Eternal Fighter Zero/Kano Kirishima
Introduction
Kirishima Kano (霧島 佳乃) is a slow but well-ranged fighter, and can use elemental magic to keep the opponent at bay. Her magical rod gives her incredible range even without her magic, and she is also able to gain SP naturally without having to attack the opponent. Because of her range and magic, Kano is well-suited for a keep-away play style.
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 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...
Stage: Shinto Shrine near the Sky (Day) (空に近い神社(昼))
BGM: Puddle (水たまり)
Character-Specific Notes
- Kano is able to air jump once, and air dash/backstep once.
- Kano has one of the most floaty jumps in the game.
- Kano usually has a "Magic" gauge underneath her life gauge. Kano will not be able to cast any magic until her magic gauge is full. 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. In the case that there is no magic gauge, it simply means that the gauge is empty.
- Kano is able to automatically generate SP on her own. Her recovery rate is fastest when she has less than SP level 1, and becomes slower with each level she reaches. However, if Kano stays in the same horizontal position (jumping straight up or attacking is okay) and is not attacked by the opponent for 4 seconds, a blue "30" will appear over her, and she will gain 1/3 of a level of SP.
Normal Moves
The notation for the movelists can be found under Notation.
Move | Hits | Damage | Guard | Move Cancel |
Jump Cancel |
IC Cancel |
---|---|---|---|---|---|---|
5A | 1 | 190 | Ground | Yes | Yes | Yes |
2A | 1 | 220 | Ground | Yes | Yes | Yes |
j.A | 1 | 210 | High/Low | Yes | Yes | Yes |
66A | 1 | 220 | Ground | Yes | No | Yes |
662A | 1 | 220 | Ground | Yes | No | Yes |
5B(c) | 1 | 410 | Ground | Yes | Yes | Yes |
5B(f) | 1 | 450 | Ground | Yes | No | Yes |
2B | 1 | 480 | Low | Yes | Yes | Yes |
j.B | 1 | 450 | Any | Yes | Yes | Yes |
1 | 450 | High/Low | Yes | Yes | Yes | |
66B | 1 | 520 | Ground | Yes | Hit | Yes |
662B | 1 | 400 | Low | Yes | No | Yes |
5C | 1 | 610 | Ground | Yes | Hit | Yes |
2C | 1 | 650 | Ground | No | No | Yes |
j.C | 5 | 600 | High/Low | No | Yes | Yes |
66C | 1 | 690 | Ground | Yes | Hit | Yes |
662C | 6 | 840 | Ground | Yes | No | Yes |
Throw | 2 | 1000 | Throw | No | No | Yes |
j.Throw | 2 | 1200 | Air Throw | No | No | No |
Full Swing Rod | ||||||
6B | 1 | 520 | Ground | Yes | No | Yes |
Napalm Beat | ||||||
6C | 1 | 650 | Any | Yes | No | Yes |
Rod Surfing | ||||||
j.2A | 1 | 500 | Any | No | No | Yes |
j.2B | 1 | 500 | Any | No | No | Yes |
j.2C | 1 | 500 | Any | No | No | Yes |
Sliding | ||||||
3C | 1 | 610 | Low | Yes | No | Yes |
Weak Attacks
5A
- [description]
- [usefulness]
2A
- [description]
- [usefulness]
j.A
- [description]
- [usefulness]
66A
- [description]
- [usefulness]
662A
- [description]
- [usefulness]
Medium Attacks
5B (close)
- [description]
- [usefulness]
5B (far)
- [description]
- [usefulness]
2B
- [description]
- [usefulness]
j.B
- [description]
- [usefulness]
66B
- [description]
- [usefulness]
662B
- [description]
- [usefulness]
Strong Attacks
5C
- [description]
- [usefulness]
2C
- [description]
- [usefulness]
j.C
- [description]
- [usefulness]
66C
- [description]
- [usefulness]
662C
- [description]
- [usefulness]
Throws
Throw
- [description]
- [usefulness]
Air Throw
- [description]
- [usefulness]
Command Normals
Full Swing Rod (フルスイングロッド)
- [description]
- [usefulness]
Napalm Beat (ネイパムビート)
- [description]
- [usefulness]
Rod Surfing (ロッドサーフィン)
- [description]
- [usefulness]
Sliding (スライディング)
- [description]
- [usefulness]
Special Moves
The notation for the movelists can be found under Notation.
Move | Hits | Damage | Guard | IC Cancel |
---|---|---|---|---|
Lightning Bolt | ||||
236A | 1 | 450 | Any | Yes |
236B | 3 | 450*3 | Any | Yes |
236C | 5 | 450*5 | Any | Yes |
Fire Bolt | ||||
214A | 2 | 680 | Any | "Aria" |
214B | 6 | 680*3 | Any | "Aria" |
214C | 10 | 680*5 | Any | "Aria" |
Cold Bolt | ||||
421A | 1 | 450 | Any | "Aria" |
421B | 3 | 450*3 | Any | "Aria" |
421C | 5 | 450*5 | Any | "Aria" |
Aria | ||||
S | 0 | N/A | N/A | No |
Fast Aria [RF gauge required] | ||||
236S | 1 | 500 | Any | No |
Fire Ball [SP Level 1] | ||||
236236A | 6 | 1800 | Any | Yes |
Fire Wall [SP Level 2] | ||||
236236B | 3 | 900 | Any | "Aria" |
n | 200*n | Any | "Aria" | |
Meteor Storm [SP Level 3] | ||||
236236C | 6 | ≈4000 | Any | No |
2*n | 1600*n | Any | No | |
Frost Diver [SP Level 1] | ||||
214214A | 1 | 800 | Low | "Aria" |
Frost Nova [SP Level 2] | ||||
214214B | 7 | ≈2500 | Any | "Aria" |
Storm Gust [SP Level 3] | ||||
214214C | 1 | 500 | Ground | No |
≈15 | ≈5200 | Any | No | |
Thunderstorm [SP Level 1] | ||||
641236A | 3 | ≈1400 | Any | Yes |
Jupiter Thunder [SP Level 2] | ||||
641236B | 17 | ≈3600 | Any | Yes |
Lord of Vermilion [SP Level 3] | ||||
641236C | 5 | ≈4800 | Any | No |
Safety Ward [SP Level 1] | ||||
22B | 0 | N/A | N/A | "Aria" |
Soul Strike [SP Level 1-3] | ||||
2141236A | 3 | ≈1900 | Any | Yes |
2141236B | 4 | ≈2900 | Any | Yes |
2141236C | 5 | ≈3800 | Any | Yes |
Memory of Shiraho [During recoil guard, 1/3 HP, SP Level 3] | ||||
2141236S | 2 | 5000 | Throw | No |
Specials
Lightning Bolt (ライトニングボルト)
- [description]
- [usefulness]
Fire Bolt (ファイアボルト)
- [description]
- [usefulness]
Cold Bolt (コルドボルト)
- [description]
- [usefulness]
Aria (詠唱)
- [description]
- [usefulness]
Fast Aria (高速詠唱)
- Kano makes a charging pose as a sphere of light briefly surrounds her entire body.
- After this move is performed, Kano will have a full magic gauge. However, she cannot use this move if her magic gauge is already full.
- Fast Aria can actually be used to move cancel-out of Lightning Bolt, Fire Bolt, and Cold Bolt, making it an excellent escape option if the opponent gets too close while you are still casting a spell.
Eterny Specials
Fire Ball (ファイアーボール)
- [description]
- [usefulness]
Fire Wall (ファイアワール)
- [description]
- [usefulness]
Meteor Storm (メテオストーム)
- [description]
- [usefulness]
Frost Diver (フロストダイバー)
- [description]
- [usefulness]
Frost Nova (フロストノヴァ)
- [description]
- [usefulness]
Storm Gust (ストームガスト)
- [description]
- [usefulness]
Thunderstorm (サンダーストーム)
- [description]
- [usefulness]
Jupiter Thunder (ユピテルサンダー)
- [description]
- [usefulness]
Lord of Vermilion (ロードオブヴァーミリオン)
- [description]
- [usefulness]
Safety Wall (セイフティワール)
- [description]
- [usefulness]
Soul Strike (ソウルストライク)
- [description]
- [usefulness]
Final Memory
Memory of Shiraho (白帆の記憶)
- Kano reaches out with her hands. If it hits, she grabs the opponent by the neck and lifts them completely off the ground. After saying the lines "If it must be done, I would rather kill you with my own hands...", she crushes their neck and drops them.
- [usefulness]
Strategy, Tactics, and Combos
Combos
Strategies
Tactics
- Wand/staff
- you can survive with kano in one place simply never using forward or back. simply using the wand's range and the way the attacks flow into each other, and using only up to jump cancel, gaining super is very easy.
- using a spell first and then using the wand without moving around will usually be enough for the meter boost.
- a string of ice bolts in the corner on knockdown, is deadly effective, working both to stuff out jump atempts and keep them in the corner at maximum wand range where you can use your best poke/punish game.
- charge cancelling
- you can do some interesting things with charge cancelling like single lightning bolt > charge cancel > single ice bolt > charge cancel, something interesting to experiment with.
- because you cancel a weak spell directly into charge, you can immediately follow up with any spell due to the guage being almost instantly full. so for combos it's a good idea to chain weak spells together and follow up with a large spell.
- doing something like lightning > icebolt > firewall is completely possible (and not to mention does tons of damage in the corner when you follow-up on the firewall) and speeds up your assaults. plus you have the added bonus of standing in one spot and charging super meter quickly (4 seconds to charge 1/9th of the whole bar). comboing into lightning is also fairly simple.
- magic managing
- plan your asssaults. concentrate on what your magic allows.
- after a large spell or at the start of the match you have no magic, keep your attacks short and go for quick knockdowns. short charges, cancels, backdashes and the reach of your wand are your main assets. use your wand for quick knockdowns and not damage.
- with a full magic bar, concentrate on landing spells. hitting with a weak lightning bolt usually sets up for a combo, hitting with an ice spell (ice diver or other) will usually leave the opponent vulnerable enough for a free combo, and fire spells hurt alot. hitting with any spell and immediately charging magic or following with a combo/knockdown will lead to more time and control the flow of battle from afar. staying behind your magic generates magic, and if you play well enough and not jump the gun with counters (lightning vs air, ice vs far, fire vs mid, wand vs near) your super will charge and the damage will come naturally. full magic is your damaging phase.
- learn to cycle the 2 phases, if you have almost full magic, act the same as if you have no magic. if you have magic, go for the damage.
- Do NOT use RF solely for the purpose of instant-magic charging and "bombing" out of attacks.
- Multi hit moves
- kano has plenty of multi-hit moves, like her dash-wand spin, and her aerial wand spin, not to mention her spells. if you use these together with spells, the opponent won't be able to RG through spells (specifically lightning in the air, a situation that leaves you very vulnerable if they get through it).
- spells usually hit more than once, and can overwhelm the opponent. blockstun is usually very high and you can get very precious seconds in one place off a single spell and generate super. something like a soulstrike can refund it's own super cost even if it's blocked if you don't follow up with melee and rather use spells.
- this is just a thought dump, but if you find something useful in these "tactics" posts, more power to you.
- looking for the old kano combo video, ice spells galore.
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 great victory! |
(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.