Eternal Fighter Zero/Mio Kouzuki
Introduction
Kouzuki Mio (上月 澪) is two characters packed into one, being able to swap between her unique Close and Long Range Modes to change her moveset and movement options. In her Close Range Mode, Mio has excellent rushdown with her great normals, cruel mixup options and a large array of reversals. In her Long Range Mode she excels in the opposite, with effective space control projectiles and disjointed Dhalsim-style normals to chain between. The stance switching itself is extremely strong too, being fast to the point where she can gain frame advantage by cancelling moves into it. Her main weakness is her poor defensive options in Long Range Mode, which when combined with her slow wakeup speed can leave her very exploitable by characters with strong offense.
Mio is one of the heroines of ONE, a visual novel produced by Tactics in 1998. Mio is a 1st grade student in the same school as Kouhei. She always carries a sketchbook with her since she is mute. Also, her face expresses a lot of emotion, so you can easily tell how she is feeling just from looking. During ONE, Kouhei helps Mio with the theater club, and ends up remembering something that he'd long since forgotten...
Mio was part of EFZ's original cast.
The in-game romanization of Mio's surname is spelled as Kouduki instead of Kouzuki.
Stage: Gymnasium (体育館)
BGM: Smiling in innocence (無邪気に笑顔)
Character-Specific Notes
- Mio's current mode is shown right below her health bar. Blue text means that she is in Short Range Mode (SR), and red text means she is in Long Range Mode (LR). Mio will start a match in Short Range Mode, and she switches mode by using her 5S.
- Mio is able to airdash twice in her Long Range Mode.
- In Long Range Mode, Mio has one of the slowest walk speeds and one of the floatiest jumps in the game. Additionally, her airdashes become slower and will travel upwards slightly.
- Unlike all other characters, Mio does not have a close 5B normal in Long Range Mode. She instead has proximity 5A and 2A normals.
- Mio is one of a few characters who gain some throw invincibility after double jumping.
- Mio is airborne during frames 3-10 of her backdash.
Normal Moves (Short Range Mode)
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
SR 5A
5A
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SR c5B
c5B
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SR f5B
f5B
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SR 5C
5C
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SR 6C
Costume - Student Fighter
衣装・幕末貴族 6C |
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Crouching
SR 2A
2A
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SR 2B
2B
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SR 2C
2C
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Jumping
SR j5A
j5A
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SR j5B
j5B
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SR j5C
j5C
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SR j2C
Costume - Tokugawa Aristocrat
衣装・学生格闘家 j2C |
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Dashing
SR 66A
66A
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SR 66B
66B
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SR 66C
66C
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SR 662A
662A
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SR 662B
662B
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SR 662C
662C
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Throws
SR Ground Grab
Ground Grab
c6C/4C |
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SR Air Grab
Air Grab
cj6C |
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Special Moves (Short Range Mode)
Specials
SR 5S
Mode Switch
モードチェンジ 5S |
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SR 236*
Costume - Adventurer
衣装・冒険家 236* |
Mio dresses up as Indiana Jones and whips the opponent. This is Mio's only armor breaking move. |
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SR 623*
Costume - Onmyoji
衣装・陰陽師 623* |
Mio dresses up as Akari Ichijo from the Last Blade series and spins straight upwards, hitting the opponent along the way.
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SR 214*
Costume - Red Hood
衣装・あかずきん 214* |
Mio dresses up as B.B. Hood / Bulleta from Darkstalkers and charges forward, swinging her knife in a windmill motion. |
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Eternity Specials
SR 236236*
Costume - Cat who wore short boots
衣装・長くない靴を履いた猫 236236* |
Mio dresses up in a cat rain slicker and pulls a string that comes from up high. Pans, spotlights, and weights (in ascending order of damage) begin to fall on the opponent in random amounts. Both the initial hit and all falling objects are untechable launchers. |
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SR 214214*
Costume - Student Soldier
衣装・学徒兵 214214* |
Mio dresses up as a student from Gunparade March and stretches her palm forward, shooting an energy blast. NOT a projectile. All versions are untechable. |
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Final Memory
SR FM
Costume - Anyway, a lot
衣装・とにかくたくさん 641236C~A~B~C~A~B~C~S~236C/623C |
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Normal Moves (Long Range Mode)
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
LR c5A
c5A
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LR f5A
f5A
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LR 5B
5B
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LR 4B
Above Hit
上当て 4B |
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LR 5C
5C
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Crouching
LR c2A
c2A
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LR f2A
f2A
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LR 2B
2B
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LR 2C
2C
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Jumping
LR j5A
j5A
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LR j5B
j5B
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LR j2B
Below Hit
下当て j2B |
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LR j5C
j5C
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LR j2C
Right Below Hit
真下当て j2C |
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Dashing
LR 66A
66A
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LR 66B
66B
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LR 66C
66C
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LR 662A
662A
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LR 662B
662B
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LR 662C
662C
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Throws
LR Ground Grab
Ground Grab
c6C/4C |
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LR Air Grab
Air Grab
cj6C |
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Special Moves (Long Range Mode)
Specials
LR 5S
Mode Switch
モードチェンジ 5S |
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LR j5S
Flight
飛行 j5S |
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LR 236*
Costume - Shikigami Tamer
衣装・式神使い 236* |
Arrows launch, but the opponent will freeze in place for quite some time before moving. Cancel window for FIC is right after an arrow is fired. |
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LR 214*
Costume - Card Captor
衣装・カードキャプター 214* |
Mio throws 3 cards into the ground, each summoning lightning bolts in quick succession. Distance thrown ascends with button strength, with A going about 40% of the screen, B going half screen, and C about 70%. Cancellable while the cards are in the air. Effective zoning tool, but can also be useful for pressure. C version does not require RF to use. ※ The startup data is for the middle lightning strike only and describes when each section's hitbox (top, middle, bottom) becomes active. Check the table below for the full frame data. |
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※ | Left | Middle | Right |
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Top | 41F | 35F | 38F |
Middle | 43F | 37F | 40F |
Bottom | 45F | 39F | 42F |
LR 412*
Costume - Little Match Girl
衣装・マッチ売りの少女 (j)412* |
Mio continuously shoots fire from a matchstick which launches the opponent. Great at stuffing out buttons thanks to its large amount of active frames. Can be done on the ground and in the air. Massive FIC window. |
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Eterny Specials
LR 236236*
Costume - Snow Princess
衣装・雪女 (j)236236* |
Mio launches a large ball of ice across the screen, freezing the opponent and knocking them back. Can be done on the ground and in the air. Primary use is as a combo ender. |
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LR 214214*
Costume - Vampire Hunter
衣装・ヴァンパイアハンター 214214* |
Mio, dressed up like Ciel from the visual novel Tsukihime, throws several volleys of launching Black Keys at an upward angle of 30 degrees. Used as a combo ender. All versions are untechable. |
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Final Memory
LR FM*
Costume - Doing many things with a Fake Nanase
衣装・アレ以外の何かwith偽七瀬 B A 2 A B |
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Strategy
- Mio is an incredibly versatile character with a lot of combo variety thanks to her two stances. She has enough tools for basically any situation, but can only have access to half of them at any given time. Thankfully her stance switching is not very risky to do in neutral, but when under pressure she loses that luxury, and the fatally flawed reversals and abare of LR mode will begin to show. Although this is Mio's achilles' heel on an otherwise godlike character, LR is still part of what makes her godlike, so only playing neutral in SR in fear of such a scenario is not advised.
- Mio's ability to stance switch every ground normal can make many normals with exploitable 5S cancels appealing, but getting RG'd while stance switching as early as possible means Mio can forfeit her ability to RC back. Option selecting with 5S~A can negate this weakness if you're comfortable executing it.
- It is preferable to end a round in SR mode if possible. Mio's movement is significantly slower in LR, so it is difficult to start the next round at a comfortable range.
Neutral
- Notable moves
- SR 2B - Really active and safe move that is annoying to RG thanks to its 8 hits.
- SR 662C - Moves Mio really far forward and is surprisingly difficult to punish between its low profile and cancel options.
- SR jA - Super disjointed and fast normal, usually needs your double jump or airdash to combo from though.
- LR 5B/66B - Covers standing/airdashing opponents from half screen at light speed, but can be scary to whiff. Try buffering IC when using in neutral to help react with a combo in case you catch an opponent's jump.
- LR 2C - In abare situations, it is surprisingly decent relative to other LR normals. You can draw direct comparisons f2A and 5B, both of which have the same startup but noticeably extend Mio's hurtbox.
- LR 214* - Mio's slowest projectile, but still surprisingly quick considering its infinite vertical range.
- LR 412* - Very active move that covers a lot of space and has a huge FIC window.
- Anti-airs
- SR c5B - Although it is a proximity normal and not as disjointed as other anti-airs, among those in SR it boasts great resourceless combo potential and retains the ability to special cancel on RG.
- SR 623A/C - Multihit and very easy to juggle after with IC.
- LR 2C - Very active and disjointed with multiple hits, though combo ability can be iffy if it hits from maximum range.
- LR 4B - Not as fast or active as 2C but is air unblockable, fully disjointed and still can lead to full combos. Best when reading a jump from your opponent.
- Reversals
- SR 623* - Frame 4 reversal with great combo ability anywhere on the screen with IC, but has laughable horizontal reach.
- SR 214C - Slow but has good reach on the ground and is plus on block.
- SR 236C - Can be used to fight pressure from moderate distance but on wakeup is significantly weaker than other options. Also notable for breaking armor.
- SR 214214A/B - Air unblockable, fully invincible, gets a combo with IC and a knockdown without it.
- LR 412C - Lots of iframes but not something to use on wakeup since it's slow and doesn't hit point blank, definitely decent on RG though.
- SR Mio can easily or even accidentally option select between her 214C and 623C/236C on wakeup, which can make some left/right mixups easier to deal with.
Pressure
- Mixup options
- SR j2C - Low crushing frame 19 instant overhead or frame 15 delay-landing overhead or crossup overhead or a move to mess up anti air timing, all in one move that starts devastating combos and is cancellable on whiff including FIC. Also you don't even need FIC to combo after if the Guard Gauge is built up and/or with a deep hit on some characters(when falling, IOH is too high. Character specific).
- SR IAD jC - An alternate crossup option. You may land too far to connect a 2A after, so adjust your airdash as needed.
- LR j2C - Can jump cancel random normals into this move for insanely quick IOH's. The frame advantage and cancel options are poor, however, so it is very risky to attempt to keep pressure afterwards, even on hit. No comboing from it either.
- Pressure resets
- SR 662A - Gets in their face and plus on block.
- SR 66C - Dodges lows and near the corner has great reward but requires a 5S cancel to avoid being punished on block making it very dangerous if RG'd.
- SR 66B - Marginally better frame advantage than 662A but has twice the startup. Good return when catching jumps though.
- SR IAD jA x N - Somewhat risky but leads to combos on hit or a potential mixup on block with a j2C cancel and varied number of hits. Especially potent as the jAs can build the guard gauge to allow for ICless j2C combos.
- LR 214* FIC - LR is far more limited in pressure but Mio can still try to force her way in.
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. |
Non-Juggle Combos
Non-IC
- (SR) 2A (2A) 2B 5C 236B~236A ~ 2132 damage
Amazingly drains about half BIC gauge and does decent resourceless damage, but leaves Mio back in neutral afterwards.
- (SR) 2A c5B 5C 236A~236A 2A 2B 5C 236B~236A ~ 3000 damage
Less reliable combo that needs an extremely close hit and a tricky link from 236A~236A but drains about 90% BIC and deals slightly more damage.
- (SR) 2A (2A) 2B 2C (214214*) ~ 938 - 1192 damage (2826-3077 with 214214A)
Not much damage, but allows Mio to start running okizeme. Sometimes 2C will struggle to reach in time from a far 2A, so try to keep 2B hits to a minimum unless very close. This combo is important to do after SR 214C. 214214* is not necessary since 2C already knocks down, but it can be useful to stall and charge RIC in time for okizeme, as well as provide a damage bump if needed.
- (LR) (c2A) 2A 2B 5C 236236A ~ 2337 - 2874 damage
Press c2A too many times, and the opponent will be able to tech after 236236A.
Red-IC
(SR) 214C 214214A ~ 2870 damage
- Used to ensure a knockdown in situations where 214C 2A 2B 2C would have a tendency to whiff 2C.
Juggle Starters
Non-IC
Midscreen
- (SR) j2C (with significant Guard Gauge)
- (SR) j2C (lowest falling hit)
The necessary height cannot be achieved when IOHing. Character specific. Akane, Ayu, Doppel, Kano, Makoto, Mai, Misaki, Nayuki, Rumi, and Shiori work anywhere, Kanna, Mio, and UNKNOWN can only be decently comboed in the corner.
- (SR) 214214A(trade) 66B
- (LR) (2A 2B) 2C 236A 66C
Corner
- (SR) 66C 5S 66C
Punish near the corner.
- (SR) (jC) 66C 5S 2C(1) 5S 2B(1) 5C
Very powerful punish for point blank in the corner.
- (LR) 412A 662C(1) 5S 2B(1) 5C
Uncommon but useful starter.
Red-IC
Midscreen
- (SR) 2A 2A 2B(1) 5C 236A~236A 623B(1) IC
Needs a fairly close hit or the 623B will whiff.
- (SR) 2A 2A 2B 2C 214214A(1) IC
Damaging use of meter and RIC.
- (SR) j2C FIC
- (SR) 662C IC 66B
- (LR) (2A 2B 5C) 412A IC
- (LR) 5C IC 662C(1) 5S 66B
- (LR) 2A/f2A 2B 5C 214* FIC 2A/5B (214 hit) 66C
After the FIC, f2A is easier, but 5B is needed for max range.
Corner
- (SR) 623*(1) IC (662A(whiff)) 2B 5C
Crossunder with 662A to steal the corner.
- (SR) 2A 2A 2B 5C 236C
- (LR) 2A 2B 5C IC 662C(2) 5S
Blue-IC
Midscreen
- (SR) 2A 2A 2B 5C 236B~236A IC
- (SR) 236C IC 44 66
Backdash ensures a wallbounce.
- (LR) 2A 2B 5C IC 662C(1) 5S 66B
Midscreen Juggles
These parts are used to carry the opponent nearer to the corner.
- (SR) jB j66 jB(C)
Proration limit: Power needs to be over 75.1% when the first jB hits.
This is the most useful juggle for Mio, so this should be highest priority to learn. Pay close attention to the proration limit. If you have extra proration to spend, you can do jB j66 jB c5B jB j66 jBC.
- (SR) j66 jABC
Proration limit: Roughly 70%
An option for strange combo starters. It's important to consider how you're going to land from this, in some cases a delay between jB and jC may be necessary.
- (SR) jA j9 djB dj66 djBC
Go-to juggle after a deep j2C.
Combos for converting from jA air-to-airs and tech traps. This is an important component to keep in mind to make the most of jA confirms, which is typically hard to combo from. djB djB is a link that opens up better combo options.
- (SR) jC(1or3) j66 jBC
This is an alternative to jB j66 jBC. Especially useful for situations where jB may not hit or if you need to adjust the opponent's height higher. Against Mai, this version is essential after j2C RIC.
- (SR) j66 jB
The jB should hit just before landing.
Allows you to push the opponent with your air dash and use less proration. Carries for a similar distance as jB j66 jBC. While it is mainly used for BIC, it can still be used for certain RIC starters, so keep this option in mind to maximise distance carried and damage.
- (SR) jA .. jB .. jC
If after a wall bounce the proration is between 70% and 75.1%, you can use this.
- (LR) [jAB j66]x2 jA .. jB
Corner carry combo piece for when you're in Long Range mode.
- (LR) jB 66 jB 66 jA jB (land) 66C
May need to omit or replace parts for proration or if opponent is too high or too low.
Corner Juggles
- (SR) j9 (jA) jB jC 2B(1) 5C
If hitting SR 5C in the corner such that the opponent bounces behind Mio, get into position by jump cancelling into an instant air backdash.
- (SR) jB 66 jB jC 2B(1) 5C
- (SR) j8/j9 jB 66 jB 2B(1) 5C
- (SR) j8/j9 j8 djB djB 2B(1) 5C
Extremely slight optimization for when the opponent is in (not near) the corner.
- (SR) 214214A IC
- (LR) [<- 662C(1)(back-hit) 5S] [-> 2B(1) 5C (5S) (66)]
Flashy and proration efficient loopable juggle until around 68%, but usually stopped around 76%. Expect to run into difficulties with Akiko (below 80%), Doppel, Makoto, Rumi, Sayuri, and Shiori.
- (LR) 66C j7 44 jA jC 66C
For when you end an LR juggle very close to the corner.
- (LR) 2C(1) 412A
Also loopable and proration efficient, but has a high proration cutoff, so usually reserved for BIC combos.
Midscreen Combo Enders
- (SR) (land) 2B(1) f5B 5C 5S 214* 214214A
Should be your go-to ender, with decent damage and great RIC oki. If you think you can secure the kill with a bit more damage, use 214214B/C. If the opponent wallbounces off of the corner but outside of corner ender range, the 214214A can be followed up with 66C 214214A if the first one doesn't miss volleys.
- (SR) (land) 214214A
Slightly less damage and RF build than the LR 214214A ender, but depending on character and position you may not always have a combo into a 5C wallbounce. In those situations, this ender is much more consistent.
- (SR) (land) 2B(1) f5B 236A~236A
Significantly lower damage ender but gives oki meterlessly. Combos into this are also significantly shorter than other enders so Red IC may not always be available for oki. If this is unappealing, the first ender even without super does more damage at the cost of resetting to neutral.
- (LR) (land) 662C(3~5) 214214A
This ender is used if the opponent is too low after her typical LR mode corner carry combo [jA jB j66]x2 jA .. jB
Mio lands first and manages the opponent's height using 662C. The number of hits before cancelling depends on how low the opponent is, as you're trying to position the opponent to be hit optimally by all the projectiles in 214214A.
Corner Combo Enders
- (SR) 5AxN c5B (8/9) jAAB dj6C(whiff)
One of Mio's SR enders. This ender is ideal for following up with 236236A okizeme. 5AxN is roughly 5. You're able to adjust the opponent's juggle height by adding delays between these 5As, and from c5B onwards inputting as fast as possible. For the dj6C(whiff) tech trap, you'll want to input it shortly after you start coming down from your double jump. You should be aiming to enter j6C just after the opponent techs. Adjusting the height with 5As is important to ensure this tech trap while also maintaining some damage, giving you more time for the 236236A oki setup, allowing for more items to be summoned.
- (SR) 2B(3) 6C 236A~236A
Another SR ender. 236A~236A causes a knockdown with a gap in the corner, opening up more ways to mixup your opponent and allowing for 236236* oki. One downside is the damage is lower than the previous options and there is less time to set up okizeme. This setup is particularly hard on Unknown, her small juggle hurtbox makes height adjustment difficult.
- (SR) 662C 236A~236A
An alternate setup for corner gap 236236* oki.
- (SR) (from a 5C wallbounce) IAD (jC(whiff)) land [<- 669A jB jC 2B f5B 5C 5S 214C 214214*]
Slightly less damaging metered ender but gives Mio 4-way oki after which often makes it preferable. When using LR 662C loops, start this ender where you would normally j9B jC instead of after (as other enders start).
- (LR) (jA) jB jC j8/j9 djA dj2B dj2C dj2C(whiff)
LR ender. One of Mio's easier enders, it is recommended to learn this one first. Hitting the opponent with j2C secures the knockdown, meaning you can choose this option and not worry about a tech trap, but you to want to whiff a second one for meter build. This option is great damage for when you have no supers in stock. This combo ender only works at above approximately 51.5% power, or ~55% power to include jA in the first jump. If the power is lower than this, you can skip some normals. For example jB jC [j8 or j9] jA j2C
- (LR) jB j2B jC djA dj2B dj2C dj2C(whiff)
More technical version of the above ender. Proration limit is around 57%.
FM Combos
- (SR) 2A 2A 2B 5C 641236C ~ 4696 (236C) / 4074 (623C) damage
- Following 623C ender - (SR) 662A(whiff, stop in front of opponent) 2B(1) 5C 5S jB jC djA dj2B dj2C ~ 5138 damage (including previous combo into 641236C)
Harder if you end up in the corner as you will have to pass under the opponent with 662A and turn around.
- (LR) 2A 2B 5C IC 662B BA2AB ~ 4868 damage
Example Full Combos
Practical reference points to show how the previous parts come together to form a juggle combo.
- (SR) j2C jA dj8 djB djB 2B(1) 5C j7 44 j9 jB jC 2B(1) 5C 5S j7 jB j2B jC dj9 djA dj2B dj2C dj2C(whiff)
Corner starter.
- (SR) j2C j9 jA dj9 djB 66 jB jC 5A 5C 5S jA jB jC dj9 djA dj2B dj2C dj2C(whiff)
Midscreen starter with a corner wallbounce. Can go for the more damaging jB j2B jC ender but can be awkward from this position.
- (SR) j2C j9 jA dj9 djB 66 djB djC 5A 5C 5S 214C
Midscreen starter with a midscreen wallbounce.
Notes
- Adjusting SR 2B(1) 5C to 5A 2B(1) 5C is often needed or is appreciated for hitting Akiko, Doppel, Kano, Rumi, and Sayuri. While midscreen, 2B(1) 5B 5C can often help with ensuring a wallbounce, or (5A) 5A 5C against a high opponent or naturally high falling characters. Make sure to adjust the basic LR corner ender accordingly when using these higher proration routes.
- Be sure to land the first hit of LR 662C in back-hit combos, the later hits do not give as much juggle time.
- The A version of LR j236236* is techable, so as an ender it is mainly used as a higher damage option to secure kills at the end of matches.
- When juggling from 214214A/B (trade) 66B, 5S j9 jB ... is the most common route, but it has complications near the corner, so try SR jB ... instead in that situation. In the rare event where it trades at a postion where a LR pickup does not have enough space from the corner but SR jB won't combo, use jC(1) 66 ... instead.
Okizeme
- Meterless
- SR jC is good at crossing up from an airdash, and if spaced right has good reward.
- When hit extremely deep (lower than IAD height), SR j2C can be converted on about half the cast (Akane, Ayu, Doppel, Kanna(corner only), Kano, Makoto, Mai, Mio(corner only), Misaki, Nayuki, Rumi, Shiori, UNKNOWN(corner only)) without using any resources! This conversion is both executionally demanding and can be difficult to find opportunities for. In the corner if Mio can find time to IAD over the opponent and fall slightly it may be attempted, in a lot of matchups this probably means she will not be hitting meaty though so respect is needed. Especially challenging to attempt midscreen.
- Instant LR j2C is extremely fast but unfortunately ends your turn as it's minus on hit when hitting a grounded opponent and it only combos into itself. Be sure to run away after attempting. When double jump cancelling Mio will take a long time to reach the ground again, but the move is not airdash cancellable so attempting that may get you punished by a savvy opponent. Great for finishing off low health opponents.
- LR 412A/B is a low risk way to get some chip and build IC.
- With IC
- Instant SR j2C FIC gives a full combo and is safe on block, you can also do a few 2A's beforehand. Try not to autopilot mash FIC every time, though; Mio can only cancel the move once she touches the ground so the opponent can feasibly punish on RG.
- SR j2C FIC right before landing from a jump is ideal for creating a 4 way mixup as it can be done on either side of the opponent and hits around the same time as a 2A would.
- Non-landing crossup SR j2C FIC can look very deceptive but usually if it is available then so is landing j2C.
- With Super Meter
- After ending a combo with SR 236236*, Mio can FIC as the opponent wakes up and mix however she pleases. Instant SR jB becomes amazing during the object rain, being a frame 10 overhead that only whiffs on Ayu, Ikumi, Kano, Mayu, Mio, and Neyu. While landing from a jB, Mio can again perform her j2C shenanigans before hitting the ground, as well as airdash to further delay and even go for a double or triple overhead if she wants to with jA (jA) j2C. If the 236236* was preceded by a 236A~236A to get the opponent out of the corner, Mio also gains the freedom to cross up or not before and/or after a high. If the opponent is hit while you are facing away from the corner, you can try repositioning yourself by crossunder whiffing SR 662A. Wakeup time matters for this setup, its effectiveness can really decrease against some fast wakeups like Mizuka.
Win Quotes
Japanese | English |
---|---|
スケッチブックの |
I don't think |
本気で |
You hit me |
あのね |
Hey. |
衣装汚れたの… |
My costume got dirty... |
い、 |
It... |
(To Akane) |
(To Akane) |
(To Misaki) |
(To Misaki) |
(To Ayu) |
(To Ayu) |
(To Mio) |
(To Mio) |
Colors
In-game References
External References
- Mio's ground throw is based on Sakura Kusagano's "Sailor Strangle" throw, from the Street Fighter series. Mio also dresses up like Sakura during her Short Range 662B.
- Short Range Mio's 66C is based on Kyo Kusanagi's far strong kick as it appears in The King of Fighters '94 through '99.
- Short Range Mio's 6C is based on Kyo-1's "Kurogami" command normal from The King of Fighters '99. The guard point on it is also reminiscent of normal Kyo's "114 Shiki: Aragami".
- Short Range Mio's j2C is based on Shinnosuke Kagami, from The Last Blade series.
- Short Range Mio's 236* is based on Dandy-J's "Hissatsu Rope" move, from Waku Waku 7.
- Short Range Mio's 623* is based on Akari Ichijo's "Tenmon Hoshi No Meguri" move, from The Last Blade series.
- Short Range Mio's 214* is based on the first part of B.B.Hood's "Beautiful Memory" move, from the Darkstalkers series.
- Mio's costume during her Short Range 214214* is based on Gunparade March.
- The beam finisher for Short Range Mio's Final Memory is based on Cyclops's "Mega Optic Blast" from the Marvel vs Capcom series. Mio's costume during the move is based on Dejiko from the anime Di-Gi-Charat.
- The uppercut finisher for Short Range Mio's Final Memory is based on Kyo Kusanagi's "128 Shiki: Konokizu" -> "125 Shiki: Nanase" combo, from The King of Fighters series.
- During Long Range Mio's 412*, she dresses up like Ecoco, mascot of Tohoku Electric Power.
- During Long Range Mio's 214214*, she dresses up like Ciel from the visual novel Tsukihime and uses her signature Black Keys.
ONE References
- The many costumes Mio uses in her moves is likely due to her role as a member of the drama club in the visual novel.
- Mio's air throw is a reference to her introduction in ONE, where she spills a bowl of udon on Kouhei.