

Only usable if respective spellcard is selected prior to matchġ,10 (Kanako's Mystical Power Plant colors) Hypers God Sign "Beautiful Spring-like Suiga"

Ⓩ version:, , does not hit crouching opponents Hovering the mouse cursor over the icon displays the hold duration if applicable. Icons encased in square brackets require the respective button(s) to be held down. Hovering the mouse cursor over the Command Input icons will display text that refers to the inputs set in M.U.G.E.N's Key Config. "Virtue of Wind God" is Kanako's run-past super, and essentially an upgraded form of Omiwatari Cross that provides both startup and projectile invincibility, at the cost of not being able to be performed in the air. Divine Pillar "Meteoric Onbashira" is Kanako's projectile Level 3, which not only hits OTG, but also covers the entire screen in front of Kanako, acting as a psuedo-fullscreen attack with the right positioning. Many of Kanako's move are also air-usable, making for a potentially threatening foe.Īt the beginning of the match, Kanako must select from one of two additional Level 3 Hypers, as both cannot be used during the same match. Kanako can further extend air time by holding after the peak of a jump to glide down to the ground, using and to change the direction of the glide. Additionally, Kanako is the only character of the bunch to sport an 8-way airdash. Unique to Kanako over RicePigeon's other Touhou characters is that Kanako is able to perform up to two air dashes instead of one. While Kanako may be slow on the ground, Kanako excels at aerial movement. True to her haughty and imposing nature, Kanako sports a large hitbox and slow movement speed, compensated for by having above average Life value. Kanako has the option to chose between one of two mutually exclusive level 3 Hypers at the beginning of every match, with Divine Pillar "Meteoric Onbashira" being an air usable move that rains OTG-ing pillar projectiles down from above, and "Virtue of Wind God" being a cinematic combo finisher and reversal that has a small amount of startup invulnerability and a generous amount of projectile invincibility. Ⓑ and Ⓒ are relegated to functioning solely as shortcuts for other aspects of Kanako, with both buttons being shortcuts for the character's throw that's regularly assigned to Ⓨ + Ⓒ, and Ⓒ being used by itself as a substitute for the activation in the character's Level 3 Hypers. Kanako Yasaka is technically a four-button character with the functionality of a standard three-button character, as she uses all three buttons for the greater portion of her moveset and Ⓐ in conjunction with a button and any single directional input to activate Omiwatari Cross in that input's direction Ⓐ is also used as a shortcut alongside or to activate that direction's dash, which can be activated normally by using either or to dash in the relevant direction.
