|
Under Construction
- This page is a work in progress.
- Please be patient and check back later for additional changes.
|
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
|
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
|
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
|
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
|
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
|
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
|
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
jAjump
|
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
jBjump
|
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
jCjump
|
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
6AGrimoire★Ectoplasm First hit First hit 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
Seance
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
N/A
|
N/A
|
-
|
-
|
-
|
-
|
-
|
NC
|
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.
|
|
Throw
|
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
|
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 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// (Air OK) Kinako's animation Kinako's animation Light Friend, before activation (left) and after activation (right) Light Friend, before activation (left) and after activation (right) Medium Friend Medium Friend Heavy Friend Heavy Friend
|
Version
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
A
|
700
|
Mid
|
-
|
23
|
-
|
-
|
+13
|
J, Su
|
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.
|
Version
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
B
|
750
|
Mid
|
-
|
34
|
-
|
-
|
-
|
J, Su
|
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.
|
Version
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
C
|
700
|
Mid
|
-
|
59
|
-
|
-
|
+36
|
J, Su
|
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.
|
|
623X
Kinako's animation Kinako's animation Light Friend Light Friend Medium Friend Medium Friend Heavy Friend Heavy Friend
|
Version
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
A
|
200+600*2 (1166)
|
Mid
|
-
|
27
|
-
|
-
|
+76
|
NC
|
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.
|
Version
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
B
|
1000
|
Mid
|
-
|
40
|
-
|
-
|
+48
|
Su
|
Costs 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 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
Parry Parry 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
|
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
|
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 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
|
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
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
2500
|
All
|
-
|
1+13
|
-
|
-
|
+3
|
-
|
Costs 3 souls. Grimoire-chan gets buff and does a hard punch. A very strong super move, and well worth the souls if you have them to do damage or close out a combo.
|
|
63214D
|
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 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
|
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 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
BBBR Navigation