Introduction
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 until she lands or air recovers.
- 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)
- [description]
- [usefulness]
Crouching Weak (2A)
- [description]
- [usefulness]
Jumping Weak (j.A)
- [description]
- [usefulness]
Dashing Weak (66A)
- [description]
- [usefulness]
Dashing Crouching Weak (662A)
- [description]
- [usefulness]
Medium Attacks
Standing Medium (5B)
- [description]
- [usefulness]
Standing Medium (close) (5B (close))
- [description]
- [usefulness]
Crouching Medium (2B)
- [description]
- [usefulness]
Jumping Medium (j.B)
- [description]
- [usefulness]
Dashing Medium (66B)
- [description]
- [usefulness]
Dashing Crouching Medium (662B)
- [description]
- [usefulness]
Strong Attacks
Standing Strong (5C)
- [description]
- [usefulness]
Crouching Strong (2C)
- [description]
- [usefulness]
Jumping Strong (j.C)
- [description]
- [usefulness]
Dashing Strong (66C)
- [description]
- [usefulness]
Dashing Crouching Strong (662C)
- [description]
- [usefulness]
Throws
Standing Throw
- [description]
- [usefulness]
Air Throw
- [description]
- [usefulness]
Command Normals
Full Swing Rod (フルスイングロッド)
- [description]
- [usefulness]
Napalm Beat (ネイパムビート)
- [description]
- [usefulness]
Rod Surfing (ロッドサーフィン)
- [description]
- [usefulness]
Sliding (スライディング)
- [description]
- [usefulness]
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)
- [description]
- [usefulness]
Fire Bolt (ファイアボルト)
- [description]
- [usefulness]
Cold Bolt (コルドボルト)
- [description]
- [usefulness]
Aria (詠唱)
- [description]
- [usefulness]
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)
- [description]
- [usefulness]
Fire Wall (ファイアワール)
- [description]
- [usefulness]
Meteor Storm (メテオストーム)
- [description]
- [usefulness]
Frost Diver (フロストダイバー)
- [description]
- [usefulness]
Frost Nova (フロストノヴァ)
- [description]
- [usefulness]
Storm Gust (ストームガスト)
- [description]
- [usefulness]
Thunderstorm (サンダーストーム)
- [description]
- [usefulness]
Jupiter Thunder (ユピテルサンダー)
- [description]
- [usefulness]
Lord of Vermilion (ロードオブヴァーミリオン)
- [description]
- [usefulness]
Safety Wall (セイフティワール)
- [description]
- [usefulness]
Soul Strike (ソウルストライク)
- [description]
- [usefulness]
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.
- [usefulness]
Strategy, Tactics, and Combos
The Basics
Links
Launchers
Chains/Loops
Example Combos
Win Quotes
Japanese | English |
---|---|
テン ニ トド ケ ヨ |
DELIVER TO HEAVEN |
うわー… ゴメン |
Uwa-... sorry! |
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… |
Dosukooi! Dosukooi! Dosu... |
(To Sayuri) |
(To Sayuri) |
(To UNKNOWN) |
(To UNKNOWN) |
(To Kano) |
(To Kano) |
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.