Kunai and Kirin arrive as a pair, and that is the whole problem. You fight both at once, the same way you handle Shidou and Nue, so the danger is less about any single attack and more about tracking two enemies who take turns pressuring you. The good news is that both share one weakness, and once you lean into it the fight becomes a rhythm test rather than a wall.
Quick answer: Build for Poison. Equip a Poison weapon on Emma and Poison-based Skills on Coo, then parry Kunai’s slow melee strings while dodging every one of Kirin’s ranged attacks. Poison ticks down both bosses while you focus on survival.

When you fight Kunai and Kirin
You cross paths with this duo twice. The first meeting happens in Chapter 8, and the rematch lands in Chapter 12. Their movesets stay nearly identical across both encounters, so anything you learn the first time carries straight into the second. Chapter 12 is the real fight, since that is where you need to put them down for good.
Like the Shidou and Nue pairing, Kunai and Kirin generally attack in alternation. That pattern is your opening. Keep both on screen, react to whoever commits first, and avoid tunneling on one target while the other winds up something you cannot parry.
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Kunai and Kirin share the same vulnerability, and it is Poison. Loading up on gear that inflicts the ailment is the fastest route through the encounter. Run a Poison weapon on Emma and slot Poison Skills for Coo so that both bosses take steady chip damage even during stretches where you are stuck defending or repositioning.
Because the two bosses trade turns, you can apply Poison to whichever one is currently aggressive, then swap your attention to the other. The ailment keeps working while you handle the second threat, which is exactly what you want when you cannot safely commit to long attack strings.
Kunai’s attacks and how to answer them
Kunai is the melee half of the pair, and almost everything she throws can be parried. Her attacks are slow and readable, which makes her the safer target to press when Kirin is idle.
| Kunai attack | Response |
|---|---|
| Weapon grows huge, then three horizontal slashes | Parry each slash; they are slow and easy to time |
| Jump attack using branches to lift up and pounce (same as Shidou) | Parry or dodge the pounce |
| Two-hit combo: a kick followed by a slash | Parry both hits |
Kirin’s attacks and how to answer them
Kirin is the ranged threat, and this is where deaths pile up. None of Kirin’s attacks can be parried, so treat every one of them as a dodge prompt. The missiles are the priority because they can kill you outright.
| Kirin attack | Response |
|---|---|
| Missiles (cannot be parried) | Dodge every one; a hit can instantly kill you |
| Pounce attack | Dodge on reaction |
| Skid marks on the ground | Do not step on them or you take a thunder hit |
| Laser | Dodge to the side |
Note: the skid marks are a placed hazard, not a direct strike. Watch where Kirin leaves them on the floor and keep your movement clear of those spots for the rest of the exchange.
The winning approach
Split your defense by boss. Parry Kunai, dodge Kirin, and never confuse the two, since trying to parry Kirin’s ranged attacks will only cost you health. Keep both enemies in view so you can read who is committing next and react without turning your back on the other.
With Poison ticking on Emma’s weapon and Coo’s Skills, your damage keeps flowing during the long defensive stretches. Refresh the ailment on whichever boss is active, punish Kunai’s slow combos with parries when the window is clean, and use Kirin’s ranged lulls to reposition or heal. Stay patient through Chapter 12 and the pair falls without much trouble once both are stacked with Poison.






