Kirishima Kano (EFZ)

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Introduction

Kano-efz.png

Kirishima Kano (霧島 佳乃) is a slow but well-ranged fighter, and can use elemental magic to keep the opponent at bay. Her magical rod gives her incredible range even without her magic, and she is also able to gain SP naturally without having to attack the opponent. Because of her range and magic, Kano is well-suited for a keep-away play style.

Kano is actually one of the heroines of AIR, a visual novel produced by Key in 2000. Kano is a school girl in the town where the story takes place. Both of her parents passed away long ago, and she now lives with her older sister who runs the town's clinic. Kano loves animals, and takes care of the animals at school. She is always with her pet dog, Potato, also known as the "alien fur ball" to Yukito. Kano believes that the ribbon tied to her right wrist will enable her to use magic if she keeps it on until adulthood. During AIR, Yukito learns the reason Kano wants magic, and the purpose of the ribbon...

Stage: Shinto Shrine near the Sky (Day) (空に近い神社(昼))

BGM: Puddle (水たまり)

Character-Specific Notes

  • Kano is able to air jump once, and air dash/backstep once. Once Kano has air dashed/backstepped, she cannot perform any more air jumps.
  • Kano has one of the most floaty jumps in the game.
  • Kano usually has a "Magic" gauge underneath her life gauge. Kano will not be able to cast any magic until her magic gauge is full. If she does not have a full magic gauge and she tries to cast magic, she will charge uninterrupted until her magic gauge is full, and then cast her magic. In the case that there is no magic gauge, it simply means that the gauge is empty.
  • Kano is able to automatically generate SP on her own. Her recovery rate is fastest when she has less than SP level 1, and becomes slower with each level she reaches. However, if Kano stays in the same location for 4 seconds, a blue number will appear over her, and she will gain 1/3 of a level of SP.

Normal Moves

The notation for the movelists can be found under Move List Notation (EFZ).

Move Hits Damage Guard Move
Cancel
Jump
Cancel
IC
Cancel
5A 1 190 Ground Yes Yes Yes
2A 1 220 Ground Yes Yes Yes
j.A 1 210 High/Low Yes Yes Yes
66A 1 220 Ground Yes No Yes
662A 1 220 Ground Yes No Yes
5B 1 450 Ground Yes No Yes
5B (close) 1 410 Ground Yes Yes Yes
2B 1 480 Low Yes Yes Yes
j.B 1 450 Any Yes Yes Yes
1 450 High/Low Yes Yes Yes
66B 1 520 Ground Yes Yes (No if guarded) Yes
662B 1 400 Low Yes No Yes
5C 1 610 Ground Yes Yes (No if guarded) Yes
2C 1 650 Ground No No Yes
j.C 5 600 High/Low No Yes Yes
66C 1 690 Ground Yes Yes (No if guarded) Yes
662C 6 840 Ground Yes No Yes
Throw 2 1000 Throw No No Yes
j.Throw 2 1200 Air Throw No No No
Full Swing Rod
6B 1 520 Ground Yes No Yes
Napalm Beat
6C 1 650 Any Yes No Yes
Rod Surfing
j.2A 1 500 Any No No Yes
j.2B 1 500 Any No No Yes
j.2C 1 500 Any No No Yes
Sliding
3C 1 610 Low Yes No Yes

Weak Attacks

Standing Weak (5A)

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Crouching Weak (2A)

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Jumping Weak (j.A)

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Dashing Weak (66A)

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Dashing Crouching Weak (662A)

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Medium Attacks

Standing Medium (5B)

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Standing Medium (close) (5B (close))

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Crouching Medium (2B)

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Jumping Medium (j.B)

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Dashing Medium (66B)

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Dashing Crouching Medium (662B)

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Strong Attacks

Standing Strong (5C)

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Crouching Strong (2C)

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Jumping Strong (j.C)

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Dashing Strong (66C)

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Dashing Crouching Strong (662C)

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Throws

Standing Throw

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Air Throw

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Command Normals

Full Swing Rod (フルスイングロッド)

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Napalm Beat (ネイパムビート)

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Rod Surfing (ロッドサーフィン)

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Sliding (スライディング)

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Special Moves

The notation for the movelists can be found under Move List Notation (EFZ).

Move Hits Damage Guard IC
Cancel
Lightning Bolt
236A 1 450 Any Yes
236B 3 450*3 Any Yes
236C 5 450*5 Any Yes
Fire Bolt
214A 2 680 Any No (Yes during Aria)
214B 6 680*3 Any No (Yes during Aria)
214C 10 680*5 Any No (Yes during Aria)
Cold Bolt
421A 1 450 Any No (Yes during Aria)
421B 3 450*3 Any No (Yes during Aria)
421C 5 450*5 Any No (Yes during Aria)
Aria
S 0 N/A N/A No
Fast Aria [RF gauge required]
236S 1 500 Any No
Fire Ball
236236A 6 1800 Any Yes
Fire Wall
236236B 3 900 Any No (Yes during Aria)
n 200*n Any No (Yes during Aria)
Meteor Storm
236236C 6 ≈4000 Any No
2*n 1600*n Any No
Frost Diver
214214A 1 800 Low No (Yes during Aria)
Frost Nova
214214B 7 ≈2500 Any No (Yes during Aria)
Storm Gust
214214C 1 500 Ground No
≈15 ≈5200 Any No
Thunderstorm
641236A 3 ≈1400 Any Yes
Jupiter Thunder
641236B 17 ≈3600 Any Yes
Lord of Vermilion
641236C 5 ≈4800 Any No
Safety Ward
22B 0 N/A N/A No (Yes during Aria)
Soul Strike
2141236A 3 ≈1900 Any Yes
2141236B 4 ≈2900 Any Yes
2141236C 5 ≈3800 Any Yes
Memory of Shiraho [During recoil guard]
2141236S 2 5000 Throw No

Specials

Lightning Bolt (ライトニングボルト)

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Fire Bolt (ファイアボルト)

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Cold Bolt (コルドボルト)

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Aria (詠唱)

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Fast Aria (高速詠唱)

  • Kano makes a charging pose as a sphere of light briefly surrounds her entire body.
  • After this move is performed, Kano will have a full magic gauge. However, she cannot use this move if her magic gauge is already full.
  • Fast Aria can actually be used to move cancel-out of Lightning Bolt, Fire Bolt, and Cold Bolt, making it an excellent escape option if the opponent gets too close while you are still casting a spell.

Eterny Specials

Fire Ball (ファイアーボール)

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Fire Wall (ファイアワール)

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Meteor Storm (メテオストーム)

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Frost Diver (フロストダイバー)

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Frost Nova (フロストノヴァ)

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Storm Gust (ストームガスト)

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Thunderstorm (サンダーストーム)

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Jupiter Thunder (ユピテルサンダー)

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Lord of Vermilion (ロードオブヴァーミリオン)

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Safety Wall (セイフティワール)

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Soul Strike (ソウルストライク)

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Final Memory

Memory of Shiraho (白帆の記憶)

  • Kano reaches out with her hands. If it hits, she grabs the opponent by the neck and lifts them completely off the ground. After saying the lines "If it must be done, I would rather kill you with my own hands...", she crushes their neck and drops them.
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Strategy, Tactics, and Combos

The Basics

Links

Launchers

Chains/Loops

Example Combos

Win Quotes

Japanese English

テン ニ トド ケ ヨ
アマタ ノ ネガ イ
ツバサモツ モノ トワ ノ ソラ ヘ ト

DELIVER TO HEAVEN
EVERYONE'S WISHES
THOSE WITH WINGS TO THE ENDLESS SKY

うわー… ゴメン
ちょっと加減間違えたかも…

Uwa-... sorry!
It's because of the small mistakes you made...

かのりん大勝利だぁ!

Kano-rin's great victory!

ちゃちゃっと朝飯前なんだよぉ!

I eat people like you for breakfast!

どすこーい! どすこーい! どす…
…アレ?

Dosukooi! Dosukooi! Dosu...
...huh?

(To Sayuri)
魔法が使えたら…
うん 悪くないと思うよ
思っていたのとちょっと違うけどね

(To Sayuri)
If you can use magic...
you're probably not evil.
But your way of thinking seems different.

(To UNKNOWN)
何も変わらないってのも良いんだと思うよ
でも
何も変われないってのは良くないと思う

(To UNKNOWN)
[TRANSLATION NEEDED]

(To Kano)
よーし
君をかのりん影武者隊一号に任命する!
折角だからもっとたくさん欲しいねぇ

(To Kano)
All right!
I hereby appoint you "Kaorin Body Double No. 1"!
After all that trouble, I kind of want more...

Colors

Palette Appearance
1 (Default) Blue hair, white shirt, blue shorts, yellow ribbon, red orb.
2 Light green hair, beige shirt, teal shorts, orange ribbon, pink orb.
3 Brown hair, black shirt, white shorts, red ribbon, blue orb.
4 Green hair, pink shirt, maroon shorts, pink ribbon, white orb.
5 Purple hair, brown shirt, black shorts, white ribbon, green orb.
6 Black hair, black shirt, black shorts, black ribbon, blood-red orb.

In–game References

Game 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.

Discussion

Shoryuken Eternal Fighter Zero Thread