KINO

OVERVIEW

Kino’s kit is very straightforward at first glance. 5S is a quick projectile. 6S is a combo extender. No in-between. Oki is very strong in this game and she lacks it with both her 5 and 6S. 5S could technically be used however it doesn’t reward you as other assists do. She is more suited for players who play neutral fairly well and don’t rely on oki. She’s seen more with Kirito than the other assists since Kirito’s dual wield makes up for a lot in his game plan and adding a fast assist helps him apply pressure. 6S serves as a combo tool but can be hard to connect depending on the character’s combo routes. If you don’t need oki, feel free to try her out!

Strengths

  • 5S is very fast allowing full screen pokes

  • Cooldown is one of the fastest in the game

Weaknesses

  • 6S having only utility as a combo tool, is limited to certain characters

  • 5S deals low damage

MOVE DESCRIPTION

5S

Kino appears next to the player and shoots horizontally

This move has overall fast start-up, projectile speed, and recovery at the cost of low damage. The projectile does not knockdown opponents requiring the player to followup with a combo if it hits.

6S

Kino takes aim then shoots diagonally upwards. This move has slow start-up and launches on hit and is generally used as a tool for combo extentions.

FRAME DATA

5S

Damage: 700

Startup: 13

Recovery: 27

Cooldown Time: 167 (2.75 seconds)

6S

Damage: 1060

Startup: 52

Recovery: 28

Cooldown Time: 250 (4 seconds)