}}{{NotationIcon-BBBR|A}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=800
  |damage=874
  |guard=Low
  |guard=All
  |property=
  |property=
  |startup=
  |startup=11
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=+4
  |cancel=Su
  |cancel=Sp, Su
  |description=Senna cancels into her 2C. This follow-up hits low and combos from 214A. Can also combo into 236D and 623D when timed properly. Can't be cancelled into other special moves, but can be cancelled into 5D.
  |description=This is a hitgrab. When it hits, the opponent will take 2 hits of damage from Grimoire-chan, and give you {{NotationIcon-BBBR|KinakoSoul}} '''1 soul'''. It being a hitgrab means it's not great for mix, but it has high damage output and is pretty decent as a meterless combo ender, as well as being useful for building soul charges.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">41236C</font> ======
======<font style="visibility:hidden" size="0">41236C</font>======
{{MoveData
{{MoveData
|image=BBBR_Senna_214C.png
|image=BBBR_Kinako_41236C.png
|caption=2 hits
|caption=
|name=Ibuki
|name=Spinning Thrust
|input=214C
|input={{NotationIcon-BBBR|41236}}{{NotationIcon-BBBR|C}}<br>(Air OK)
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=400*2 (728)
|version=Ground
  |guard=Mid
  |damage=500*2+600 (1384)
  |guard=All
  |property=
  |property=
  |startup=
  |startup=14
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=-12
  |cancel=Su
  |cancel=Su
|description=A quick slash upwards, followed by a quick slash downwards. 2nd hit will groundbounce an airborne opponent, making it an integral combo extender. Air unblockable, and theoretically your highest reward anti-air, but getting both hits to connect requires finicky spacing, and you're probably better off using 623A anyway. Neutral on block, allowing safe pressure resets. Both hits can be cancelled into 5D in addition to EX moves.
  }}
  }}
}}
====== <font style="visibility:hidden" size="0">41236C</font> ======
{{MoveData
|image=BBBR_Senna_41236C_1.png
|image2=BBBR_Senna_41236C_2.png
|caption=Startup
|caption2=Max travel distance
|name=Tsubaki
|input=41236C
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=700
|header=no
|version=Air
  |damage=600*2 (1092)
  |guard=All
  |guard=All
  |property=
  |property=
  |startup=
  |startup=14
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=-12
  |cancel=Su
  |cancel=Su
  |description=Senna cuts towards the ground, forming a dust cloud at her feet that moves forward slowly. It has significant startup and travels a very short distance, so you won't be throwing this out in neutral as a projectile. The cloud's hitbox that will launch the opponent into the air on hit, giving a somewhat tight window to perform a combo. Very plus on block if there's any gap between the time Senna's animation ends and the time it reaches the opponent, so it can be very useful if used immediately after getting a knockdown. Recovery can be cancelled into 5D or EX moves.
  |description=Kinako launches forward with Grimoire-chan. This does 3 hits on the ground and 2 in the air. Has situational use outside of combos due to its slow nature, but it's still decent in some situations.
  }}
  }}
}}
}}


== B-Power Arts ==
==B-Power Arts==
====== <font style="visibility:hidden" size="0">22D</font> ======
======<font style="visibility:hidden" size="0">236D</font>======
{{MoveData
{{MoveData
|image=BBBR_Senna_5D.png
|image=BBBR_Kinako_236D.png
|caption=
|caption=
|name=Yusaikake
|name=Grimoire★Hard Punch
|input=22D
|input={{NotationIcon-BBBR|236}}{{NotationIcon-BBBR|D}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=N/A
  |damage=2500
  |guard=N/A
  |guard=All
  |property=
  |property=
  |startup=
  |startup=1+13
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=+3
  |cancel=
  |cancel=
  |description=Senna takes her 5D stance and quickly recovers 1026 health, at the cost of 1 bar of meter. Can be used in the same way as her 5D, and will heal her dramatically faster, but spending 1 bar in order to restore 10% of your max health might not be worth it. Can't be held like 5D can; you will always receive exactly 1026 health when you use this move. Most of the animation happens during the super flash, so you can act almost immediately. Decreases remaining duration of Big Bang Mode by about 40% if used during that.
  |description='''Costs {{NotationIcon-BBBR|KinakoSoul}} 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.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">236D</font> ======
======<font style="visibility:hidden" size="0">63214D</font>======
{{MoveData
{{MoveData
|image=BBBR_Senna_236A.png
|image=BBBR_Kinako_63214A.png
|caption=
|caption=
|name=Nagikaze Ran
|name=Crucifixion
|input=236D
|input={{NotationIcon-BBBR|63214}}{{NotationIcon-BBBR|D}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=120*18 (1563)
  |damage=1822
  |guard=Mid
  |guard=Unblockable
  |property=
  |property=
  |startup=
  |startup=13+0
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=
  |cancel=NC
  |cancel=NC
  |description=A second version of 236A that costs 1 bar of meter. Senna spins while swinging her jacket 4 times instead of just once, hitting the enemy several times. Not invincible and does notably less damage than 623D, making it a dubious choice to spend your meter on. You can link off of this with 5A for a small combo, although doing this is extremely hard and will still result in less damage than if you had just used 623D. It's air unblockable and pretty fast so you could use it as an anti-air, but you're probably better off using 623A or 623C depending on the situation. Not safe on block.
  |description=Probably Kinako's best use of meter, this command grab does some decent damage and {{NotationIcon-BBBR|KinakoSoul}} '''gives 3 souls'''. 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.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">623D</font> ======
==Big Bang Break==
======<font style="visibility:hidden" size="0">41236ABC</font>======
{{MoveData
{{MoveData
|image=BBBR_Senna_623X.png
|image=BBBR_Kinako_BBB.png
|caption=
|name=Arrival of the Light
|name=Ouka Hishousen
|input={{NotationIcon-BBBR|BBB}}
|input=623D
|data=
{{AttackData-BBBR
|damage=1200*3 (2106)
|guard=All, High/Air
|property=Invincible
|startup=
|active=
|recovery=
|advBlock=
|cancel=NC
|description=An alternate version of Senna's DP that costs 1 bar of meter. After performing the same upwards crescent slash as 623A, she then swings her blade diagonally downwards two more times. If the first hit connects, the next two always will, regardless of distance. Invincibility shortly after the superflash (not frame 1) and solid damage means this can be used as a high-reward way to escape pressure, although since she has two other invincible DPs you might be better off saving the meter for something else. The main way you'll see this move is when the air version is used as a combo ender. The third hit is technically an overhead, but it's extremely telegraphed if the first hit is blocked and will whiff on most crouchers, so this doesn't matter.
}}
}}
 
====== <font style="visibility:hidden" size="0">j.623D</font> ======
{{MoveData
|image=BBBR_Senna_623X.png
|caption=
|name=Ouka Hishousen (Air)
|input=j623D
|data=
{{AttackData-BBBR
|damage=1200*3 (2106)
|guard=All, High/Air
|property=Invincible
|startup=
|active=
|recovery=
|advBlock=
|cancel=NC
|description=Air version of 623D. Keeps the ground version's (delayed) invincibility, but more importantly functions as a high damage combo ender.
}}
}}
 
== Big Bang Break ==
====== <font style="visibility:hidden" size="0">41236ABC</font> ======
{{MoveData
|image=BBBR_Senna_623X.png
|name=Setsu Gekka
|input=41236ABC
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 629: Line 574:
  |advBlock=
  |advBlock=
  |cancel=
  |cancel=
  |description=Senna executes a Gekka. If it connects, she disappears and slashes the enemy multiple times. When she lands and sheathes her sword, the enemy is cut by one final slash. Good as a combo ender when in Big Bang mode, especially if you're aiming to kill. Ends Big Bang Mode instantly.
  |description=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.
  }}
  }}
}}
}}


== Combos ==
==Combos==
{| class="mw-collapsible mw-collapsed" width="100%"
|+ style="white-space:nowrap; border:1px solid; padding:3px;" |'''Combo Legend'''
|-
|{{ComboLegend-BBBR}}
|}
===<u>Combo Theory</u>===
===<u>Combo Theory</u>===
:*Combo damage varies from character to character, so all damage numbers come from testing on a full-health Rouga.
:*Combo damage varies from character to character, so all damage numbers come from testing on a full-health Rouga.
:*Generally, you can do any normals you want before going into the 2C > 214C sequence, as long as you don't push them back too far.
:*2C into 6A is always your launcher, she doesn't have many other ways to confirm into a juggle.
:*214C will cause a groundbounce on an aerial opponent, and 623C/j.623C will cause a groundbounce and then a wallbounce regardless of how they hit the opponent.
:*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.
:*Bouncing the opponent 3 times will force your combo to end, so you can only do 214C twice in the standard loop.
:*if you start a combo with 236A, 236C, hitting someone jumping, etc., you can always do 6A since it's an easy stabilizer at most heights.
::*This is also why 623C is a poor combo component, because if there's too many bounces the second hit won't land, and it can't be super cancelled.
:*If you're gonna dump souls for damage, then instead of 6A > 623B, do 6A > 236A > 236A > 5C(1) > 236A > 236B(...).
 
===<u>Midscreen</u>===
===<u>Midscreen</u>===
:* '''5/2A > 5B > (5C) > 2C > 214C, 2C > 214C, 2C > 214AA''' (2112)
:*'''5A/2A > 5B > (5C) > 2C > 6A > 623B'''
::* This is your standard universal knockdown combo that gives okizeme opportunities. 5C can whiff if you're too far from the opponent, so omit it accordingly. If you're instead extremely close and fighting a large enough character, you can fit in a bonus 6A for 2311 damage. You'll probably be using this one the most midscreen.
:*'''5A/2A > 5B > 5C > 41236C > 63214A'''
 
:* '''5/2A > 5B > (5C) > 2C > 214C, 2C > 214C, 2C > 214A, 5B > 5C (jump cancel) j.B > j.C > j.623B > j.623D''' (2882)
::* This is an iteration of the above combo that costs 1 bar and sacrifices okizeme for roughly 600~900 more damage. Only suggest using this for guaranteeing a KO. If you're having trouble landing the second 5B, you can instead go into 214AA > j.623B > j.623D for an incredibly minor damage loss.


===<u>Corner</u>===
===<u>Corner</u>===
:* '''5/2A > 5B > (5C) > 2C > 214AB, 2A > 214C, 2C > 214AA > j.623B > j.623D''' (3201)
:*'''5A/2A > 5B > (5C) > 2C > 6A > 623B > 5D > 2C > 63214A'''
::* High-damage combo for when your opponent is close to the corner. The 2A link after 214AB is difficult at first and only possible if you land very close to the opponent (which is why this only works in the corner), but it gets easier if you focus on trying to 2A as soon as Senna touches the ground. Costs 1 bar, but you can omit the j.623B and j.623D to still get 2448 damage and a better knockdown.
:*'''5A/2A > 5B > (5C) > 2C > 6A > {236A > 236B > 5C(1)}xN > 63214A'''
 
:**The loop in brackets can go for as long as you have souls, so the amount will vary depending on how many you have and how many you want to use.
:* '''623C/j.623C > j.B > j.C > j.623B > j.623D''' (2105)
::* Followup to landing a raw 623C. Spends one bar and gives no oki, so only use if it'll kill.
 
:* '''5/2A > 5B > (5C) > 2C > 214AB, 2A > 214C, 2C > 214AA > j.623B > land > ABC > combo drops, opponent techs > 41236ABC ''' (7587)
::* A gimmicky reset for 3 bars that takes advantage of 41236ABC's air unblockable properties to land it outside of a combo, and therefore have it be completely unscaled. This loses to your opponent not teching or delaying their tech significantly, but if you catch someone with it they're pretty much dead. It's a fake option, but an option nonetheless.


==Colors==
==Colors==
{{ColorGallery | filePrefix=Senna- | colors=
{{ColorGallery | filePrefix=BBBR_Kinako_Color_ | colors=
  {{ColorGallery/Color|1|  text= A Color}}
  {{ColorGallery/Color|1|  text=A Color}}
  {{ColorGallery/Color|2|  text= B Color}}
  {{ColorGallery/Color|2|  text=B Color}}
  {{ColorGallery/Color|3|  text= C Color}}
  {{ColorGallery/Color|3|  text=C Color}}
  {{ColorGallery/Color|4|  text= D Color}}
  {{ColorGallery/Color|4|  text=D Color}}
}}
}}
== BBBR Navigation ==
 
==BBBR Navigation==
{{Navbox-BBBR}}
{{Navbox-BBBR}}
 
[[Category:Kinako]]
 
[[Category:Big Bang Beat Revolve]]
[[Category:Big Bang Beat Revolve]]

Revision as of 14:48, 19 June 2024

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.

Kinako Tsukiyomi 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
BBBR A Button.png
BBBR Kinako 5A.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
150 Mid - 4 - - +3 J, N, Sp, Su

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.

5B
5B
BBBR B Button.png
BBBR Kinako 5B.png
Version Damage Guard Property Startup Active Recovery Block Adv Cancel
5B 500 All - 10 - - 0 J, N, Sp, Su

A tentacle comes out of Grimoire-chan's mouth. A pretty good poke in neutral, although it's not super fast.

Version Damage Guard Property Startup Active Recovery Block Adv Cancel
5[B] 500*2 (870) All - 39 - - +6 J, N, Sp, Su

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.

5C
5C
BBBR C Button.png
BBBR Kinako 5C.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
300*2 (596) All - 15 - - -1 J, N, Sp, Su

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.

Crouching Normals

2A
2A
BBBR Down.pngBBBR A Button.png
BBBR Kinako 2A.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
100 Low - 7 - - -1 N, Sp, Su

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.

2B
2B
BBBR Down.pngBBBR B Button.png
BBBR Kinako 2B.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
350 Low - 11 - - -3 J, N, Sp, Su

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.

2C
2C
BBBR Down.pngBBBR C Button.png
BBBR Kinako 2C.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
550 All - 16 - - -2 N, Sp, Su

Kinako falls forward with Grimoire-chan. Hits mid, but is a pretty strong move since it moves you forward a bit. It is a bit slow, but not too bad for a C move.

Air Normals

jA
jA
jump BBBR A Button.png
BBBR Kinako jA.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
200 High - 7 - - - N, Sp, Su

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.

jB
jB
jump BBBR B Button.png
BBBR Kinako jB.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
350 High - 10 - - - N, Sp, Su

Grimoire-chan swings its head down. This is a good jump in button, as the hitbox is mostly going down.

jC
jC
jump BBBR C Button.png
BBBR Kinako jC.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
600 High - 14 - - - N, Sp, Su

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.

Command Normals

6A
6A
Grimoire★Ectoplasm
BBBR Right.pngBBBR C Button.png
BBBR Kinako 6C-1.png
First hit
First hit
BBBR Kinako 6C-2.png
Second hit
Second hit
Damage Guard Property Startup Active Recovery Block Adv Cancel
200+500 (610) Mid - 9 - - -1 J, N, Sp, Su

A two-hit punch from Grimoire-chan. Pretty good in pressure and neutral.

Universal Mechanics

5D
Evocation
BBBR D Button.png
BBBR Kinako 5D.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
N/A N/A - - - - - NC

Kinako wiggles Grimoire-chan's head, releasing a BBBR Kinako Soul Icon.png 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.

Throw
Throw
BBBR Neutral.png/BBBR Left.pngBBBR A Button.pngBBBR B Button.png
BBBR Kinako ThrowWhiff.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
1000 Unblockable - - - - - NC

Grimoire-chan latches onto the opponent and takes a bite. This leaves you very close to the opponent, allowing for great oki setups. When used in tandem with Kinako's command grab, her strike/throw mix becomes very strong.

Big Bang Mode
Big Bang Mode
BBBR A Button.pngBBBR B Button.pngBBBR C Button.png
BBBR Kinako BBM.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
N/A N/A - - - - - -

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 Big Bang Mode, Kinako gains BBBR Kinako Soul Icon.png infinite soul charges, allowing you to do some combos not otherwise possible, as well as setups a lot stronger than usual.

Special Moves

236X
This is a Friend
BBBR Down.pngBBBR Down-Right.pngBBBR Right.pngBBBR A Button.png/BBBR B Button.png/BBBR C Button.png
(Air OK)
BBBR Kinako 236X.png
Kinako's animation
Kinako's animation
BBBR Kinako 236A.png
Light Friend, before activation (left) and after activation (right)
Light Friend, before activation (left) and after activation (right)
BBBR Kinako 236B.png
Medium Friend
Medium Friend
BBBR Kinako 236C.png
Heavy Friend
Heavy Friend
Version Damage Guard Property Startup Active Recovery Block Adv Cancel
A 700 Mid - 23 - - +13 J, Su

Costs BBBR Kinako Soul Icon.png 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.

Version Damage Guard Property Startup Active Recovery Block Adv Cancel
B 750 Mid - 34 - - - J, Su

Costs BBBR Kinako Soul Icon.png 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.

Version Damage Guard Property Startup Active Recovery Block Adv Cancel
C 700 Mid - 59 - - +36 J, Su

Costs BBBR Kinako Soul Icon.png 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.

623X
This is a Big Friend
BBBR Right.pngBBBR Down.pngBBBR Down-Right.pngBBBR A Button.png/BBBR B Button.png/BBBR C Button.png
BBBR Kinako 236X.png
Kinako's animation
Kinako's animation
BBBR Kinako 623A.png
Light Friend
Light Friend
BBBR Kinako 623B.png
Medium Friend
Medium Friend
BBBR Kinako 623C.png
Heavy Friend
Heavy Friend
Version Damage Guard Property Startup Active Recovery Block Adv Cancel
A 200+600*2 (1166) Mid - 27 - - +76 NC

Costs BBBR Kinako Soul Icon.png 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.

Version Damage Guard Property Startup Active Recovery Block Adv Cancel
B 1000 Mid - 40 - - +48 Su

Costs BBBR Kinako Soul Icon.png 2 souls. Kinako sends out the cat balloon, which pops and reveals a hand that deals damage. A strong ability that can be set up to prevent the opponent from closing in.

Version Damage Guard Property Startup Active Recovery Block Adv Cancel
C 600 All Invincible 215 - - - NC

Costs BBBR Kinako Soul Icon.png 2 souls. Kinako sends out the spiky friend, who peels back into an eye that fires a beam after beating twice. A strong delayed projectile to enforce continued pressure.

214A
Shield of the Grimoire
BBBR Down.pngBBBR Down-Left.pngBBBR Left.pngBBBR A Button.png
BBBR Kinako 214A-1.png
Parry
Parry
BBBR Kinako 214A-2.png
Counterattack
Counterattack
Version Damage Guard Property Startup Active Recovery Block Adv Cancel
214A - - - - - - - NC
214A (Counter) 900 - - - - - - Su

Kinako holds up Grimoire-chan in front of her. If the opponent attacks during this, Kinako performs a damaging counterattack. As with any parry, this is a great option to prevent your opponent from pressing buttons as much.

214BC
Fly in the Fly
BBBR Down.pngBBBR Down-Left.pngBBBR Left.pngBBBR B Button.png/BBBR C Button.png (Air OK)
BBBR Kinako 214BC.png
Version Damage Guard Property Startup Active Recovery Block Adv Cancel
B N/A N/A - - - - - -

Grimoire-chan turns into a bat and carries Kinako forward in the air for a little while. The air version keeps you in place, so it's a very good air stall.

Version Damage Guard Property Startup Active Recovery Block Adv Cancel
C N/A N/A - - - - - -

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. The air version carries you backwards, allowing you to dodge out of the way of a lot of anti-airs.

63214A
Tasting
BBBR Right.pngBBBR Down-Right.pngBBBR Down.pngBBBR Down-Left.pngBBBR Left.pngBBBR A Button.png
BBBR Kinako 63214A.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
874 All - 11 - - +4 Sp, Su

This is a hitgrab. When it hits, the opponent will take 2 hits of damage from Grimoire-chan, and give you BBBR Kinako Soul Icon.png 1 soul. It being a hitgrab means it's not great for mix, but it has high damage output and is pretty decent as a meterless combo ender, as well as being useful for building soul charges.

41236C
Spinning Thrust
BBBR Left.pngBBBR Down-Left.pngBBBR Down.pngBBBR Down-Right.pngBBBR Right.pngBBBR C Button.png
(Air OK)
BBBR Kinako 41236C.png
Version Damage Guard Property Startup Active Recovery Block Adv Cancel
Ground 500*2+600 (1384) All - 14 - - -12 Su
Air 600*2 (1092) All - 14 - - -12 Su

Kinako launches forward with Grimoire-chan. This does 3 hits on the ground and 2 in the air. Has situational use outside of combos due to its slow nature, but it's still decent in some situations.

B-Power Arts

236D
Grimoire★Hard Punch
BBBR Down.pngBBBR Down-Right.pngBBBR Right.pngBBBR D Button.png
BBBR Kinako 236D.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
2500 All - 1+13 - - +3 -

Costs BBBR Kinako Soul Icon.png 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.

63214D
Crucifixion
BBBR Right.pngBBBR Down-Right.pngBBBR Down.pngBBBR Down-Left.pngBBBR Left.pngBBBR D Button.png
BBBR Kinako 63214A.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
1822 Unblockable - 13+0 - - - NC

Probably Kinako's best use of meter, this command grab does some decent damage and BBBR Kinako Soul Icon.png gives 3 souls. 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.

Big Bang Break

41236ABC
Arrival of the Light
BBBR Left.pngBBBR Down-Left.pngBBBR Down.pngBBBR Down-Right.pngBBBR Right.pngBBBR A Button.pngBBBR B Button.pngBBBR C Button.png
BBBR Kinako BBB.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
5121 Mid - - - - - -

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.

Combos

Combo Legend
Numpad Notation
BBBR Up-Left.png BBBR Up.png BBBR Up-Right.png
BBBR Left.png BBBR Neutral.png BBBR Right.png
BBBR Down-Left.png BBBR Down.png BBBR Down-Right.png
 = 
7 8 9
4 5 6
1 2 3
 = 
up-back up up-forward
back neutral forward
down-back down down-forward
  • Light Attack: BBBR A Button.png
  • Medium Attack: BBBR B Button.png
  • Heavy Attack: BBBR C Button.png
  • Special: BBBR D Button.png
  • 236 = BBBR Down.pngBBBR Down-Right.pngBBBR Right.png
  • 214 = BBBR Down.pngBBBR Down-Left.pngBBBR Left.png
  • 623 = BBBR Right.pngBBBR Down.pngBBBR Down-Right.png
  • 421 = BBBR Left.pngBBBR Down.pngBBBR Down-Left.png


  • 41236 = BBBR Left.pngBBBR Down-Left.pngBBBR Down.pngBBBR Down-Right.pngBBBR Right.png
  • 63214 = BBBR Right.pngBBBR Down-Right.pngBBBR Down.pngBBBR Down-Left.pngBBBR Left.png
  • Micro Dash = 66 BBBR Right.pngBBBR Right.png
  • j = Jump BBBR Up-Left.png / BBBR Up.png / BBBR Up-Right.png
  • Dash Jump = 669 jX BBBR Right.pngBBBR Right.pngBBBR Up-Right.png
  • jc = Jump Cancel
  • dl. = Delay
  • w. = Whiff
  • xx = Special Cancel
  • X = Any Attack Button
  • [X] = Hold
  • ]X[ = Release
  • TK = Tiger Knee
  • (N) = Multi-hit move hits only N times
  • SKD = Sliding Knockdown
  • HKD = Hard Knockdown
  • BBM = Big Bang Mode
  • BBB = Big Bang Break
Character Abbrevations

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 236A, 236C, hitting someone jumping, etc., you can always do 6A since it's an easy stabilizer at most heights.
  • If you're gonna dump souls 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 souls, so the amount will vary depending on how many you have and how many you want to use.

Colors

A Color
B Color
C Color
D Color

BBBR Navigation

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Characters
Burai
Miyazato
Heita
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Rouga
Senna
Nakanishi
Kinako
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Manbou
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M. Heita
Devil
Kojirou
Kamui