Eternal Fighter Zero/Misuzu Kamio: Difference between revisions
(→Okizeme: Adding the link to the okizeme basics vid. Would be worth adding these specific setups to the page properly with links to the correct times stamps, but this will do for now.) |
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== Strategy == | == Strategy == | ||
Misuzu's main gameplan is to set traps (236*, 214*, 421*), acquire feathers(463214*) and do her okizeme loops out of that. Her combos are mostly character agnostic, with the exception for jB/jC stuff, jB will whiff on some characters and jC can crossup on small crouchers (such as Mayu and Unknown). | :Misuzu's main gameplan is to set traps (236*, 214*, 421*), acquire feathers(463214*) and do her okizeme loops out of that. Her combos are mostly character agnostic, with the exception for jB/jC stuff, jB will whiff on some characters and jC can crossup on small crouchers (such as Mayu and Unknown). | ||
=== Neutral === | === Neutral === | ||
'''f5B''' is one of her most notewhorthy buttons. On hit you'll be able to combo into 5C, allowing for a conversion with Potato (Feather 41236B). If f5B is blocked or RG'd, you should setup 412* or 214*, as 236* can be very risky at that range because of it's recovery. In both cases, Misuzu can also just opt to stock a feather. | :Misuzu is a character that requires patience and wants you to mostly play outside of your opponent's range, and she has good buttons for that. She is an okizeme focused character that requires somewhat good execution, but that execution is in her setups and not in her combos. While on the ground, the buttons she will be using the most are '''5A, f5B and 2B''' and in the air '''jA and jB'''. | ||
:'''f5B''' is one of her most notewhorthy buttons. On hit you'll be able to combo into 5C, allowing for a conversion with Potato (Feather 41236B). If f5B is blocked or RG'd, you should setup 412* or 214*, as 236* can be very risky at that range because of it's recovery. In both cases, Misuzu can also just opt to stock a feather. | |||
'''5A''' is fast, has more range than 2A, is a good anti air that has great conversions into jB, all of which helps her getting her gameplan going. '''5A''' should be used in close range where you'd want to use f5B and would get c5B instead. c5B has a small range and is harder to convert into a juggles if you hit an anti-air. It is still a good button because of it's damage, but that property really shines in the corner and in more specific okizeme setups. Instead of c5B Misuzu should be using 2B. | :'''5A''' is fast, has more range than 2A, is a good anti air that has great conversions into jB, all of which helps her getting her gameplan going. '''5A''' should be used in close range where you'd want to use f5B and would get c5B instead. c5B has a small range and is harder to convert into a juggles if you hit an anti-air. It is still a good button because of it's damage, but that property really shines in the corner and in more specific okizeme setups. Instead of c5B Misuzu should be using 2B. | ||
'''2B''' has good range, good startup, and good recovery. It is also a low that leads into f5B 5C. While featherless she has access to crow (41236*) which can be used to snipe the opponent or for pressure resets with FIC, conversions are also possible with a somewhat strict timing. | :'''2B''' has good range, good startup, and good recovery. It is also a low that leads into f5B 5C. While featherless she has access to crow (41236*) which can be used to snipe the opponent or for pressure resets with FIC, conversions are also possible with a somewhat strict timing. | ||
'''jA and jB''' both have similar properties, being fast having good range and good recovery as well. jB can be reliably used to get a conversion if you hit someone with it, if you hit them in the air with jB a forward airdash cancel is often needed to get a conversion. | :'''jA and jB''' both have similar properties, being fast having good range and good recovery as well. jB can be reliably used to get a conversion if you hit someone with it, if you hit them in the air with jB a forward airdash cancel is often needed to get a conversion. | ||
== Combos == | == Combos == | ||
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<u>No IC</u> | <u>No IC</u> | ||
''Anywhere'' | :''Anywhere'' | ||
:*'''2AABC 623A [463214A/421*/214*/236*]''' [replay 1-1] | [https://www.youtube.com/watch?v=MPI9d3AU0aY Video] | |||
| | |||
:*'''2AABB 5C 236236A/B''' [replay 1-2] | [https://www.youtube.com/watch?v=8yquBq-Z9SY Video] | |||
| | |||
''Midscreen'' | :''Midscreen'' | ||
:*'''(236A/B starter) -> jC j66 jAC land jAABC djABC dj66 djC(whiff) [463214A/421*/214*/236*]''' [replay 1-3] | [https://www.youtube.com/watch?v=kQ2uRHee01k Video] | |||
| | |||
:*'''(236A/B starter) -> jC j66 jAC land jABC land 5AC [463214A/421*/214*/236*]''' [replay 1-4] | [https://www.youtube.com/watch?v=4pHNJJwKmHA Video] | |||
| | |||
''Corner'' | :''Corner'' | ||
:*'''(236A/B starter) -> jC j66 jBC [5AB jABC]x2 j66 jC(whiff) [463214A/214*/236*]''' [replay 1-5] | [https://www.youtube.com/watch?v=8HW0xTJVzM8 Video] | |||
| | |||
<u>Red IC</u> | <u>Red IC</u> | ||
''Corner'' | :''Corner'' | ||
:*'''2AABC 623A IC jBC djABC c5B jABC j66 jC(whiff) [463214A/214*]''' [replay 1-6] | [https://www.youtube.com/watch?v=glTyMUCc4Xg Video] | |||
| | |||
:*'''66jBC 2ABC 623A IC jBC djABC c5B jABC j66 jC(whiff) [463214A/214*]''' [replay 1-7] | [https://www.youtube.com/watch?v=bfdphBgBwWY Video] | |||
| | |||
:*'''(web set) 6C IC 2C web hits [5AB jABC]x2 j66 jC(whiff) [463214A/214*]''' [replay 1-8] | [https://www.youtube.com/watch?v=aBIJ3HYBa1g Video] | |||
| | |||
<u>Blue IC</u> | <u>Blue IC</u> | ||
''Midscreen'' | :''Midscreen'' | ||
:*'''2AABC 623C IC j44 66 jC j66 jAC djABC dj66 djAC land 5AB jABC j66 jC(whiff)''' [replay 1-9] | [https://www.youtube.com/watch?v=Q91QWKZztj8 Video] | |||
| | |||
''Corner'' | :''Corner'' | ||
:*'''2AABC 623A IC jBC djABC [5AB jABC]x2 j66 jC(whiff) [463214A/214*]''' [replay 2-1] | [https://www.youtube.com/watch?v=mnnbvmmAr2g Video] | |||
| | |||
:*'''66jBC 2ABC 623A IC jBC djABC [5AB jABC]x2 j66 jC(whiff) [463214A/214*]''' [replay 2-2] | [https://www.youtube.com/watch?v=fjtq3jCtLOU Video] | |||
| | |||
<u>'''1x Feather Stocked'''</u> | <u>'''1x Feather Stocked'''</u> | ||
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<u>No IC</u> | <u>No IC</u> | ||
''Midscreen'' | :''Midscreen'' | ||
:*'''66jBC c5B 2C 41236A c5B 2C 421B c5B 5C 463214A 66 j8''' [replay 2-3] | [https://www.youtube.com/watch?v=ai2yT0TgToM Video] | |||
:** Basic combo into left/right curse setup. | |||
* Basic combo into left/right curse setup. | |||
''Corner'' | :''Corner'' | ||
:*'''2AABC 41236A 5C 236236C''' [replay 2-4] | [https://www.youtube.com/watch?v=aCgOjzP5iZU Video] | |||
:** One of the ways to combo into 236236C. Can be done anywhere, but does 1k more damage in the corner. | |||
* One of the ways to combo into 236236C. Can be done anywhere, but does 1k more damage in the corner. | |||
<u>Red IC</u> | <u>Red IC</u> | ||
''Midscreen'' | :''Midscreen'' | ||
:*'''2AAB 5C 41236B IC f5B [IAD]xN IAD jC 2C [463214A/214*]''' [replay 2-5] | [https://www.youtube.com/watch?v=Hb4DoWm3PZs Video] | |||
:** [IAD]xN is until near corner. | |||
* [IAD]xN is until near corner. | |||
== Okizeme == | == Okizeme == |
Latest revision as of 06:09, 18 May 2024
Introduction
Kamio Misuzu (神尾 観鈴) is the EFZ version of Guilty Gear’s Testament, specializing in mixups and space control through the laying of invisible proximity traps, along with the help of her crow. She also has a unique "curse" projectile which poisons and tracks the opponent from above or behind, pressuring them to approach Misuzu and her traps. Misuzu can then further control space with her normals, and should the opponent back off she can collect her feather resource, giving her access to powerful supers which significantly strengthen all aspects of her game. Once she lands a clean knockdown, her traps, hoverdash and juice lockdown give her elaborate oki options and curse combos, which add significant unscaled poison damage. Misuzu can struggle at the start of a match due to her unremarkable set of normals and not having any traps set or feathers stocked.
Misuzu is the main heroine of AIR, a visual novel produced by Key in 2000. Misuzu is a school girl in the town where the story takes place. She is a cheerful, slightly clumsy girl, and has a great love of both dinosaurs and pulpy-peach juice. She lives in an isolated house with her mother Haruko, who doesn't play with her or even cook for her, and who finds drinking as her main joy in life. During AIR, Yukito becomes close friends with Misuzu, as they struggle together against a supernatural curse that has continued for 1000 summers...
Misuzu was added to EFZ's cast in Blue Sky Edition.
Stage: In Front of the Kamio House (神尾家前)
BGM: Blue Sky (青空)
Character-Specific Notes
- Misuzu's ground dashes are hoverdashes that put her into the air. Instead of dashing moves, attacks done during a hoverdash will be jumping moves. Hoverdashes do not count as airdashes, so Misuzu can still jump or do her real airdash from them.
- Sora the crow will follow Misuzu around the screen. He is involved in some of her special moves, which cannot be used if he is not close enough.
- Misuzu is able to curse the opponent, giving them a light blue tint and creating a "Time" gauge under Misuzu's health bar. This time gauge displays the amount of time remaining on the curse. A full gauge will take 1000 frames (~15.5 seconds) to completely drain, but if Misuzu is hit it will instantly end. Cursing an already cursed opponent will refresh some curse duration and raise their curse level. While the opponent is cursed, they will slowly lose life at a rate determined by the level of the curse, which is not displayed. The maximum curse level is 5. Curse damage ignores damage scaling, defence modifiers, and invulnerability but it cannot kill the opponent.
- Curse level 1 - 750 total damage
- Curse level 2 - 950 total damage
- Curse level 3 - 1200 total damage
- Curse level 4 - 1650 total damage
- Curse level 5 - 2720 total damage
- When Misuzu does her Fate super, a feather will appear above her SP gauge. She can hold a maximum of 3 feathers. Misuzu consumes a feather instead of SP every time she uses her Activation supers.
- Misuzu has no moves which can counterhit or be counterhit.
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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5C
5C
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6C
Misuzu Crush
観鈴ちんクラッシュ 6C |
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Crouching
2A
2A
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2B
2B
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2C
2C
|
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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*
Picture Diary
絵日記 236* |
Misuzu creates a book trap by scribbling on the ground. The trap is invisible, and will automatically activate once the opponent comes close, with the proximity being slightly wider than its actual hitbox. Traps will automatically be destroyed without any visual indicator if not activated within 472.66 frames (about 7.5 seconds). While a trap is active, you cannot create another trap with the same button. |
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623*
Wings
翼 623* |
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214*
Rich and Pulpy
どろり濃厚 214* |
Misuzu creates an invisible web trap out of juice. The trap will automatically activate when the opponent enters its range, but only if they are airborne. Can be destroyed if the opponent attacks the trap, and they cannot "tank" hits for Misuzu. Traps will disappear without a trace if not activated within about 7.5 seconds. While a trap is active, you cannot create another using the same button. |
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421*
Lump of Misfortune
不幸の塊 421* |
Misuzu creates a glowing lump that curses the opponent. Lumps will be destroyed if Misuzu is hit. Using this move will instantly destroy preexisting lumps. Hitting an already cursed opponent will refresh 334 frames of curse. |
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41236*
Sora Attack
そらアタック 41236* |
※ This move is unavailable when Sora is not within a certain horizontal proximity of Misuzu. |
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Eternity Specials
236236*
Gao Gao Fire
がおがおファイアー 236236* |
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214214*
Misuzu-chin's in a pinch!
観鈴ちんピンチ! 214214* |
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463214*
Fate
縁 463214* |
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FE_41236*
Activation
発動 41236* |
All versions cost 1 feather to use instead of SP. This move is unavailable when Sora is not within a certain horizontal proximity of Misuzu. |
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Final Memory
FM
Mother's Poem
母の詩 AA2BC |
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Strategy
- Misuzu's main gameplan is to set traps (236*, 214*, 421*), acquire feathers(463214*) and do her okizeme loops out of that. Her combos are mostly character agnostic, with the exception for jB/jC stuff, jB will whiff on some characters and jC can crossup on small crouchers (such as Mayu and Unknown).
Neutral
- Misuzu is a character that requires patience and wants you to mostly play outside of your opponent's range, and she has good buttons for that. She is an okizeme focused character that requires somewhat good execution, but that execution is in her setups and not in her combos. While on the ground, the buttons she will be using the most are 5A, f5B and 2B and in the air jA and jB.
- f5B is one of her most notewhorthy buttons. On hit you'll be able to combo into 5C, allowing for a conversion with Potato (Feather 41236B). If f5B is blocked or RG'd, you should setup 412* or 214*, as 236* can be very risky at that range because of it's recovery. In both cases, Misuzu can also just opt to stock a feather.
- 5A is fast, has more range than 2A, is a good anti air that has great conversions into jB, all of which helps her getting her gameplan going. 5A should be used in close range where you'd want to use f5B and would get c5B instead. c5B has a small range and is harder to convert into a juggles if you hit an anti-air. It is still a good button because of it's damage, but that property really shines in the corner and in more specific okizeme setups. Instead of c5B Misuzu should be using 2B.
- 2B has good range, good startup, and good recovery. It is also a low that leads into f5B 5C. While featherless she has access to crow (41236*) which can be used to snipe the opponent or for pressure resets with FIC, conversions are also possible with a somewhat strict timing.
- jA and jB both have similar properties, being fast having good range and good recovery as well. jB can be reliably used to get a conversion if you hit someone with it, if you hit them in the air with jB a forward airdash cancel is often needed to get a conversion.
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. |
Replays for all of these combos can be found here.
No Feather
No IC
- Anywhere
- 2AABC 623A [463214A/421*/214*/236*] [replay 1-1] | Video
- 2AABB 5C 236236A/B [replay 1-2] | Video
- Midscreen
- (236A/B starter) -> jC j66 jAC land jAABC djABC dj66 djC(whiff) [463214A/421*/214*/236*] [replay 1-3] | Video
- (236A/B starter) -> jC j66 jAC land jABC land 5AC [463214A/421*/214*/236*] [replay 1-4] | Video
- Corner
- (236A/B starter) -> jC j66 jBC [5AB jABC]x2 j66 jC(whiff) [463214A/214*/236*] [replay 1-5] | Video
Red IC
- Corner
- 2AABC 623A IC jBC djABC c5B jABC j66 jC(whiff) [463214A/214*] [replay 1-6] | Video
- 66jBC 2ABC 623A IC jBC djABC c5B jABC j66 jC(whiff) [463214A/214*] [replay 1-7] | Video
- (web set) 6C IC 2C web hits [5AB jABC]x2 j66 jC(whiff) [463214A/214*] [replay 1-8] | Video
Blue IC
- Midscreen
- 2AABC 623C IC j44 66 jC j66 jAC djABC dj66 djAC land 5AB jABC j66 jC(whiff) [replay 1-9] | Video
- Corner
- 2AABC 623A IC jBC djABC [5AB jABC]x2 j66 jC(whiff) [463214A/214*] [replay 2-1] | Video
- 66jBC 2ABC 623A IC jBC djABC [5AB jABC]x2 j66 jC(whiff) [463214A/214*] [replay 2-2] | Video
1x Feather Stocked
No IC
- Midscreen
- 66jBC c5B 2C 41236A c5B 2C 421B c5B 5C 463214A 66 j8 [replay 2-3] | Video
- Basic combo into left/right curse setup.
- 66jBC c5B 2C 41236A c5B 2C 421B c5B 5C 463214A 66 j8 [replay 2-3] | Video
- Corner
- 2AABC 41236A 5C 236236C [replay 2-4] | Video
- One of the ways to combo into 236236C. Can be done anywhere, but does 1k more damage in the corner.
- 2AABC 41236A 5C 236236C [replay 2-4] | Video
Red IC
- Midscreen
- 2AAB 5C 41236B IC f5B [IAD]xN IAD jC 2C [463214A/214*] [replay 2-5] | Video
- [IAD]xN is until near corner.
- 2AAB 5C 41236B IC f5B [IAD]xN IAD jC 2C [463214A/214*] [replay 2-5] | Video
Okizeme
Anywhere
- 463214*
- Getting a feather will work out of any knockdown (usually 2C or delayed 623A) and be safe, sometimes even allowing for a left/right okizeme with jC. Stocking feather is one of the most important options, as it allows her to do all her of loops. Misuzu almost always wants to have at least one feather stocked.
- (44) j66 jB/jC
- After a knockdown you can j66 for a safejump with jB/jC. jC is used on shorter characters (such as Mayu). Depending on how long you airdash for and how much you delay jB/jC, it can also crossup. jB can also be used to safejump so it's sometimes preferable instead of jC. You can also delay them to go for a empty jump.
- 2B
- 2B is a low that will convert into 2C 41236A, which leads to her loops; 2C delay 623A/C, which gets her some damage and allows Misuzu to get a father; 2C 463214* basically gets her game started. 2B being in max range allows Misuzu to meaty and be safe from certain DPs and mash.
- 6C
- If you are close, as a riskier option 6C is an overhead that converts into 5A/2A (Note that it's a 1f link), it can also be IC'd for an easier conversion into her other combos.
- 236*
- Picture diary is a good option to use while in neutral when you're outside of their effective range, 236* will often hit opponents who weren't paying attention or approach recklessly. You can combo from it and side switch with j8 > j9 in quick succession. Important to note that 236C does not disappear after Misuzu gets hit, unlike the A and B counterparts.
- 214*
- Juice traps are great tools used to stall your opponents and get Misuzu another knockdown or whole combo entirely. Even if your opponent blocks it, it allows you to setup another trap. You should use them after a close knockdown or in neutral outside of their effective range, allowing for conversions in the corner or midscreen if Misuzu is close enough for either a 5A, jA, jB is also possible but harder and not reliable. This will have a special section in the corner.
Win Quotes
Japanese | English |
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にはは |
Nihaha! |
もう一人の私が |
The other me is calling. |
このジュース飲む? |
Did you want some juice? |
ゴールはもっと先 |
The goal is much further. |
が、がお… |
G-Gao... |
(To Ayu, Mizuka, or Misuzu) |
(To Ayu, Mizuka, or Misuzu) |
(To Rumi) |
(To Rumi) |
(To Mai) |
(To Mai) |
(To Kanna) |
(To Kanna) |
Colors
In-game References
External References
- Misuzu's "Picture Diary" move is based on Testament's "HITOMI" move, from the Guilty Gear series.
- Misuzu's "Wings" move is based on Testament's "Grave Digger" move, from the Guilty Gear series.
- Misuzu's "Rich and Pulpy" move is based on Testament's "Zeinest" move, from the Guilty Gear series.
- Misuzu's "Sora Attack" move is based on Nakoruru's "Amube Yatoro" move, from the Samurai Shodown series.
- Misuzu's "Misuzu-chin's in a pinch!" move is based on Testament's "Warrant" move, from the Guilty Gear series.
- Misuzu's 2B move is based on May's 2D move, from the Guilty Gear series.
- Misuzu's jC move is based on Bridget's jD move, from the Guilty Gear series.
AIR References
- The house in the background is where Misuzu and her mother Haruko lives.
- The pink juice that Misuzu constantly uses in her attacks is her favourite brand of juice, "Rich and Pulpy Peach Flavored".
- The wings that appear whenever Misuzu dashes are a reference to the fact that she is a reincarnation of one of the winged race.
- The t-shirt and pants hanging on the pole when Misuzu does a 5C or her "Misuzu Crush" move is a reference to an event in the game, when Misuzu washes Yukito's clothes.
- The pictures that pop-up in Misuzu's "Picture Diary" move are based on the pictures she drew in her actual picture diary.
- The dinosaur dolls in Misuzu's "Gao Gao Fire" move are a reference to her love of dinosaurs. The Stegosaurus from the level 1 version is from a t-shirt that she made Yukito wear one time. The Apatosaurus from the level 3 version is based on an important doll in the game.
- The basis of Misuzu's "Activation" move, where Sora temporarily turns into Yukito, is based on an event that happens in the game.
- The A version of Misuzu's "Activation" move is based on an actual event that takes place in the game, where Yukito tries Misuzu's juice and squeezes it out in front of her in disgust.
- The white dog that is kicked in the B version of Misuzu's "Activation" move is Potato, a resident dog of the town where the game takes place.
- The entire scenario in Misuzu's "Mother's Poem" move is based on an actual event that takes place in the game.