Kira Daidohji
From Sugoi! Wikana Heart 2
Contents |
Profile
Age: 11
Birthday: March 21
From: Japan
Height: 123 cm
Weight: 22 kg
Bloodtype: A
B/W/H: 61/55/72
Statistics
Life modifier: +1848 hit points
Guts take effect at: 45% life
Guts damage reduction at 0 life: 30%
Move List
Throws
5A+D: Colossal Noogie (2000 dmg; prorates to 50%)
A throw that launches them into the air. You can combo off of it. Comes out faster than her 360s.
4/6A+D: Backdrop (2500 dmg)
A throw that leaves them on the ground, giving you oki options. Comes out faster than her 360s.
j.A+D: Boring Piledriver (2500 dmg)
An air throw that leaves them on the ground, giving you oki options.
Normal Moves
5A: Judo Chop (700 dmg; prorates to 80% when you start a combo and 95% mid-combo)
Slow for an A move. Misses crouching opponents. Mainly used in combos. Potentially useful as an anti-IAD, as long as you can attack before they do.
5B: Giant Noogie (1700 dmg; prorates to 83%)
Air-unblockable. Combos into any C or E move. Can clash with 1 mid or high attack during start-up and will still hit the opponent afterwards. The clash frames do not begin immediately, though, and you are still completely vulnerable to low attacks, unfortunately. Has a very long recovery and should be homing cancelled on block.
5C: Useless Boot (2200 dmg; prorates to 83%)
Air-unblockable. Generally useless, even for combos, since it does less damage than her other C and E moves.
5E: Two Boots (3000 dmg uncharged; 4000 dmg fully-charged; prorates to 70%)
Typical 5E guardbreaking move (air-unblockable). Has a lot of horizontal range, but a very long recovery time if you don't homing cancel it. Can clash with 1 attack during start-up. The clash frames do not begin immediately, though.
2A: Crouching Chop (500 dmg; prorates to 80% when you start a combo and 95% mid-combo)
Hits mid. Slow for an A move: don't try to win clash wars with this. Mainly used in combos. Combos into itself and into 2B.
2B: Launcher (1000 dmg; prorates to 80% when you start a combo and 91% mid-combo)
Air-unblockable. A very useful normal and her main combo starter. Has roughly the same start-up as her 2A, but has longer range and is air-unblockable. Has a long recovery time.
2C: Boot Sweep (2800 dmg; prorates to 70%)
Kira-sama's only low-hitting move. Fast compared to her other moves. Has great horizontal range and combos into itself (OTG). If you're close enough, you can even homing cancel it (6HC) and go into a combo with 2B.
2E: Giant Uppercut (2400 dmg uncharged; 2800 dmg fully-charged; prorates to 83%)
Typical 2E guardbreaking move (air-unblockable). Can clash with 1 attack during start-up. The clash frames begin as soon as you press E and last until you release it (meaning this move does not benefit at all from the Lightning Arcana).
j.A: Flying Chop (700 dmg; prorates to 95%)
Kira-sama's fastest normal. Slightly slower than most characters' j.As, but will clash with them if both are pressed at the same time. The clash frames do not start from the first frame, though.
j.B: Flying Noogie (1600 dmg; prorates to 87%)
A slow move, used in combos. Will clash with 1 attack, high or low. However, if it clashes, the move will not hit the opponent. The clash frames start after a few frames.
j.C: Boot to the Head (2400 dmg; prorates to 83%)
An even slower move. Somewhat useful for keeping the opponent at a distance, however it's easy to be hit out of this move due to its strange clash frames. From the first frame, this move will clash with 1 attack, high or low. Like j.B, if it clashes, the move will not hit the opponent. However, these clash frames end when Kira-sama begins to extend her leg, leaving a long vulnerable period before the active frames start. Furthermore, her entire boot leg is hittable.
Another use of this normal is to whiff it before landing, then 360 or 720.
j.E: Body Splash (2500 dmg; prorates to 70%)
A standard body splash. Useful for crossups, but often loses to air-to-air attacks. Does not clash. Cannot be homing cancelled.
Command Normals
6C: Charging Boot (2600 dmg)
Air-unblockable. Covers a lot of horizontal distance and has quick recovery. On hit, wall-slams the opponent. Can clash with 1 attack during start-up. The clash frames do not begin immediately, though.
Special Moves
360A/B/C: Kira-sama Driver (5000 / 6500 / 8000 dmg)
Kira-sama's command grab / spinning piledriver. A version has the biggest range (enough to grab the opponent at the start of training mode); C version deals the most damage.
2.6 ONLY: base damage is decreased, but the damage can be increased by rotating the joystick until landing.
j.214A/B/C: Flying Kira-sama Driver (3 / 5 / 7 start-up frames; 5600 dmg)
Kira-sama's air command grab / air SPD. A version has the fastest start-up but only 1 active frame; B version has 2 active frames; C version has additional(?) active frames.
2.6 ONLY: base damage is decreased, but the damage can be increased by rotating the joystick until landing.
63214A/B/C: Daidohji Bunker Buster (4000 base dmg; 6000 max dmg)
Three additional grabs, each with its own behaviour:
- 63214A: Kira-sama stands in-place for a moment, then grabs. Will clash with 1 attack.
- 63214B: Kira-sama rushes forward. Has lower-body invincibility.
- 63214C: Kira-sama leaps into the air. She recovers in the air, early enough that you can hit an opponent with j.E before landing.
All three versions have a 2000-damage follow-up backdrop that is activated by pressing A/B/C when Kira-sama slams the opponent into the ground. The timing is pretty strict, though. I suggest "drumming" the A/B/C buttons when the opponent hits the ground, giving you 3 chances to get the timing right.
623A/B/C: Ekoda Grenade / Rocket / Land Mine
Three ground-to-air grabs, each with its own behaviour:
- 623A (2400 dmg): Kira-sama slams the opponent down in front of her, and they recover immediately. You can do a 360, 720, or 1080 grab immediately after.
- 623B (1820 dmg; prorates to 70% when you start a combo and 91% mid-combo): Kira-sama bounces the opponent off the wall. Not super-cancellable. Unlike AH1/AHF, you need to homing cancel it to follow up with a combo. Alternatively, you can allow the opponent to land: they cannot tech on the ground and you'll have time to set something up.
- 623C (3200 dmg; prorates to 83%): Kira-sama bounces the opponent off the ground and high into the air. Super-cancellable. You can also homing cancel it to follow up with a combo. 2.6 ONLY: the opponent bounces off the ground faster.
The B and C versions can be used at most once per combo, e.g. if you've already used 623B in your combo then 623C will whiff.
Super Moves
720A+B: Armageddon Buster (10000 dmg)
Kira-sama's super command grab. Has invincibility. The opponent must jump or dodge it before the "super flash", otherwise they cannot escape.
j.6321463214A+B: Flying Armageddon Buster (10000 dmg)
Kira-sama's air super command grab. Has invincibility and/or zero start-up frames (in AHF it had no start-up frames at all).
Critical Heart
1080A+B: (17800 dmg)
Basically a much stronger version of her super command grab.
Strategy
Arcana Evaluation
General Combos
Simple B&B: (4850 dmg (64%); 0 homing bars; 0 supers)
- 2B sjc > wait sj.A > wait djc > wait dj.A dj.B dj.E
A basic beginner combo, also used to start the rest of her B&Bs. If the opponent is holding D and ground-techs after dj.E, you can dash and grab them (360C) for more damage than a standard B&B.
Timing notes: to do "sj.A > wait djc > wait dj.A" correctly, insert a small delay between each input: A-wait-9-wait-A. The timing is somewhat lenient. Ideally, you want to be able to hit the opponent with 5A or 2A after dj.E, since this is necessary for her other B&Bs.
Standard B&B (From the Ground): (8443 dmg (21%); 0 homing bars; 0 supers)
- {Simple B&B} > land 5A 2B sj.A dj.A dj.B > wait dj.E > land 5A 5A 623x ...
Kira-sama's standard bread-and-butter combo, starting from the ground. You can end it with 623A for an immediate mix-up, but it's generally better to end it with 623B. With 623B, you can deal some extra damage, or you can let the opponent fall and set up some oki. The damage refers to the 623B ender without any follow-up.
Timing notes: you may have to delay the second dj.E slightly.
Standard B&B (From the Air): (7819 dmg (31%); 0 homing bars; 0 supers)
- j.E > land {Simple B&B} > land 5A 5A 5A 623x ...
Kira-sama's standard bread-and-butter combo, starting from j.E. If you try to do her "Standard B&B From the Ground" after j.E, the opponent can tech before the second dj.B. The damage refers to the 623B ender without any follow-up.
Combo From 5B: (8443 dmg (34%); 1 homing bar; 0 supers)
- 5B 2[E] (partially charged) 5[HC] > j.A > wait djc > wait dj.A dj.B > wait dj.E > land 5A 5A 623x ...
Kira-sama's combo from 5B. Same damage as her standard B&B from 2B, consumes 1 homing bar, and leaves you with much less damage reduction at the end. The higher % at the end means you can get a lot more damage by continuing the combo or by ending it with 623C into an Arcana super, compared to her standard B&B from 2B.
Timing notes: if you fully-charge 2[E], you get slightly more damage (about 100 more), however the timing becomes a lot more strict. Use a fully-charged 2[E] only if your Arcana makes it more beneficial, e.g. if it poisons the opponent.
Combo From Neutral Throw: (5798 dmg (21%), 1 homing bar; 0 supers)
- 5A+D 6HC > {Simple B&B} > land 5A 5A 623x ...
A combo from Kira-sama's neutral throw. It is not possible to do another rep of the Simple B&B: the second dj.B will whiff. The damage refers to the 623B ender without any follow-up.
Five Sweeps Combo: (7812 dmg (25%); 3 homing bars; 0 supers)
- 2C 3HC > 3C 3HC > 3C 3HC > 3C > 2C (OTG)
Adds extra damage to the basic 2C > 2C "combo". You may want to cancel the last 2C into an Arcana special or super. Alternatively, if the opponent is close enough, you can do 2C 6HC > 2B and transition into the standard B&B (use the "from the air" one).
Notation notes: 3C is the same as 2C and 3HC is the same as 6HC. It's just easier to do this combo by holding 3 for most of it.
Example B&B Enders:
Below are some additional attacks you can add to her B&Bs for extra damage. Although they deal more damage, they consume homing bars and they usually leave Kira-sama with fewer oki or mixup options. You will have to weigh the pros and cons for yourself.
Note: "from the ground" refers to the "Standard B&B (From the Ground)" combo, while "from the air" refers to the "Standard B&B (From the Air)" combo.
- {Standard B&B, with 623C} 5[HC] > wait (until Kira starts to fall) j.B > wait j.E
9330 dmg (17%) from the ground; 9142 dmg (25%) from the air; 1 homing bar; 0 supers.
Once you land, a 63214C will grab the opponent if they recovered in the air. With precise timing, it's possible to land and hit the opponent again with 5A, leading to even more damage. (At a minimum, 5A 623A will work.) Alternatively, if they are scared of your 63214C follow-up, they might not recover after j.E, allowing you to "combo" 5A regardless.
- {Standard B&B, with 623B} 4/6HC > 5B wait 2C > wait 2C (OTG)
9558 dmg (13%) from the ground; 9505 dmg (25%) from the air; 1 homing bar; 0 supers.
The 5B 2C timing is very difficult: you have to press 2C as late as possible to avoid an OTG hit. You may want to settle for 5B 2C (OTG), which deals 9304 dmg from the ground and 9074 dmg from the air. Example follow-up: cancel 2C into Love 236E, then 6HC into 360x / 623x.
- {Standard B&B, with 623B} 4/6HC > 5B wait 5C 3HC > 3C > 2C
9892 dmg (14%) from the ground; 9982 dmg (15%) from the air; 2 homing bars; 0 supers.
You can insert another 3HC > 3C for 10148 dmg from the ground and 10318 dmg from the air.
Arcana-Specific Combos
Poison Combo From 5B: (10606 dmg (19%) + poison dmg; 0 homing bars; 0 supers)
- 5B 2[E] (poisons) 421E[9] (teleports above and behind them) > j.B j.E > land 5A 5A 623B 4/6HC > 2[E] (poisons) 421E[9] (teleports above and behind them) > j.B j.E
A very damaging combo from 5B using the Death Arcana, Dieu Mort.
Poison Standard B&B: (9764 dmg (14%) + poison dmg; 1 homing bar; 0 supers)
- {Simple B&B} > land 5A {Poison Combo From 5B}
The standard B&B with the Death Arcana. Ironically, it deals less damage than the combo starting from 5B. If you start with j.E, you deal 10345 dmg (12%) + poison dmg, however the timing is a lot more strict.
Ending Combos With Lightning Supers:
Below are the damages you can get from ending Kira-sama's combos with Lightning Arcana supers. 2.6 ONLY: Lightning's 632146E damage was reduced, reducing the damage of the following combos.
- {Standard B&B, with 623C} 632146E
10311 dmg (19%) from ground; 10184 dmg (19%) from air; 0 homing bars; 1 super.
- {Standard B&B, with 623C} 214214E > backdash > 632146E
11735 dmg (19%) from ground; 11429 dmg (19%) from air; 0 homing bars; 2 supers.
The backdash prevents you from getting crossed-up during your 632146 input.
- {Combo From 5B, with 623C} 632146E
11128 dmg (22%); 1 homing bar; 1 super.
- {Combo From 5B, with 623C} 214214E > backdash > 632146E
12268 dmg (19%); 1 homing bar; 2 supers.
Standard B&Bs with Metal Super: (10266 dmg (10%) from ground; 10409 dmg (13%) from air; 0 homing bars; 1 super)
- {Standard B&B, with 623C} 360E
Ending Kira-sama's standard combos with the Metal Arcana super.
Metal Combo From 5B: (9302 dmg (31%) with 623B; ~11892 dmg (13%) with 623C 360E; 1 homing bar; 0-1 supers)
- 5B 2[E] 236E[9] 5[HC] > j.A > wait djc > wait dj.A dj.B > wait dj.E > land 5A 5A 623x ...
With the Metal Arcana, you can get a little extra damage out of Kira-sama's 5B combo. You can end with either 623B as usual, or 623C 360E for extra damage.
Metal No-Homing Combo From 5B: (6183 dmg (56%) with 623B; ~10776 dmg (21%) with 623C 360E; 0 homing bars; 0-1 supers)
- 5B 2[E] (partially charged) 236E[9] > 623x ...
This Metal Arcana combo is particularly useful if you hit your opponent with 5B and have a super to burn: it consumes no homing bars, but when you end it with 623C 360E, it deals almost the same damage as Kira-sama's other 5B combos.

