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Despite the usual claims of being the strongest and her heightened desire to go around picking fights, this Cirno remains ignorant to her contrarily low damage output and poor-ranged Normals, but maybe the strengths Cirno should instead be emphasising are her incredible agility and the ice sculpting lessons she's recently taken from Sub-Zero, as her artistic effigies render those who move in for an up-close inspection literally frozen with awe.

Cirno (Cirno_RP)
Cirno RP-por
Character portrait

Creator

RicePigeon

Download

RicePigeon Mirror

Localcoord

320x240

Gameplay[]

Cirno RP-Idle

Cirno is a standard three-button character that uses the X, Y, or Z buttons for the entirety of her moveset and the A, B, or C buttons as convenient shortcuts for other aspects of the character; A is used as a shortcut in conjunction with Right or Left to activate the dash commands respectively assigned to Right Right and Left Left, both B and C act as shortcuts for the throw that's regularly activated using Y+Z, and C by itself is used as a shortcut for the X+Y+Z activation of the character's Level 3 Hypers. One of Cirno's mutually exclusive level 3 Hypers has to be chosen at the beginning of every match, with the resulting decision being permanent up until a new match can be started; Freeze Sign "Perfect Freeze" is a fullscreen attack that freezes the opponent in place long enough for Cirno to extend her combos, while Ice Clump "Great Crusher" provides Cirno with a devastating melee-based combo finisher that can't be blocked by airborne opponents and has an impressively large hitbox.

Cirno is for the most part a bait and punish character whose primary strength lies in her excellent mobility, which allows her to take advantage of either approaching the opponent quickly or retreating with due haste when in a pinch, as well as generally be evasive enough to make landing a hit on her a bit more difficult; to offset this, Cirno has an overall low damage output, so much of the character's heightened agility is necessary to allow her to continuously exploit openings in the opponent's offences whenever they present themselves, which she will need to do frequently in order to deal any significant damage. While jumping and using a forward air dash is an effective way for Cirno to quickly bypass projectiles, she has a few other anti-projecile options at her disposal that can be used in the appropriate situation, one of which involves using her Glide instead of an air dash to float over projectiles, though while this is slower than using an air dash on its own, an air dash can be cancelled out of the Glide to increase the total distance Cirno can travel with a single jump; other anti-projectile options include a slow crouch walk that can safely allow Cirno to walk under elevated projectiles and even some high-hitbox melee attacks, the Ice Charge Special that can allow the character to effectively 'graze' through projectiles if timed to coincide with the move's active frames, and the Ice Shot Special which can be used and mash extended as necessary should Cirno's best option be to simply brute force her way through opposing projectiles. To further augment the character's bait and punish gameplay, Cirno has two Specials that freeze the opponent on hit, which allow her to approach and/or attack while they are helplessly frozen; the first of these Specials is Frozen Technique, which is a somewhat slow and risky move that requires effective spacing to land and thus a bit of foresight on Cirno's part; the second Special is Icicle Fairy Sculpture, which Cirno can use as a trap to either limit an opponent's mobility or freeze an opponent who's committed themselves to an action which would cause them to unavoidably run into the move's hitbox.

Despite her mobility and ways to freeze an opponent, Cirno suffers from numerous flaws that have the potential to greatly hinder her. Cirno's quick Normals having pitiful range often puts her at an inherent disadvantage in melee combat, particularly when it comes to punishing an opponent's attacks, as she can often be pushed back far enough while blocking to ensure that her quick Normals can't make contact with an opponent, forcing the character to either risk eating a hitbox by dashing forward to use a quick Normal, or use a slower ranged Normal that usually ends up being blocked. Owing to the large amount of projectiles in her moveset, Cirno has a difficult time in pressuring a grounded opponent's guard, as her only non-aerial attacks that can't be blocked while crouching are her relatively slow and unsubtle Right+Y overhead (though only if it's not being comboed into) and the high-requirement Ice Clump "Great Crusher", while the only moves that can't be blocked while standing are the character's short-ranged crouching X and the decently ranged but easily punishable crouching Z; the combination of these factors often means that an opponent only needs to crouch block attacks unless Cirno is either airborne or the ice hammer sprite for the Right+Y can be seen. Due to the character's lacklustre damage output on her Normals and Specials, Cirno is incredibly reliant on her Hypers (and thus Power) to make up for it, which can come as a slight problem when her only real way to build up Power quickly is to keep using Ice Shot and mash extending it to the full duration; additionally, Cirno is reliant on Power to access both Blowing Ice "Ice Tornado" and her Guard Cancel Counter, the former of which is necessary to properly bait and punish opponents out of her slower moves, and the latter is her only way to reliably fight back against corner pressure, so she has to micromanage Power usage effectively in order to maximise damage output while still keeping enough in reserve.

Cirno has a custom but highly unoptimised state tree A.I. that's only a minor step up over M.U.G.E.N's default A.I., as it mostly dashes around the stage aimlessly and either throws out a random Normal or initiates a grab when it's in close proximity to the opponent; because of this, any successful combos achieved through Cirno's Normals are almost always down to the A.I. getting lucky in chaining the right attacks together, rather than the A.I. making a dedicated effort to pull off actual combo strings. The A.I. never makes Cirno go airborne or use any of her Specials, nor does it ever use any Hyper outside of Freeze Sign "Perfect Freeze" when the conditions for its activation are met, though even then, the A.I. will throw out the Hyper at random without any regards to using it effectively.

Stats[]

Life
900

Power
3000

Attack
100

Defence
100

Movelist[]

Hovering the mouse cursor over the Command Input icons will display text that refers to the inputs set in M.U.G.E.N's Key Config.

Icons encased in square brackets [ Down ] require the respective button(s) to be held down. Hovering the mouse cursor over the icon displays the hold duration if applicable.

Specials[]

Guard Cancel Counter
Command Input Properties
Left, Down-Left, Down X, Y, or Z during blockstun Move must be blocked while either standing or crouchingMove has invincibility during startup framesMove knocks down opponent on hit
Uses 1000 Power
RPCirnoS1
Icicle Shot
Command Input Properties
Down, Down-Right, Right X, Y, or Z Move is attributed as a projectileMove's duration can be extended by rapidly tapping buttonsMove knocks down opponent on hit*
Z version: Move can hit opponents that are lying on the ground
X
RPCirnoS2 1 RPCirnoS2 2
No mash extend Maximum mash extend
Y
RPCirnoS2 3 RPCirnoS2 4
No mash extend Maximum mash extend
Z
RPCirnoS2 5 RPCirnoS2 6
No mash extend Maximum mash extend
Icicle Sword
Command Input Properties
Right, Down, Down-Right X, Y, or Z Move knocks down opponent on hit*Move causes opponent to bounce off the ground*Move knocks down opponent on hit*
X
RPCirnoS3 1
Y
RPCirnoS3 2
Z
RPCirnoS3 3
Frozen Technique
Command Input Properties
Right, Down-Right, Down, Down-Left, Left X, Y, or Z Move is attributed as a projectileMove traps the opponent for a set duration
X
RPCirnoS4 1
Y
RPCirnoS4 2
Z
RPCirnoS4 3
Icicle Fairy Sculpture
Command Input Properties
Left, Down, Down-Left X, Y, or Z Move is attributed as a projectileMove does not deal damageMove cannot be blockedMove traps the opponent for a set duration
X and Y versions: Move has invincibility during startup frames
X
RPCirnoS5 1
Y
RPCirnoS5 2
Z
RPCirnoS5 3
Ice Charge
Command Input Properties
Down, Down-Left, Left X, Y, or Z Move can be used while grounded or airborneMove has invincibility to enemy projectiles*
Y and Z versions: X, Y, or Z for followup attack
Ground version: Move must be blocked while either standing or crouching, Move knocks down opponent on hit
Aerial version: Move knocks down opponent on hit
Followup attack: Move knocks down opponent on hit
X
RPCirnoS6 1 RPCirnoS6 2
Ground Aerial
Y
RPCirnoS6 3 RPCirnoS6 4 RPCirnoS6 5
Ground Ground followup attack Aerial
RPCirnoS6 6
Aerial followup attack
Z
RPCirnoS6 7 RPCirnoS6 4 RPCirnoS6 8
Ground Ground followup attack Aerial
RPCirnoS6 6
Aerial followup attack

Hypers[]

Ice Sign "Icicle Fall"
Command Input Properties
Down, Down-Right, Right Down, Down-Right, Right X, Y, or Z Move can be used while grounded or airborneMove is attributed as a projectileMove can hit opponents that are lying on the groundMove knocks down opponent on hit
Uses 1000 Power
RPCirnoH1 1 RPCirnoH1 2
Ground Aerial
Blowing Ice "Ice Tornado"
Command Input Properties
Down, Down-Left, Left Down, Down-Left, Left X, Y, or Z Move must be blocked while either standing or crouchingMove has invincibility during startup framesMove knocks down opponent on hit
Uses 1000 Power
RPCirnoH2
Freeze Sign "Perfect Freeze"
Command Input Properties
Down, Down-Left, Left Down, Down-Left, Left X+Y+Z / C Move can be used while grounded or airborneMove is attributed as a projectileMove's hitboxes cover the entire screen simultaneouslyMove traps the opponent for a set duration
Only usable if respective spellcard is selected prior to match
Uses 3000 Power
RPCirnoH3 1 RPCirnoH3 2
Ground Aerial
Ice Clump "Great Crusher"
Command Input Properties
Down, Down-Right, Right Down, Down-Right, Right X+Y+Z / C Move must be blocked while standingMove knocks down opponent on hit
Only usable if respective spellcard is selected prior to match
Uses 3000 Power
RPCirnoH4

Others[]

Glide
Command Input Properties
[ Up ] after reaching peak of jump Move can only be used while airborne
[ Up-Left / Up-Right ] to alter horizontal movement
RPCirnoO1

Palette Gallery[]

RPCirnopal1
Button-a
RPCirnopal2
Button-b
RPCirnopal3
Button-c
1,1 1,2 (Daiyousei's colours) 1,3 (Rumia's colours)
RPCirnopal4
Button-x
RPCirnopal5
Button-y
RPCirnopal6
Button-z
1,4 (Achi Cirno's colours) 1,5 (Wriggle Nightbug's colours) 1,6 (Mystia Lorelei's colours)
RPCirnopal7
Button-s+Button-a
RPCirnopal8
Button-s+Button-b
RPCirnopal9
Button-s+Button-c
1,7 (Sunny Milk's colours) 1,8 (Luna Child's colours) 1,9 (Star Sapphire's colours)
RPCirnopal10
Button-s+Button-x
RPCirnopal11
Button-s+Button-y
RPCirnopal12
Button-s+Button-z
1,10 (Tanned Cirno's colours) 1,11 (Clownpiece's colours) 1,12 (Utsuho Reiuji's colours)
This character uses a Palette Selector that allows for more than 12 palettes to be chosen, and as such, only the first 12 are shown here. For a full list of palettes, see Alternative palettes.

Victory quotes[]

General[]

I dunno what anime fans or prom nights are, but I made ya cry didn't I?
Make fun of me and your tongue will get scalded!
There is nothing I can't freeze!
Even if some things can't be frozen, I've gotta keep my pride!
I'm gonna have to look for some stronger opponents!
So weak! That was like doing warm-ups before practice!

Character-specific[]

The miko can't do anything this time!
vs. Reimu Hakurei
Man, there've been more shrine maidens lately... but they're no different!
vs. Reimu Hakurei
I can even freeze magicians!
vs. Marisa Kirisame
No matter how much humans try, they can't use the power of fairies!
vs. Marisa Kirisame
Man, a shrine maiden again! All shrine maidens do is exterminate youkai!
vs. Sanae Kochiya
A ninja used a similar move as my ice sculpture? Cool, I get to be a ninja too!
vs. Sanae Kochiya
Whoah, you can freeze things just by gliding? I wanna try that!
vs. Kanako Yasaka
All this wind keeps blowing all the ice away!
vs. Kanako Yasaka
I'm an ice fairy, a black dragon is no match for me!
vs. Lie Meiling
That was super-effective, wasn't it?"
vs. Lie Meiling
I know all about it! That rabbits turn white in the winter.
vs. Reisen Udongein Inaba
Huh? Shouldn't you be turning brown for the summer, rabbit?
vs. Reisen Udongein Inaba

Videos[]

Trivia[]

  • The damage done by each hit of Cirno's attacks (before any kind of proration or damage dampening is applied) are in multiples of the number 9, a reference to a meme involving Cirno's description in Phantasmagoria of Flower View's game manual.
  • Cirno's first generic victory quote is a reference to the controversy surrounding the video game Mighty No. 9 and its pre-release negative reception.
  • Both of Cirno's victory quotes against Lie Meiling reference Pokémon type-matchups, specifically the Dark-type's weakness to Fairy-type attacks and the Dragon-type's weakness to both Ice-type and Fairy-type attacks.
  • Cirno's first victory quote against Kanako Yasaka is a reference to the latter's spellcard God Sign "Omiwatari God Cross".
  • Cirno's second victory quote against Sanae Kochiya is a reference to the Mortal Kombat character Sub-Zero, specifically his Ice Clone special move, which Icicle Fairy Sculpture bears a very similar, if not identical, execution to.
  • When Cirno is controlled by the A.I. and the A.I. difficulty is set to 1 or 2, Ice Sign "Icicle Fall" will instead be replaced by Ice Sign "Icicle Fall ~ Easy". The attack is almost identical, except for a huge obvious blind spot between Cirno and the icicle projectiles. This is a nod to the infamous blind spot present in the spellcard of the same name in Embodiment of Scarlet Devil's Easy difficulty setting.
  • Cirno's 10th palette is a direct nod to Cirno's appearance in Hidden Star in Four Seasons, where Cirno becomes tanned as a side effect of temporarily acquiring the power of the summer season during the game's events.
  • Cirno's voice clips are primarily Peashy's from Hyperdimension Neptunia Re;Birth 1, Hyperdimension Neptunia Victory and MegaTagmension Blanc + Neptune VS Zombies. Cirno originally used Flonne's English voice clips from Disgaea: Hour of Darkness, but slowed down by about 27%, though two of these clips are still used for her Guard Cancel Counter and Ice Charge Specials; they may have been taken from NeoKamek's Reiko Hikari, as they sound identical.
    • Both Peashy and Flonne are voiced by the same voice actress, Sandy Fox.

Edits[]

This character has been edited, though its edit(s) have no page yet. You can help the MUGEN Database by creating it.
Touhou: Gensokyo Reloaded
Playable Characters Alice MargatroidByakuren HijiriChenCirnoEirin YagokoroFlandre ScarletFujiwara no MokouHong MeilingIchirin KumoiKanako YasakaKoakumaKoishi KomeijiKomachi OnozukaLie MeilingMarisa KirisameMeimuMimaPatchouli KnowledgeReimu HakureiReisen Udongein InabaRemilia ScarletSakuya IzayoiSanae KochiyaSuika IbukiUtsuho ReiujiYoumu KonpakuYukari YakumoYuuka KazamiYuyuko Saigyouji
Boss Characters Meimu
Stages Bamboo Forest of the Lost (Day) • Bamboo Forest of the Lost (Night) • Cemetery of Onbashira • Creek of Genbu • Eientei • Forest of Magic • Forest of Magic - Alice's House • Garden of the Sun • Hakugyokuro • Hakugyokuro - Graveyard • Hakurei Shrine - Border • Hakurei Shrine - DayHakurei Shrine - Night • Hakurei Shrine Ruins - ??? AD • Mare Tranquillitatis • Misty Lake • Moriya Shrine • Palanquin Ship - Exterior • Palanquin Ship - Interior • Scarlet Devil Mansion - Basement • Scarlet Devil Mansion - Clock Tower • Scarlet Devil Mansion - Front Gate • Scarlet Devil Mansion - Library • Scarlet Devil Mansion - Throne Room • The Palace of Earth Spirits • Underground Geyser Center - Elevator • Untrodden Valley
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