~(~(~(Kirika Ueno )~)~)~
Kirika Ueno is one of the main characters of C3 (Cube X Cursed X Curious), a Japanese light novel/anime series about cursed tools and High School peeps of which 70% of today's anime is composed of the latter kind. Kirika herself appears to be little more than the school's serious, strong-willed Student Body President whose secretly in love with the generic main protagonist, but is soon proven to have some super special secrets of her own that allow her to qualify as a main character. She was forced into joining a research organisation founded by her brother and also forced to wear two cursed tools: the first is Ginstrnag's Love, which is basically a sex dominatrix outfit hidden beneath her school clothing that protects her from mortal injuries but will kill her if she takes it off (can't show you it for...reasons). The second tool is The River of Black Strings, which appears to grant her the ability to throw out pointy black straps out of her sleeves for battle purposes (and apparently reveals a foe's murderous/sadistic side) in exchange for the tool constricting itself over her time after time and forcing her to undergo immense pain as she has her body parts squeezed and snapped, as the tool was originally used by a sadist to inflict pain on a masochist; she doesn't necessarily mind the pain all that much however as the first tool cancels out all the injuries caused to her body and she claims to feel refreshed afterwards. This dark secret, along with her immortality, justifies Kirika's fearlessness and reasoning to go at everything alone as she's not only capable of doing so but also does so to hide her secrets from others in order to protect them; she tries to help the protagonists whenever she can however due to being the "Student Body President" who has to help all her classmates, which goes to show just what kind of character she is.
~(~(~(Stats )~)~)~
Kirika is rather tall (for a teenage lightweight female protagonist), and has rather typical action-girl status that make her fairly similar to ZSS except she falls faster but is as light as Jigglypuff; this is to balance the mechanic provided by Ginstrnag's Love however, which causes Kirika to heal off any damage 2 seconds after taking it at 1/8ths of its total every second until the damage is fully healed off to the point where she'll essentially be immortal against enemies who do not attack her consistently enough. She suffers a negative mechanic in the form of The River of Black Strings however; once 25 seconds of the match have passed black straps will start to crawl out of the openings of Kirika's clothes and tighten around her hands, legs and neck, with they being more noticeable on Kirika's HUD to tell the players of her impending torture, which will occur within 5 seconds - this means brief but unavoidable pain for Kirkia as she screams out in pain, all her body parts both tightened and snapped for a whopping 140% before Ginstrnag's Love reforms the broken bones as Kirika is forced into prone; in the air Kirika is merely stunned in place. This damage and any Kirika would take afterwards will not be healed off normally to the point where enemies could easily KO Kirika out of her prone state, but after 7 seconds her damage percentage will reset to 0% before her mechanic and the 30-second countdown are reset. Oh, and by the way, if Kirika would be KO'ed while she has 0% she won't lose a stock but rather will respawn with 100% on her damage meter that is regenerated at 5% a second, so she could easily commit suicide with a foe and not die herself - the curse timer does not reset in-between stocks however, so be careful not to be left wide-open or else you might as well have lost a stock in the first place.
~(~(~(Specials )~)~)~
->Neutral Special<-
Kirika bends down (leans downwards in the air) and aims an arm directly beneath her before firing out a black strap from her sleeve that shoots itself downwards at a blinding speed while going through all surfaces, inflicting 4% with very slight downwards knockback and almost no hitstun to struck foes that won't ever KO from point blank until 800%. With execution speed on par with Wolf's Blaster, the most simple use of this move is that of a pestering one, though holding down the input will not only prolong the strap's stay but will also cause the ends of it to fly back up and inflict upwards knockback to those who come into contact with it after 0.5 seconds, with Kirika being able to determine where it appears around her just like with the Warp Star item. The default position for the strap's reemergence is directly beneath Kirka however, which'll cause her to not only take damage from the strap but also be caught in its continuous hitbox and juggled all the way up to the top of the screen as a way of recovering she can control not only with her regeneration but also the fact that she can rid herself of the strap anytime by releasing B; she and foes in general however can escape from the strap's juggling hitbox by DI'ing out of it, which allows Kirika to wriggle out and use her strap as a trap, though she cannot move whilst doing so. Note that the lingering strap has tentacle priority and thus can be destroyed with any attack, though Kirika will still be in the same stance as before and thus will instantaneously throw out another strap that she can set-up again if B was held down.
->Side Special<-
Kirika effortlessly extends an arm to fire out a strap that travels almost instantaneously for 1/2 of FD's length before being reeled back in for some lag if no target is grabbed, with she being able to angle it up to 45 degrees. If she manages to catch a foe however, the strap will end up wrapping itself around their waist and giving off the standard "enemy-tether" effect that causes the two characters to be bound together; the fastest moving character can and will drag the other character and if one would suffer knockback they'll end up dragging the other character along with them. Kirika can in fact drag her foe into the abyss with her for a suicide KO this way, but they can't do the same if they're KO'ed as the strap will be torn from their body once they enter the blast zone. The initial strap can be destroyed by taking 10%, though foes actually have the option to exploit it by reeling their part of the strap in by using their grab to drag Kirika in at Ike's dashing speed in order to use their grab on her (for as long as they hold Z), though unless they have a Pummel and/or Throw that can destroy the strap with its hitbox they'll end up being dragged along with for the ride. In order to strengthen her strap, Kirika can keep re-using this attack to fire out and automatically place more straps on her single victim to add an additional 10HP for each one, though she suffers a bit more start-up lag with each new strap; on the other hand, adding more straps to the horde is the only way for Kirika to drag her enemy along with her for the ride without them breaking the initial strap with their attack in the first place - unless Kirika was the one who inflicted the injury on herself, that is.
Curiously enough, if Kirika used this offstage and caught a foe with the strap she'll end up dragging them down into the abyss for a unavoidable suicide KO unless they can destroy your strap in time, which shouldn't be too hard for them. If you do succeed at pulling this off however, and with 0% on your damage meter, you'll be able to take off one of the foe's stock free-of-charge.
->Up Special<-
Kirkia shoots out a black strap from her sleeve in a 45 degree angle with the same efficiency as Olimar's 6-Pikmin recovery, except here enemies only take 2% with mild hitstun and Kirika is allowed to reel herself towards any ledge, surface or opponent she comes across and jump off them to perform a "footstool jump" with similar angling and distance to that of her recovery that leaves the latter footstooled by holding B down for the entire move. If Kirika chooses to jump off the surface she reeled herself towards she'll regain her second jump, but is allowed to use this recovery as many times in a row without consequence due to needing something to attach herself to in the first place. Not following up with the aforementioned option allows Kirika to hang on the surface and use her aerial game from that position or simply reel herself towards it with another use of the Up Special or Z, though if the aforementioned surface wasn't a ledge Kirika will automatically footstool off it.
By the way, if Kirika uses this move whilst bound to a foe with the Side Special she'll instantly reel herself towards their location and jump off them whilst leaping towards the opposite direction without causing them to be footstooled. Kirika travels at Super Sonic speed and can jump back and forth as many times as she likes, though she's not invincible and can be intercepted by foes, especially those who'd reel her in with their grab...which is what she wants since she'll be knocked away with them for a suicide KO, so the foe kind of has to be careful NOT to attack Kirika while they're trying to break away at the straps. I should also mention that Kirika won't be KO'ed if she'd end up jumping towards a blast zone, so she doesn't necessarily have to worry where her enemy is when she jumps.
->Down Special<-
Kirka bends down and clutches her chest as a black aura surrounds her, healing off all her health and delaying the timer of her curse by 15 seconds. The trade-off for this however is that Kirika will take an insane 200% from her next curse, will writhe in pain for a whole second before falling prone AND be forced to wait 13 seconds before being rejuvenated. This move can only be used once but becomes usable again every time Kirika is rejuvenated from her curse. You might want to use it if your damage is too high for comfort or more importantly if you want to suicide-KO with your foe via making your damage 0%, though you'll have to be extremely careful not to let this backfire on your as 200% is a LOT of damage, and foes could easily KO you within the one-second you're left prone.
~(~(~(Grab )~)~)~
A standard long-range grab like ZSS' that has Kirika extend an arm to fire out a single strap that wraps itself around the victim and pulls them towards her, though if she'd encounter an item along the way she'll laglessly bring it back towards her. If the foe was bound in straps via the Side Special they'll be reeled in at Ike's dashing speed for as long as Z is held but can prevent themselves from being grabbed if they can cut the straps in time or if they try to grab her at the same time, which'll keep either character from reeling the other in towards them; note that Kirika doing this not only shortens the straps' length but also removes them from the foe once the grab ends if she pulls if off so use it wisely.
The Pummel simply has the foe be squeezed for 2% per hit.
->D-throw<-
Kirika extends her other arm in order to fire out another set of straps, but this time these straps constrict both the foe and Kirika. From here, both characters will have to escape the grab normally, but neither will be able to escape until both have been released; in other words, if Kirika had 150% and didn't button-mash to escape and the foe had 0% and button-mashed they'd be forced to wait until Kirika has been released from the grab! It helps even further to this cause that Kirika actually takes damage from her Pummel and other Throws along with her foe. Perhaps the deadliest thing about this throw however, is that if Kirika would suffer from her curse whilst being constricted with her foe BOTH characters will have their bodies crushed! Essentially speaking, the foe will end up taking all that damage you would've normally taken by yourself and won't be able to attack you out of it as the grab as a whole is cancelled and both characters are forced into prone. If Kirika has more damage when attempting this throw she'll be able to keep enemies in for longer with a better chance of taking them down with her, though with her Down Special she can inflict more damage on them at the cost of keeping them constricted for a far shorter period of time due to having her damage healed off. This move alone may tempt players to go on the offensive instead of trying to get away from enemies when the curse comes calling.
->U-throw<-
Kirika fires out straps from her other arm towards the floor, which burrow themselves before they quickly emerge at the foe's feet and poke them upwards for 4% with excellent knockback but weak growth that only makes the move KO at around 225%. If A is tapped anytime before the first strap damages the foe Kirika will send another one out at the same rate, except this one can be dodged or destroyed due to the move producing rather weak hitstun; up to 2 additional straps can be sent out at a foe for juggling or further damage, or Kirika can simply use her other moves instead. You can use this from the D-throw to knock both Kirika and her foe into the air in order to create some interesting set-ups depending on the difference between the two characters' damage percentages and how heavy the foe is, such as poking at the enemy with the Neutral Special from above or following up with an aerial attack of any sort.
->F-throw<-
Kirika raises a hand whilst continuing to hold her foe, which sends out countless straps that attempt to skewer the foe for 18% that KOs them at 95% - easily Kirika's best KO move. The foe can escape from this without button-mashing at around 65% or less, though at 140% or so they'll find themselves inevitably stuck in place for the kill; even if they do escape from the throw however the straps won't stop chasing them and will attempt to fly towards them at Sonic's dashing speed, skewering them for great damage if not destroyed via tentacle priority. Foes should have plenty of time to run away or prepare an attack in general, though they shouldn't try to approach Kirika or else they'll be attacked.
With the D-throw this move will target both characters and will effectively take a good 5 seconds to set-up, greatly damaging the two characters in the process, though with clever planning Kirika can take advantage of the rejuvenation from her curse or regeneration to take less knockback than she should have after using her damage to hold the foe in for longer. Effectively speaking, this move variation screams stall or suicide, generally depending on the damage of the players.
->B-throw<-
Kirika makes the strap around the foe dig into their skin and through their body as it breaks into fragments inside them that stick out of various parts of their body, with the foe taking 9% and knockback that KOs at 195% from all that rather intense gory pain. From there the fragments stuck in the foe become damaging hitboxes that inflict 1% per 0.3 seconds onto themselves and any other characters or items that make contact with them, the latter of which taking 4% from the initial hit. Essentially speaking, the foe's body has become a damaging hitbox that'll damage Kirika if she comes into close quarters with it (she won't usually, even if she grabs them, with this only really mattering if foes have a physical grab or moves), as well as progressively damaging any strap she places on the foe; thankfully Kirika's tentacle priority-based strap attacks won't be affected however. Foes can rid themselves of their inner thorns with 5X the difficulty of shaking off a Pikmin, or they can try and use their thorns to their advantage to further damage Kirika or help degrade her Side Special's use.
From the D-throw, this naturally causes both characters to have strap fragments sticking out of their body, which isn't really all that helpful to Kirika but can be used to punish enemies who'd try and grab or hit her with a physical attack - she'll be able to handle the pain far better than her foe anyway given she can regenerate all the damage she takes over time, and once she's rejuvenated from her curse the damage will go away.
~(~(~(Standards )~)~)~
->Standard<-
Kirika fires out a strap towards the floor 0.5 SBBs ahead of her, inflicting 3% with flinching pushback to enemies in the way. If you tap A again Kirika will fire out another strap 0.5 SBBs ahead of the previous one in a cycle of sorts you can continue for as long as you like, albeit with more lag for each newly placed strap; you can cancel out of this move into a shield or normally with B, or simply continue the attack with the planted straps by tapping the control stick in any upwards direction to make the first strap fire out of the ground from where it was planted as a Platform-long hitbox that inflicts 1% with knockback in the opposite direction that KOs at 335%. Once a strap has fired out of the ground another use of the control stick will make the next one fire out, which will be a Platform longer than the previous one to the point where you can continually juggle a foe with this, though don't expect to get too far given the low damage and knockback output. If Kirika is attacked by a foe or 3 seconds pass without her doing anything she'll have the straps automatically shoot out from the ground as brief damaging hitboxes to foes, which is a decent way to put them on the defensive whilst pestering them without doing too much damage to your Side Special strap with your own move. Kirika can also stab herself with her planted straps without having them all set-off, which can be used for both defensive and spacing purposes as you'll be attacking the foe at the same time if they were in the way; the knockback obviously isn't that much and is hardly threatening to the foe via the Side Special straps if Kirika has low damage, but at higher percentages the move can be quite the game controller.
->Dash Attack<-
Kirika fires out a strap towards the floor a Platform ahead of her whilst stopping in place, inflicting 2% with flinching pushback to enemies in the way. Tapping or holding A however has Kirika follow-up by reeling herself towards and over the anchored strap to perform a flying kick that propels her far enough to be able to immediately follow up with an additional 7% and horizontal knockback that KOs at 195%.
->F-tilt<-
Kirika raises an arm forward and sends out a strap that jabs the area in front of it for similar range and lag to that of Dedede's F-tilt, poking enemies for 10% with semi-horizontal knockback that KOs at around 155%. The impending strap has tentacle priority, so while it can be destroyed with a single attack tapping A will simply have Kirika send out another one without suffering any start-up lag. Due to the damage and hitbox of the move, using it will destroy a single strap placed on the foe through the Side Special as a way of stopping foes from dragging you towards them with their grab as an emergency of sorts or simply being dragged with them when you try to knock them away. This is also a decent poker and KO move to jab enemies from a short distance with.
->U-tilt<-
Kirika fires a strap 0.4 SBBs above her for a quick 3% with slight upwards knockback that can KO at 340%. Tapping the control stick in a direction will allow Kirika to extend that same strap in an arc like with Yoshi's Egg Toss to inflict 2% with decent hitstun to any character hit as a way of disrupting enemies without hitting your Side Specials straps.
->D-tilt<-
For her crouch, Kirika bends down on both knees while planting the palm of both her hands on the floor; she is allowed to crawl from this position, and I'm sure you've read enough of my recent sets to know about the knockback resistance one gains when crouching. Tapping A has Kirika send out a strap without any kind of gesture as it sweeps the floor in front of it whilst inflicting 1% and causing any foes 0.5 SBBs in front of Kirika to be tripped, though you can hold A and charge the move for up to 2 seconds to have the range be extended to a Platform's distance, which you can do while crawling. Kirika suffers almost no lag from using this move, and can even reel foes towards her for a grab if they've been strapped with the Side Special and essentially gain some extra reeling time by having foes trip in the first place. That, and having foes try to knock you out of your crouch will promote downwards knockback that can be rather fatal to them should they end up flying and going on the trip with you.
~(~(~(Smashes )~)~)~
->F-Smash<-
Kirika holds an arm out and fires out a strap that you can move around in a similar manner to Pit's Arrows, albeit with a good deal more starting lag (Snake's F-Smash). Foes normally take a fair 7-14% that KOs at 215-180% upon being hit by the tip, though holding A upon connecting the attack will instead have the strap tie itself around the victim's waist in a similar manner to the Side Special, only this time foes take 10% and decent hitstun from their waist being crushed. In addition, the sharpened tip of the strap will be pointing a Platform's distance outwards in front of the victim, which doesn't inflicting any damage on them but rather skewers other characters for 15% and point-blank horizontal knockback that KOs at around 80%...that'd usually be bad, but in Kirika's case it's quite deadly as the strap in itself is tethered to the victim just like with the Side Special, it having 10-16HP whilst increasing the strength of any other Side Special straps by 1.05-1.2X their combined amount. Effectively speaking, the foe has become a mobile hitbox that can KO Kirika quite easily (she'll die from point blank at no later than 60%), but at the same time absolutely screws with the foe since Kirika can very easily drag her victim off the stage for a suicide KO if they try to kill her at all, and thus forces them to try and break off their strap while facing the other side in order to not die. Thankfully however, Kirika cannot put any more than one F-Smash strap on her victim and will simply attack them with this move normally if they already have one on them, so it won't take them long to rid themselves of the one strap as to prevent Kirika from simply rushing towards them to kill herself and her victim.
->U-Smash<-
Kirika fires numerous straps towards the floor directly underneath her, which you're through the ground in the same way as the Neutral Special, except here you can keep the straps underground for as long as you like and move them any distance; this all occurs after charging the attack, mind you. Releasing the attack will have the straps shoot up from the ground to 2-8 SBBs in height whilst skewering players for 7-15%, causing them around 0.7-4 seconds of impact stall depending on how much of the straps went through their body before they suffer upwards knockback that can kill them at around 160-135%, all before the straps break apart on the spot. Note that while the impact stall players suffer is rather long, and all the more so if they were on the ground and were struck by the fully-charged attack, Kirika herself cannot do anything to follow it up, and is in fact hindered by it in a way as that time not only makes her curse come closer but also makes her prone to outside interference; enemies still take the attack's knockback, however. The move is surprisingly quick to execute due to you needing to determine where the straps will emerge from, and is surprisingly good for causing paranoia towards the enemy as they won't know exactly where the straps will strike; that, and Kirika isn't in a punishable position even if she misses with the straps.
One thing you may have noted is that the straps will emerge from underneath Kirika by default just like with the Neutral Special, and will skewer her for damage and knockback in that case. Note that the damage from the move occurs at the very moment the player is skewered, and thus the knockback the move will cause is instantly determined at that very moment, regardless of any changes to the player's damage percentage during the impact stall. Kirika could easily exploit this were she to have her damage percentage change from her curse or rejuvenating from it to either take low knockback whilst having a high damage percentage or take high knockback whilst having 0% via having the rejuvenation occur during the impact stall so you end up being KO'ed but not losing a stock, and possibly taking the enemy with you in the process.
->D-Smash<-
Kirika enters a T-stance with her body as straps begin to cover partial areas of her arms, legs and head as amour of sorts. While this amour may not be the most necessary thing in the world for Kirika, it does protect her from damage for 5-12 seconds before she takes all the damage she would've suffered beforehand later on at 1.15X the intensity as the straps creep back into her body whilst cutting away at her skin for aesthetic effect as she takes an average amount of hitstun; if Kirika would be KO'ed before taking this damage she'll end up taking it during her next stock instead in the case where you would've tried to negate the damage taken from the curse or hold off damage from attacks so their knockback will allow you to suicide at 0%. While Kirika will inevitably take the damage at a more intense rate, one positive of having it concentrated is that she can heal it off with her regeneration in one go rather through individual portions. Some players may want to use this before attempting a self-damaging move or the curse's calling, though they'll still take the hitstun from the latter anyway and simply end up taking more damage.
~(~(~(Aerials )~)~)~
->N-air<-
Kirika fires a strap diagonally beneath her about 2 Platforms ahead of her, inflicting 12% with downwards-horizontal knockback that can KO at around 175% or earlier through a meteor smash. While the move has good range and is fast, it's easy for enemies to know when she'll use it, and if Kirika fails to connect the attack at all the strap will fly back and skewer her for the same damage and opposite knockback that can induce Star KOs - you can't quite use this as a recovery however due to Kirika being knocked backwards and generally away from the stage, though it can be used to stall in the air and space to some degree if you don't hit with it. Just be careful of your curse as that alone will make the damage fatal to Kirika.
Using this while bound with Side Special straps will have the strap fire out towards the foe's direction and knock them away in the opposite direction; if they attempt to shield this the strap will end up adding 10HP to the tethering but be unusable until the tether is broken, but if foes spotdodge the strap will turn around and go after Kirika! She can end up being hit by her own strap and will probably want to be, though she can shield or dodge her own strap for the same effect as the foe though she cannot use any other attacks - the strap will add yet another 10HP to the tethering in coming back to Kirika, and will add more if Kirika decides to dodge. In most cases however the foe won't want the strap to go back to Kirika, though they won't have any say in the matter if they're in the air where they won't be able to dodge: either let the strap hit Kirika for a suicide KO if her damage is high enough or be hit by the strap/shield it. This is mostly a win-win situation for Kirika, and one she can best take advantage of by being in the air.
->F-air<-
Kirika fires out a strap 2 Platforms ahead of her, which whips in front of her erratically in a cone shape that inflicts multiple hits of 1% for 6% a second to any foe within attacking range; being strapped to a foe via the Side Special will make the strap crawl along the tether and poke at the foe for the same amount of damage whilst adding 10HP worth of amour. Kirika can continue her attack even on the ground either way, and can cancel it into any action via a aerial or ground transition. This is more or less a decent poking or lure move that can easily cancel into a move like the Up Special or Side Special if you want to take advantage of the foe's need to avoid damage.
->B-air<-
This time, numerous straps fly out from Kirika's back and spread out a Platform's distance in a cone-shape 45 degrees, tearing a number of holes in her school uniform for some obligatory anime fanservice. This attack is obscenely fast, and inflicts 28% that KOs at 75% for what is truly Kirika's best KO move...at a price. Using the move at all causes Kirika to take 20% from her body being tightened to inhumane levels, and also suffers massive hitstun that leaves her open to an enemy attack for around 1 second at 0% and 4 or so at 100%. This is your only real retaliation move in some cases however, especially when you've jumped off the enemy via an Up Special transition. Even with the D-Smash active, this is a move you should definitely use with caution and only at the very last moment.
->U-air<-
Kirika performs your typical spammable flip-kick that inflicts 6% and hits everywhere but below Kirika for knockback in the opposite direction that KOs at 275%; not the best KO move from point-blank but a rather useful one to finish foes off from a U-throw set-up or via knocking them away and being dragged along with them from the Side Special straps that makes this move scary when near the top of the screen.
->D-air<-
Kirika shoots out a strap beneath her foe 3/4s of a Platform beneath her but with the lag and execution difficulty of Wolf's D-air. The move has a grab hitbox that bypasses shields however and will fling caught enemies up into the air 1.5 SBBs above Kirika with a fraction of hitstun that can actually KO enemies if both characters were high enough in the air from being knocked away together via the U-throw or Side Special. You can also use this to poke at grounded enemies, launch them into the air and them attack from either the ground or the air, whatever strikes your fancy.
~(~(~(Playstyle )~)~)~
Kirika is a rather odd character whose somewhat adapted to pain and injury to the point where she can use it to her advantage, making her one of those characters who benefit from taking damage, especially since she can just regenerate from any hits she takes. That, and the player pretty much has the right to go crazy if they can pull off a suicide KO at 0% since they themselves won't die but will be very close to due to the fact that Kirika is a lightweight.
At the start of the match Kirika has her U-Smash and Side Special moves she can use for ranged combat, though it's generally best if she takes the initiative in a battle given her curse. She does obviously want to strap her foe with the Side Special as to ensure that she takes them along with her if they try to KO her, and while the move is easy enough to land actually trying to keep the straps on the foe let alone handle them can be a bit of a challenge; foes can choose to either rid themselves of the straps placed upon them by attacking them, or give into their sadistic side and use them to reel Kirika into their grab and potentially KO her on the spot without dying themselves if they manage to break away at the straps with enough Pummels or a Throw. Either way, Kirika should use the foe's decision to her advantage via by poking at them from different angles, trying to grab them or simply use the Up Special to zip around the stage like a madman of sorts. You need only to drag the foe down to hell with you at 0%, which isn't all that hard considering the Down Special and Kirika's constant regeneration, and you'll be a stock ahead of the foe.
The above is not something Kirika can keep up forever, though. While she's able to swat off any attack given time, that same time is also a hindrance to her as she'll have to face the wrath of her curse sooner or later, and will be placed in a dire position that makes her ripe for being KO'ed. Players will eventually get used to this mechanic as they play Kirika, and can even use it to their advantage if they combine it with the D-throw to put enemies in the same dire position that turns the match into a sudden death of sorts. If you can't pull that off however, it's best to stay away from enemies during that time and play defensively whilst trying to strap them for a suicide KO.
Kirika doesn't have to get her KOs only by suicide however; said option was more or less the easy way out.