Eternal Fighter Zero/Mizuka Nagamori
Introduction
With her strong normals, good reversals, great damage and overwhelming lockdown, Nagamori Mizuka (長森 瑞佳), often called Cello, is widely considered to be the single best character in the game, outside of the banned boss Kanna. Her unique ability to set notes and have them explode when hit with her cello bow gives her great space control and allows for some extremely strong setups when paired with her fast and hard to see overhead. Her signature corner fortissimo lockdown gives her safe, airtight corner pressure which builds a huge amount of meter and can reset into itself on hit. Besides her note setups, she also sports fantastic normals (especially when compared to other setup characters), fast wakeup and walk speeds as well as multiple reversal options, all of which make her a very well rounded character who lacks any major weaknesses.
Mizuka is the main heroine of ONE, a visual novel produced by Tactics in 1998. Mizuka is Kouhei's neighbour and childhood friend, and is in the same grade in school. She always worries about Kouhei, acting very maternal-like towards him. Mizuka goes to wake him up every morning, but Kouhei either does not get up or plays some mean tricks to her, causing them to be late for school all the time. During ONE, a pretend confession that Mizuka takes seriously ends up changing things between them forever. When he discovers inconsistencies in his memories, he struggles to find the truth between him and Mizuka...
Mizuka was part of EFZ's original cast.
Stage: Park on the Path to School (Day) (通学路の公園(昼))
BGM: 8 Cats (8匹のネコ)
Character-Specific Notes
- Mizuka has the fastest wakeup speed in the game.
- Mizuka has the second fastest walk speed in the game, only second to Kaori.
- Several of Mizuka's moves create notes on the playing field. These notes can be detonated by various other moves in order to deal damage and provide frame advantage. Notes will disappear when detonated or after enough time has passed.
- While Mizuka's bow is in the air during her 236*, she loses access to all of her special and super moves except for 236236*, her Final Memory, and her new bowless 236* in addition to having her 2C be replaced with a much worse move.
Normal Moves
Frame Data Help | |
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The notation for the move lists can be found under Controls. | |
Cells filled with a "-" indicate a placeholder. Cells filled by a "/" indicate a non-applicable field. | |
Values separated by a "~" (X~Y) indicate a range or variance. A "~" preceding a single value (~X) may indicate approximation. A "-" separating frame values of a property (X-Y) indicate the duration of the property. | |
Cell data accompanied by a ※ indicate properties unusual to the template. Explanations for such properties can be found at another ※ in the description. If a move requires multiple ※'s, subscripts will be attached to indicate relation (※1, ※2, ※3...). | |
Frame data with decimal values .33 or .66 relate to subframes. | |
Version | Used for moves with multiple special attacks on one motion. |
Damage | The base damage value that the specific hit will do. See damage scaling for more information. |
Guard | Indicates how the move must be blocked, if it can be blocked at all.
Low: Crouch Block |
Property | Shows what properties the move has and the time (in frames) that these properties are active. Example: "I: 0.33-9", which means the move is invulnerable on the first subframe of the move until the 9th full frame (or 27th subframe).
I: Full Invincibility |
Startup | Indicates where the move's first active hitbox is. |
Active | Total frames the hitbox is active for. |
Recovery | Total frames until the character can block. Note: After the recovery of any action, before any other action may occur, there exists 1 frame in which the only action you may take is to block. |
Adv Hit | Frame advantage on hit. |
Adv Block | Frame advantage on block. |
Cancel | Possible cancel options.
N: Normals |
Standing
5A
5A
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c5B
c5B
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f5B
f5B
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6B
Bookbag Decapitation
脳天かばん割り 6B |
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5C
5C
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Crouching
2A
2A
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2B
2B
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2C
2C
with bow |
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NB_2C
2C
without bow |
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Dashing
66A
66A
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66B
66B
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66C
66C
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662A
662A
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662B
662B
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662C
662C
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Jumping
j5A
j5A
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j5B
j5B
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j5C
j5C
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Grabs
Ground Grab
Ground Grab
Close 6C/4C |
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Air Grab
Air Grab
Close j6C |
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Special Moves
Specials
236*
Slow & Keying
スロゥ&キーイング 236* |
Mizuka throws her bow as a returning projectile. While it is in the air, Mizuka is "bowless" and cannot use most of her special moves. Her 2C is also replaced with her Bowless 2C. |
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NB_236*
Pitch & Bend
ピッチ&ベンド During Slow & Keying: 236* |
Mizuka waves a conductor's baton, which changes the trajectory of the bow. |
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623*
Slash & Prologue
スラッシュ&プロローグ) (j)623* |
Mizuka leaps a number of times up-forward, swinging her cello and bow at the opponent. All versions of this move can detonate notes, but the third hit of (j)623C cannot. |
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214*
Tone & Setup
トーン&セットアップ (j)214*/j236* |
Mizuka plays her cello, creating a note on the screen. Any notes that touch a detonating note's explosion will also detonate. Can be done on the ground and in the air. When in the air, this move can additionally be done with j236*, which sustains Mizuka's momentum, whereas j214* will make her fly backwards. This move costs roughly 1/20th of a meter, with full meter allowing 59 notes. This also applies to the C version, which does not need RF gauge to be used. |
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412*
Smash & Sympathy
スマッシュ&シンパティ 412* |
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Eternity Specials
236236*
Special Mounting Pillow
スペシャル馬乗り枕 236236* |
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214214*
Tone & Setup+
トーン&セットアップ+ (j)214214* |
Mizuka plays her cello, creating a special note with unique properties that depend on the version used. All versions only cost 1 level of SP meter. |
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641236*
Reverb & Awaking
リバーヴ&アウェイキング 641236* |
Mizuka raises two conductor's batons and swings them down, producing a shockwave of energy that hits the opponent and detonates all notes on stage without destroying them. Hitbox slowly expands during the active period; the hitboxes pictured are the maximums for each version. Notes are detonated on frame 11 for all versions, technically during startup. |
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Final Memory
FM
Eternal Poem
永遠の詩 6 B A 6 A |
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Strategy
Normals
- Mizuka has access to some gigantic normals that allow her to dominate neutral. jC and 66C are very fast, guard aerial space beautifully and have enough reward to end the game with Mizuka's killer vortex. Opponents should be very afraid of getting hit in the air by Mizuka. 66B has incredible reach on the ground and be converted off of with 623B (or 236A if the opponent is near a note). 2C is great for checking mashing or dashing and is only -2 (with pushback) when cancelled into 214B on block, not to mention it's probably the best armor breaker in the game. 2C also detonates notes, making it even more difficult to contest. One thing to consider when detonating notes with 2C though is that it can whiff if the note is too high in its bouncing animation while it is active, so be careful.
Notes
- j236* is much preferred over j214* most of the time. Be careful to not input j41236* as even though Mizuka doesn't have one it will override j236* and cause her to throw out a normal.
- Mizuka typically does not need to move her bow much during 236*, in fact she prefers to get it back as soon as possible as being bowless is a serious impairment (in addition to the time she spends vulnerable while commanding it around).
- If Mizuka has a convenient note placed, she can use it to reset pressure at any time.
Resource Management
- Mizuka's forte (214214A) is her stand out super, and it doesn't help that most of her other supers are not great, even in a vacuum. Since it only costs 1 SP, Mizuka can easily build it back up after using it to open up the opponent and replace it every knockdown.
- Mizuka cares very little about BIC combos so use RF however you want.
Defense
- Mizuka has the privilege of possessing the fastest wakeup speed in a game where oki is extremely powerful. She also has a wide variety of reversals, although she will end up just using her fast 623* or safe on block 412C most of the time.
Combos
Notation Help | |
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Disclaimer: Combos are written by various contributors, some combo notations may deviate slightly from the notation listed below. For more information, see Controls | |
IC | Input Instant Charge (22C) when you have the right amount of RF Meter. |
FIC | Input Flicker Instant Charge (22C) when you have the right amount of RF Meter. |
{X/Y/Z} | Move X or Y or Z can be used. |
#* | Indicates that any of A, B and C may be used with #. Example: 214*. |
[<- X] [-> X] | Side switch notation. All inputs grouped by the square brackets are performed facing the arrow's direction. They are still written as if they were done facing right, however. |
[X]xN | Loop the inputs in the square brackets as many times as N. |
c5B | Proximity normal only usable while close. |
f5B | Proximity normal only usable outside of c5B range or when cancelled from another normal. Known as far 5B. |
jX | Button X is input during your first jump. |
djX | Button X is input during your double jump. |
X(whiff) | Indicates that X is intended to whiff. |
X(tech trap) | Indicates a combo ender intended to catch the opponent's air tech. The most common kind of tech trap is j6C, which will air throw early techs and jC later techs. Executionally identical to X(whiff) but different in purpose. |
~ | Indicates a followup for moves which have them. Example: 236A~236A. |
.. | Indicates a short delay. |
IAD | Indicates an Instant Air Dash. |
IABD | Indicates an Instant Air Back Dash. |
(X) | X move is omittable from the combo. |
tk.X | Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee. |
View the following combos in action in this video by Kotsuzui.
No IC
Anywhere
2A/5Ax2 c5B 2C 214B 66A(whiff)
- Sets up oki.
2A/5Ax2 c5B 5C 236A
- More damage, but returns to neutral after. Stick to the first combo generally.
623B 66C djB dj66 djB djC(clean) 66C jC(clean) djA djB djC(clean) land jC djA(tech trap)
Near Corner
2A/5A c5B 623B 66C jC j66 jB jC 5C jC jA jB jC(clean) land jC djA(tech trap)
623B 5C j9B j66 jB jC c5B 2Ax3 c5B f5B 5C jA jB jC djA(tech trap)
623B 5C jC j66 jB jC 66C jC(clean) djA djB djC(clean) land jC djA(tech trap)
Corner
2A/5A 2C 5A 5C jB j66 jB jC c5B 2A c5B f5B 5C jA jB jC djA(tech trap)
2A/5A 2C 66C jC j66 jB jC 66C jC(clean) djA jB jC(clean) land jC djA(tech trap)
TECH TRAP HIGH: ... djA(hit) djC j66 djB djC(clean) land jC j66 jB jC c5B 2A c5B f5B 5C jA jB jC djA(tech trap)
TECH TRAP LOW: ... djA(hit) djC(clean) land jC j66 jB jC land jB j66 jB jC c5B f5B 5C jA jB jC djA(tech trap)
Red IC
Anywhere
2A/5Ax2 c5B 623A IC jB j66 jA jB 66B 214B 66A(whiff)
2A/5Ax2 c5B 623A IC jB j66 jA jB 662A 662A 5A 5C j5B j66 j6C(tech trap)
6B IC 623B 66C jC(clean) j66 jB jC 5C jC(clean) jA jB jC(clean) land jC djA(tech trap)
f5B 236A FIC IAD jB jC 5A c5B 2C(2) 214B
f5B 236A FIC IAD jB jC 5C 236236A
66B 623A IC jB 5C jB j66 jB jC c5B f5B 5C jA jB jC djA(tech trap)
66B IC 623B 66C jC(clean) j66 jB jC(clean) 5C jC(clean) djA djB djC(clean) land jC djA(tech trap)
623A IC jB 66C jB j66 jB jC(clean) 66C j9C(clean) djA djB djC(clean) land jC djA(tech trap)
623A IC jB 66C jB j66 jB jC(clean) land IAD jB 5A c5B f5B 5C jA jB jC djA(tech trap)
Near Corner
2A/5Ax2 c5B 623A IC jB j66 jA jB c5B f5B 5C jA jB jC djA(tech trap)
2A/5Ax2 c5B 623A IC jB j66 jB jC c5B 2Ax4 c5B f5B 5C jA jB jC djA(tech trap)
2A/5Ax2 c5B 623A IC jC j66 jB jC 66C jC djA djB djC land jC djA(tech trap)
2A/5Ax2 c5B 623A IC jC j66 jB jC land jA jA jB jC land jA jB jC djA(tech trap)
2A/5Ax2 c5B 623A IC jB j66 jA jB 662A (microwalk) 5Ax3 c5B f5B 5C jA jB jC djA(tech trap)
2A/5Ax2 c5B 623A IC jB j66 jB jC 66B 2Ax3 c5B f5B 5C jA jB jC djA(tech trap)
5C IC 66 623B 66C jC(clean) j66 jB jC 5C jC(clean) djA djB djC(clean) land jC djA(tech trap)
66B 623A IC jC j66 jB jC land jB j66 jB jC c5B f5B 5C jA jB jC djA(tech trap)
662B 66A 623A IC note explosion jB j66 jB jC c5B f5B 5C jA jB jC djA(tech trap)
662B j236B 66A 623A IC note explosion j9B j66 jB jC 66B 2A c5B f5B 5C jA jB jC djA(tech trap)
623A IC jB j66 jB 5C j9B j66 jB jC c5B 2A c5B f5B 5C jA jB jC djA(tech trap)
(236A) note explosion (662A(whiff)) 5C jB j66 jB jC c5B 2A c5B f5B 5C jA jB jC djA(tech trap)
- Can sideswitch or not.
2A/5Ax2 2C(1) IC note explosion jB j66 jB jC c5B 2A c5B f5B 5C jA jB jC djA(tech trap)
6B IC 623A note explosion jB j66 jB jC c5B 2Ax3 c5B f5B 5C jA jB jC djA(tech trap)
Aerial opponent: note explosion 5C jB j66 jA jB 662A 5A c5B f5B 5C jA jB jC djA(tech trap)
Corner
2A/5Ax2 c5B 623A IC jB jC djA djA djB c5B f5B 5C jA jB jC djA(tech trap)
2A/5A 623B 623A IC jC(clean) jB jC(clean) 66C jC djA djB djC(clean) land jC djA(tech trap)
2A/5A 623A IC j66 jC 5C jC j66 jB jC 66C jC(clean) djA djB djC(clean) land jC djA(tech trap)
2A/5A 623A IC j66 jC 5C jC j66 jB jC c5B jA jB jC c5B f5B 5C jB jC djA(tech trap)
6B IC 662C j236A c5B 5C jB j66 jB jC c5B f5B 5C jA jB jC djA(tech trap)
66B IC 662C j236A c5B 5C jB j66 jB jC c5B 2A c5B f5B 5C jA jB jC djA(tech trap)
623A IC jC 5C jC j66 jB jC 66C jC(clean) djA djB djC(clean) land jC djA(tech trap)
623C [<- j9B j66 jA jB 662A 5A 5C jB j66 j6C(tech trap)]
623C [<- 66C(crossunder)] jC(clean) j66 jB jC(clean) 5C jC djA djB djC(clean) land jC djA(tech trap)
2A/5A c5B 623A IC jB j66 jB jC (j214A) c5B f5B (2C(1)) note explosion 236236A
2A/5A c5B 623A IC jB j66 jB jC j214A c5B f5B 2C(1) 214214B note explosion treble explosion jB jC djA djB djC dj623A
Cornered
2A/5A c5B 623B IC 66C(crossunder) [<- j9C(clean) jB jC(clean) 5C jC(clean) djA djB djC(clean) land jC jA(tech trap)]
623A IC 66C(crossunder) [<- j8C j66 jB jC(clean) land jB jC 66C jC(clean) djA djB djC(clean) land jC djA(tech trap)]
Blue IC
Anywhere
2A/5A c5B 623B 623A BIC j623A 623B 66C jC j66 jC land jB j66 jB jC c5B 2A c5B f5B 5C jA jB jC djA(tech trap)
2A/5A c5B 623B 623A BIC jC land jC j66 jC 66C jC(clean) j66 jC land jB j66 jB jC c5B 2A c5B f5B 5C jA jB jC djA(tech trap)
412C BIC 623B note explosion 66C j9C(clean) j66 jC land jC j66 jB jC 66C jC(clean) jA jB jC(clean) land jC djA(tech trap)
Near Corner
623C BIC 662C j214A jC j66 jC 66C jC j66 jC land jB j66 jB jC c5B 2A c5B f5B 5C jA jB jC djA(tech trap)
6B BIC 623B 662C 214214B 236A treble explosion jC(clean) j66 jC land jB j66 jB jC c5B 2A 2A c5B f5B 5C jA jB jC djA(tech trap)
Corner
Aerial opponent: jC j66 jC 5C jC j66 jB jC 5C jC j623A BIC jC j66 jC land jC j66 jB jC land jB j66 jB jC j214A c5B f5B 2C(1) 214214B note explosion treble explosion jA jB jC djA(tech trap)
412C BIC 662C j214A j7C j66 jC 66C jC(clean) j66 jC land jB j66 jB jC c5B 2A c5B f5B 5C jA jB jC djA(tech trap)
6B BIC 641236C 66C jC(clean) j66 jC 66C jC(clean) j66 jB jC 5C jC djA djB djC(clean) land jC djA(tech trap)
Cornered
623C BIC 662C j214A 662A(whiff) 66C(crossunder) [<- jC j66 jC land jB jC land jB j66 jB jC c5B 2A c5B f5B 5C jA jB jC djA(tech trap)]
Video combo primer by Onemi
Okizeme
Midscreen
- 214A/B (66*) 623A/412A(whiff) Left/Right
- Can whiff a dash normal after 214B to get into position and build a tiny bit of meter. Side can change from position but also timing. Leads to proper conversions on hit and plus on block. Since they are blocking the note and not your special, the opponent will face the side you were on when placing the note on RG, meaning many reversals can whiff against a crossup. Very powerful mixup.
- 214B 236B 66 Left/Right/High/Low/Throw
- Requires a character with a slow wakeup. Mizuka needs to position herself to get the note to detonate. Although she is bowless, she can threaten a wide variety of options which all have great insurance from the note explosion. Mizuka can meaty with a high 6B or low 2A/5A, and thanks to the note she doesn't need IC to combo from said 6B. Mizuka also has the choice to not meaty as well, allowing her throw to become very difficult to avoid, though it has poor damage and oki. A basic but also non-meaty Left/Right is available by dash jumping and threatening an air backdash as well.
Corner
- Combos ending in 236236* leave a gap in the corner against some characters as Player 1, which can make Left/Right setups work in the corner, albeit in a gimmicky manner. Mizuka's ground throw also leaves a gap but it is much larger and does not provide time to set up a note.
- 214214A 236A ... High/Low/Throw
- Forte okizeme is one of the scariest situations in the game to defend against. Mizuka is free to get very creative in her ensuing pressure as the forte should do a good job of dissuading the opponent's reversal, but this is not to say there are not good opportunities for the opponents to RG such as when the bow is not out, or when you have rethrown it and don't have IC. Can threaten throw when the bow is returning.
- 214214A 214214A 2C(blocked) 214214A
- "Triple Forte". If set up correctly the fortes will sustain an infinite blockstring as they continuously detonate each other. Since it costs 3 bars and the constant explosions make doing proper combos pretty impossible this setup is mostly just BM. While wasteful it is still effective for closing out a round however, as the opponent's best response is usually to get hit on purpose and hope their wakeup burns significant time off of the fortes if they don't get knocked out of the corner. Trying to block will result in one's guard gauge maxing out very quickly and as if blocking 6B wasn't hard enough Mizuka will constantly be shrouded in explosion effects. Don't try this, but do be aware of it.
Win Quotes
Japanese | English |
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私だって |
See? |
少しだらしが |
I was a bit |
道端で |
Hey, |
こういう事は |
I'm not good |
これでも |
It may not seem like it, |
(To Rumi) |
(To Rumi) |
(To Mayu) |
(To Mayu) |
(To Nayuki) |
(To Nayuki) |
(To UNKNOWN) |
(To UNKNOWN) |
(To Mizuka) |
(To Mizuka) |
Final Memory Quotes
Includes spoilers. Expand at your own risk.
Japanese | English |
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ちゃんと面倒見てくれる人がいないと心配なんだもん |
It worries me that there's no one around to take good care of you. |
案外運命の出逢いかもしれないよ |
This might just be a meeting of destiny. |
どうしたの、浩平 |
What's wrong, Kouhei? |
ほら、起きなさいよっ |
Hey, get up! |
待ってよ、浩平 |
Wait up, Kouhei! |
それでもうれしいよ、浩平 |
That would still make me happy, Kouhei. |
日頃の感謝を込めて、とかね |
By putting your everyday gratitude into it? |
何で? |
Why? |
わたしなんかにキスされて嬉しいのっ? |
Would you be happy to be kissed by me?! |
でもっ、わたしだよ |
It's me! Me! |
ほらほら浩平 |
Come on, Kouhei! |
この猫ほんとに可愛いでしょ? |
Isn't this cat really cute? |
ありがと |
Thank you. |
わたしたちつきあってるんだよね |
We're going out, right? |
……浩平? |
... Kouhei? |
ほら、はあーって |
Come on, try going |
……浩平がそう言うなら、わたしはいいよ |
... If that's how you feel, I'd be glad to. |
でもまた、やり直せるよね |
But... we can start over again, can't we? |
やっぱり、浩平でないと駄目なんだよ |
It has to be you after all, Kouhei. |
効果てきめん! |
It worked almost instantly! |
すっごくかわいいうさぎさんだったよ |
It was a super cute rabbit. |
本当にいつもいつも |
I'm always, always |
そうだね。これが、わたし達の普通…… |
You're right. This is normal for the two of us... |
いなくなるんだよ |
She'll disappear. |
わたしと逢える? |
To be able to meet me? |
指切った……え? |
It's a promise... Huh? |
捕まえたっ |
I finally |
嫌だよっ… |
No...! |
ねえ、笑顔で |
Did I manage |
そう、よかった…… |
I see... That's good. |
Colors
In-game References
ONE References
- Mizuka's "Special Mounting Pillow" move is a reference to how Mizuka sometimes wakes Kouhei up with a pillow.