BI⑨~
Cirno is a rather minor character in the Touhou Project doujin game series. She's an ice fairy who has the ability to manipulate the cold. While she's strong for a simple fairy, she's pretty weak compared to most of the cast, and isn't exactly the sharpest tool in the shed either. She's just a child, so she puts little forethought into anything, preferring to rush in headstrong. Also has some meme involving the number ⑨.
CIRNO IS TEH STRONGEST PERSON IN GENSOKYO! SHE'S ALSO SUPER-SMART AND PRETTY, AND GRACES ALL WITH HER SHEER INTELECT. SHE HAS STARRED IN EVERY TOOHOO GAEM WHERE SHE'S TEH MAIN CHARACTER. SHE IS ASSOCIATED WITH THE LETTER ⑨ WHICH MEANS "AWESOME" AND "SMART" AND IF ANYONE ELSE CALLS YOU A ⑨ IT MEANS YOU ARE ALMOST 1 BILLIONTH AS STRONG AS ME-EYE MEAN, HER.
SHE'S ENIMIES WITH THE STOOPID SUWAKO, WHO GETS MAD AT HER FOR FREEZING SOME FROGS. I MEAN, IT'S PERFECTLY NORMAL ICE TRAINING! TRAINING, THAT'S IT! IT'S NOT LIKE EYE DO IT CUZ FROZEN FROGS ARE CUTE, OR BECAUSE THEY SOUND ANNOYING, OR BECAUSE IT'S EXCITING WHILE JUGGLING THEM BECAUSE THEY MIGHT BREAKS. NO NOT AT ALL. BUT IT DOEZNT MATTER, SINCE EYE WILL BE TEH WINNER, HAHAHAHA
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</ ̄ ̄丶
__彡ノメノノレリ〉
\ ルリ゚ヮ゚ノリ
>;lt;(つiつ
∠_く//」」〉
STATS~
❆SIZE~ ④/⑨
Cirno is a pretty small fairy. She just goes above the height of your average critter, and is a tad shorter than Mario. Cirno, obviously to demonstrate her superiority over everyone, makes up for this by
hovering in the air all the time. She is able to make eye contact with characters like Ganondorf like this, while at the same time being small enough to dodge plenty of moves.
❅WEIGHT~ ①/⑨
Poor Cirno is as fragile as a snowflake. She can be sent flying to her doom at pathetic percentages like
90%. Still, did you expect any less from a tiny fairy?
❆GROUND MOVEMENT~ ⑦/⑨
Cirno is really, really fast, lending well to her playstyle. While not as fast as Sonic and CF, her ground movement is up there with the likes of Fox and Pikachu. But where she really shines is in her....
❅JUMPING/GLIDE~ ⑨/⑨
Cirno is one beastly fairy whilst in the air.
She can jump a total of 7 times, each jump going just as high as one of Kirby's floats. And if that wasn't enough, she
has a modified glide. By "modified" I mean it's
more like a float. Every time she jumps, she'll float safely down at a ridiculously slow pace, giving it almost glide-like properties. And this float/glide, unlike others, is
completely automatic. It's pretty much her default fall speed. Though if you're impatient, you can still fast-fall at a normal rate by pressing down the control stick.
❆CROUCH/CRAWL~ ⑧/⑨
Cirno's crouch is somewhat different. As Cirno always floats in the air, crouching her down will simply make her stand on the ground in a normal fashion. As such, her crawl is much faster than others(though still not as fast as her usual run speed), as she simply waltzes along, slightly slower than her speedwalk.
❅TRACTION~ ④/⑨
As Cirno is always in the air, she's kind of awkward to control. She's a bit more slippery than others, and her automatic glide may feel weird at first.
❆POWER~ ①/⑨
Don't tell Cirno this, but she's pretty well on the weak side. And by "weak" I mean "absolutely pathetic."
Not one of her moves go past the 9% mark, and only 1 of her moves has any remarkable knockback. Though she sure as heck can build up damage, so that should count for something.
❅PRIORITY~ ①/⑨
Hands down, Cirno has some of the worst priority you'll ever see. Most of her moves can be out prioritized by even the weakest character's jab. Hey, cut her some slack, she's just a child.
❆RANGE~ ⑨00①/⑨
But whatever she lacks in power or priority, Cirno more than makes up for in sheer range. Need an example? One of her special moves can literally hit the
entire stage, given enough time. And her other moves aren't much too scoff at either.
❅ATTACK SPEED~ ⑧/⑨
Cirno has a lot of chargable moves, but other than that, she's pretty dang fast with her attacks.
So tl;dr: Cirno is a very lightweight projectile maniac with an automatic glide. She's extremely mobile and speedy, and combined with her efficiency with projectiles, she's sure to keep the opponent on their toes.
M⑨VESET~
❆❅SPECIALS❅❆
NEUTRAL B: 「Icicle Shoot」
Pretty much Cirno's most basic-yet-essential move. This is a basic chargable attack; A simple tap of the B button will cause Cirno to shoot out in front of her 3 fast moving icicles in a slight cone formation, while holding it for
.4 seconds and
.7 seconds will boost that number up to 5 and 9, respectively. The icicles home in slightly on the opponent at a quick rate, and do
2% damage each. They have horrible priority and almost nonexistant knockback.
So what's so great about this mediocre projectile? Simple:
it's extremely spammable. Even with charging, this move has almost no startup or ending lag, can go as far as battlefield without breaking, and
can even be angled while charging. Not to mention you can
charge it up in midair without falling. It's a great way to needle opponents and build up some quick damage, not to mention it helps space yourself out, which you'll really want to do. This is pretty much a move meant to be spammed.
Description for ⑨s-
*hold and charge B to shoot icicles
*each icicle does 2% damage
*They have little knockback
*Icicles home in slightly
*You can charge it in midair, and Cirno won't fall
UP B: Snow Sign 「Diamond Blizzard」
More chargable moves! Hurrah!
Remember when I said Cirno's range wasn't anything to mess with? Well this is one of the many reasons why. While charging, Cirno will take up an excited pose; upon release, Cirno pumps her fist into the air, causing
icicles to fall from the sky! What happens is, if you simply tap upB, a small group of icicles will fall directly above Cirno's head. For every
.3 seconds this move is charged, the range of the falling icicles will increase by 1 battlefield platform around Cirno.....so technically it's 2 battlefield platforms. Basically, all you need to know is for every .3 seconds this move is charged, the horizontal range at which the icicles rain down increases quite a bit.
What's unique about this move is that
you can charge it infinitely. Yes, infinitely. As long as you can afford to stand open in one place, you can charge it. Guess what that means? Yes, if you can afford to charge this attack for about 4 seconds, you can
have deadly icicles rain down on the entire stage. So how do you dodge this barrage of ice? Well, ever try dodging raindrops? Basically, you aren't going to dodge this icy onslaught; Your best hope is stopping Cirno from charging, period. (That, or just shield it.)
The amount of damage from each icicle is only
1%, and deals
no knockback. Vertically, 8 icicles fall from the sky, no matter how much you charge it, meaning if the opponent is lucky, they'll take
8% damage from each barrage. So yes, it's pretty much the same as the rain on the Wario Ware stage, except umbrellas aren't going to help the opponent out this time.
This attack has very little startup lag, but some slight ending lag. So as usual, use this move to rack up some major damage, or just spam it to piss off the opponent.
Description for ⑨s-
*Use this move to rain icicles down on the stage.
*You can charge up this move infinitely
*Every .3 seconds you charge increases the horizontal range around Cirno by a battlefield platform
*Each icicle does 1% damage with no knockback
*The icicles have horrible priority, but it may not be too wise to knock them out when they're all around you.
*About 8 icicles appear vertically
*You can still charge this in midair...but you wont stop falling.(Same for every other charging move at this point.)
*And in case you couldn't figure this out, her icicles go through platforms. Nothing is safe from Cirno's Icicle storm!
DOWN B: 「Frost Field」
Guess what! More charging moves!

You can think of this as a ground version of her Up B. While she charges this move, Cirno places her hands on the ground, as clouds of frost emit from her hands. Upon release,
she freezes the ground! Much like Diamond Blizzard, this
can also be charged infinitely, and charges by the same amount. (That is, for every
.3 seconds charged, the range of this attack increases a battlefield platform on both sides on Cirno.) But unlike Diamond Blizzard, the range doesn't go off-stage. You're just freezing the platform you're on!
The move has pretty minimal startup lag, but some noticable ending lag, as Cirno rises back into the air again. Good news is, any opponent
on or near the ground take
8% damage, and
become frozen for .3 seconds.
Besides the usual attacking properties, Frost Field has some other fun functions; For
5 seconds the part of the platform you froze
becomes a slippery slidey wonderland! Of course, Cirno can't be effected due to hovering in the air, but your opponents will be in for a real treat! Watch as they have the time of their lives, slipping, sliding, and tripping all over! It's just like normal ice terrain, but in the middle of Final Destination!
And if that wasn't fun enough,
the ice field also modifies some of Cirno's other moves! Be sure to keep an eye out!
Description for ⑨s-
*Use this move to freeze the current platform you're on.
*For every .3 seconds charged, the range of this move will extend a Battlefield platform in front and behind Cirno.
*One can only be hit by this move by standing on or just near the ground.
*Getting hit by it deals 8% damage and freezes you for .3 seconds
*Makes the terrain nice and slippery for everyone
*Improves some of Cirno's other moves.
*You can't use this attack in Midair
SIDE B: 「Midsummer Snowman」
Well, at least it's not a chargin' move.
For this technique, Cirno forms a small ball of snow in her hands, and sets it on the ground. She begins rolling it like some sort of icy Katamari. Sadly, there isn't much ice on most stages, so she'll just be rolling it around to little effect. So what is there to do? Why use
Frost Field of course!
Rolling the snowball on the icy terrain caused by Ice Field will make the ball steadily grow larger as it rolls along. Of course, the ball completely absorbs the field when rolled over it.
Getting hit by this icy ball will
constantly combo you as it rolls along, unless you DI out of it. It deals
1% damage initially, and gains more power one by one as it increases size, until it reaches it's peak at
9%. But unfortunately, all good things must come to an end; in order to use any other moves or even
jump, you're going to have to let go of the ball. Pressing B again will cause Cirno to push it away from her, as it rolls along at the speed of her dash. It'll keep on rolling until it hits something or rolls offstage. This whole move has pretty minimal lag all around.
Interestingly, the priority of the snowball increases as it becomes bigger, though it never reaches past the "Very Good" point.
This is one of Cirno's more...defensive moves. It has the protection Cirno requires, while all the spammability of a normal projectile. Use it healthily.
Description for ⑨s-
*Cirno lands on the ground to spawn a snowball from her hands, which she rolls along.
*Has little knockback, so a rolling snowball constantly juggles the opponent, lest they DI out of it.
*The snowball will get bigger as you roll it along icy terrain or a frost field.
*The Power and Priority increase at a steady rate as it grows larger.
*However, the power is capped at 9%, while the priority is capped at an above-average amount
*Press B again to push it away from you, like a rolling projectile
❆❅STANDARDS AND TILTS❅❆
NEUTRAL COMBO: 「Frost Drizzle」
Give your opponent a small taste of the chilling cold. With no lag whatsoever, the first 2 taps of the A button will make Cirno emit a small burst of icy goodness from her left hand, and then her right. Each one of these frigid blasts have almost no range outside of her palm, and hit 2 times each, doing
2% damage.
But where things get fun is where the 3rd press of the A button comes in. As you'd might expect by now,
the ending to her neutral combo is chargable. Simply hold the A button, and Cirno will hold her arms in the air, a swirl of frost twisting above them. You can keep charging this up for up to
2 seconds, and upon release, will cause Cirno to
drop something down in front of her, hitting the opponent on the head. What exactly she'll drop depends on how long you charge it:
*0 seconds/no charge- She'll drop a single lonely icicle, not too different from the ones found in her up B. It does 1% damage with almost no knockback upon contact.
*.3 seconds- She'll drop a small chunk of ice. It does 2% damage with very little vertical knockback.
*.5 seconds- She'll drop an adorable frozen frog. The wonderful frosted amphibian will do 3% damage with little vertical kncoback. But what about the poor frog? Well, 1 out of every 3 times, the poor froggy will break! But luckily, most of the time, the frog will thaw itself out once dropped on the foe's head, and start hopping along the stage until it disappears. More of an easter egg if anything, but still a sight to behold.
*.8 seconds- She'll drop a small building block of ice, probably used for an igloo. It does 5% with sub par vertical knockback.
*1 second- She'll drop a beautifully crafted ice sculpture of herself. Deals 6% damage with sub par vertical knockback.
*1.5 seconds- She'll drop an ice sculpture of her Yukkuri self, quite obviously taking it way too easy. It does 8% damage with below average knockback.
*2 seconds- Finally, she'll rain down a barrage of icicles directly in front of her, with the range of half a battlefield platform. They all pass by quickly, and do 1% damage each. As there are 9 icicles that drop down, this move does 9% damage with medium knockback.
Surprisingly pretty versatile for a simple neutral combo, you can also use this move to gimp opponent's recovery when using it off the edge. Of course, all the objects dropped have depressingly low priority, so pretty much every attack can block/break them.
Description for ⑨s-
*First 2 parts of the combo give the opponent a blast of frigidness from Cirno's palms, each doing 2% damage.
*Third part is chargable, and has Cirno drop an icy object on the opponent's head.
*What object this is depends on how long you charge it.
DASH ATTACK: 「Frost Pillars」
As Cirno is flying along to her heart's content, pressing A will make the fairy point her finger towards the ground. In almost no time at all,
3 icebergs will rise out of the ground, all in a horizontal row. This row of icebergs rise up one at a time in .1 second intervals, and ultimately extend about a full battlefield platform. The icebergs are as tall as Mario, and deal
3% damage each with mediocre upwards knockback....normally.
What's so special with this move? Since the icebergs are rising from, y'know, the ground, this move
gets a bonus when done over a Frost Field!
To be specific, the Pillars will now do
9% damage each with medium upwards knockback. Not too shabby.
You should love, praise, and honor this move with all of your might, as it has pretty much no punishment. While Cirno will obviously has to come to a stop after preforming this move, she can do just about anything else to follow up this attack; it's extremely versatile. There's no startup and very little ending lag. It's an absolute necessity when you have your pesky opponents on your tail.
Description for ⑨s-
*Press A while dashing to make a row of icebergs pop out of the ground.
*Each iceberg does 3% damage with mediocre vertical knockback.
*Doing thus over the Frost Field will bump that up to 9% each with medium vertical knockback.
*There's almost no lag-related punishment.
FORWARD TILT: 「Freezing Beam」
So I heard you like charging moves, eh?
Upon a simple tilt of the control stick and the A button, Cirno's palms start to charge with an ice cold power! Simply tapping the A button or charging it for
.2 seconds will have Cirno
shoot out a thin beam of frostiness. Of course, charge it for
.5 seconds will
increase that number to 2 beams! Yes, 2 beams will fire out of her palm, each going diagonally instead of straight. Of course, if you want the best of both worlds, try charging it for
.8 seconds. Then Cirno will shoot out a lovely
3 Beams! Yes 3! 3 beams! *the count laugh*
But no matter how many you fire out, their properties stay the same: The each do
3% damage, and
Freeze the opponent for .2 seconds! They're also as long as half a battlefield platform. Of course, they have pretty poor disjointed priority, but you should know that by now. But this move luckily has little ending lag.
Description for ⑨s-
*Press Ftilt to fire some bone-chilling beams.
*No, the beams don't shoot out like a projectile. They're more like a weapon.
*Simply tapping it or holding for .2 seconds will shoot out 1 straight beam.
*Holding it for .5 seconds sends out 2 diagonal beams.
*Holding it for .8 seconds adds a 3rd straight beam to the mix.
*The beams freeze the opponent for .2 seconds.
*They only last on screen for .1 seconds, only long enough to hit an opponent once.
UP TILT: 「Little Iceberg」
Cirno puts her hands above her head and forms
a small iceberg in her hands. So what now? Well, think of the iceberg as Cirno's own little Freezie!....except not really. Luckily, Cirno's able to move and jump while she's holding the iceberg....but that's about it. She isn't able to float or multi-jump, and pressing any other attack button, even the B button, will cause her to throw the 'berg a short distance in front of her. She'll throw it like any other item, like throwing a Freezie. So with all the mobility limitations, it surely must be more special, right? Sorry, all the iceberg does is deal
5% damage and freeze the opponent for only
.3 seconds. Lame! But luckily, there isn't much damaging lag, only a split second being required to form the chunk of ice in her hands.
Description for ⑨s-
*Use this UpTilt to form a mini-iceberg in your hands.
*Cirno cannot attack, float, or multi-jump while carrying the iceberg
*Throwing the iceberg at an opponent deals 5% damage and freezes the opponent for .3 seconds.
DOWN TILT: 「Icicle Sword」
While standing her ground, Cirno
thrusts forward with a giant sword formed by ice. After thrusting ahead, she'll
swing the blade upwards, hopefully launching the opponent in the air. The initial strike deals
2% damage, and the trip upwards deals an additional
3%. The opponent is launched at a medium height, just slightly above Cirno during her normal standing animation. Unlike a lot of Cirno's other moves, this one has some punishable ending lag.
So what, you wanted something fancier? Well, you ain't gonna find it in this move. This is a simple method to keep the opponent helpless and hopefully trap them in Cirno's aerial combos. Other than that, it's some pretty basic stuff.
Description for ⑨s-
*Thrust a sword made of ice forward.
*Afterwards, Cirno'll swing them up into the air.
*This does 5% damage in total.
❆❅SMASHES❅❆
FORWARD SMASH: Ice Mass 「Cold Sprinkler」
With a huff and a puff, Cirno will blow out a small spherical cloud. This cloudy ball will
slowly home in on the opponent. And I mean slowly. It moves at 3/4ths the speed of Ganondorf's walk...but in the air. After about
4 seconds of floating in the skies, the cloud will have finally had it, and will
explode into 5~13 icicles, in a circular formation. Exactly how many pieces are shot out depends on how long you charged it.
Each icicle does
3% damage with small knockback, and have slightly better priority than her the icicles from her Neutral Special. Yet another really spammable attack, it's almost a bit mean in a way.
Description for ⑨s-
*Use this Fsmash to send out a small cloudy sphere.
*It homes in on the opponent very slowly.
*After 4 seconds, it'll explode into 5-13 icicles, depending on how long you charged this smash.
*Each icicle does 3% damage with small knockback
DOWN SMASH: Freeze Sign 「Cold Divinity」
Cirno takes up a charging stance in midair as swirls of frost twist around her. Upon release,
4~8 small energy balls will shoot out from the center of Cirno, forming a circular formation surrounding the fairy. How many energy balls are shot out depends on how long you charged this attack. But there's something strange about these balls;
they aren't damaging anything! What gives?
Well, within a mere split second after being fired, the energy balls will
freeze themselves, turning blue, and becoming a lot more frostier. Instantly after becoming frozen, they'll start homing in on the opponent at the speed of Ganondorf's walk...but in the air again.
These frosty balls have medium priority, and instantly freeze any opponent who dare make contact with them at this point for
.4 seconds, as well as dealing
2% damage each. This may sound lame, until you figure out that, if the foe hasn't destroyed most of them yet,
all the other frost balls will hit the opponent if the foe simply gets hit by
one. Y'know, since all the balls are homing in at the same rate, getting frozen by one will give the balls enough time to constantly combo into you....c'mon this is basic stuff. The balls last on the screen for 4 seconds.
Perhaps one of Cirno's most deadliest moves, if only for being a gigantic damage racker, and leaving the opponent open for attacks like her Neutral B.
Description for ⑨s-
*Use this smash to send out 4-8 energy spheres in a circular pattern around Cirno.
*After completing this circular pattern, the spheres will freeze themselves and start slowly homing in on the foe.
*Getting hit by one of the frozen spheres will freeze the opponent for .4 seconds and deal 2% damage each.
*Just getting hit by one of these spheres will most likely keep you open long enough for all the other spheres to follow up, making this attack reach percentages like 16%.
UP SMASH: Ice Mass「Great Crusher」
A very basic, yet very vital move to Cirno's gameplay. For the charging animation, Cirno starts creating a mass of ice above her. Upon release, Cirno
will bring down a giant ice hammer, about the size of a stage builder block, in front of her. Aside from it's gigantic size, the glacier does
7~9% damage, and pretty good horizontal knockback and priority. This move actually has quite a bit of lag, being comparable to DDD's Forward Smash, but slightly faster.
So what's so great about this generic move? Well, it's important due to one important fact: it's the only move in Cirno's arsenal capable of killing at a sane percent. It's her basic kill move, but that still doesn't make it a very good one. It's knockback is only pretty good, not great, like the average heavyweight's smash, or even the average middleweight. But it still kills, and that's all you need.
Description for ⑨s-
*Use this attack to smash a large glacier-hammer upon your foe.
*It deals 7-9% damage with pretty good knockback.
*Though it has a good degree of all-around lag.
*Pretty much the only move in her arsenal capable of killing at non-absurd percents.
❆❅AERIALS❅❆
NAIR: Blowing Ice 「Ice Tornado」
Something funny about Cirno's aerials: As Cirno is technically always flying above ground, shouldn't every move of hers be an aerial? You have no time to ponder such questions, as Cirno is about to freeze your balls off.
Simply hitting A while flying/floating will cause
to spin around so fast, she creates an icy F**KING TORNADO!!
This twister is as tall as Ganondorf, and lasts about
.5 seconds before letting up. Getting hit by this icy twister instantly freezes you, and constantly damages you,
1% damage each hit. The whole tornado will probably hit the opponent 6 times, given they get sucked in during the very beginning.
But as fun as this move is, it doesn't have any real knockback...and it also has bad priority. Oh c'mon Cirno! Even your
tornadoes have bad priority!? How does that even work?! How much could your priority possibly fail?
Oh well, it has some pretty forgiving startup and ending lag, so I can't complain too hard.
Description for ⑨s-
*Use this nair to spin around so fast, Cirno creates a tornado around herself.
*This tornado is as tall as Ganondorf, and as wide as Cirno.
*It sucks in opponents upon contact, and deals 6 hits in total.
*Each hit deals 1% damage.
*Has pretty much no knockback and bad priority.
*But has a nice lack of lag.
FAIR: Freeze Sign 「Freeze Atmosphere」
Tired of Cirno's weak damage output? Want some more boosts in power? Well do we have the attack for you!
With a simple shift on the control stick and a press of the A button, Cirno will breath out a small cloud, about as wide as half a battlefield platform. It moves very slowly, at the same rate as the cloud generated by Cirno's Fsmash, except it only moves left/right, and doesn't home in on the opponent.
So what does this stupid cloud do? Well, it's not obvious at first. It doesn't damage anything, and just disappears after
4 seconds. So what gives? Basically, this special cloud
doubles the damage done by any one of Cirno's projectiles that happen to pass through the cloud. Any projectiles that pass though the cloud will be marked via a small bit of sparkly fog surrounding them.
Keep in mind that this
only applies to Cirno's projectiles. It's useless for just about anything else. Also, only 1 cloud can be kept on the screen at the same time. How sad. But useful. Usefully sad? Saddeningly useful? Does it taste yummy? Ooh, scary scary.
Description for ⑨s-
*Use this move to send out a cloud directly in front of you.
*The cloud will keep moving forward at a very slow pace along the X axis.
*Any one of Cirno's projectiles that pass through the cloud will have it's damage output doubled.
BAIR: 「Feather Sword」
Cirno shifts herself a short distance behind her and starts
spinning! Well, she's actually trying to attack the opponent with her icy wings. She spins horizontally, her wings outstretching slightly more than usual. This attack hits 3 times at most, each hit doing
3%. It knocks back the opponent a short distance away, along with momentarily freezing them.....but they're frozen for about
.2 seconds, not really long enough for it to matter. As usual, this move has little lag all around, it's actually slightly faster than the Ice Tornado.
Description for ⑨s-
*Cirno will jump a short distance in midair before spinning herself horizontally.
*Cirno slighly outstretches her ice wings.
*Anyone who makes contact with those wings take 3% damage and get frozen for a very brief a amount of time.
*It pushes back opponent's a short distance, not enough to KO.
*Slightly faster than the ice tornado.
UAIR: 「Icicle Rise」
Rise, o icicles! While in the middle of the air, Cirno will bring up her hands, commanding something to rise in an almost god-like fashion. Shortly after,
3 small icicles will rise out of the ground, and fly up the distance of about 2.5 Ganondorfs. These 3 icicles all follow each other in a straight line, and deal
3% damage each with little knockback. They instantly explode upon contact, and have pretty low priority. This move as a whole is somewhat laggier than her other aerials, so it isn't as shorthop-friendly.
What, you wanted a better move? Well, you can change this attack if you want to, by doing 1 simple thing:
preform this attack over a Frost Field.
Yes, Cirno's frost field comes into play once again, and provides this technique with a more powerful boost.
Instead of 3 icicles rising out of the ground, a Frost Field'd Icicle rise
brings out one giant icicle, about the size as 2 Ganondorfs. Also unlike normal Icicle Rise, this icicle doesn't fly up. Instead, it holds it's ground and breaks after .7 seconds. This one icicle does
8% damage and deals mediocre upwards knockback. Pretty sweet. Though it still retains the same amount of lag.
Description for ⑨s-
*Use this attack to rise 3 icicles out of the ground.
*The icicles fly up a good distance.
*Getting hit by one deals 3% damage each with small knockback.
*Performing this attack over Frost Field changes this attack to a single giant icicle rising out of the ground.
*This single icicle lasts onscreen for for .7 seconds and deals 8% damage every time contact is made with it, with so-so upwards knockback upon contact. Think of it as like an extremely miniature version of IC's final smash
*The icicles have low priority has a whole.
DAIR: 「Icicle KICK」
Generic downwards action go!
Cirno quickly encases her foot in an icicle and kicks diagonally downwards, much like a certain falcon variation. Unlike it though, it does some pretty weak damage as usual, only dealing
4%, and goes half the distance. Unlike Falcon Kick, hitting a foe with this attack will cause Cirno to ricochet off her victim, leaving the opponent as if they got footstooled. This makes for an okay spike if you really need it, but not too amazing. It has poor priority as usual, and almost no knockback aside from the footstool effect.
However, this move has one more variation: by pressing A again while doing the kick,
the icicle on her foot will launch off, in the exact same direction of the kick, except it goes 1.5 times farther and is disjointed. It only deals
2% damage though, and doesn't have the footstool effect. Nevertheless, the move, in both variations, has little lag and can be spammed just like any other move.
Description for ⑨s-
*Performing this will make Cirno do a kick in the air
*This kick deals 4% damage and has a footstool effect
*Pressing A again will cause the icicle to break off, and travel like a projectile
*It goes farther, but only does 2% damage.
❆❅GRABS❅❆
GRAB/PUMMEL: 「Frozen Freezing Method」
As to be predicted by such a freeze-happy girl, Cirno brings her arms out a short distance. Anyone who gets caught within Cirno's hands will get caught and
become frozen in a solid block of ice. Yes, Cirno freezes the opponent just like a mere frog. Of course, this functions just like any other grab....just frostier.
Pummeling the opponent in this state will have Cirno shake the block up and down, slamming it on the ground, dealing
1% damage each hit.
Description for ⑨s-
*Cirno freezes the opponent in a block of ice.
*Her pummel slams the opponent on the ground, for 1% damage.
FORWARD THROW: 「Frog Cargo」
Similar to DK's Forward throw, Cirno takes the frozen opponent and lifts them up over her head. She can now move around, though she still has plenty of movement limitations. Her speed is cut in half, she can't dash, can't run, and obviously can't attack. Pressing A will have Cirno throw the block forward, hopefully crashing to the ground, and dealing
6% damage, with medium upwards knockback.
Description for ⑨s-
*Cirno holds the frozen opponent over her head, and carries them like a crate.
*You can throw them for 6% damage.
BACK THROW: 「Frozen Impale」
Cirno tosses the opponent backwards, and in almost no time at all, 9 icicles rise up from the ground to impale your foe's frozen body; The ice soon breaks afterwards, causing
9% damage as a whole, and launching the opponent a short distance upwards.
Description for ⑨s-
*Cirno tosses the opponent back and impales them with icicles.
*This does 9% damage and small upwards knockback.
DOWN THROW: 「Frozen Stage」
Cirno throws the opponent on the ground, and then starts to Pirouette on top of it. As she's spinning, the opponent takes damage continuously until it reaches
9% after 1 second. The ice soon after breaks, knocking back the the opponent a short horizontal distance.
Description for ⑨s-
*You actually need a tl;dr for that?
UP THROW: 「Frozen Paradise」
Cirno tosses the block directly above her head and starts shooting it with icicles. After 8 icicles are shot, the block explodes, dealing
8% damage and medicre horizontal knockback.
Description for ⑨s-
*Seriously?
❆❅SITUATIONALS❅❆
DOWN/TRIPPED/FLIPPED: 「Temperature Dropping」
Angry that she was somehow thrown to the ground, Cirno madly rises up with an aura of cloudy frost emitting from her. This Frost is about twice as large as cirno and deals
3% damage with little knockback, along with possibly freezing the opponent in a block of ice for .1 second.
LEDGE ATTACK: 「Freeze Me」
While on the ledge of the stage, Cirno freezes all but her hands around her, encasing her in a block of ice. She then rams herself over the edge of the stage, dealing
3% damage and mediocre knockback.
LEDGE ATTACK (OVER 90%): 「Freeze You」
Cirno is probably going to die at this point, so you may as well make the best of it. Upon climbing on the edge, Cirno angrily blows a puff of frost from her mouth. This puff is 1/3 battlefield platforms long, and deals
5%. However, this move will instantly freeze the opponent for a good amount of time, the same as if the opponent got hit by a Freezie. Pretty sweet deal.
❆❅FINAL SMASH!❅❆
http://www.youtube.com/watch?v=evU8TwkB_1E&feature=related
Oh it's on now. Cirno has just broke open a Smash Ball, and now glows with an awesome power! With a press of the B button, a beam of light shines down on the icy fairy, and in simple seconds (of load time) Cirno transforms into her Final Fantasy flavored alter-ego,
Advent Cirno!
The AC transformation lasts for
20 seconds, for which during that long period of time, Cirno is open to unleash a can of whoopass upon her opponents. Of course, AC isn't invincible, and still takes damage just like anyone else.
STATS~
SIZE- ⑤/⑨
Stragely, AC is slightly taller than normal Cirno.
WEIGHT- ⑤/⑨
GROUND MOVEMENT- ⑧/⑨
Oddly, AC now walks on the ground instead of flying around. She still moves fast though.
JUMPING- ⑧/⑨
While she still has her multi-jumps, she can't glide anymore.
CROUCH- ④/⑨
TRACTION- ⑨/⑨
POWER- ⑦/⑨
PRIORITY- ⑨/⑨
RANGE- ⑤/⑨
ATTACK SPEED- ⑨/⑨
ANY A ATTACK ON THE GROUND- 「Attack」 ~Ground Combo~
When pressing the A button on the ground, no matter what the direction, Cirno will preform this 9-hit attack with her Buster Cirno Sword! Of course, this is more like a neutral combo on speed, so it requires constantly mashing the A button.
1st attack- Cirno slashes horizontally.
3% damage.
2nd attack- Cirno slices vertically.
5% damage.
3rd attack- Cirno does a quick diagonal slash towards the ground.
3% damage.
4th attack- Cirno raises her sword back up.
2% damage.
5th attack- Cirno dashes behind the foe, slicing them in the process.
3% damage.
6th attack- Cirno dashes back in front of the foe, slicing them again.
2% damage.
7th attack- Cirno swings her sword upward, launching the opponent in the air.
5% damage.
8th attack- Cirno jumps up and spins around vertically with the sword, her slices making a circle shape. Similar to Aether.
6% damage
9th attack- Cirno slams her sword back down, bringing the opponent down with her, and slashes them horizontally, dealing
9% damage with good horizontal knockback.
Anyone that gets sucked into this combo is most likely staying there for the rest of the trip. She also has invincibility frames throughout this entire attack.
ANY A ATTACK IN THE AIR- 「Attack」 ~Air Combo~
More or less the same thing....but in the air! Cirno performs yet another 9-hit attack, but aerial this time:
1st attack- Cirno does a quick diagonal slice.
3% damage.
2nd attack- Cirno does a small uppercut with the sword's blade.
4% damage.
3rd attack- Cirno does a horizontal spin attack with her blade.
3% damage.
4th attack- Cirno kicks the opponent in the gut.
2% damage.
5th attack- Cirno blunts the opponent in the face with the sword's handle.
4% damage.
6th attack- Cirno gives the opponent a quick horizontal slice.
4% damage
7th attack- Cirno slices upwards with the tip of her blade.
2% damage.
8th attack- Cirno turns to the side and spins her sword vertically with one hand.
5% damage.
9th attack- Cirno deals the finishing blow by spiking the opponent to the ground with her sword. Of course, Cirno still remains in the air.
Cirno is completely stationary in the air while preforming this attack to a foe. Otherwise, it has the same general properties as the ground version.
NEUTRAL B- Limit Break 「Braver」 ~Hard~
Cirno yells out "Limit Break!" as she briefly starts to glow with a red aura. Shortly, she jumps into the air and slightly homes in on the closest opponent, her Watermelon/First Tsurugi pointed ahead. If she makes contact with the unlucky foe, Cirno does a strong-looking diagonal slash, followed by another strong upwards slash. The poor smasher hit with this attack becomes
frozen in a block of ice, as if they were frozen by a freezie. They take good upwards knockback with
19% damage.
This move has a good deal of startup lag, in which Cirno is thankfully invincible, and has little noticable ending lag.
SIDE B- Limit Break 「Below-0 Blade Beam」
Cirno yells "Blade Beam!", as she strikes the ground with her Cirno Buster. Out from the crevasse caused by the blade, a cresent-shaped beam travels forward at the same speed as Sonic's run, and goes 3 battlefield platforms far. Any contact with this moon-shaped bullet deals
14% damage to the victim, and
freezes them for 1 second. They're lauched a good horizontal distance, but not enough to kill. A pretty spammable move, as it has little lag.
DOWN B- Limit Break 「Glacierain」
With little hesitation, Cirno points her sword forward and yells "Glacierain!" Exactly one battlefield platform ahead of her, A series of 9 chunky icicles will rain down from the heavens to the exact spot. Each one of these icicle chunks deal
5% damage each, and do moderate upwards knockback. However, the hitstun is large enough for the icebergs to combo into each other upon contact with the foe. This move has little noticeable lag all around.
UP B- Limit Break 「Version ⑨ Omnislash」
Cirno's main finishing move! Cirno yells "Get ready!" as she starts to glow with an icy-cold blue aura. Shortly, she'll do a powerful uppercut with her sword, hopefully hitting a foe. If she does, the foe will launch into the air, as Cirno flies up with them. Cirno will start flying around the foe like a blur, constantly slashing them. Each hit from Cirno prompts the numbers "9999" to appear over the opponent, showing the sheer power of this move....Well, she actually just hits them 8 times, doing
9% damage each. But that not might matter, as Cirno finishes them off with with the great 9th slash! Her blade glows shortly before she yells "CRITICAL HIT!" and swings the opponent on the ground, launching them upwards with
great knockback!
So too good to be true, right? Of course you are.
Preforming this move on a foe instantly changes you back into normal Cirno, robbing you of your AC form. Bogus! But at least the attack is overpowered enough to make up for it.
Description for ⑨s-
*RAEP
PLAYSTYLE~
You could say Cirno is an odd mixture between a Combo character and a projectile specialist, with elements of a glass cannon thrown in there for good measure. Her strengths lie in her insane range, combo proficiency, and great mobility. At the same time, her complete lack of stamina and particularly hard-hitting moves bring her down.
Oddly, she probably does worst against powerhouses and heavyweights, as her lack of priority causes her to get out-powered easily. Her wall of projectiles can't save her for too long. Just a couple of damage-building moves by a powerhouse and it's hasta-la-frozen pizza for our ice fairy.
So here's what you want to do: Use some **** common sense to try and keep your distance away from stronger opponents. But after that, go crazy with Cirno's plethora of ranged attacks. Its all about damage-building, honestly. You'll find your foe with surprisingly high percents at such 300% in pretty little time....but it's made up for the fact that Cirno's only Kill move pretty much sucks. Bummer.
But anyway, when in the presence of a fast-moving opponent, you may want to spam sparingly. Even most lightweights can overpower Cirno! In this case, Neutral B will probably end up becoming your best friend when racking up damage. Be sure to constantly space away from the foe, while at the same time, completely overwhelm them. Keep one step ahead of the fast menace, and spam as much ice as you can. Heck I can pretty much sum her whole playstyle up as "Overtake your opponent with quick moves and
stay the hell away from them otherwise."
But hey, what if your opponent does catch up to you? What if your dealing with an even faster foe, like Sonic? Well, Cirno does have some moves to discourage staying too close. Most of all, Cirno is a beast in the air, mostly due to her Nair. Her Nair can combo into a
lot of moves, such as her Uair and her Down Tilt. Okay, her options for combos are a bit limited compared to other combo characters, but they're still there.
And adding to that, Moves like her Forward and Down smash discourage a distanced foe to get any closer. Cirno has a very good deal of spacing moves, which you're probably going to want to start off the match with. Pressure the foe with constant needling, even if it doesn't stop your opponent.
Anyway, onto some scenarios. Upon entering a standard battlefield, 1-on-1, you're going to want to stall the opponent with your Down and Forward smash, along with some Neutral B spam to keep them more at bay. After that, try using her Down B to shift the terrain to your advantage, even if it's just for a short while. After that,
then it's probably safe to get close to them and overwhelm them with moves like her Forward Smash and Dash attack. But that's the
only time you should get close. After building up enough damage, say, 300%, now it's time to KO them with her Up Smash. You probably need to get a proper opening for this attack, since it's still a meh-priority close range ordeal, but once you do, hammer away at the foe and send them flying.
But oh no! Something went wrong in your little plan, and now you find Cirno flying away instead! Well don't panic; while Cirno can float safely down, the opponent might want to end it off with a finishing hit. If that ever happens, use Cirno's Uair or Nair on the opponent to buy some stalling time and get away from them once again.
So once again, try to spam the stage some more with her Down B and Up B. Also, try keeping a Fair cloud on-stage at all times, just to pressure the opponent down some more. Cirno is all about spamming to make the stage hers. Not much of a strategy, but she's only a fairy child after all. What do you expect? Though it's perhaps best to play defensively if the opponent catches on to your spam spam eggs sausage and spam, and can somehow completely overwhelm it.(Which isn't surprising, given her poor priority.)
MATCH UPS~
VS BOWSER~ 70/30 「Cirno's favor」
Poor Bowser just can't get a break. While he certainly has the power to completely overwhelm Cirno, Cirno is just too fast for him. Bowser will find himself under the rain of Cirno's projectiles all too often, and will find himself at high percentages like 300% in under a mere minute. However, just a few hits from Bowser is all it takes for Cirno to go flying, so a good Bowser player does have a good chance of taking down Cirno, even if he is at a disadvantage.
VS BLEAK~ 20/80 「Bleak's favor」
Cirno is simply doomed here. Cirno takes a different approach to projectiles, one that doesn't exactly help her in this scenario. Bleak has way too many defensive maneuvers for Cirno's ice spam to make as much of an impact as it does normally. Not to mention Bleak has much better priority, and stronger attacks. Bleak's snowballs and boulders, while fewer in number, easily overpower every projectile in Cirno's lineup, leaving her trying to dodge Bleak's snowball barrage. Oh, and did we mention Bleak is a heavyweight? He seems to be almost made to screw Cirno over. However, Cirno can still land a few hits in, just because her projectiles are that versatile, so not all hope is lost.
VS KHOLDSTARE~ 40/60 「Khold's favor」
Cirno and Khold both have their ups and downs when dealing with eachother, but most of the time, Kholdstare should have the advantage. Like Bleak, Khold has plenty of defenses, but not quite enough to hold off Cirno's projectile spam. Not to mention she outclasses him in speed. The one downside though is that if Cirno ever gets frozen by Khold,
she is f**ked. Given Cirno's already light weight, just one Carve+Cold Shoulder combo, is all it takes to knock her out of the park. But to her credit, she can easily dodge any of Khold's main freezing moves. (Her standing pose alone goes right over Khold's Cold Stare) But overall, Khold just packs more power, and will overtake Cirno in most cases.
Also, they are both uneffected by each others frost patches, though it's not exactly a major hit towards either of them.
EXTRAS~
TAUNTS
UP- Cirno puts both her fingers on her head, and points up, making bunny ears with them. The number ⑨ briefly appears over her head afterwards
SIDE- Cirno points to herself with her thumb and boastfully states, "Eye'm the strongest!"
DOWN- Cirno takes out some Frozen frogs and starts juggling them. 1 out of every 3 times, Cirno will accidentally drop a frozen frog, making it fall and shatter to it's doom. She'll put on a shocked face when this happens and innocently sweeps the mess up away with her foot.
ENTRANCE
A giant icicle drops down from the sky and plants itself on the ground. Shortly after, Cirno will break out from it and boastfully point to herself.
VICTORY ANIMATIONS ~Normal~
VICTORY THEME- This, from 0:32-0:45
1- A bunch of fairies from the Misty Lake surround Cirno, as she yells, "Check it out! That's why eye'm the strongest!"
2- Cirno yells, "What did I tell you? Now tell everyone about my strongness or eye'll make a mess of your frogs!"
3- Cirno yells "THE STRONGEST never loses!" and freezes the TV screen.
AGAINST BLEAK- Cirno rolls up a few Midsummer Snowmen in front of Bleak, and makes a crude-looking snowman in his image. Amused by Cirno's failed attempt, Bleak starts laughing hysterically as Cirno puts on a saddened face and sulks away.
AGAINST KHOLDSTARE- "Ew! You're too cold, even for my tastes!"
AGAINST SHO MINIMIMOTO- Cirno puts up a chalkboard she wrote on, which says "2+2=9, 6-6=9, 30x5=9, and 8/10x30%= 9." She then states, "That's why eye'm a genius!" as Sho simply facepalms.
LOSE POSE- Cirno lies face-first on the ground, obviously defeated so hard, she can't do anything.
VICTORY ANIMATIONS ~as Advent Cirno~
VICTORY THEME- This
1- Cirno lands on the ground, as if she just finished her Version ⑨ Omnislash. All of her blades land on the ground as she claps her hands and passively says, "I'm the strongest!" Not to long after, her last Popsicle-stick blade lands on her head with the message "No Prize." Ouch.
2- Cirno swings her sword around and says, "I am.....an ally of justice!"
3- Cirno spins her sword and plants it on her back, not unlike another certain RPG protagonist she may or may not be ripping off. She then gives a thumbs-up toward the camera and says, "The strongest! Remember it!"
AGAINST CLOUD STRIFE- "Wow! I already have my own fanclub! Are you allies of justice too?"
LOSE POSE- Same as before, but in her AC costume.
KIRBY HAT
lolchilly
CODEC
-PRESS SELECT-
Snake: Otocon! There's this weird ice fairy here...
Slippy: Hey Snake! How's it going?
Snake:*Grumble* You again....
Slippy: Of course! Now who are you fighting this ti-.....
Snake: Huh? Slippy? You alright?
Slippy: I-it's her! Cirno! She's the one who froze my good friend Bert!!!
Snake: Eh?
Slippy: That's it! Show no mercy against this fairy! You must avenge Bert for me! End her reign of terror this instant!
Snake: *Sigh*
-END TRANSMISSION-