Eternal Fighter Zero/Kano Kirishima: Difference between revisions
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[[image:kano-efz.png |<center><font size="4"><b>Kirishima Kano</b></font></center>|frame|right]] | [[image:kano-efz.png |<center><font size="4"><b>Kirishima Kano</b></font></center>|frame|right]] | ||
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|image2= Kanoj2B.png | |image2= Kanoj2B.png | ||
|image3= Kanoj2C.png | |image3= Kanoj2C.png | ||
|caption= | |caption= A | ||
|caption2= B | |||
|caption3= C | |||
|name= Rod Surfing <br> ロッドサーフィン | |name= Rod Surfing <br> ロッドサーフィン | ||
|input= j2* | |input= j2* | ||
Line 495: | Line 498: | ||
}} | }} | ||
=== | === Throws === | ||
====== <font style="display:none" size="0">Ground | ====== <font style="display:none" size="0">Ground Throw</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= EFZ_Kano_Kirishima_GroundGrab.png | |image= EFZ_Kano_Kirishima_GroundGrab.png | ||
|caption= | |caption= | ||
|name= Ground | |name= Ground Throw | ||
|input= Close 6C/4C | |input= Close 6C/4C | ||
|data= | |data= | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|damage= 1000 | |damage= 1000 | ||
|guard= | |guard= Throw | ||
|property= I: 3 - 4.66 | |property= I: 3 - 4.66 | ||
|startup= 5.33 | |startup= 5.33 | ||
Line 513: | Line 516: | ||
|advBlock= / | |advBlock= / | ||
|cancel= IC | |cancel= IC | ||
|description= Dosukoi. Above average ground throw as it can easily be comboed off of with IC, especially in the corner. If not IC'd will send the opponent about a half screen away. Kano is invincible during part of this | |description= Dosukoi. Above average ground throw as it can easily be comboed off of with IC, especially in the corner. If not IC'd will send the opponent about a half screen away. Kano is invincible during part of this throw's startup but not its active so it can trade with strike moves. | ||
}} | }} | ||
}} | }} | ||
====== <font style="display:none" size="0">Air | ====== <font style="display:none" size="0">Air Throw</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= EFZ_Kano_Kirishima_AirGrab.png | |image= EFZ_Kano_Kirishima_AirGrab.png | ||
|caption= | |caption= | ||
|name= Air | |name= Air Throw | ||
|input= Close j6C | |input= Close j6C | ||
|data= | |data= | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|damage= 1200 | |damage= 1200 | ||
|guard= | |guard= Throw | ||
|property= | |property= | ||
|startup= 2 | |startup= 2 | ||
Line 534: | Line 537: | ||
|advBlock= / | |advBlock= / | ||
|cancel= None | |cancel= None | ||
|description= The other anti air used to counter jump RG strats. Kano tosses the opponent behind her in an arc. Can lead to a combo if you throw them into the corner while low to the ground. Kano is not invincible during this | |description= The other anti air used to counter jump RG strats. Kano tosses the opponent behind her in an arc. Can lead to a combo if you throw them into the corner while low to the ground. Kano is not invincible during this throw so it can trade. | ||
}} | }} | ||
}} | }} | ||
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|description= * Kano's best reversal, and her only spell that does not need a full magic meter to use. She shoots a number of souls behind her that then track the opponent. The higher the level used, the more projectiles come out and the longer the invincibility lasts. The souls are only 1 hit each, and can be nullified by other projectiles. | |description= * Kano's best reversal, and her only spell that does not need a full magic meter to use. She shoots a number of souls behind her that then track the opponent. The higher the level used, the more projectiles come out and the longer the invincibility lasts. The souls are only 1 hit each, and can be nullified by other projectiles. | ||
* Doesn't need a full magic gauge to be used as Kano fills it during superflash in all versions. As it is still a spell though, the magic gauge will be emptied on frame 8.33. | * Doesn't need a full magic gauge to be used as Kano fills it during superflash in all versions. As it is still a spell though, the magic gauge will be emptied on frame 8.33. | ||
* An FIC'd level 3 Soul Strike is (almost) completely safe, as she is invulnerable until the FIC point. The only way to punish it is to take advantage of the [[Eternal_Fighter_Zero/Advanced_Mechanics#Special Recovery and Frame Advantage | block-only frame]] with a command | * An FIC'd level 3 Soul Strike is (almost) completely safe, as she is invulnerable until the FIC point. The only way to punish it is to take advantage of the [[Eternal_Fighter_Zero/Advanced_Mechanics#Special Recovery and Frame Advantage | block-only frame]] with a command throw. | ||
* This move may sound amazing, but it is too slow to reliably punish a dodged attack (the souls are active while travelling backwards, so they are likely to take much longer than 17 frames to touch the opponent) and unless you commit all of your resources for level 3 [https://youtu.be/uGDtpahuBOI some characters may be able to consistently punish it]. However, many punishes require RF and/or SP, so you can still get away with it with proper awareness. | * This move may sound amazing, but it is too slow to reliably punish a dodged attack (the souls are active while travelling backwards, so they are likely to take much longer than 17 frames to touch the opponent) and unless you commit all of your resources for level 3 [https://youtu.be/uGDtpahuBOI some characters may be able to consistently punish it]. However, many punishes require RF and/or SP, so you can still get away with it with proper awareness. | ||
* Can additionally be used in corner combos after 3C (character specific) as it does good damage, is untechable, and doesn't require magic. | * Can additionally be used in corner combos after 3C (character specific) as it does good damage, is untechable, and doesn't require magic. | ||
Line 1,237: | Line 1,240: | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|damage= 5000 | |damage= 5000 | ||
|guard= | |guard= Throw | ||
|property= I: 1-3 | |property= I: 1-3 | ||
|startup= 0.33 | |startup= 0.33 | ||
Line 1,257: | Line 1,260: | ||
Kano has the best meter build in the game by a very wide margin and should try to take full advantage of it. She should almost always opt for getting her 30% meter bonus before the round starts and between rounds, jumping repeatedly so as to not get pushed toward the corner by the opponent. | Kano has the best meter build in the game by a very wide margin and should try to take full advantage of it. She should almost always opt for getting her 30% meter bonus before the round starts and between rounds, jumping repeatedly so as to not get pushed toward the corner by the opponent. | ||
Relative to other characters, Kano gets very little out of Red IC. Comboing out of her | Relative to other characters, Kano gets very little out of Red IC. Comboing out of her throw, FICing 236*, and using 236S are all useful options, but her combo potential off of normal hits remains stagnant until BIC, which Kano makes excellent use out of. | ||
With charge cancelling being so important to Kano's pressure, the magic gauge should be kept unfilled more often than not. Once Kano has BIC, keeping full magic on hand becomes much more appealing since it allows her to threaten napalm loops from almost any hit. However, this creates an issue for Kano as her ability to safely pressure the opponent and open them up is significantly hindered without spell usage and charge cancelling. | With charge cancelling being so important to Kano's pressure, the magic gauge should be kept unfilled more often than not. Once Kano has BIC, keeping full magic on hand becomes much more appealing since it allows her to threaten napalm loops from almost any hit. However, this creates an issue for Kano as her ability to safely pressure the opponent and open them up is significantly hindered without spell usage and charge cancelling. |
Latest revision as of 04:20, 23 June 2024
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Introduction
Kirishima Kano (霧島 佳乃) is a high-execution character focused on space control, possessing some of the best projectiles in the game and incredible range on her normals. Her defining mechanic is her magic: almost all of her specials and supers require a full magic gauge in order to be used, which she can begin charging by pressing S, and stop by pressing S again. This can be special cancelled into, allowing her to do quickly “charge cancel” (ala Order-Sol) to gain massive frame advantage on her giant pokes and pressure the opponent from half screen away. However, the magic gauge cannot be charged when it is already full, so Kano must always be considering the trade-off between access to spells and access to charge cancels at any given moment. As you may expect from a character who benefits from range, Kano has some of the slowest movement and least threatening mixups in the game, in addition to having stiff combo routes without the help of BIC.
Kano is one of the heroines of AIR, a visual novel produced by Key in 2000. Kano is a school girl in the town where the story takes place. Both of her parents passed away long ago, and she now lives with her older sister who runs the town's clinic. Kano loves animals, and takes care of the animals at her school. She is always with her pet dog, Potato, also known as the "alien fur ball" to Yukito. Kano believes that the ribbon tied to her right wrist will enable her to use magic if she keeps it on until adulthood. During AIR, Yukito learns the reason Kano wants magic, and the purpose of the ribbon...
Kano was added to EFZ's cast in Blue Sky Edition.
Stage: Shinto Shrine near the Sky (Day) (空に近い神社(昼))
BGM: Puddle (水たまり)
Character-Specific Notes
- Kano has one of the floatiest jumps in the game and is tied for the slowest airdash in the game. Her backdash is extremely fast, though.
- Kano has a unique resource in her "Magic" gauge which is underneath her health bar, or invisible when empty. Kano will not be able to cast any spells (all special/super moves besides 236S and FM) until her magic gauge is full, but she can easily charge it during her 5S. Spells using the A button will drain 25% of the magic gauge upon use, B spells 50%, and C spells 75%. Super spells will empty the magic gauge upon use. If she does not have a full magic gauge and she tries to cast magic, she will charge uninterrupted until her magic gauge is full, and then cast her magic. When charging in this manner 5S cancels will not work but for most spells Kano can FIC it instead. Kano's non-super magic spells will cost miniscule amounts of SP meter for their B and C versions, and C versions do not take RF meter to use. Magic is instantly drained upon inputting a spell (unless the spell is Soul Strike), so Kano will expend the magic even if she is hit out of startup.
- Kano passively generates small amounts of SP (roughly 1/36th of a bar) on her own at an interval. The rate is fastest when she has less than SP level 1 (every 28 frames), and becomes slower as she accumulates bars (65.33 frames after 1 SP, 205.33 frames after 2 SP). This passive SP generation does not occur whilst Kano is casting a spell. Additionally, if Kano doesn't move herself left or right (jumping straight up, attacking in place (exception being 5A), or being pushed by the opponent is okay) and doesn't block or get hit for just over 4 seconds (210.33 frames), a blue "30" will appear over her, and she will gain roughly 30% of a SP level.
- Against normal EFZ conventions, most of Kano's supers do not have A/B/C variants. Instead, each button for a given motion (with the exceptions of 214236 and 22) will be associated with a completely different super, giving her the longest list of supers by an extreme margin. Kano still obeys the structure of A supers costing 1 SP, B costing 2, and C costing 3, however trying to input a super you don't have sufficient meter for will not output the highest available level.
- Kano has no moves which can counterhit and (with the exception of her c5B) has none that can be counterhit.
Normal Moves
Frame Data Help | |
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The notation for the move lists can be found under Controls. | |
Cells filled with a "-" indicate a placeholder. Cells filled by a "/" indicate a non-applicable field. | |
Values separated by a "~" (X~Y) indicate a range or variance. A "~" preceding a single value (~X) may indicate approximation. A "-" separating frame values of a property (X-Y) indicate the duration of the property. | |
Cell data accompanied by a ※ indicate properties unusual to the template. Explanations for such properties can be found at another ※ in the description. If a move requires multiple ※'s, subscripts will be attached to indicate relation (※1, ※2, ※3...). | |
Frame data with decimal values .33 or .66 relate to subframes. | |
Version | Used for moves with multiple special attacks on one motion. |
Damage | The base damage value that the specific hit will do. See damage scaling for more information. |
Proration | Base value Power% reduces by per hit. |
Juggle | Juggle value used to determine juggle time after a move hits an aerial or juggle state opponent. |
Guard | Indicates how the move must be blocked, if it can be blocked at all.
Low: Crouch Block |
Property | Shows what properties the move has and the time (in frames) that these properties are active. Example: "I: 0.33-9", which means the move is invulnerable on the first subframe of the move until the 9th full frame (or 27th subframe).
I: Full Invincibility |
Startup | Indicates where the move's first active hitbox is. |
Active | Total frames the hitbox is active for. |
Recovery | Total frames until the character can block. Note: After the recovery of any action, before any other action may occur, there exists 1 frame in which the only action you may take is to block. |
Adv Hit | Frame advantage on hit. |
Adv Block | Frame advantage on block. |
Cancel | Possible cancel options.
N: Normals |
Standing
5A
5A
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c5B
c5B (Not Too) Close 5B (Not Too) Close 5B
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f5B
f5B
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6B
Full Swing Rod
フルスイングロッド 6B |
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5C
5C
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6C
Napalm Beat
ネイパムビート 6C |
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Crouching
2A
2A
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2B
2B
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2C
2C
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3C
Sliding
スライディング 3C |
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Jumping
j5A
j5A
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j5B
j5B
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j5C
j5C
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j2*
Rod Surfing ロッドサーフィン j2* A A B B C C
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Dashing
66A
66A
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66B
66B
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66C
66C
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662A
662A
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662B
662B
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662C
662C
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Throws
Ground Throw
Ground Throw
Close 6C/4C |
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Air Throw
Air Throw
Close j6C |
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Special Moves
Specials
236*
Lightning Bolt
ライトニングボルト 236* ~ 4/5/6 |
Lightning bolt which can be used to snipe the opponent from anywhere. Also very useful as a tech trap after a 66C. The initial lightning strike can land with 3 different spacings: close, medium, and long range. This can be controlled by holding back, neutral or forward after inputting the move. Although the lightning is slow to become active, if Kano gets interrupted after the lightning effect appears (frame 13/14) the first hit will still come out, potentially saving Kano and netting her a combo. This often makes lightning bolt her best special to cancel into if the opponent RGs her C moves. Covers both ground and air approaches, great to throw out if you can read their dash/air dash timings. |
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214*
Fire Bolt
ファイアボルト 214* |
Controls ground and low air approaches. Each fire bolt is 2 hits, the initial one and an explosion on contact. It's this explosion that causes the burn status and does most of the damage. The explosion also triggers on hitting another projectile. In some rare cases (odd hitbox interactions) the explosion does not trigger, in that case the opponent is in short hitstun from the initial hit without catching fire. ※ Only FICable when charging (by input instead of with 5S). |
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421*
Cold Bolt
コルドボルト 421* |
Kano throws a number of ice projectiles above her (dependent on the version used) which then home in on the opponent and freeze on hit. This spell does not hit on the way up, and can fail to track the opponent from some angles, such as when they are high in the air, or if they go behind the icicles' origin point. While this is her slowest spell to become active, it is also the one with the fastest recovery, making it fairly safe to throw out. If Kano is hit, the spikes will disappear. ※ Only FICable when charging (by input instead of with 5S). |
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5S
Incantation 詠唱 5S Cannot be used with full magic Cannot be used with full magic
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236S
Fast Incantation 高速詠唱 236S Cannot be used with full magic Cannot be used with full magic
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Eternity Specials
236236A
Fire Ball ファイアーボール 236236A Collision box directly overlapped by hitbox Collision box directly overlapped by hitbox
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236236B
Fire Wall
ファイアワール 236236B |
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236236C
Meteor Storm
メテオストーム 236236C |
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214214A
Frost Diver
フロストダイバー 214214A |
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214214B
Frost Nova
フロストノヴァ 214214B |
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214214C
Storm Gust
ストームガスト 214214C |
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641236A
Thunderstorm
サンダーストーム 641236A |
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641236B
Jupiter Thunder
ユピテルサンダー 641236B |
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641236C
Lord of Vermilion
ロードオブヴァーミリオン 641236C |
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22B
Safety Wall
セイフティワール 22B |
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214236*
Soul Strike
ソウルストライク 214236* |
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Final Memory
FM
Memory of Shiraho
白帆の記憶 214236S during grounded Recoil Guard |
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Strategy
Kano's traditional gameplan is to pressure the opponent into the corner and slowly build BIC until she is able to land her devastating Frost Nova combos. Both the pressure and the Frost Nova combos (AKA "Napalm Loops") require constant use of charge cancelling her normals and command normals. Charge cancelling reduces the recovery of normals by cancelling into 5S (magic charging) and stopping the charge as soon as possible. Charge cancelling cannot be buffered, however, so ideal timing is to press the two 5S inputs 8 frames apart, with a slower cancel if later or no cancel at all if earlier. This timing must be mastered or else you will drop her napalm loops all day.
Kano has the best meter build in the game by a very wide margin and should try to take full advantage of it. She should almost always opt for getting her 30% meter bonus before the round starts and between rounds, jumping repeatedly so as to not get pushed toward the corner by the opponent.
Relative to other characters, Kano gets very little out of Red IC. Comboing out of her throw, FICing 236*, and using 236S are all useful options, but her combo potential off of normal hits remains stagnant until BIC, which Kano makes excellent use out of.
With charge cancelling being so important to Kano's pressure, the magic gauge should be kept unfilled more often than not. Once Kano has BIC, keeping full magic on hand becomes much more appealing since it allows her to threaten napalm loops from almost any hit. However, this creates an issue for Kano as her ability to safely pressure the opponent and open them up is significantly hindered without spell usage and charge cancelling.
236236B (Fire Wall)
- Below is a reference for the spacings needed to set up 236236B so that the opponent's hurtbox is just barely out of reach but moving, attacking, or being thrown will lead to them being comboed. Some characters are still able to jump, although many still need to be labelled. Assume these sequences are blocked in the corner from point blank without the opponent RGing.
- 2A 2A 2B: Akane, Ayu, Ikumi, Makoto, Minagi, Misaki, Mishio, Misuzu (can jump), Mizuka, Nayuki (Asleep), Nayuki (Awake), Shiori
- 2A 2B f5B: UNKNOWN
- 2B f5B: Akiko, Mai, Minagi, Misaki, Misuzu, Mizuka, Nayuki (Awake), Sayuri
- 2B 5C: Mio, Nayuki (Awake, can jump)
- 2A 2A 2B f5B: Doppel, Rumi
- N/A: Mayu
- 2A 2A 2B: Akane, Ayu, Ikumi, Makoto, Minagi, Misaki, Mishio, Misuzu (can jump), Mizuka, Nayuki (Asleep), Nayuki (Awake), Shiori
Combos
Notation Help | |
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Disclaimer: Combos are written by various contributors, some combo notations may deviate slightly from the notation listed below. For more information, see Controls | |
IC | Input Instant Charge (22C) when you have the right amount of RF Meter. |
FIC | Input Flicker Instant Charge (22C) when you have the right amount of RF Meter. |
{X/Y/Z} | Move X or Y or Z can be used. |
#* | Indicates that any of A, B and C may be used with #. Example: 214*. |
[<- X] [-> X] | Side switch notation. All inputs grouped by the square brackets are performed facing the arrow's direction. They are still written as if they were done facing right, however. |
[X]xN | Loop the inputs in the square brackets as many times as N. |
c5B | Proximity normal only usable while close. |
f5B | Proximity normal only usable outside of c5B range or when cancelled from another normal. Known as far 5B. |
jX | Button X is input during your first jump. |
djX | Button X is input during your double jump. |
X(whiff) | Indicates that X is intended to whiff. |
X(tech trap) | Indicates a combo ender intended to catch the opponent's air tech. The most common kind of tech trap is j6C, which will air throw early techs and jC later techs. Executionally identical to X(whiff) but different in purpose. |
~ | Indicates a followup for moves which have them. Example: 236A~236A. |
.. | Indicates a short delay. |
IAD | Indicates an Instant Air Dash. |
IABD | Indicates an Instant Air Back Dash. |
(X) | X move is omittable from the combo. |
tk.X | Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee. |
Charge Cancelling
Charge Cancelling is key to playing Kano, both her pressure and her Napalm Loop require it.
- It cannot be done when Kano has a full magic meter.
- It is done by pressing S to start charging, and then pressing S again to stop her magic charge.
- If S is pressed too early the second time it will not register and you end up with Kano in her vulnerable charging animation. It is better to do the second S too late than too early.
- Key moves to learn how to Charge Cancel are 6B, 5C, 6C, 3C, and 66C.
- 6C Charge Cancel is especially important as it is the key to her Napalm Loop.
The Napalm Loop
This is Kano's main high damage combo, while it's most commonly used off a BIC, it can also start off certain spell or normal hits.
- Basic version to get the idea
- Needs full magic, 2+ super meter, full BIC meter.
- Opponent in the corner, Kano at a comfortable f5B range (if using the HUD for reference, position around the start of the RF gauge).
214214B, wait (opponent gets frozen, lands), 6C, BIC, 5C, 6C, Charge Cancel, f5B, 5C, 6C, Charge Cancel, f5B, 5C, 6C, Charge Cancel, f5B, 5C, jump cancel, jB, j2A/j2C.
- Taking it apart:
- 214214B, wait (opponent gets frozen, lands): A combo into 214214B is very common, and what Kano should be looking for when she has BIC and 2 super meters. Use the time where the opponent is frozen to space Kano correctly for the loop.
- 6C, BIC: The launcher that allows for the Napalm Loop.
- 5C, 6C: A half napalm loop for the first repetition.
- f5B, 5C, 6C, Charge Cancel: The actual Napalm Loop, repeated 3 times in this instance
- f5B, 5C, jump cancel, jB, j2A/j2C: ender into knockdown.
- Important Notes
- You should go for a Napalm Loop rep only if the scaling (Power under the combo counter) is above 63.5, below that go for the ender.
- An alternative, higher execution ender is 66C, jA x 2, jump cancel, jA x 6, jB, land. This does more damage and builds more RF and SP meter.
- 214214B will whiff on some crouching characters (Ayu, Ikumi, Mayu, Mio, Neyuki, Sayuri) but this can be circumvented with 2B f5B 214214B. Also in at least Makoto's case her crouching hurtbox will dodge when cancelling from 5C but 214214B will still combo from any B normal.
- All Napalm Loops take place in the corner, here are some alternative starters:
- Similarly to the example above, any combo into 214214B in the corner with BIC.
- At f5B spacing: 214A, wait for apex of launch, 6C, charge cancel, Napalm Loop (1 iteration), Ender.
- At f5B spacing: 421A, 662B, Charge Cancel, (ice hits), Napalm Loop (2 iterations), Ender.
- At f5B spacing and opponent has guard gauge cranked up: 66C, Charge cancel, (position yourself), Napalm Loop, Ender.
- You should go for a Napalm Loop rep only if the scaling (Power under the combo counter) is above 63.5, below that go for the ender.
Combo Routes
Damage listed is the approximate maximum (Full RF or maximum Red RF gauge, minimum guts).
- No Resources:
- Midscreen:
- 2A (x n) c5B f5B 5C 6C (5S): ~2100 damage
- 6C sends the opponent far away. Can catch up to them while knocked down but usually only able to meaty with a jC.
- 2A (x n) c5B f5B 3C (5S): ~1600 damage
- Sacrifices damage for oki mixups.
- 2B 5C 6C (5S)
- 5C needs to be delayed differently for different characters.
- 2B f5B 3C (5S)
- 2A (x n) c5B f5B 5C 6C (5S): ~2100 damage
- Corner:
- All midscreen ones with the right spacing.
- 5A/2A 2B f5B 2A(link) c5B f5B 5C j8A dj8A x 6 djB(both hits) (land 2A c5B f5B 5C(tech trap)/5S 5S jA(tech trap)): ~3500 damage, ~3800 with the optional extension after landing.
- Neutral jumps are not required but give Kano her 30% meter bonus.
- The extension does more damage but needing to do the tech trap slightly reduces the time Kano has to set up oki. It's usually worth going for as Kano's oki is weak anyway. The 5C tech trap is easier and works with a full magic gauge while the jA tech trap is more difficult thanks to the charge cancel but more rewarding when available. The 5C before the tech trap can be substituted for 2C for a tiny bit more damage but gives no oki or tech trap so it is not recommended.
- The aerial part of the combo (all the jAs ending with jB) is one of her fundamental combo parts, and her most common corner combo ender.
- Midscreen:
- Magic, No IC, No Super:
- Midscreen:
- 2A (x n) c5B f5B 5C 236C 66C (5S): ~3200 damage
- 2A (x n) 2B f5B 236C 66C (5S): ~2900 damage
- Both of these combos are spacing dependent, you might need to adjust the lightning spacing and/or use B lightning, which will also affect damage for the worse.
- Corner:
- 2A (x n) c5B f5B 5C 236B 66C jump cancel jB j2A: ~3460 damage
- Example for her combo enders in increasing order of difficulty and damage:
- Mid range 214A 66C jump cancel, jB, j2A: ~2000 damage
- Mid range 214A walk forward, f5B, 5C, jump cancel, jA x 2, jump cancel, jA x 6, jB, land: ~3000 damage
- Mid range 214A 6C charge cancel Napalm Loop: ~3700 with damage ender.
- Mid range 421A, 6B/6C/66B/662B/66C, charge cancel, (ice hits), Napalm Loop: ~4400 damage with high damage ender
- Napalm Loop is the most reliable followup once you have it down, other 2 enders need improv on timings and spacings.
- Midscreen:
- Red IC:
- Midscreen:
- Throw IC 669 jA x 7 dj9 jA x 3 jB(1) jC(whiff)
- Throw IC 214214C: ~4700 damage, does significantly less when near the corner
- Corner:
- Throw IC wait c5B 5C jump cancel jA x 2 neutral jump cancel jA x 6 jB land: ~2800 damage, if you don't want to use super, or want to build 30% meter. Walking back after the IC makes hitting the c5B much easier.
- Throw IC wait c5B (omit to make it easier) f5B 3C (late cancel) 214214A wait 2B f5B 5C jump cancel jA x 2 neutral jump cancel jA x 6 jB land: ~3700 damage, full magic and 1 super, regain ~65% super and IC for oki.
- Throw IC wait c5B 3C 2141236A/B/C: ~2900 damage for level 1, 3500 for level 2, 4100 for level 3. Use if you have SP but not full magic.
- Throw IC wait c5B f5B 5C 236236C: ~4300 damage, to get meteors.
- Throw IC 641236C: ~4600 damage, for max damage
- Midscreen:
- Blue IC:
- Corner:
- Any combo into 214214B 6C BIC Napalm loop: ~up to 7500+ damage.
- Corner:
Advanced Combos
- Combos in this section are experimental, very hard, and not suggested to learn unless you are absolutely confident in your execution.
- Corner, with BIC:
- Throw BIC 9 jC 66C IADB (44) jB land (f5BC 6C charge cancel)x2 66C jA djAx5 jB land 2A 5BB charge cancel jA (tech trap): ~6170 damage, the first 66C should hit the opponent close to the ground. The first f5B is frame perfect.
- Notes: Very difficult on Rumi/Doppel, not suggested for them. Sayuri needs 3 frame perfect inputs, not suggested. Does not work on Akiko/Kanna. Makoto needs a delay on her first 6C, then a walk back for the second f5B. Mio and Kano need the next combo that uses 2B instead of f5B.
- Throw BIC 9 jC (height of jump) 5C IADB (44) jB land 2B 5C 6C charge cancel f5BC 6C charge cancel 66C jA djAx5 jB land 2A 5BB charge cancel jA (tech trap): ~6100 damage, the 5C should hit the opponent high off the ground. Mio/Kano variation for a minor damage loss.
- Throw BIC 9 jC 66C IADB (44) jB land f5B 641236A (5C 6C charge cancel)x2 66C jA djAx4 jB land 2A 5BB charge cancel jA (tech trap): ~6710 damage, the first 66C should hit the opponent close to the ground. The first f5B is frame perfect. Requires full magic meter.
- Throw BIC 9 jC 66C IADB (44) jB land (f5BC 6C charge cancel)x2 66C jA djAx5 jB land 2A 5BB charge cancel jA (tech trap): ~6170 damage, the first 66C should hit the opponent close to the ground. The first f5B is frame perfect.
- Easier version:
- Throw BIC 9 jC 66C IADB (44) jB land 2A (f5BC 6C charge cancel)x2 66C jA djAx4 jB land 2A 5BB charge cancel jA (tech trap): ~6110 damage, the first 66C should hit the opponent close to the ground. The 2A before f5B widens the window to 2f+ if the opponent needs a 1f link. You can actually hit 2A too early, so the window is wider in most cases.
- Corner, with BIC:
Videos
- Kano Combo Collection by zxy/minase (in Japanese, with English subtitles)
Okizeme
No Magic
Midscreen
- Very basic mixup if you don't feel like charging on oki. jC is very active and hits deep enough to deny some upper/lower body invuln reversals. Its 5 hits make it relatively tricky to RG as well.
Magic
Midscreen
- Kano can mix up with dj8 and airdashing. Since she doesn't need to attack the opponent and is so high up, Kano is very safe from reversals.
421A IAD jA Left/Right
- CAN lead to meterless napalm loops but requires very specific positioning, good execution, and choosing the side that would put them in the corner. Since the damage is so skewed from one side to another, the opponent can probably just block in the direction that prevents napalm loops 99% of the time and not care about the pitiful damage the other option gives.
- Really expensive for just one mixup but leads to good combos near the corner.
Corner
- The last few spikes will combo after the throw if done soon enough, meaning Kano gets an unfreeze mixup after.
Restand unfreeze -> High/Low
- For the first frame after a grounded opponent exits the frozen state, they will be unable to reversal and their hurtbox will be standing. This means that Kano can IOH jA jB j2A IC and continue into a full combo after a high, or threaten 2B for a low as usual.
Win Quotes
Japanese | English |
---|---|
ちゃちゃっと |
I eat people like you for breakfast! |
どすこーい! |
Dosukooi! |
うわー… |
Uwa~... |
テン ニ |
DELIVER TO HEAVEN |
かのりん |
Kano-rin's |
(To Sayuri) |
(To Sayuri) |
(To UNKNOWN) |
(To UNKNOWN) |
(To Kano) |
(To Kano) |
Colors
In-game References
External References
- The name and look of every single one of Kano's magic spells is taken from the Mage/Wizard class spells, from Ragnarok Online.
- The way that Kano gradually recovers SP, and the fact that she recovers it faster by staying still, is based on the basic gameplay of Ragnarok Online. Even the blue numbers that show up and fade away is exactly like Ragnarok Online.
AIR References
- The shinto shrine in the background is a common recurring location in Kano's scenario.
- The magic that Kano uses is a reference to her dream of becoming a magician in AIR.
- The entire scenario in Kano's "Memory of Shiraho" move is based on an actual event that takes place in the game.