Time to finish what I started 3 contests ago...
The final member of Team Xiaolin has arrived!
Kimiko joins the fight!
- Introduction -
Kimiko Tohomiko is a young girl from Japan who lives at the Xiaolin Temple. She is the Dragon of
Fire. Her father is the head of a large electronics company, so she is always up-to-date on the latest gadgets. She may be the only girl on the team composed of herself,
Omi,
Clay, and
Raimundo, but don't take her lightly! Kimiko's tough as nails and has a fiery attitude. She's known for her acrobatics, pyrotechnics, and her ever-changing outfits. She brings a wide array of Shen Gong Wu and flashy fire techniques to Smash to kick evil
butt and bring her opponents down in flames.
- Stats -
Size - Small
Kimiko's not very tall; she's about eye-to-eye with Mario.
Weight - Light
She's also quite dainty and weighs about as much as Peach.
Walk Speed - Average
She walks like the rest of them.
Dash Speed - High
She's on the quick side when she runs, about as fast as Meta Knight.
Jump - Above Average
She's a pretty good jumper, with a good initial leap.
Fall Speed - Average
And she's a decent enough faller.
Air Speed - Above Average
She moves rather quickly through the air.
Traction - Average
She has a good relationship with the ground.
Kimiko can wall jump, but she cannot wall cling, crawl, or glide.
- Special Moves -
Neutral B - Arrow Sparrow
The Arrow Sparrow is not a Shen Gong Wu, but Kimiko's specialized Wudai Weapon. It's a fashionable satchel that holds an unlimited amount of small bird-shaped darts. There's a catch though; these little trinkets are explosive! With a tap of B, Kimiko will reach into her bag and, shouting the attack name, toss one Arrow Sparrow straight forward. As it flies at the speed of Falco's laser, it will catch fire, and if it makes contact with anything, it will explode and cause
5% damage and average knockback. In addition, if the Arrow Sparrow is shielded, it w6ll drop to the ground and still explode and do damage. If you hold B for any amount of time between 0.5 and 2 seconds, Kimiko will instead toss two Arrow Sparrows together, with one flying on top of the other in a straight path. If either makes contact, both will explode and deal
12% damage and high knockback. These will drop to the ground and explode if shielded as well. Finally, if B is held for 2 seconds or more, releasing it will cause Kimiko to throw three Arrow Sparrows at a time, but these will fly in formation surrounded by a large firebird silhouette, similar to Falcon Punch (with the same sound effect too!). This version of the attack also flies slightly faster than the others. If a foe is hit by this, they will take
18% damage and very high knockback, though nothing happens if this is shielded. Kimiko can only send out one flight of Arrow Sparrows at a time, but you can run and jump while charging the move (and you can hold the charge as well as long as you hold B), so feel free to move around to get the best shot at your foe. The Arrow Sparrows have infinite range and Kimiko is not affected by the explosions, and when launched in midair, you can aim them at a slightly upward or downward angle with the Control Stick.
Down B - Juju Flytrap
Kimiko shouts the name of this little flower-looking Shen Gong Wu as she pulls it out and it pops open almost instantly. It's full of stinging insects! They form a swarm that's about the size of Kirby that flies out and instantly homes in on the nearest opponent. This cloud travels at about the regular speed of a Smash Ball on the move and is pretty good at keeping track of the foe. When a foe makes contact with the bugs, they will start to swarm around and attack them, dealing about
3% damage per second. During this, your foe can move the Control Stick around rapidly to swat them away and make them disappear, but otherwise they will continue to swarm even while your foe is being hit by other moves. The bugs can't be shielded once they've started to swarm the foe, but the can dodge to avoid damage for a brief amount of time. The insects stay out for about 15 seconds total, and you can only deploy one swarm at a time.
Side B - Tangle Web Comb
This Shen Gong Wu requires great concentration to use, but once mastered, it's a very tricky item! If you press and hold Side B, Kimiko will point the comb out in front of her and yell the Shen Gong Wu's name, and shortly thereafter, many long brown tendrils will pop out and attempt to ensnare any foes in range. The tendrils reach about as long as Zero Suit Samus's grab, but with less cooldown time if you miss. If you do snag a foe, the Comb will pull them in and treat them as if Kimiko grabbed them regularly. This essentially just Kimiko's grab reach. Also, if used in midair, this will double as a tether grab to aid in recovery.
Now, if you tap and release Side B, something different will happen instead. The long tendrils will still shoot out of the Comb, but instead they'll detach completely from it and become a flying projectile! This mass of tendrils is a little bigger than one of Samus's Super Missiles, and like the Juju Flytrap, it will zoom in on the nearest foe and chase after them. However, the tendrils fly a bit faster than the Flytrap swarm. If it makes contact with a foe (even if they're shielding), they will be instantly ensnared by the tendrils and be wrapped tightly several times! The foe will be unable to move, jump, or attack, and if they're in midair, they'll fall straight down. Your foe must struggle out by moving the Control Stick around quickly, similar to the stun after a broken shield. While wrapped up, you can pummel on them and hit them with other attacks to your heart's content! They can even get swarmed by the Juju Flytrap bugs!
There's one catch, though. If your foe manages to air dodge or spot dodge the attack, the tendrils will have a new target: you! Now it's your job to escape the grasp of the tendrils, or else the tables will be turned. Once you manage to dodge them, they'll try and chase down your foe one last time before disappearing (they disappear automatically after 15 seconds, so whichever comes first). You can only fire one round of tendrils at a time.
Up B - Judallet Flip
Kimiko prepares to make a big leap as she yells the attack name and a
tunnel made of rings of fire bursts up from the ground around her. The tunnel is as long as the distance of Marth's Dolphin Slash and can go straight up or be curved slightly left or right using the Control Stick. This determines Kimiko's trajectory as she somersaults gracefully through the rings of fire and emerges from the other end without entering helpless mode. The rings of fire remain until Kimiko jumps through them (which takes about a second), and any opponent that touches any part of them will take
3% damage and light knockback. As for any unlucky foe that happened to be close enough to Kimiko to end up inside the tunnel of fire, if they touch any part of the rings, they'll get hit back and forth inside the tunnel until the move ends, usually taking about
15% damage in the process. This is especially hard to avoid for larger characters. You can use this move in midair to not only get yourself back on the stage, but create an obstacle to keep your opponents from doing the same! On-stage, this makes for a good, sudden escape manuever to get some distance from your foe.
- Standard Attacks -
Standard Combo - Star Hanabi
The Star Hanabi is an amulet-looking Shen Gong Wu that is used often by Kimiko and is strongly associated with her Fire element (so you'll see it used in several moves). When you press A, Kimiko will yell "Star Hanabi!" and toss it a short distance right in front of her (about the distance Marth's sword reaches when he uses his Forward Tilt). It hovers there in midair while simultaneously spinning and lighting on fire. You can hold A to keep it spinning there in midair, dealing
1% damage and flinching knockback each time the foe touches it. Additionally, you can move the Control Stick around while holding A to freely move the Star Hanabi through the space surrounding Kimiko, with the distance of the initial attack marking the radius of the circular area that you can move it around in. The flaming projectile moves around at a decent speed (similar to Sheik's Chain), and contact with it while it's moving around deals
2% damage and quite low upward knockback to the foe, which is just perfect for juggling and racking up damage. Remember, the Star Hanabi only stays out as long as you hold A or until you get hit, and Kimiko can't move around herself while it's out either.
Forward Tilt - Tenacious Flame
Kimiko quickly lunges forward in a full split, sending forth a ground-hugging flame from her forward-facing leg. Not only does this cause her to crouch automatically and dodge certain projectiles, but the flame she shoots travels forward along the stage's terrain in any direction for a distance equal to half of Final Destination, and travels at the speed of Falco's laser. The flame will deal
5% damage on contact and average knockback in the direction it was traveling in. It will even continue off the main platform and hug the side of stage if used close enough to an edge, which can help you discourage a recovering foe or one hanging from the ledge. The flame will stop at the edge of a drop-through platform, however. Also, there's a bit of end lag at the end of this move, so you can't spam it as much as a Blaster. Use it as a way to encourage your foe to either shield, dodge, or jump into the air to avoid getting hit, which could lead them into the path of another oncoming projectile.
Up Tilt - Inferno Kick
What's better than one flip kick? Two flip kicks! Kimiko back flips while sticking out a flaming foot, which will send a nearby foe flying straight up with
4% damage and low knockback. You can follow up with a second press of A, which will cause Kimiko to leap up again in midair and deliver another flaming flip kick. This second kick deals
5% damage and sends the foe flying with medium knockback at a slightly more diagonal angle. This is a fast method for getting your foe into the air, where you can follow up with a midair attack, or just get them primed to get hit by a projectile.
Down Tilt - Firestarter
Kimiko crouches and slides forward along the ground with one foot extended in a flaming slide kick. She'll travel about two Kirby widths, kicking foes for
5% damage and light knockback. This is another good move to start an aerial combo with, but you can also fake out your opponent. Did your foe think you were about to use Side Tilt? Take that, projectile reflectors!
Dash Attack - Nitro Charge
Kimiko jumps into the air a little as she runs, and her rollerblades suddenly appear on her feet (along with matching helmet)! She speeds along the ground at 1.5x her regular dash speed until she reaches an edge, leaving a trail of fire on the ground in the wake of her wheels that lasts for 3 seconds. The only way to cancel this attack before she reaches an edge is to press A again, which causes the fiery aura around her to flare up briefly as she screeches to a halt, dealing
9% damage and above average knockback to anyone she touches. But back to the fire trail; as long as it's on the stage, it will cause
3% damage and low upwards knockback to any foe that touches it. With shielding and spot dodging out of the question for avoiding Kimiko's flying projectiles, your opponent will be forced to take to the air to try to dodge them!
- Smash Attacks -
Forward Smash - Fire Mistress
Kimiko sticks her arms out and waves them around quickly in short circles, causing them to catch fire and become engulfed in flames. During this charging time, if a foe is close enough to Kimiko to touch the flames, they'll take
2% damage and flinching knockback with each contact. Additionally, during this time, Kimiko will absorb any fire-based projectiles that hit her, rendering her immune to any damage or knockback, but also buffing the damage of the pending Smash Attack by 1.5x! Fire-based projectiles include Bowser/Charizard's Fire Breath, fire-based magic, or just any random fireballs. We haven't even gotten to the attack yet! Once you release A, Kimiko will "Fire!" and throw her arms forward and release two large fireballs that travel between 1/4 and 1/2 the length of Final Destination, depending on the charge. The fireballs deal
16% damage (that's together, not each) and high knockback on contact and travel at the speed of Samus's Super Missle.
Up Smash - Meteor Rain
Kimiko brandishes her Arrow Sparrow satchel once again and reaches in during the charging of this move. Then, depending on the charge, she will toss one, two, or three Arrow Sparrows straight up into the air and off the top of the screen at the speed of Falco's Blaster. These Arrow Sparrows aren't on fire and if they happen to make contact with a foe on the way up, they will deal
2% damage and flinching knockback. Then, nothing happens for the next two seconds and Kimiko is free to move around and do whatever. However, once those two seconds are up, the Arrow Sparrows she sent up divebomb from the sky, flaming angrily! They fly downwards from the top of the screen at Falco's Blaster speed at a steep vertical angle and aim for the ground about 1/4 the distance of Final Destination from the spot where they were launched. They explode upon contact with the ground or anything and deal
10% damage and high knockback. If more than one was launched, they will descend in quick succession, and not all at once. This is a good attack for disrupting aerial approaches and of course creating more hazards for your opponent to avoid. Since Kimiko is free to move around after she launches her Arrow Sparrows, you can set up your opponent and bait them or hit them into the path of the oncoming missiles.
Down Smash - Corona Kick
Kimiko balances on one hand as she sticks her feet out and lights them on fire. Then, she quickly spins around horizontally once, creating a large
circle of fire all around her. This circle lingers for just a little bit, and if a foe touches it, they will take
12% damage and above average horizontal knockback. This is obviously a good move to break up a crowd in a free-for-all, but it's also handy in one-on-one matches for being a bit faster than Kimiko's other Smash Attacks, and doesn't require you to be as precise to hit with it. Got a foe on your back that you need to knock off right away? Use this move for instant results!
- Aerial Attacks -
Neutral Aerial - Fire Dance
Kimiko spins around rapidly as a
cloud of embers materializes around her. If she's touching a foe as she does this, they'll take
4% damage in multiple hits with pretty much no knockback. Kimiko finishes the move with a guaranteed well-aimed spin kick that sends the foe flying with
5% damage and above average knockback. A pretty basic aerial repellant move, it's useful for catching foes with the start of the move due to the slightly disjointed hitbox.
Forward Aerial - Illusion Kick
Kimiko basically does a flying kick forward like in the above picture. This deals
4% damage and medium knockback. But if you press A while the opponent is in hitstun, Kimiko will suddenly disappear, then say "Whoops!" while delivering a flying kick from the other direction! This also deals
4% damage and sends the foe flying with medium knockback in the opposite direction. But wait, there's more! Pressing A while the opponent is in hitstun this time will cause Kimiko to disappear yet again and shout "Gotcha!" as she delivers a flying kick from the same direction she started with. The kick once again does
4% damage and medium knockback, but this time it is angled slightly downward. This quick and flashy aerial attack can be used to mix-up your opponent and lets you control where you send them. Doing three kicks can be beneficial to do off-stage due to the low angle at which you send the foe, and could send them closer to the bottom blast zone.
Back Aerial - Phoenix Ascent
Kimiko pauses for a split second before she throws her arms and head back as a pair of bird wings made of fire bursts from her shoulders! The wings have about as much range as Marth's Back Aerial, and deal
10% damage with above average horizontal knockback. This is Kimiko's strongest aerial in terms of raw power, but it's a tiny bit laggy on both ends, compared to her other aerials, at least.
Up Aerial - Rising Star
Kimiko brandishes the fiery Star Hanabi once again with a swing of her arm, this time controlling it as it flies in an arc above her head, starting from front to back. If she hits a foe with it, they'll take
5% damage and medium upward knockback. This move is fast and the hitbox has pretty good coverage, so it's ideal for harassing airborne foes from below.
Down Aerial - Falling Star
This move is pretty much of the opposite of Kimiko's Up Aerial, as she whips out the Star Hanabi again, but this time swings it below her in an upside-down arc, starting from front to back. This attack also does
5% damage and medium knockback, but the direction is downward instead. If you hit an airborne foe at the right angle, you might send them off-stage!
- Grab/Throws -
Grab -
Kimiko has kind of short arms, so that unfortunately leaves her with a below average grab range. Her dash grab is alright though. But you know what's even better than that? Her Tangle Web Comb grab!
Pummel -
Kimiko knees her opponent in the gut repeatedly at a rapid rate, dealing just
1% damage per hit. In addition to her pummel, Kimiko might find it beneficial to just keep her opponent in her grasp and just let certain projectiles head towards the opponent and do her dirty work for her.
Forward Throw - Homing Sparrow
With her free hand, Kimiko reaches into the Arrow Sparrow satchel that magically reappears on her shouler. She pulls out an Arrow Sparrow, which gleams with a little golden sparkle and sound effect. Then, she kicks her foe away for
5% damage a set distance away of about two platforms' length. Immediately, she says "Go get 'em!" and hurls the Arrow Sparrow at her foe. This one is a little bit different as it will chase the foe around, just like the Juju Flytrap swarm and Tangle Web Comb tendrils! The Arrow Sparrow will hunt down the foe for 10 seconds, dealing
6% damage and average knockback on contact with anything. If it fails to reach the foe after 10 seconds, it will simply drop to the ground and explode.
Up Throw - Fiery Prison
Kimiko tosses the foe into the air about a Ganondorf height above her and sends the Star Hanabi after them. It circles around them several times, trapping them in midair in a
cage of fiery rings. Your trapped opponent will gradually take
7% damage over the course of 3 seconds, but more importantly, they'll be sitting ducks as one of Kimiko's several homing projectiles makes its way toward them. If nothing else happens before those three seconds are up, however, the rings will compress and simply deal
5% damage to the foe with medium upwards knockback.
Down Throw - Burning Punisher
Kimiko leaps into the air above the foe while creating a
spiral of fire. She sends the spiral down onto the foe and says "Like it hot?" as they become surrounded and burned, where Kimiko finshes them off by stomping on top of them. This'll deal
9% damage and send the foe flying away with medium knockback.
Back Throw - Flaming Exile
Kimiko waves her free hand backwards and conjures up a wall of fire of Ganondorf's height about two character widths behind her. Then she rolls back on the ground with her opponent and kicks them into and through the wall of fire with a "Get outta here!", causing them to take
6% damage and leaving them prone on the ground two character widths behind the wall. However, as soon as they hit the ground, the wall of fire starts moving towards them at the same speed as Kimiko's Down Tilt flame. The helpless foe had best get out of the way by either rolling away from it or towards and through it, however, they might roll right into the hands of a waiting Kimiko, or perhaps an oncoming Down Tilt flame, or some other projectile! The moving wall of fire rolls along until it reaches the end of the platform it's on, dealing
7% damage and medium knockback to anything it touches.
Final Smash - Mars Imperial Dragon
Kimiko has grabbed the Smash Ball! When you use her Final Smash, Kimiko says "You ready?" and leaps to the center of the screen. As she becomes surrounded in fire, she raises her arms up and shouts the attack name as she conjures a giant serpentine dragon made of fire! The dragon is basically about as wide and long as seven Stage Builder Blocks placed end to end, and it starts at Kimiko's position and quickly spirals outward and counterclockwise, all the way out to the edges of the blast zones, growing steadily larger as it does so. If the dragon hits any foes, they will take
25% damage and quite high knockback in the direction in the direction it was moving in. Quite the stage-clearing move.
- Playstyle -
So, you picked Kimiko! She could be considered a campy character, but whatever. To start things off, Kimiko you may have noticed that Kimiko has an awful lot of projectile moves, and for the most part, they all do different things to pressure the foe. Arrow Sparrow (Neutral B) is probably her go-top projectile, and she can launch them in the air, on the ground, at different angles, pretty much anywhere. They do decent knockback, and your foe isn't necessarily safe right away if they shield them, since they'll also explode when they fail to hit. Then there are the projectiles that will chase the foe, and Kimiko has not just one, but two of those! Juju Flytrap (Down B) is a good move to always have active; you'll keep the foe on the move and prevent them from staying in one spot. Combine this with the Tangle Web Comb (Side B), and things can get pretty hectic. Not only does your opponent have to now worry about two projectiles chasing them, but if they attempt to shield the Juju Flytrap, they risk getting wrapped up by the Tangle Web Comb tendrils. If tangled in the tendrils, they'll get attacked by the Flytrap swarm anyway. Dodging one homing projectile might leave them wide open for the other, so your foe will definitely have to be aware. And don't forget about Kimiko's Forward Throw Homing Sparrow if you managed to grab the foe; that's yet another projectile to try to avoid. Of course, Kimiko will have to be aware too, since once the foe dodges Tangle Web Comb, she has to avoid it next. Kimiko's projectiles only last for a certain amount of time, so try to keep them all going at once.
Moving on to Standard Moves, this is where Kimiko gets the chance to shine at close combat when the opponent gets past her long range moves. Her Star Hanabi (Standard Combo) is an excellent damage-racker, and with proper control, will do a good job of frustrating your opponent. Tenacious Flame (Forward Tilt) is a great overall move for spacing, pressure, getting the foe into the air, gimping, etc. It's yet another projectile that your opponent has to be aware of. Kimiko's Up and Down Tilts help her combo into her Aerial Attacks. Her Dash Attack doubles as a KO method at higher percents, but the fire trail also serves as an obstacle that forces you opponent into the air and limits their options. Kimiko's Forward Smash is a strong, long-range KO move, and to a limited extent, a counter to other fire-based projectiles. Down Smash is a quick, useful Smash for getting foes away from you. Kimiko's Up Smash adds yet another projectile to the mix, this time forcing the foe to be aware of their positioning in order to avoid being in the pathway of an aerial assault.
Kimiko's Aerial Attacks are easily comboed into from her Up and Down Tilts. Her Neutral Aerial usually a good choice. Her Illusion Kick (Forward Aerial) helps you put yuor foe where you want them, giving you the option of sending them in one direction or the other, racking up damage the whole time. The last hit of the move can also be used to send the opponent toward the bottom blast zone. Kimiko's Up and Down Aerials are also good moves to pester aerial opponents trying to dodge projectiles, and Down Aerial can also lead to a gimp KO. Kimiko's Back Aerial is strong, and one of her more reliable KO methods. Kimiko's throws probably won't be used often if you keep the foe at the right distance, but with the Tangle Web Comb tether thrown into the mix, you might have a chance. Up Throw can hold foes hostage to be hit by a projectile, and Forward Throw we've already said helps Kimiko's pressure game.
So, overall, Kimiko's duty is to constantly pressure the foe with projectiles comin from all directions. She's also easily able to intercept the foe in the air with her effective aerial moves. Once she's racked up enough damage, it'll be easy to score a KO either with a powerful Smash or explosive projectile, or simply by hitting the foe offstage with an aerial move. Kimiko is flashy and quick, so your foe will be on their toes in order to minimize the damage coming from everywhere. Play smart and safe, and your opponent won't know what hit them!
- Extras -
Up Taunt -
Kimiko pulls out her cell phone in the midst of battle and decides to talk to her Papa. She casually converses with him about whatever opponent she happens to be facing (a random one in there are more than one), and the conversation is different for every character. For example,
"Hey Papa! I'm fighting a Pikachu right now. Remember when you bought me a giant stuffed one for my birthday last year? They're soooo much cuter in real life!~<3"
You can interrupt her conversation with any other action, which will cause her to hang up with a "Gotta go, bye!" If she's hit out of the taunt by an opponent, however, she might reply with an angry "What's your problem?!"
Side Taunt -
Kimiko pulls out a hand mirror and fixes her hair. She's still just a female, as Omi would say.
Down Taunt -
Kimiko pulls out a handheld console and plays Goo Zombies 3. It's even better than Goo Zombies 2!
Victory Pose 1 -
Kimiko strikes a powerful pose as flames burst up from behind her, shouting "Yeah baby!" Conceited, much?
Victory Pose 2 -
Kimiko flashes a happy smile, dismissing the victory with an "Oh, that was easy!"
Victory Pose 3 -
Kimiko poses elegantly with the fancy formal kimono she wore in one episode.
Loss Pose -
Most of the time, Kimiko will clap for the winner graciously, but if it was a particularly close battle (say, down to the last stock), she will flare up angrily as pictured with a "What do you MEAN I lost?!"
Character Entrance - Appearing on the stage with a burst of flame, Kimiko yells, "Gong Yi Tanpai!" (that means "Go!")
Series Symbol - The Taijitu, a symbol used prominently in Xiaolin Showdown.
Costumes -
Kimiko's standard robes come in
Red (default),
Yellow,
Green,
Pink,
Black, and White. Pictured above is her special
Blue Team outfit.
Kirby Hat - Kirby gains Kimiko's signature pigtails and the ability to launch Arrow Sparrows at foes. He even comes with a cute little mini-satchel!