Cirno (Gensokyo Reloaded)

*This article is about Cirno's appearance in* Touhou: Gensokyo Reloaded*. For the character in other contexts, see Cirno.*

Cirno is an agile character with access to both an air throw and a glide, as well as the ability to freeze opponents with *Frozen Technique*, *Ice Fairy Sculpture* and the *Freeze Sign "Perfect Freeze"* level 3 spellcard; that being said, Cirno's damage output isn't particularly high, something which is compounded by *Ice Fairy Sculpture* being a great way to start combos off a good punish but also taking a heavy toll on the damage dampener, reducing the impact of said 'free combo'.

## Features

* Cirno is the only character to possess a crouch walk.
* One of only two characters that can glide while airborne, the other being Kanako Yasaka.
* One of five characters to possess an air grab, the others being Flandre Scarlet, Mima, Reimu Hakurei, and Yuuka Kazami.
* The character has three moves that can temporarily freeze an opponent, effectively locking them in place and preventing them from performing any action until they've escaped; of these moves, *Frozen Technique* and *Icicle Fairy Sculpture* can be escaped out of by mashing the direction buttons, while *Freeze Sign "Perfect Freeze"* cannot be escaped out of.

## Pros

* Highly mobile and in possession of the farthest-travelling forward air dash in the game, which in combination with her aforementioned glide allows Cirno to travel crazy distances while airborne.
* Small hurtboxes make evading opponent's attacks a bit easier.
* Gets high mileage off of baiting and punishing opponents, especially if they can be frozen.
* High combo damage and easy corner carry capabilities allows Cirno to combo effectively from anywhere.
* *Ice Shot* beats out all other non-beam projectiles in a projectile vs. projectile war, limiting how often projectile-centric characters can use their projectiles.

## Cons

* Somewhat unfortunately, the empty space that appears below Cirno while she's in a standing state does actually contain her hurtbox, which will cause Cirno to exclaim "ow, my empty space" when struck.
* Lacks decent ground pokes, as a lot of Cirno's faster Normals have low ranges, while her ranged Normals have slow startups.
* Struggles to convert mobility into offensive pressure, owing to a floaty air dash that flies over most opponents at all but the longest ranges; this combined with a lack of reliable ranged options makes Cirno ineffective at mid-range.
* Individual attacks have very low damage, some of which being the weakest attacks of their type in the game.
* Cirno has trouble mixing an opponent up, as she only has two moves that need to be blocked low, and the mix-up options she does have have unreliable, range-dependant conversions.
* Highly susceptible to corner pressure when below 1000 Power, as she has no teleport, Special reversal, or ranged pokes to fight back against it, and must rely on finding a gap in the opponent's pressure to escape using her mobility.
* Despite what one would assume of a character with numerous projectiles, Cirno has a very poor keepaway game, as she struggles to prevent all but the slowest opponents from advancing on her, due to the minimal knockback on said projectiles.
* Cirno gets very little benefit from counter hits, owing to most attacks being weak, multi-hitting (where only the first hit gets the bonuses), or being projectile moves (which are unable to cause counter hits).

## Movelist

### **Normals**

 **P1 Power Gain** | 40

 **P1 Power Gain** | 20x3

 **P1 Power Gain** | 90

 **P1 Power Gain** | 40

 **P1 Power Gain** | 20x3

 **P1 Power Gain** | 90
 **Properties** |  (Trip)

 **P1 Power Gain** | 40

 **P1 Power Gain** | 60

 **P1 Power Gain** | 90

### **Command Moves**

 **P1 Power Gain** | 80
 **Properties** | Ground version: Aerial version: Does not make contact with opponents in hitstun or blockstun.

 **Hit Damage** | N/A
 **Guard Type** | N/A
 **P1 Power Gain** | N/A
 **Properties** | Can only be activated after reaching peak of jump.[  ] or [  ] to alter horizontal movement.

 **Hit Damage** | N/A
 **Guard Type** | N/A
 **P1 Power Gain** | N/A
 **Properties** | Shortens Cirno's hurtbox, allowing her to sneak under certain attacks.

 **P1 Power Gain** | 80

 **P1 Power Gain** | 80
 **Properties** | Hold  to extend melee attack duration.Becomes a  when  is released or after 2 seconds have passed.

 **P1 Power Gain** | 23x4
 **Properties** | Can only hit up to 4 times.

### **Specials**

 **Hit Damage** | 80
 **P1 Power Gain** | -1000
 **Properties** | Cannot cause a K.O.

 **Notes on Frame Data** | Startup invulnerability 1f~20f

 **Properties** | \* version: Fires three projectiles by default.Fires up to six projectiles with maximum mash extension.

 **Properties** | Freezes opponent.Frozen opponents can mash directional buttons to escape.Causes  if an opponent has already been frozen in the same juggle.

 **Properties** | Spawns a clone that freezes an opponent on contact with it.Destroy a single non-beam projectiles that makes contact with it.Frozen opponents can mash directional buttons to escape.Clone disappears upon making contact with an opponent or opposing projectile, if Cirno uses *Icicle Fairy Sculpture* again, or after 120 frames of the clone being active.

### **Spell Cards**

 **P1 Power Gain** | -1000

 **P1 Power Gain** | -1000

 **Notes on Frame Data** | Startup invulnerability 1f~15f.

### **Last Words**

 **P1 Power Gain** | -3000
 **Properties** | *Freeze Sign "Perfect Freeze"* must be selected at the beginning of the match.Attack's damage is not affected by proration.

 **P1 Power Gain** | -3000
 **Properties** | *Ice Clump "Great Crusher"* must be selected at the beginning of the match.Attack's damage is not affected by proration.