Introduction
Originally from the light novel Ore no Imouto ga Konnani Kawaii Wake ga Nai.
Gameplay
A synopsis of this character's play-style, strengths, weaknesses, etc
Pros
- Kirino is a very versatile character.
- Kirino has a very nice mix-up game.
- A lot of match-ups are in her favor.
Cons
Recommended Assists
Enju - Enju is a very all-around assist in general for most characters. Kirino can easily abuse Enju's options to get really nice damage as well as mid-combo trump card activation.
Assist Character - Short description of why this assist is recommended with this character
Assist Character - Short description of why this assist is recommended with this character
Potentials
Universal Potential: Increases damage dealt by 10% for 20 seconds when health falls under 30%. If behind in rounds won, increases damage dealt by 20% instead.
Character Potential: Call support character 6 times to increase damage dealt by 10% for 20 seconds.
Move List
L = Low, H = High, A = Air, UNB = Unblockable
JC = Jump Cancel, SC = Support Cancel, EX = EX Cancel
ISC = Impact Skill Cancel, TCC = Trump Card Cancel, CAC = Climax Art Cancel
Startup includes the first active frame.
Normal Moves
5A
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
300
|
5
|
2
|
14
|
-3 +8 (JC)
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JC, SC, EX, ISC, TCC, CAC
|
HLA
|
-
|
Standing shin kick, not a low and jump cancellable.
|
|
2A
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
250
|
5
|
3
|
15
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-5
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SC, EX, ISC, TCC, CAC
|
LA
|
-
|
Low hitting kick, self cancellable.
|
|
5B
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
500
|
8
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3
|
17
|
-4 +10 (JC)
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JC, SC, EX, ISC, TCC, CAC
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HL
|
-
|
Forward swing with her school bag, jump cancellable.
|
|
2B
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
450
|
9
|
3
|
19
|
-7
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SC, EX, ISC, TCC, CAC
|
L
|
-
|
Low hit with her school bag. Has longer range than 5B. Interestingly, you cannot jump cancel it without a Trump Card.
|
|
5C
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
852
|
12
|
7
|
35
|
-9
|
SC, EX, ISC, TCC, CAC
|
HLA
|
-
|
Spinning cosplay attack, is able to clash
|
|
2C
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
700
|
11
|
4
|
21
|
-8
|
SC, EX, ISC, TCC, CAC
|
LA
|
-
|
|
|
j.A
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
250
|
7
|
2
|
X+2
|
Varies
|
JC, SC, EX
|
HA
|
-
|
Straight punch at her shoulder height. Good air-to-air.
|
|
j.B
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
450
|
9
|
3
|
X+3
|
Varies
|
JC, SC, EX
|
HA
|
-
|
Flipping attack with school bag, a good jump in.
|
|
j.C
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
750
|
10
|
4
|
X+4
|
Varies
|
JC, SC, EX
|
HA
|
-
|
Attacks with a mop while maid cosplaying. Slower than her other jump attacks but has the biggest hitbox.
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|
Special Moves
Athlete Dash 「アスリートダッシュ」 236X
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
A
|
650
|
6
|
Raw: 26 A: 11*
|
Raw: 24 A: 23
|
Raw: -7 to -31 A: -5
|
SC, EX, TCC, CAC (Raw only)
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HLA
|
-
|
A running attack with three different follow ups
- A follow-up: Quick Stop; stops your active attack frames to roughly 11.
- B follow-up: Low Slide, can dodge some attacks, identical frame data to 236B
- C follow-up: Jump kick, can be followed up like C Athlete Dash, identical to 236C
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
B
|
850
|
13
|
13
|
12
|
+2 to -8
|
SC, EX, TCC, CAC
|
L
|
-
|
Low slide that's also air unblockable, has no follow ups
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
C
|
860
|
7 C: 11
|
10 C: 4
|
24 C: 21
|
+2 to -11 C: -8
|
JC, SC, EX C: SC, EX
|
HLA
|
-
|
Jump kick, has three different follow ups
- B follow-up: Low Slide, frame data is identical to 236B.
- C follow-up: Jump Kick, launches opponent away. This move has its own frame data.
- Jump followup, gives Kirino the most frame advantage.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
EX
|
1556
|
9
|
5
|
130 (Landing: 12)
|
-13 to -36
|
SC, TCC, CAC
|
L (slide), HLA (else)
|
-
|
Ranbu attack, switches sides and knocks down
- Frame data note 1: If Kirino hits an opponent's block with the low slide, the final kick will whiff completely, putting you at max disadvantage.
- Frame data note 2: If Kirino hits the opponent's standing block with the last kick, you will receive the minimum disadvantage listed.
|
|
Misplaced Anger 「逆ギレ」 214X
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
A
|
700
|
First two throws: 16 Next throws: 1
|
Varies on item*
|
20* (min)
|
First item: - Second item: +
|
SC, EX, TCC, CAC
|
HLA
|
-
|
- Frame data note 1: The move is always active for a maximum of 62 frames. The projectile is active until it hits the ground or opponent. Kirino's recovery frames starts then.
- Frame data note 2: The move's frame advantage depends on the first item (usually minus). If you hit with the second item, you'll always have frame advantage.
- Throws 2 items
- If you keep pressing the button, she will keep throwing items (max 4 items at a time)
- Has 7 different objects:
- Frying Pan - fast and straight
- Magic Hand - slowly flies in a parabolic arc that bounce off walls.
- Plastic Bottle - short arc
- Amazon box - slides along the ground
- Cushion - stuffed octopus, thrown right in front of her then bounces
- Laptop - thrown right in front of her then bounces slightly and explodes
- Underwear - slowly falls right in front of her, gives her a slight meter boost when she touches it
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
B
|
700
|
14
|
Varies*
|
16 (min)*
|
First item: - Next item(s): +
|
SC, EX, TCC, CAC
|
HLA
|
-
|
Throws 3 items
- Frame data note 1: The move is always active for a maximum of 82 frames. The projectile is active until it hits the ground or opponent. Kirino's recovery frames starts then.
- Frame data note 2: The move's frame advantage depends on the first item (usually minus). If you hit with the next item(s), you'll always have frame advantage.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
C
|
700
|
13
|
Varies*
|
90* (min)
|
First item: - Next item(s): +
|
SC, EX, TCC, CAC
|
HLA
|
-
|
Throws 4 items
- Frame data note 1: The move is always active for a maximum of 101 frames. The projectile is active until it hits the ground or opponent. Kirino's recovery frames starts then.
- Frame data note 2: The move's frame advantage depends on the first item (usually minus). If you hit with the next item(s), you'll always have frame advantage.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
EX
|
1332
|
13
|
Varies*
|
87* (min)
|
First item: - Big Cushion: +32 to +8
|
SC, TCC, CAC
|
HLA
|
-
|
Throws 5 objects (Frying pan through Cushion). The cushion will be a larger version than normal one and all the objects will fly along different paths. The cushion at the end will also cause wall bounce if you're in the corner.
|
|
Beach Spike 「ビーチスパイク」 j.236X
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
A
|
600
|
15
|
18* (max)
|
X+14
|
+4 to -2
|
SC, EX
|
HLA
|
-
|
Spikes a beach ball.
- Frame data note: The beach ball is active until it hits either the ground or the opponent.
- Button strength determines the angle it flies
- Stops her air momentum
- Has landing recovery
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
B
|
600
|
15
|
18* (max)
|
X+14
|
+4 to -2
|
SC, EX
|
HLA
|
-
|
Fluff
- Frame data note: The beach ball is active until it hits either the ground or the opponent.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
C
|
600
|
15
|
19* (max)
|
X+14
|
+4 to -2
|
SC, EX
|
HLA
|
-
|
Fluff
- Frame data note: The beach ball is active until it hits either the ground or the opponent.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
EX
|
1300
|
12
|
19* (max)
|
X+12
|
+5 to +3
|
SC
|
HLA
|
-
|
Ground bounces
- Frame data note: The beach ball is active until it hits either the ground or the opponent.
|
|
Universal Mechanics
Throw 6C or 4C
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
1100
|
4
|
1
|
61
|
+52 (hit)
|
SC, EX, TCC, CAC
|
N/A
|
-
|
|
|
Impact Skill Shooting Star 「しゅーてぃんぐ・すたー」 5A+B
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
1208
|
12
|
6*7 hits
|
63 (Landing: 22)
|
-17
|
SC, EX (hit only)
|
HLA
|
-
|
Meruru cosplay attack that does three spinning attacks.
- Has clashing frames, so it makes a good anti-air
|
|
Impact Skill Amazon Upper 「通販アッパー」 2A+B
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
1080
|
9
|
13
|
30
|
-20
|
SC, EX (hit only)
|
HLA
|
-
|
Crouches over her mail order then uppercuts in celebration.
- Does 2 hits, the initial crouch and then the uppercut
|
|
Impact Break 4A+B
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
First Hit: 900 Launcher: 800
|
First Hit: 22 Launcher: 9
|
First Hit: 8 Launcher:2
|
First Hit: 14
|
First Hit: -2 Launcher: -37
|
First Hit: N/A Launcher: SC, EX, TCC, CAC (on hit)
|
First Hit: HA Launcher: HLA
|
-
|
|
|
Trump Card Life Consultation 「人生相談」 5A+C
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
2950
|
25
|
5
|
26
|
+28 (hit)
|
N/A
|
N/A
|
-
|
Shoulder Check into a mounted slap to the face. A command grab opponents must jump over to avoid. If done while the opponent is in blockstun, it'll simply miss. It is a strike throw, so it is possible to combo into it as well.
|
|
Climax Arts
Claw Machine Mutilation 「きゃとる☆みゅーてぃれーしょん」 41236B+C
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
3500
|
12
|
2
|
43
|
N/A
|
N/A
|
UNB
|
-
|
Drops a UFO catcher a set distance in front of her, leading to a cinematic combo. The opponent must jump to avoid the machine and punish Kirino. It is otherwise unblockable, but naturally it won't see much use outside combos anyway.
|
|
True Cosplay Ranbu 「真☆コスプレ乱舞」 63214B+C
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
2770
|
7
|
23
|
21
|
-29
|
N/A
|
HLA
|
-
|
|
|
Combos
Midscreen
5A Starter
- 5A > 5B > 5C > etc
- Notes about this particular combo
- 5A > 5B > 5C > 236A > C Follow-up > jc > j.A > j.B > j236x
- This is a good BnB for crouching opponents. (2174)
- 5A > 5B > j.B > j.C(delayed) > 5A > 5B > 5C > 236A > B follow-up
- Good BnB combo on standing opponents. (2183)
- 5A > 5B> 5C > 236C > j.236A+B > 5B > j.B > j.C > jc > A+B+C
- A simple meter burn combo that confirms into a Power Up Blast. Costs 1 bar. (2391)
- 5A > 5B> 5C > 236C > j.236A+B > 5B > j.B > j.C > jc > j.B > j.C > 236x
- This is a simple meter burn confirm. Costs 1 bar. (2575)
- 5A > 5B > 5C > 236A > C Follow-up > jc > j.A > j.B > j.236x > j.236A+B > 63214B+C
- A combo that is more for show over practicality, seeing as its damage for the cost isn't the greatest. Also, the timing on the Climax Art at the end is tight. Costs 3 bars. (3398)
- 5A > 5B > j.B > j.C > 5A > 5B > 5C > 236A > B follow-up > 41236B+C
- This is Kirino's standard BnB with a Climax Art thrown in. You can use either Climax Art, but the one listed does more damage. Costs 2 bars. (3653)
4A+B Starter
- 4A+B > x > j.B > j.C > jc > j.B > j.C > j.236x
- This is an average 4A+B confirm for Kirino. (2099)
- 4A+B > x > j.B > j.C > jc > j.B > j.C > j.236A+B > 63214B+C
- This is a meter burn to get more damage out of Kirino's 4A+B. Costs 3 bars. (3210)
Corner
5A Starter
- 5A > 5B > 5C > 214A+B > 5B > j.B > j.C > jc >j.B > j.C > j236x
- Corner combo using her EX Misplaced Anger. Costs 1 bar (2441)
- 5A > 5B > 5C > 214A+B > 5B > j.B > j.C > jc >j.B > j.C > j.236A+B > 63214B+C
- Corner combo into Kirino's True Cosplay Ranbu. Costs 4 bars. (3611)
4A+B Starter
- 4A+B > B > j.A > etc
- Notes about this particular combo
Assists
Enju
- 5A > 5B > 5C > 236A > 5S > C Follow-Up > (5S connects here) > Trump Card
- This is a short and sweet combo that activates a trump card for you. Costs 1 bar. (2844)
- 5A > 5B > 5C > 236C > j236A+B > 5B > j.B > j.C > jc > j.B > j.S > j.C > (j.S connects here) > 41236B+C
- Confirms into Enju, as well as Claw Machine Mutilation. Costs 4 bars. (4122)
Assist Character 2
- 5A > 5B > 5C > 6D > etc
- Notes about this particular combo
Colors
Color 1
|
Color 2
|
Color 3
|
Color 4
|
|
|
|
|
Color 5
|
Color 6
|
Color 7
|
Color 8
|
|
|
|
|
Color 9
|
Color 10
|
Color 11
|
Color 12
|
|
|
|
|
Color 13
|
Color 14
|
|
|