Kirino Kosaka (高坂桐乃)
This'll be interesting! Bring it!
Introduction
8th grade girl overachiever. She's beautiful, smart, and athletic, but has a thing for risque video games. She's got a cold relationship with her brother, Kyosuke.
Originally from the light novel series Ore no Imouto ga Konnani Kawaii Wake ga Nai, localized as Oreimo.
Gameplay
Kirino is rivaled only by Asuna and Taiga for the type of relentless rushdown she dishes out. With an arsenal of truly fearsome jump normals and amazing run speed, she's a shoe-in for a truly strong character in DFCI. Yet, never one to shy away from showing off her superiority, she possesses, without doubt, the best special moveset in the game, including the truly awe-inspiring Athlete’s Dash (236X). 236X is the newbie-killer move and requires knowledge of how to use Reflection Guard to just make it manageable. If you like to slaughter your food, Kirino's the one for you.
Kirino Gameplay Sample
Pros
- Excellent normals, including j.C, 2A, and 2C, among others
- Remarkable run speed
- Unrivaled Special Moves: Athlete’s Dash (236X) is almost a character unto itself and the other specials have utility as projectiles to check the opponent’s knowledge and reactions
- Great wake-up options: 236AB is an 1-meter true reversal. 2AB is the fastest Impact Skill in the game, making it difficult to safe jump or challenge on clash. Red Trump is a reversal command throw.
Cons
- As both 5B and 5C are not exactly anti-airs, she is more vulnerable to jump throw tech baits on defense than other characters
- Meter hog. If the opponent knows how to counter meterless Athlete's Dash follow-ups, you need to Assist Cancel (or Combo Blast) to make them safe
- Normals lack horizontal range, although they more than make up for it in girth
- She's a little sister
Recommended Assists
Iriya - 5S gives you a plate projectile to use for setplay or to help you close in on opponents. 6S is a moped that can be used to punish Blasts or whiffed attacks and force out air options from the foe. Use Iriya's 5S to bait opponents into attacking her and move in with an attack of your own to punish the dinner-crashers.
Mashiro - Mashiro serves as both a potent neutral tool and potentially terrifying setplay. 5S unleashes a murder of baumkuchen that fiendishly roll forward, serving as a projectile to front your approach or as a combo extender. 6S sets out four cats that serve as both ample tick throw and high-low set-ups as well as checks against the opponent's movement and pokes as you close in.
Sadao - Hit the foe directly once or on-block twice with 5S or 6S to initiate Sadao's devil form. In his devil form, 5S is a giant laser barrage and 6S is a sword swing that causes lasers to drag the foe away and then back toward you. Evoke fear into the opponent's heart with the threat of devil form Sadao and use his devil-form assist attacks to serve as lockdown to run mix-ups with Athlete's Dash.
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: Hit the opponent with a Trump Card for Support Cast Level 2 for 20 seconds. Can be activated once a round.
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
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Damage
|
Startup
|
Active
|
Recovery
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Frame Adv
|
Cancels
|
Guard
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Hitbox
|
300
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5
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2
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14
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-3 +8 (JC)
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JC, SC, EX, ISC, TCC, CAC
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HLA
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-
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Standing shin kick, not a low and jump cancellable. gatling into 5b will whiff at max range.
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2A
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancels
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Guard
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Hitbox
|
250
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5
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3
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15
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-5
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SC, EX, ISC, TCC, CAC
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LA
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-
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Low hitting kick, self cancellable.
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5B
main antiair
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancels
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Guard
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Hitbox
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500
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8
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2
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17
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-4 +10 (JC)
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JC, SC, EX, ISC, TCC, CAC
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HL
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-
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Forward swing with her school bag, jump cancellable. your primary low-commitment antiair, air unblockable.
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2B
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancels
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Guard
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Hitbox
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450
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9
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3
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19
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-7
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SC, EX, ISC, TCC, CAC
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L
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-
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Low hit with her school bag. Has longer range than 5B. Interestingly, you cannot jump cancel it without a Trump Card.
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5C
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancels
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Guard
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Hitbox
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852
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12
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7
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35
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-9
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SC, EX, ISC, TCC, CAC
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HLA
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-
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Spinning cosplay attack, is able to clash does not follow the conventional gatling system for multihits. only the last hit can be cancelled making it easy to pushblock with practice.
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2C
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancels
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Guard
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Hitbox
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700
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11
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4
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21
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-8
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SC, EX, ISC, TCC, CAC
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LA
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-
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|
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j.A
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancels
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Guard
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Hitbox
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250
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7
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2
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X+2
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Varies
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JC, SC, EX
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HA
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-
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Straight punch at her shoulder height. Good air-to-air.
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j.B
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancels
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Guard
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Hitbox
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450
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9
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3
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X+3
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Varies
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JC, SC, EX
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HA
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-
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Flipping attack with school bag, a good jump in.
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j.C
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancels
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Guard
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Hitbox
|
750
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10
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4
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X+4
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Varies
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JC, SC, EX
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HA
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-
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Attacks with a mop while maid cosplaying. Slower than her other jump attacks but has the biggest hitbox. Can cross up, but the range behind Kirino isnt as big as the visual would have you believe
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Special Moves
Athlete Dash 「アスリートダッシュ」 236X
236A 236B 236C 236AB
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Version
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Damage
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Startup
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Active
|
Recovery
|
Frame Adv
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Cancels
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Guard
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Hitbox
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A
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650
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6
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Raw: 26 A: 11*
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Raw: 24 A: 23
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Raw: -7 to -31 A: -5
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SC, EX, TCC, CAC (Raw only)
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HLA
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-
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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
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Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
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Guard
|
Hitbox
|
B
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850
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13
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13
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12
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+2 to -8
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SC, EX, TCC, CAC
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L
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-
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Low slide that's also air unblockable, has no follow ups
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Version
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Damage
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Startup
|
Active
|
Recovery
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Frame Adv
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Cancels
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Guard
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Hitbox
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C
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860
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7 C: 11
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10 C: 4
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24 C: 22
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+2 to -11 C: -8
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JC, SC, EX C: SC, EX
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HLA
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-
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Jump kick, has three different follow ups. can be punished by antiairs/ by some impact skills
- 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.
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Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
EX
|
1556
|
9
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5
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130 (Landing: 12)
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-13 to -36
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SC, TCC, CAC
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L (slide), HLA (else)
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-
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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.
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Misplaced Anger 「逆ギレ」 214X
214A/B/C 214AB
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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.
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|
Beach Spike 「ビーチスパイク」 j.236X
j.236A/B/C j.236AB
|
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, not recommended as a reversal though.
|
|
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. not exactly a dragon punch but is stilll useful for antiairing.
- 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. If using an assist with setplay such as Alicia 6s it is possible to set up strike-throw unblockables on your opponent's wakeup.
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|
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. The attack is a ground unblockable, but can be used on aerial opponents as part of a combo. While unblockable, the slow startup gives plenty of time for a knowledgeable opponent to jump out and punish Kirino, and it also cant connect on an opponent in blockstun, so this is only used as a combo ender.
As of DFCI, you can hold an attack button during the startup of the cinematic to play a timing mini-game. The mini-game has no effect on the damage or move properties - try to get SSS rank for fun!
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|
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
|
-
|
Invincible dash attack that travels 80% of the screen. A typical Reversal Climax Art.
|
|
Combos
Midscreen
5A Starter
- 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)
External Links
Colors
Color 1
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Color 2
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Color 3
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Color 4
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Color 5
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Color 6
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Color 7
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Color 8
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Color 9
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Color 10
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Color 11
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Color 12
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Color 13
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Color 14
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Color 15
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Color 16
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Color 17
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Color 18
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Color 19
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Color 20
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Color 21
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Color 22
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Color 23
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Color 24
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General
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Characters
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Assists
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