Eternal Fighter Zero/Kanna
Introduction
Kannabi no Mikoto (神奈備命) is a insanely quick and powerful boss character, who uses her divine powers to crush her opponents. Kanna is banned from tournament play.
She acts as the final boss of EFZ's arcade mode, and her playable version is the exact same as her boss version (unlike UNKNOWN), making her completely unbalanced and stronger than the rest of the cast.
Kanna has served as a boss character since Blue Sky Edition, but was not made playable until Memorial Edition. In arcade mode, she can only be fought if the player did not lose any matches leading up to her.
Kanna is a key character in AIR, a visual novel produced by Key in 2000. She lived back in the 10th century, and was one of the last of the winged race in history. Because of the awesome power inherent in all their kind, Kanna was revered as a god, and isolated from the populace out of fear. Despite being moved from temple to temple constantly throughout her life, Kanna was eventually able to became close friends with 2 of her followers, the servant Uraha and the lieutenant Ryuuya. During AIR, Kanna escapes her temple with Uraha and Ryuuya and goes on a long and arduous journey in order to find her mother, with all of Japan searching for her...
Stage: The Infinite Sky (無限の空)
BGM: Vega and Altair (双星) Thin Clothes (蝉衣)
Character-Specific Notes
- Kanna uses a 7 way airdash/double jump. Jumping from the ground shares the same animation but does not count as an air action, which she has two of. Unlike most characters who cannot double jump after an airdash, Kanna can mix her air movements in any way she wants. Once Kanna has used up her air actions, she cannot perform any more until she lands or air techs.
- Kanna's ground dash is a long leap off the ground. Any attacks she does during her ground dash will be considered jumping attacks.
- Whenever Kanna is idle in the air (from a jump/airdash not a tech), she will gently float down. Pressing 2 or attacking will make her fall much faster.
- Unlike the rest of the cast, all of Kanna's supers cost 3SP and only have one version.
- Kanna is unable to throw.
- Kanna has no moves which can counterhit nor does she have any which can be counterhit.
Normal Moves
Frame Data Help | |
---|---|
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. |
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
|
---|
c5B
c5B
|
---|
f5B
f5B
|
---|
5C
5C
|
---|
Crouching
2A
2A
|
---|
2B
2B
|
---|
2C
2C
|
---|
Jumping
j5A
j5A
|
---|
j5B
j5B
|
---|
j5C
j5C
|
---|
j7/j8/j9
Flight
飛翔 7/8/9/j7/j8/j9/j4/j6/j1/j3 |
---|
j2
Heavenly Escape
天駆 j2 |
---|
Grabs
- Kanna is the only character in EFZ who does not have any kind of Grab
Special Moves
Specials
236*
Kusanagi's Blade of Light
草薙シ光ノ刃 236* |
---|
623*
Sky-Soaring Double Spiral
空翔ケル二重ノ螺旋 623* |
---|
214*
Stone of the Heaven-Revering Moon
天ヲ仰グ月ノ石 214* |
---|
41236*
Celestial Hawk's Bow
天津鷹ノ弓 41236* |
---|
Eternity Specials
236236A
Raging Heavens of Konohana
吹キ荒ブ天ノ此花 236236A |
---|
236236B
Treasured Sword of Seven Branches
七ツ枝ノ宝剣 236236B |
---|
j236236B
Sword of Unbound Silver
解キ放ツ白銀ノ剣 j236236B |
---|
Final Memory
236236C
Bird's Poem
鳥ノ詠 236236C |
---|
Strategy
Kanna has not been tuned from her boss form, meaning she has extremely overtuned normals and abilities. She is banned in tournaments and will often be looked down upon in casuals. Make sure to confirm with your opponent if they will play against a Kanna.
The metagame beside, Kanna in general gets to play her game whenever she wants. All of her specials are useful and spammable, though 41236 is more useful than the others. She has plenty of time on each hit to confirm into a full combo.
Because she has no throw, she must get her opportunities from her mixup game, which is extremely strong. Her dash puts her airborne immediately and allows you to overhead very quickly and confirm into a ground combo. If that's not fast enough, instant jBC will work on all characters and with IC, you can jBC 5BC etc. to continue your combo. 2B is her best low option, and comes out as fast as her overheads.
Kanna does not have level 1 or 2 specials; each super takes all 3 bars. Feel free to toss in j236236B whenever you need a big chunk of damage in a combo. 236236A is not very useful. It is slow and the opponent can block with plenty of time. You can combo into it with 236C BIC 236236A, but in general it is not worth it. 236236B is good damage from a grounded combo, and a very good reversal. 236236C will get you banned from Twitch and Youtube, probably. Excellent damage for a comeback win.
Kanna also has a bug in her back jump animation (7 on the control stick), where, for one frame, she can cancel into a grounded normal. TAS combos use this liberally to combo 5B into 5B or 5C into 5C. You can attempt to learn this but it's realistically impossible to consistently get in matches.
Besides doing damage, Kanna has extreme mobility with her flight ability. It takes getting used to, but you can be anywhere you want very quickly by stringing together her flight dashes.
Combos
Notation Help | |
---|---|
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. |
Replays for these combos can be found here.
No IC
Midscreen
Corner
Red IC
Midscreen
Corner
Blue IC
Midscreen
Corner
Win Quotes
Japanese | English |
---|---|
消えよ |
Disappear, |
もう良いのだ |
I give up. |
もうよい |
Enough of you. |
その程度では |
My curse |
世界創生より |
This is the power of the winged ones, |
(To Misuzu) |
(To Misuzu) |
(To Akiko) |
(To Akiko) |
Colors
In-game References
External References
- The sword that Kanna uses in many of her attacks is based on Kouryu's sword, from "The Last Blade 2".
- Kanna's "Kusanagi's Blade of Light" move is based on Justice's "Michael Sword" move, specifically from the "Guilty Gear: The Missing Link".
- Kanna's "Stone of the Heaven-Revering Moon" move is based on Dizzy's "I use this to fish" move, from the Guilty Gear series.
- Kanna's "Celestial Hawk's Bow" move is based on Kouryu's "Red-Coated Arrow which Pierces the Sky" move, from "The Last Blade 2".
- Kanna's "Treasured Sword of Seven Branches" move is based on Geese Howard's "Raging Storm" move, from the Fatal Fury series.
- Kanna's "Sword of Unbound Silver" move is based on the Silvergun's "Hyper Sword" move, from the shooter Radiant Silvergun.
AIR References
- The name of Kanna's "Bird's Poem" move is a reference to the theme song of AIR, "Bird's Poem".
- The part in Kanna's "Bird's Poem" move where she undresses and soars high into the sky is based on an actual event that takes place in the game.