Dengeki Bunko: Fighting Climax/DFCI/Kirino Kosaka

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Kirino Kosaka (高坂桐乃)
How interesting! Bring it on!

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
DFC.Kirino.5A.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
300 5 2 14 -3
+8 (JC)
JC, SC, EX, ISC, TCC, CAC HLA -

Standing shin kick, not a low and jump cancellable.

2A
DFC.Kirino.2A.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
250 5 3 15 -5 SC, EX, ISC, TCC, CAC LA -

Low hitting kick, self cancellable.

5B
DFC.Kirino.5B.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
500 8 2 17 -4
+10 (JC)
JC, SC, EX, ISC, TCC, CAC HL -

Forward swing with her school bag, jump cancellable.

2B
DFC.Kirino.2B.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
450 9 3 19 -7 SC, EX, ISC, TCC, CAC L -

Low hit with her school bag. Has longer range than 5B. Interestingly, you cannot jump cancel it without a Trump Card.

5C
DFC.Kirino.5C.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
852 12 7 35 -9 SC, EX, ISC, TCC, CAC HLA -

Spinning cosplay attack, is able to clash

2C
DFC.Kirino.2C.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
700 11 4 21 -8 SC, EX, ISC, TCC, CAC LA -

Low sweep with sparkles.

j.A
DFC.Kirino.jA.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
250 7 2 X+2 Varies JC, SC, EX HA -

Straight punch at her shoulder height. Good air-to-air.


j.B
DFC.Kirino.jB.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
450 9 3 X+3 Varies JC, SC, EX HA -

Flipping attack with school bag, a good jump in.


j.C
DFC.Kirino.jC.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
750 10 4 X+4 Varies JC, SC, EX HA -

Attacks with a mop while maid cosplaying. Slower than her other jump attacks but has the biggest hitbox.


Special Moves

Athlete Dash
「アスリートダッシュ」

236X
DFC.Kirino.236A.png
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
A 650 6 Raw: 26
A: 11*
Raw: 24
A: 23
Raw: -7 to -31
A: -5
SC, EX, TCC, CAC (Raw only) HLA -

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
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
B 850 13 13 12 +2 to -8 SC, EX, TCC, CAC L -

Low slide that's also air unblockable, has no follow ups

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
C 860 7
C: 11
10
C: 4
24
C: 22
+2 to -11
C: -8
JC, SC, EX
C: SC, EX
HLA -

Jump kick, has three different follow ups

  • 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.
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
EX 1556 9 5 130 (Landing: 12) -13 to -36 SC, TCC, CAC L (slide), HLA (else) -

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.
Misplaced Anger
「逆ギレ」

214X
DFC.Kirino.214X.png
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.

Beach Spike
「ビーチスパイク」

j.236X
DFC.Kirino.j236X.png
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
DFC.Kirino64C.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
1100 4 1 61 +52 (hit) SC, EX, TCC, CAC N/A -

Fluff

Impact Skill
Shooting Star
「しゅーてぃんぐ・すたー」

5A+B
DFC.Kirino.5AB.png
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, so it makes a good anti-air
Impact Skill
Amazon Upper
「通販アッパー」

2A+B
DFC.Kirino.2AB.png
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.

  • Does 2 hits, the initial crouch and then the uppercut
Impact Break
4A+B
DFC.Kirino.4AB.png
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
-

Fluff

Trump Card
Life Consultation
「人生相談」

5A+C
DFC.Kirino.5AC.png
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.


Climax Arts

Claw Machine Mutilation
「きゃとる☆みゅーてぃれーしょん」

41236B+C
DFC.Kirino.41236BC.png
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, 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!

True Cosplay Ranbu
「真☆コスプレ乱舞」

63214B+C
DFC.Kirino.63214BC.png
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)

Colors

Color 1 Color 2 Color 3 Color 4
DFCKirinoK-1.png
DFCKirinoK-2.png
DFCKirinoK-3.png
DFCKirinoK-4.png
Color 5 Color 6 Color 7 Color 8
DFCKirinoK-5.png
DFCKirinoK-6.png
DFCKirinoK-7.png
DFCKirinoK-8.png
Color 9 Color 10 Color 11 Color 12
DFCKirinoK-9.png
DFCKirinoK-10.png
DFCKirinoK-11.png
DFCKirinoK-12.png
Color 13 Color 14 Color 15 Color 16
DFCKirinoK-13.png
DFCKirinoK-14.png
DFCKirinoK-15.png
DFCKirinoK-16.png
Color 17 Color 18 Color 19 Color 20
DFCKirinoK-17.png
DFCKirinoK-18.png
DFCKirinoK-19.png
DFCKirinoK-20.png
Color 21 Color 22 Color 23 Color 24
DFCKirinoK-21.png
DFCKirinoK-22.png
DFCKirinoK-23.png
DFCKirinoK-24.png
Dengeki Bunko: Fighting Climax Ignition
General

ControlsChangelistFAQGlossaryHUDSystem

Characters

Akira YukiAkoAsunaEmi YusaKirino KosakaKiritoKuroko ShiraiKuroyukihimeMikoto MisakaMiyuki ShibaQuenserRentaro SatomiSelvaria BlesShanaShizuo HeiwajimaTaiga AisakaTatsuya ShibaTomoka MinatoYukina HimeragiYuuki Konno

Assists

AcceleratorAlicia MelchiottBoogiepopCelty SturlusonDokuro MitsukaiEnju AiharaErio TowaFroleytia CapistranoHaruyuki AritaHoloInnocent CharmIriya KanaIzaya OriharaKazari UiharuKinoKojou AkatsukiKoko KagaKuronekoLeafaLlennMashiro ShiinaMiyuki ShibaPai ChanRusianRyuuji TakasuSadao MaoTatsuya ShibaToma KamijoTomo AsamaWilhelmina CarmelZero