Kirishima Kano (霧島 佳乃) is a high-execution character focused on space control, possessing some of the best projectiles in the game and incredible range on her normals. Her defining mechanic is her magic: almost all of her specials and supers require a full magic gauge in order to be used, which she can begin charging by pressing S, and stop by pressing S again. This can be special cancelled into, allowing her to do quickly “charge cancel” (ala Order-Sol) to gain massive frame advantage on her giant pokes and pressure the opponent from half screen away. However, the magic gauge cannot be charged when it is already full, so Kano must always be considering the trade-off between access to spells and access to charge cancels at any given moment. As you may expect from a character who benefits from range, Kano has some of the slowest movement and least threatening mixups in the game, in addition to having stiff combo routes without the help of BIC.
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 her 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...
Kano was added to EFZ's cast in Blue Sky Edition.
Stage: Shinto Shrine near the Sky (Day) (空に近い神社(昼))
BGM: Puddle (水たまり)
Character-Specific Notes
Kano has one of the floatiest jumps in the game and is tied for the slowest airdash in the game. Her backdash is extremely fast, though.
Kano has a unique resource in her "Magic" gauge which is underneath her health bar, or invisible when empty. Kano will not be able to cast any spells (all special/super moves besides 236S and FM) until her magic gauge is full, but she can easily charge it during her 5S. Spells using the A button will drain 25% of the magic gauge upon use, B spells 50%, and C spells 75%. Super spells will empty the magic gauge upon use. 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. When charging in this manner 5S cancels will not work but for most spells Kano can FIC it instead. Kano's non-super magic spells will cost miniscule amounts of SP meter for their B and C versions, and C versions do not take RF meter to use. Magic is instantly drained upon inputting a spell (unless the spell is Soul Strike), so Kano will expend the magic even if she is hit out of startup.
Kano passively generates small amounts of SP (roughly 1/36th of a bar) on her own at an interval. The rate is fastest when she has less than SP level 1 (every 28 frames), and becomes slower as she accumulates bars (65.33 frames after 1 SP, 205.33 frames after 2 SP). This passive SP generation does not occur whilst Kano is casting a spell. Additionally, if Kano doesn't move herself left or right (jumping straight up, attacking in place (exception being 5A), or being pushed by the opponent is okay) and doesn't block or get hit for just over 4 seconds (210.33 frames), a blue "30" will appear over her, and she will gain roughly 30% of a SP level.
Against normal EFZ conventions, most of Kano's supers do not have A/B/C variants. Instead, each button for a given motion (with the exceptions of 214236 and 22) will be associated with a completely different super, giving her the longest list of supers by an extreme margin. Kano still obeys the structure of A supers costing 1 SP, B costing 2, and C costing 3, however trying to input a super you don't have sufficient meter for will not output the highest available level.
Kano has no moves which can counterhit and (with the exception of her c5B) has none that 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 High: Stand Block Ground: Air Unblockable, may be blocked either Crouching or Standing Any: Air, crouch, and stand block Grab: Cannot be blocked, grab type hitbox that targets the collision box Unblockable: Cannot be blocked, unblockable hitbox that targets hurtboxes
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).
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 Sp: Specials Su: Supers J: Jump cancel possible on hit, block and RG JH: Jump cancel possible on hit only AD: Air Dash IC: Instant Charge after hit (22C) FIC: Flicker Instant Charge (22C, fixed IC window, regardless of hit or whiff) R: Repeatable, always A normals. Will cancel into other A normals. f5B/2B: Usually c5B cancel option SB: S button cancelling, character specific. Examples: stance, summon or flight cancels. Rekka: A special move with multiple parts that require additional inputs. ※: Special rules, see description for details (look for the ※)
Standing
5A
5A
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
190
Ground
5 / 5.33
2 / 1.66
9
0 / +0.33
-1 / -0.66
N SP J IC R SB
A bit on the slow side for a 5A, and minus on block. Despite that, it's a pretty strong move, as it has a great hitbox, especially vertically. This allows it to beat standard high/low invul meterless reversals while still keeping the initiative on RG. Most other characters are forced to use their close B for that, which forces them on the defensive if the opponent RGs. Despite not moving Kano at all, this move will reset the timer for her 30% meter bonus.
c5B
c5B
(Not Too) Close 5B
(Not Too) Close 5B
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
410
Ground
7
2
10
+5
+3
N SP J IC f5B SB
The only plus on block normal Kano can chain into. Has an extremely disappointing hitbox, especially noticeable in corner combos, where it can easily whiff if not used carefully. At 7F startup, it's not a great move to cancel into if the opponent RGs, only do it if you've conditioned them with 2As/5As and you know they're not going to mash. It does give you frame advantage, but at that range there's not a whole lot Kano can do mixup wise, so it ends up being mostly filler in combos and pressure strings.
f5B
f5B
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
450
Ground
9
1
15
-1
-3
N SP IC SB
One of Kano's main pokes, fast, great range, fantastic at annoying and interrupting the opponent. It's a very versatile move when spaced right, as it can be safely cancelled into 5C, 3C, 6C, spells or charge.
6B
Full Swing Rod フルスイングロッド 6B
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
520
Ground
12
1
17
-1
-3
SP IC SB
Kano's other main poke, very similar looking to f5B, and her strongest mid range normal. It is fast for its range, and has a bit more horizontal and vertical range than f5B, allowing you to hit instant air dash attempts. Unlike f5B though, you cannot chain out of it so it's much weaker in pressure. Since f5B and 6B look so similar, it can be hard for the opponent to figure out which one was used immediately, allowing you to stagger your timings at mid range and to hit opponents who think they can safely do a move when outside of her f5B range (whiff f5B into immediate 6B for example).
5C
5C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
610
Ground
15
2
27
-5
-7
SP JH IC SB
Although this move may seem like a large and powerful poke, it is almost entirely just combo filler. Its hitbox is smaller than the animation would suggest, Kano extends her hurtbox during startup, and it only has 2 active frames. Bad on block, worse on RG, and suicide on whiff, so this move absolutely needs to be cancelled into 6C, charge or spell. Despite its appearance, makes for an absolutely terrible anti air. Its range is decent enough that depending on the matchup an RG'd f5B can be safely cancelled into it.
6C
Napalm Beat ネイパムビート 6C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
650
Any
21
1
24
/
-3
SP IC SB
A fantastic move with a huge hitbox, good speed for its range, and the key to her high damage Napalm Loop bnbs. Costs a tiny bit of SP meter. Learning to charge cancel this move is vital to playing Kano, as it drastically strengthens her combos and pressure game (makes the move +6 on block). It is also fantastic for hitting players when they try to move after blocking a spell, or when they try to set up their game outside of Kano's f5B/6B range. Napalm Beat's main weakness is that it ends your turn on RG, and is horrible on whiff. No matter how good a hitbox it has, a well timed jump will get you punished. Also has the bad habit of coming out and whiffing point blank when you're going for a throw.
Crouching
2A
2A
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
220
Ground
5
2
9
0
-1
N SP J IC R SB
Once again, a fairly slow, negative on block 2A, which doesn't even have the decency to hit low. On the plus side, it has an amazing horizontal range, rivaling some 2Bs, which makes it fantastic to mash or use in RG battles beyond point blank range. Its hitbox is angled upwards, which makes it surprisingly decent as an anti air, or to catch people jumping out. This property also allows it to beat some moves with lower body invul. Conversely, that also means that some low profile moves will beat it in nonsensical situations.
2B
2B
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
480
Low
8
1
14
/
0
N SP J IC f5B SB
Kano's fastest and most useful low. Can be considered a sweep that has fast startup, decent range, is neutral on block and has fairly low recovery on whiff. Can also cancel into the same moves as her f5B, allowing for multiple followups. Despite being even on block, it can also be used for pseudo frame traps depending on spacing, as few chars have the normals to challenge Kano at that range.
2C
2C
Version
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
Active Frame 1
650
Any
5
1
45
/
-31
IC
Active Frames 2-8
650
Ground
6
2 + 5
44
/
-30
IC
An incredible move that's suicide when the opponent calls it out, or when you accidentally do it instead of 3C. This move has a massive hitbox, barely any hurtbox, hits on both sides, and only comes out in 5F, faster than even some A normals. As an anti air, it is only air unblockable from the second active frame and onwards, but will beat out any jump normal in the game. Its weakness is its massive recovery, and its complete inability to be cancelled into other moves. If the opponent jump RGs it, there is only a very short window to IC it. If they bait a whiff, Kano may as well be dead. Additionally, this move has very low reward on hit, doing little damage, having very limited combo potential, and resetting to neutral after. Beyond using it as a straight anti air, its speed can be abused to kill non meaty crossup setups and to get hoverdash characters off you when they try to get back in during blockstrings.
3C
Sliding スライディング 3C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
610
Low
8
24
14
/
-17
N SP IC SB
A slide with an average hitbox and no low profile. Its biggest strength lies in its startup speed, making it extremely strong in RG battles at mid range. If they RG one of your normals beyond their 2A/5A range, then Kano's slide will win against almost any normal they counter with, netting you a knockdown. It is her farthest reaching low, and can be used in pressure strings against opponents who stand up when beyond Kano's 2B range (do not use this against characters with high walk speed as the slide will whiff). It can be cancelled into spells or charge cancelled (+8 on block), making it safe for a slide, as long as the opponent does not RG it. If they do RG it, cancel it into Fast Incantation, Lighting Bolt or Fire Wall.
Jumping
j5A
j5A
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
210
High
6
2
11
/
/
N J AD IC R j2*
A typical jA, fast, pretty decent hitbox, used in many of her BnB's as filler.
j5B
j5B
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
450
Any
9
2
46
/
/
N J AD IC j2*
450
High
25
2
30
/
/
N J AD IC j2*
A 2 hit move, and one of the strongest jBs in the game. Has a very fast startup given its range. Both hits have ridiculous hitboxes, with the first hit knocking down, and the second sending them flying away. Unfortunately the first hit is not an overhead. Used mostly in neutral to swat them away when they're in the air, and as a combo ender to knock them down. Both hits can be air dash cancelled or jump cancelled, leaving her plenty of options if it is blocked.
j5C
j5C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
130 x 5
High
19
14
23
/
/
J AD IC
Another great Kano aerial normal, used as her standard jump in and in some advanced combos. It's fast, multiple hits make it really hard to RG, and she can use it to improvise ambiguous crossups. If they do manage to RG it, you can still double jump or air dash cancel any of the hits.
j2*
Rod Surfing ロッドサーフィン j2*
Version
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
A
500
Any
14
/
/
/
/
IC
B
500
High
16
/
/
/
/
IC
C
500
Any
14
/
/
/
/
IC
Kano's dive kick/yoga spiral. Kano needs to be above a minimum height to initiate, with the A and C versions requiring her to be 6 frames into her jump before it becomes available and 7 frames for the B version, as opposed to 4 frames for most air actions. Has frame advantage if you hit an opponent's feet, but otherwise is suicide without IC, even on hit. Can be cancelled into from jA and jB, making it sometimes helpful for landing faster or repositioning after a jB knockdown. Can be used to bait out anti airs and mashing if you have IC available to make it safe/combo off a hit. The A version is a decent movement option, TKing it in pressure allows Kano to beat slides and low mashes. The only overhead version is the B one, it can be TK'd for an "instant" overhead in pressure strings. Unfortunately it is very slow thanks to the a height minimum, and probably won't hit unless they're mashing. Don't use this move from high up as it will take an extremely long time to land.
Dashing
66A
66A
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
220
Ground
8
2
6
+3
+2
SP IC SB 6C
A rare plus on block normal, does not link into anything on hit. Its hitbox is similar to her 5A, you lose the initiative if it is RG'd. Used to get in on the opponent.
66B
66B
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
520
Ground
11
1
17
-1
-3
SP JH IC SB 6C
Dashing version of her 6B, used for very much the same purpose, if you want to sacrifice some speed to gain some range.
66C
66C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
690
Ground
12
2
38
/
-7
SP JH IC SB
Although this move may seem similar to 5C, it's much stronger in neutral. Its faster startup and forward movement make all the difference in the world. Incredibly useful for pressure, especially in the corner where it becomes a great combo starter. Great at catching opponents jumping out, too. Still horrible on RG like 5C, but way harder to read since you're able to easily space it and use from ranges where Kano is comfortable with many more options. Should always be cancelled, whether it be with a charge, spell, or jump. Gives massive frame advantage (up to +8) when charge cancelled. Launches.
662A
662A
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
220
Ground
6
2
8
+1
0
SP IC SB 6C
Almost the same hitbox as her 2A, neutral on block and does not link into anything on hit. It has a similar use to 66A, use 66A when you end up close to them after the dash, 662A when you're further away (hit them with the tip of the staff). Can also be used to slip under some attacks in specific situations, as she slides forward while shrinking her hurt/collision boxes.
662B
662B
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
400
Low
7
1
15
+1
0
SP IC SB 6C
Dashing version of her 2B, still hits low but no longer knocks down. Does not link into anything on hit. A lot of players stop blocking low when out of Kano's 2B range. 662B is there to safely snipe those players, and can actually lead to a full combo when used in tandem with spells.
662C
662C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
140 x 6
Ground
8
2 x 6
30
/
-15 ~ -5
SP IC SB 6C
A tricky, hard to use move that whiffs on crouching characters. Has fast startup, a good hitbox, and multiple hits and yet it is still difficult to use as an anti-air since it is a dashing move. Comboing off of it is even harder, but the move is actually primarily used in advanced BIC combos. Can throw off an opponent trying to air RG Kano's spells.
Grabs
Ground Grab
Ground Grab Close 6C/4C
Damage
Guard
Property
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
1000
Grab
I: 3 - 4.66
5.33
0.66
19
/
/
IC
Dosukoi. Above average ground throw as it can easily be comboed off of with IC, especially in the corner. If not IC'd will send the opponent about a half screen away. Kano is invincible during part of this grab's startup but not its active so it can trade with strike moves.
Air Grab
Air Grab Close j6C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
1200
Grab
2
1
/
/
/
None
The other anti air used to counter jump RG strats. Kano tosses the opponent behind her in an arc. Can lead to a combo if you throw them into the corner while low to the ground. Kano is not invincible during this grab so it can trade.
Special Moves
Specials
236*
Lightning Bolt ライトニングボルト 236* ~ 4/5/6
Lightning bolt which can be used to snipe the opponent from anywhere. Also very useful as a tech trap after a 66C. The initial lightning strike can land with 3 different spacings: close, medium, and long range. This can be controlled by holding back, neutral or forward after inputting the move. Although the lightning is slow to become active, if Kano gets interrupted after the lightning effect appears (frame 13/14) the first hit will still come out, potentially saving Kano and netting her a combo. This often makes lightning bolt her best special to cancel into if the opponent RGs her C moves. Covers both ground and air approaches, great to throw out if you can read their dash/air dash timings.
Version
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
A
450
Any
21.66
1
/
/
-10
FIC 236S
Kano
/
/
14
/
39
/
/
FIC 236S
Rarely used outside of the opponent RGing her slide. Even then another version/spell might be better. Lowest damage, requires good spacing and does not give frame advantage.
B
450 x 3
Any
20.66
1 x 3
/
/
-10 ~ +4
FIC 236S
Kano
/
/
13
/
39
/
/
FIC 236S
The most useful version, easiest to combo into and to use as a tech trap. 6f gap between hits.
C
450 x 5
Any
20.66
1 x 5
/
/
-10 ~ +18
FIC 236S
Kano
/
/
13
/
39
/
/
FIC 236S
Does not require RF to use.
Harder to snipe and combo with than the B version, but does more damage/pushes them further away on block. 6f gap between hits.
214*
Fire Bolt ファイアボルト 214*
Controls ground and low air approaches. Each fire bolt is 2 hits, the initial one and an explosion on contact. It's this explosion that causes the burn status and does most of the damage. The explosion also triggers on hitting another projectile. In some rare cases (odd hitbox interactions) the explosion does not trigger, in that case the opponent is in short hitstun from the initial hit without catching fire. ※ Only FICable when charging (by input instead of with 5S).
Version
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
A
680
Any
18
/
21
/
+9 ~ +47
FIC 236S ※
Used to gain frame advantage from an opponent trying to RG. As the fire bolts are effectively 2 hits, they will RG the first hit and be forced to block the second, leaving Kano at frame advantage. Using A firebolt to cover ground approaches is slightly dangerous, as it is vulnerable to low profile moves and instant air dashes. You might also trigger the above bug where the explosion does not happen.
B
680 x 3
Any
18
/
27
/
+9 ~ +49
FIC 236S ※
Used to cover ground approaches, and in the same way as A fire bolt in pressure. This version covers more vertical space, and is able to beat most low profile moves and instant air dashes. It can also be used in pressure to gain a bit more chip damage at the expense of costing more magic.
C
680 x 5
Any
18
/
33
/
+9 ~ +51
FIC 236S ※
Does not require RF to use.
Used to cover ground approaches and low air approaches, in pressure for maximum chip and frame advantage and to beat many RF reversals. This version covers the most horizontal and vertical space, to the point where it can even be used against some jumping opponents. It will also blow up opponents trying to bully their way in with RF moves.
421*
Cold Bolt コルドボルト 421*
Kano throws a number of ice projectiles above her (dependent on the version used) which then home in on the opponent and freeze on hit. This spell does not hit on the way up, and can fail to track the opponent from some angles, such as when they are high in the air, or if they go behind the icicles' origin point. While this is her slowest spell to become active, it is also the one with the fastest recovery, making it fairly safe to throw out. If Kano is hit, the spikes will disappear. ※ Only FICable when charging (by input instead of with 5S).
Version
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
A
450
Any
41
/
/
/
+23
FIC 236S ※
Kano
/
/
9
/
17
/
/
FIC 236S ※
Used in neutral to harass, and is involved in oki and pressure string setups, leading to Kano's strongest meterless combos in the corner. Has the lowest recovery out of all her spells.
B
450 x 3
Any
41
/
/
/
+35
FIC 236S ※
Kano
/
/
9
/
21
/
/
FIC 236S ※
Probably the least used version. It can play the same roles as the C version, but not as effectively. Not bad at all, but used more for variety than because of any specific strength.
C
450 x 5
Any
41
/
/
/
+45
FIC 236S ※
Kano
/
/
9
/
21
/
/
FIC 236S ※
Does not require RF to use.
Used as meaty corner oki, providing massive frame advantage while allowing Kano to recover before any reversal. It is also great at sniping opponents who try to approach from high up in the air, as Kano is able to cross under the opponent off screen while the ice bolts track them.
Harder to combo off of than the A version.
5S
Incantation 詠唱 5S
Cannot be used with full magic
Cannot be used with full magic
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
/
/
8
/
Charge + 5
/
/
FIC SB 236S ※
Incantation can only be done when Kano's magic gauge is not full.
Pressing S once will start a charge, pressing it again after startup will stop it. The cancel cannot be buffered.
A full magic meter takes 44.33 frames to charge, and if cancelled it still charges for the subframe S was pressed and begins recovering a subframe later.
This move is crucial to Kano's gameplay, as her pressure and advanced combos revolve around the correct use of Incantation to cancel moves and gain frame advantage (aka Charge Cancelling).
Most useful moves to charge cancel: 5C, 66C, 6C, 3C.
A quick charge cancel in neutral can also bait frustrated opponents to charge right in.
※ When entering the charge animation from casting magic without a full gauge 5S and 236S cancelling will not be available, although depending on the spell an FIC cancel may be available.
236S
Fast Incantation 高速詠唱 236S
Cannot be used with full magic
Cannot be used with full magic
Damage
Guard
Property
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
500
Any
I: 0.33 - 9.66
10
7
22
/
-7
IC
Kano makes a charging pose as a sphere of light briefly surrounds her entire body.
Costs 50% RF to use. This is her only RF move, and can be used as a reversal. Vulnerable during active so it can trade.
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 Incantation can be used to cancel 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.
Since Kano can cancel her spells into this move, and charges her magic gauge while doing so, she can use her RF meter to "machine gun" C spells, hitting opponents who try to take advantage of her charge time to get in.
It is also useful when the opponent RGs a move they think they can punish, most notably her slide.
Eternity Specials
236236A
Fire Ball ファイアーボール 236236A
Collision box directly overlapped by hitbox
Collision box directly overlapped by hitbox
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
1800
Any
11
/
55
/
-12
FIC
A fairly strong, fast moving projectile that flies over Kano's head. Explodes several times on impact with the opponent or the ground.
Used in some side switch corner combos with BIC.
Even if nullified by another projectile, the inactive fireball will still travel and explode at the ground.
236236B
Fire Wall ファイアワール 236236B
Version
Damage
Guard
Property
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
Kano
/
/
I: 4 - 10.66
9.33
/
47.66
/
/
FIC ※
Explosions
300 x 6
Any
/
9.33
3.66 x 6※2
/
/
-
/
Pillars
200 x 6 x 3
Any
/
25
384.33 x 3
/
/
-
/
Kano creates many explosions which leaves behind a wall of 3 flame pillars after. The pillars will last until either they exhaust their 6 hits or 6 seconds have passed. Each pillar has its own number of hits.
Burns the opponent on hit, launching them in the air. They can be repeatedly bounced on the firewall with jB in the corner.
Very fast startup and has some invincibility, making it usable in corner pressure strings even on RG.
The ideal spacing is to activate it so that only one flame hits the opponent while they're blocking in the corner. While they're in blockstun just approach them. After the flame disappears from the blocked hits, the other two will still be there, preventing the opponent from mashing or extending their hurtbox in any way. With this setup your opponent might as well be in checkmate, as they are free to throws or 5A's should they try to jump, and there is basically nothing they can do to fight back against Kano in this time. Any hit will extend their hurtbox into the flames (for some characters, even just attempting jump will make them touch the fire) and launch them for a juggle.
※ Only FICable when charging (by input instead of with 5S).
※2 Explosions appear 4.33 frames apart.
236236C
Meteor Storm メテオストーム 236236C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
4000
Any
10
-
93
/
-
None
1600 x N
Any
-
-
-
/
-
None
Kano launches 6 projectiles in the air, which later come down as meteors.
The number of meteors is the same as the number of shots in the air, so 6 by default, less should Kano be interrupted.
The meteors come down over time and inflict the burning status.
They can be dodged easily if the opponent switches sides.
The shots hit on the way up and can be used as an anti air as they are pretty fast. They don't have pushback so they combo properly but sadly are not air unblockable and the move lacks invulnerability.
Can be combo'd off a throw with IC/BIC for decent damage and followup meteors.
214214A
Frost Diver フロストダイバー 214214A
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
800
Low
15
/
93
/
-10
FIC ※
A poor man's Frost Nova, used in similar situations but inferior in every way. Causes the freeze status, only use if you don't have the meter for Frost Nova.
Hits low for some reason so you might be able to gimmick your opponent once.
※ Only FICable when charging (by input instead of with 5S).
214214B
Frost Nova フロストノヴァ 214214B
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
2500
Any
8
/
24
/
+10
FIC ※
Kano's most useful spell, the core of her high damage combos.
Also her only armor breaking move, although it will rarely be used for that.
Fast enough that it can be used to snipe opponents, can be combo'd into from many situations.
Look to land this when you have BIC on deck.
※ Only FICable when charging (by input instead of with 5S).
214214C
Storm Gust ストームガスト 214214C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
500
Ground
5
/
74
/
-26 ~ +2
IC
5200
Any
-
/
-
/
+10
None
If you have 3 meters, IC or BIC and a full magic gauge then this move comes into play.
Combos off a throw midscreen for massive damage, 4000+ with IC and 6000+ with BIC.
Does a lot less damage in the corner, consider using Meteor Storm for control or Lord Of Vermilion for damage instead.
641236A
Thunderstorm サンダーストーム 641236A
Version
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
Kano
/
/
16.66
/
53.33
/
/
FIC
-
500 x 3
Any
3, 11, 19
1 x 3
/
/
-10 ~ +37
/
Kano makes a magic seal appear on the ground, which moves forward for as long as you hold A. As soon as you let go, three massive lightning strikes come down around the seal, covering almost the whole screen. Kano recovers and can act while the seal is advancing on screen.
Useful to force the opponent to either move or allow you in. Either way they will have to deal with your strong normals and the threat of the thunder release. Should they try to avoid it by jumping, you can dash under them for a mixup, as you get to choose when to release the thunder. Or just get in their face, block and release the thunder at the same time.
641236B
Jupiter Thunder ユピテルサンダー 641236B
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
3600
Any
16
/
84
/
-17 ~ +190
FIC
This spell is a mystery. It looks and sounds cool.
Does massive chip damage and gives absolutely ridiculous frame advantage when done facing out of the corner, it's basically an airtight corner to corner blockstring.
Very hard to combo out of and definitely not worth it when Frost Nova is there for the same cost.
641236C
Lord of Vermilion ロードオブヴァーミリオン 641236C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
4800
Any
22
/
165
/
-40
None
Looks extremely cool, and has a lot of invincibility.
Unfortunately it has such a slow startup that your opponent will recover from pretty much any normal attack before it becomes active. It is also air blockable, making it doubly disappointing for anti-air
Can be combo'd off a corner throw with IC/BIC for damage. Otherwise reserved for swag combos and very hard reads in neutral.
22B
Safety Wall セイフティワール 22B
Version
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
Kano
/
Any
7.33
/
35
/
/
FIC ※
Wall
/
Any
45
784
/
/
/
/
Kano sets a Safety Wall right under her. It grows larger when she stands in it, and absorbs hits in that state.
After absorbing a hit, the Safety Wall deactivates for 8F. This makes it weak to fast multi hit moves, as they can easily hit Kano while it is down. The wall still regenerates if Kano is in hitstun, as long as she's standing inside it.
Safety Wall does not absorb throws, however if the throw animation contains followup hits then it will absorb them, as long as it regenerates fast enough.
As a spell it is fairly useless for 2 meters, it can be used as a lesser Firewall in the corner, and maybe to stall for time to get BIC midscreen. Firewall does seem to be the better spell for the same cost and similar uses, the one advantage Safety Wall has over it is its longer duration.
※ Only FICable when charging (by input instead of with 5S).
214236*
Soul Strike ソウルストライク 214236*
Version
Damage
Guard
Property
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
A
700 x 3
Any
I: 1-56
17
/
106
/
-12
FIC
B
850 x 4
Any
I: 1-56
17
/
106
/
-3
FIC
C
950 x 5
Any
I: 1-67
17
/
106
/
+9
FIC
Kano's best reversal, and her only spell that does not need a full magic meter to use. She shoots a number of souls behind her that then track the opponent. The higher the level used, the more projectiles come out and the longer the invincibility lasts. The souls are only 1 hit each, and can be nullified by other projectiles.
Doesn't need a full magic gauge to be used as Kano fills it during superflash in all versions. As it is still a spell though, the magic gauge will be emptied on frame 8.33.
An FIC'd level 3 Soul Strike is (almost) completely safe, as she is invulnerable until the FIC point. The only way to punish it is to take advantage of the block-only frame with a command grab.
This move may sound amazing, but it is too slow to reliably punish a dodged attack (the souls are active while travelling backwards, so they are likely to take much longer than 17 frames to touch the opponent) and unless you commit all of your resources for level 3 some characters may be able to consistently punish it. However, many punishes require RF and/or SP, so you can still get away with it with proper awareness.
Can additionally be used in corner combos after 3C (character specific) as it does good damage, is untechable, and doesn't require magic.
Final Memory
FM
Memory of Shiraho 白帆の記憶 214236S during grounded Recoil Guard
Damage
Guard
Property
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
5000
Grab
I: 1-3
0.33
3
33
/
/
None
Kano reaches out with her hands. If the opponent is in range, Kano will grab them by the neck and lift them 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.
Can only be inputted when RGing an opponent's move, making it very hard to use outside of a read.
When used properly, the only way the opponent can escape it is if they correctly read your read and cancel into a frame 1 throw invulnerable or airborne move during the RG freeze. Once the superflash starts, it's already too late...
Strategy
Kano's traditional gameplan is to pressure the opponent into the corner and slowly build BIC until she is able to land her devastating Frost Nova combos. Both the pressure and the Frost Nova combos (AKA "Napalm Loops") require constant use of charge cancelling her normals and command normals. Charge cancelling reduces the recovery of normals by cancelling into 5S (magic charging) and stopping the charge as soon as possible. Charge cancelling cannot be buffered, however, so ideal timing is to press the two 5S inputs 8 frames apart, with a slower cancel if later or no cancel at all if earlier. This timing must be mastered or else you will drop her napalm loops all day.
Kano has the best meter build in the game by a very wide margin and should try to take full advantage of it. She should almost always opt for getting her 30% meter bonus before the round starts and between rounds, jumping repeatedly so as to not get pushed toward the corner by the opponent.
Relative to other characters, Kano gets very little out of Red IC. Comboing out of her grab, FICing 236*, and using 236S are all useful options, but her combo potential off of normal hits remains stagnant until BIC, which Kano makes excellent use out of.
With charge cancelling being so important to Kano's pressure, the magic gauge should be kept unfilled more often than not. Once Kano has BIC, keeping full magic on hand becomes much more appealing since it allows her to threaten napalm loops from almost any hit. However, this creates an issue for Kano as her ability to safely pressure the opponent and open them up is significantly hindered without spell usage and charge cancelling.
236236B (Fire Wall)
Below is a reference for the spacings needed to set up 236236B so that the opponent's hurtbox is just barely out of reach but moving, attacking, or being thrown will lead to them being comboed. Some characters are still able to jump, although many still need to be labelled. Assume these sequences are blocked in the corner from point blank without the opponent RGing.
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.
Charge Cancelling
Charge Cancelling is key to playing Kano, both her pressure and her Napalm Loop require it.
It cannot be done when Kano has a full magic meter.
It is done by pressing S to start charging, and then pressing S again to stop her magic charge.
If S is pressed too early the second time it will not register and you end up with Kano in her vulnerable charging animation. It is better to do the second S too late than too early.
Key moves to learn how to Charge Cancel are 6B, 5C, 6C, 3C, and 66C.
6C Charge Cancel is especially important as it is the key to her Napalm Loop.
The Napalm Loop
This is Kano's main high damage combo, while it's most commonly used off a BIC, it can also start off certain spell or normal hits.
Basic version to get the idea
Needs full magic, 2+ super meter, full BIC meter.
Opponent in the corner, Kano at a comfortable f5B range (if using the HUD for reference, position around the start of the RF gauge).
214214B, wait (opponent gets frozen, lands): A combo into 214214B is very common, and what Kano should be looking for when she has BIC and 2 super meters. Use the time where the opponent is frozen to space Kano correctly for the loop.
6C, BIC: The launcher that allows for the Napalm Loop.
5C, 6C: A half napalm loop for the first repetition.
f5B, 5C, 6C, Charge Cancel: The actual Napalm Loop, repeated 3 times in this instance
f5B, 5C, jump cancel, jB, j2A/j2C: ender into knockdown.
Important Notes
You should go for a Napalm Loop rep only if the scaling (Power under the combo counter) is above 63.5, below that go for the ender.
An alternative, higher execution ender is 66C, jA x 2, jump cancel, jA x 6, jB, land. This does more damage and builds more RF and SP meter.
214214B will whiff on some crouching characters (Ayu, Ikumi, Mayu, Mio, Neyuki, Sayuri) but this can be circumvented with 2B f5B 214214B. Also in at least Makoto's case her crouching hurtbox will dodge when cancelling from 5C but 214214B will still combo from any B normal.
All Napalm Loops take place in the corner, here are some alternative starters:
Similarly to the example above, any combo into 214214B in the corner with BIC.
At f5B spacing: 214A, wait for apex of launch, 6C, charge cancel, Napalm Loop (1 iteration), Ender.
At f5B spacing and opponent has guard gauge cranked up: 66C, Charge cancel, (position yourself), Napalm Loop, Ender.
Combo Routes
Damage listed is the approximate maximum (Full RF or maximum Red RF gauge, minimum guts).
No Resources:
Midscreen:
2A (x n) c5B f5B 5C 6C (5S): ~2100 damage
6C sends the opponent far away. Can catch up to them while knocked down but usually only able to meaty with a jC.
2A (x n) c5B f5B 3C (5S): ~1600 damage
Sacrifices damage for oki mixups.
2B 5C 6C (5S)
5C needs to be delayed differently for different characters.
2B f5B 3C (5S)
Corner:
All midscreen ones with the right spacing.
5A/2A 2B f5B 2A(link) c5B f5B 5C j8A dj8A x 6 djB(both hits) (land 2A c5B f5B 5C(tech trap)/5S 5S jA(tech trap)): ~3500 damage, ~3800 with the optional extension after landing.
Neutral jumps are not required but give Kano her 30% meter bonus.
The extension does more damage but needing to do the tech trap slightly reduces the time Kano has to set up oki. It's usually worth going for as Kano's oki is weak anyway. The 5C tech trap is easier and works with a full magic gauge while the jA tech trap is more difficult thanks to the charge cancel but more rewarding when available. The 5C before the tech trap can be substituted for 2C for a tiny bit more damage but gives no oki or tech trap so it is not recommended.
The aerial part of the combo (all the jAs ending with jB) is one of her fundamental combo parts, and her most common corner combo ender.
Magic, No IC, No Super:
Midscreen:
2A (x n) c5B f5B 5C 236C 66C (5S): ~3200 damage
2A (x n) 2B f5B 236C 66C (5S): ~2900 damage
Both of these combos are spacing dependent, you might need to adjust the lightning spacing and/or use B lightning, which will also affect damage for the worse.
Example for her combo enders in increasing order of difficulty and damage:
Mid range 214A 66C jump cancel, jB, j2A: ~2000 damage
Mid range 214A walk forward, f5B, 5C, jump cancel, jA x 2, jump cancel, jA x 6, jB, land: ~3000 damage
Mid range 214A 6C charge cancel Napalm Loop: ~3700 with damage ender.
Mid range 421A, 6B/6C/66B/662B/66C, charge cancel, (ice hits), Napalm Loop: ~4400 damage with high damage ender
Napalm Loop is the most reliable followup once you have it down, other 2 enders need improv on timings and spacings.
Red IC:
Midscreen:
Throw IC 669 jA x 7 dj9 jA x 3 jB(1) jC(whiff)
Throw IC 214214C: ~4700 damage, does significantly less when near the corner
Corner:
Throw IC wait c5B 5C jump cancel jA x 2 neutral jump cancel jA x 6 jB land: ~2800 damage, if you don't want to use super, or want to build 30% meter. Walking back after the IC makes hitting the c5B much easier.
Throw IC wait c5B (omit to make it easier) f5B 3C (late cancel) 214214A wait 2B f5B 5C jump cancel jA x 2 neutral jump cancel jA x 6 jB land: ~3700 damage, full magic and 1 super, regain ~65% super and IC for oki.
Throw IC wait c5B 3C 2141236A/B/C: ~2900 damage for level 1, 3500 for level 2, 4100 for level 3. Use if you have SP but not full magic.
Throw IC wait c5B f5B 5C 236236C: ~4300 damage, to get meteors.
Throw IC 641236C: ~4600 damage, for max damage
Blue IC:
Corner:
Any combo into 214214B 6C BIC Napalm loop: ~up to 7500+ damage.
Advanced Combos
Combos in this section are experimental, very hard, and not suggested to learn unless you are absolutely confident in your execution.
Corner, with BIC:
Throw BIC 9 jC 66C IADB (44) jB land (f5BC 6C charge cancel)x2 66C jA djAx5 jB land 2A 5BB charge cancel jA (tech trap): ~6170 damage, the first 66C should hit the opponent close to the ground. The first f5B is frame perfect.
Notes: Very difficult on Rumi/Doppel, not suggested for them. Sayuri needs 3 frame perfect inputs, not suggested. Does not work on Akiko/Kanna. Makoto needs a delay on her first 6C, then a walk back for the second f5B. Mio and Kano need the next combo that uses 2B instead of f5B.
Throw BIC 9 jC (height of jump) 5C IADB (44) jB land 2B 5C 6C charge cancel f5BC 6C charge cancel 66C jA djAx5 jB land 2A 5BB charge cancel jA (tech trap): ~6100 damage, the 5C should hit the opponent high off the ground. Mio/Kano variation for a minor damage loss.
Throw BIC 9 jC 66C IADB (44) jB land f5B 641236A (5C 6C charge cancel)x2 66C jA djAx4 jB land 2A 5BB charge cancel jA (tech trap): ~6710 damage, the first 66C should hit the opponent close to the ground. The first f5B is frame perfect. Requires full magic meter.
Easier version:
Throw BIC 9 jC 66C IADB (44) jB land 2A (f5BC 6C charge cancel)x2 66C jA djAx4 jB land 2A 5BB charge cancel jA (tech trap): ~6110 damage, the first 66C should hit the opponent close to the ground. The 2A before f5B widens the window to 2f+ if the opponent needs a 1f link. You can actually hit 2A too early, so the window is wider in most cases.
Videos
Kano Combo Collection by zxy/minase (in Japanese, with English subtitles)
Okizeme
No Magic
Midscreen j7 66 jC Left/Right
Very basic mixup if you don't feel like charging on oki. jC is very active and hits deep enough to deny some upper/lower body invuln reversals. Its 5 hits make it relatively tricky to RG as well.
Magic
Midscreen 421C j9 Left/Right
Kano can mix up with dj8 and airdashing. Since she doesn't need to attack the opponent and is so high up, Kano is very safe from reversals.
421A IAD jA Left/Right
CAN lead to meterless napalm loops but requires very specific positioning, good execution, and choosing the side that would put them in the corner. Since the damage is so skewed from one side to another, the opponent can probably just block in the direction that prevents napalm loops 99% of the time and not care about the pitiful damage the other option gives.
641236A FIC Left/Right
Really expensive for just one mixup but leads to good combos near the corner.
Corner 421C Strike/Throw
The last few spikes will combo after the throw if done soon enough, meaning Kano gets an unfreeze mixup after.
Restand unfreeze -> High/Low
For the first frame after a grounded opponent exits the frozen state, they will be unable to reversal and their hurtbox will be standing. This means that Kano can IOH jA jB j2A IC and continue into a full combo after a high, or threaten 2B for a low as usual.
(To Kano)
All right!
I hereby appoint you
"Kanorin Body Double No. 1"!
While we're at it,
I kind of want a whole army...
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.