Eternal Fighter Zero/Misuzu Kamio: Difference between revisions
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(this time (as well as for ikumi, neyu, minagi) was not actually mediawiki's fault (well it still kinda is) i am an idiot) |
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::''Anywhere'' | ::''Anywhere'' | ||
::*'''2AABC 623A [463214A/421*/214*/236*]''' [replay 1-1] <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|MPI9d3AU0aY}} | ::*'''2AABC 623A [463214A/421*/214*/236*]''' [replay 1-1] <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|MPI9d3AU0aY}}</div> | ||
::*'''2AABB 5C 236236A/B''' [replay 1-2] <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|8yquBq-Z9SY}} | ::*'''2AABB 5C 236236A/B''' [replay 1-2] <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|8yquBq-Z9SY}}</div> | ||
::''Midscreen'' | ::''Midscreen'' | ||
::*'''(236A/B starter) -> jC j66 jAC land jAABC djABC dj66 djC(whiff) [463214A/421*/214*/236*]''' [replay 1-3] <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|kQ2uRHee01k}} | ::*'''(236A/B starter) -> jC j66 jAC land jAABC djABC dj66 djC(whiff) [463214A/421*/214*/236*]''' [replay 1-3] <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|kQ2uRHee01k}}</div> | ||
::*'''(236A/B starter) -> jC j66 jAC land jABC land 5BC [463214A/421*/214*/236*]''' [replay 1-4] <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|4pHNJJwKmHA}} | ::*'''(236A/B starter) -> jC j66 jAC land jABC land 5BC [463214A/421*/214*/236*]''' [replay 1-4] <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|4pHNJJwKmHA}}</div> | ||
::''Corner'' | ::''Corner'' | ||
::*'''(236A/B starter) -> jC j66 jBC [5AB jABC]x2 j66 jC(whiff) [463214A/214*/236*]''' [replay 1-5] <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|8HW0xTJVzM8}} | ::*'''(236A/B starter) -> jC j66 jBC [5AB jABC]x2 j66 jC(whiff) [463214A/214*/236*]''' [replay 1-5] <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|8HW0xTJVzM8}}</div> | ||
:<u>Red IC</u> | :<u>Red IC</u> | ||
Line 923: | Line 923: | ||
::''Corner'' | ::''Corner'' | ||
::*'''2AABC 623A IC jBC djABC c5B jABC j66 jC(whiff) [463214A/214*]''' [replay 1-6] <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|glTyMUCc4Xg}} | ::*'''2AABC 623A IC jBC djABC c5B jABC j66 jC(whiff) [463214A/214*]''' [replay 1-6] <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|glTyMUCc4Xg}}</div> | ||
::*'''66jBC 2ABC 623A IC jBC djABC c5B jABC j66 jC(whiff) [463214A/214*]''' [replay 1-7] <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|bfdphBgBwWY}} | ::*'''66jBC 2ABC 623A IC jBC djABC c5B jABC j66 jC(whiff) [463214A/214*]''' [replay 1-7] <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|bfdphBgBwWY}}</div> | ||
::*'''(web set) 6C IC 2C web hits [5AB jABC]x2 j66 jC(whiff) [463214A/214*]''' [replay 1-8] <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|aBIJ3HYBa1g}} | ::*'''(web set) 6C IC 2C web hits [5AB jABC]x2 j66 jC(whiff) [463214A/214*]''' [replay 1-8] <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|aBIJ3HYBa1g}}</div> | ||
:<u>Blue IC</u> | :<u>Blue IC</u> | ||
Line 933: | Line 933: | ||
::''Midscreen'' | ::''Midscreen'' | ||
::*'''2AABC 623C IC j44 66 jC j66 jAC djABC dj66 djAC land 5AB jABC j66 jC(whiff)''' [replay 1-9] <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|Q91QWKZztj8}} | ::*'''2AABC 623C IC j44 66 jC j66 jAC djABC dj66 djAC land 5AB jABC j66 jC(whiff)''' [replay 1-9] <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|Q91QWKZztj8}}</div> | ||
::''Corner'' | ::''Corner'' | ||
::*'''2AABC 623A IC jBC djABC [5AB jABC]x2 j66 jC(whiff) [463214A/214*]''' [replay 2-1] <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|mnnbvmmAr2g}} | ::*'''2AABC 623A IC jBC djABC [5AB jABC]x2 j66 jC(whiff) [463214A/214*]''' [replay 2-1] <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|mnnbvmmAr2g}}</div> | ||
::*'''66jBC 2ABC 623A IC jBC djABC [5AB jABC]x2 j66 jC(whiff) [463214A/214*]''' [replay 2-2] <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|fjtq3jCtLOU}} | ::*'''66jBC 2ABC 623A IC jBC djABC [5AB jABC]x2 j66 jC(whiff) [463214A/214*]''' [replay 2-2] <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|fjtq3jCtLOU}}</div> | ||
<u>'''1x Feather Stocked'''</u> | <u>'''1x Feather Stocked'''</u> | ||
Line 947: | Line 947: | ||
::''Midscreen'' | ::''Midscreen'' | ||
::*'''66jBC c5B 2C 41236A c5B 2C 421B c5B 5C 463214A 66 j8''' [replay 2-3] <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|ai2yT0TgToM}} | ::*'''66jBC c5B 2C 41236A c5B 2C 421B c5B 5C 463214A 66 j8''' [replay 2-3] <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|ai2yT0TgToM}}</div> | ||
::* Basic combo into left/right curse setup. | ::* Basic combo into left/right curse setup. | ||
::''Corner'' | ::''Corner'' | ||
::*'''2AABC 41236A 5C 236236C''' [replay 2-4] <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|aCgOjzP5iZU}} | ::*'''2AABC 41236A 5C 236236C''' [replay 2-4] <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|aCgOjzP5iZU}}</div> | ||
::* 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. | ||
Line 959: | Line 959: | ||
::''Midscreen'' | ::''Midscreen'' | ||
::*'''2AAB 5C 41236B IC f5B [IAD]xN IAD jC 2C [463214A/214*]''' [replay 2-5] <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|Hb4DoWm3PZs}} | ::*'''2AAB 5C 41236B IC f5B [IAD]xN IAD jC 2C [463214A/214*]''' [replay 2-5] <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|Hb4DoWm3PZs}}</div> | ||
::* [IAD]xN is until near corner. | ::* [IAD]xN is until near corner. | ||
Revision as of 18:22, 7 May 2023
Introduction
Kamio Misuzu (神尾 観鈴) is the EFZ version of Guilty Gear’s Testament, with her moveset taking strong inspiration from theirs. As with Testament, a major aspect of her neutral game is to control the opponent’s approaches through the laying of traps, which activate on contact. Unlike them, she also has the ability to set a curse on screen, a projectile which slowly moves in a given direction, pressuring the opponent to move in on her. The opponent thus finds himself caught between getting pushed in by the curse, and a wall of traps in front of him. These moves combine very well with her high priority normals, and should the opponent hesitate and choose to retreat, she has the ability to charge up a feather counter, giving her access to crow 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 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.
Normal Moves
Frame Data Help | |
---|---|
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. |
Proration | Base value Power% reduces by per hit. |
Juggle | Juggle value used to determine juggle time after a move hits an aerial or juggle state opponent. |
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
|
---|
5C
5C
|
---|
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
|
---|
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* A/B A/B C C
|
---|
623*
Wings 翼 623* First hitbox First hitbox Second hitbox (623A/B/C) Second hitbox (623A/B/C) Second hitbox (j623A/C) Second hitbox (j623A/C) Second hitbox (j623B) Second hitbox (j623B)
|
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214*
Rich and Pulpy
どろり濃厚 214* |
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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 all 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* Cannot be performed if Misuzu has a feather. Cannot be performed if Misuzu has a feather.
|
※ 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* 236236A 236236A 236236B 236236B 236236C 236236C
|
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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
Traps are Love
If you find yourself out of the enemy's range, start laying those traps and projectiles. Create juice traps in your spare time. Create book traps and curses while the opponent is down or blocking your Sora projectile. Adding traps will increase the number of things the opponent must keep track of, and may cause him to pay less attention to you, or use less complex strategies.
At the corner, 214A is particularly dangerous because it allows you to wall loop off of a landed 2C.
Combos
Notation Help | |
---|---|
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]
- 2AABB 5C 236236A/B [replay 1-2]
- Midscreen
- (236A/B starter) -> jC j66 jAC land jAABC djABC dj66 djC(whiff) [463214A/421*/214*/236*] [replay 1-3]
- (236A/B starter) -> jC j66 jAC land jABC land 5BC [463214A/421*/214*/236*] [replay 1-4]
- Corner
- (236A/B starter) -> jC j66 jBC [5AB jABC]x2 j66 jC(whiff) [463214A/214*/236*] [replay 1-5]
- Red IC
- Corner
- 2AABC 623A IC jBC djABC c5B jABC j66 jC(whiff) [463214A/214*] [replay 1-6]
- 66jBC 2ABC 623A IC jBC djABC c5B jABC j66 jC(whiff) [463214A/214*] [replay 1-7]
- (web set) 6C IC 2C web hits [5AB jABC]x2 j66 jC(whiff) [463214A/214*] [replay 1-8]
- Blue IC
- Midscreen
- 2AABC 623C IC j44 66 jC j66 jAC djABC dj66 djAC land 5AB jABC j66 jC(whiff) [replay 1-9]
- Corner
- 2AABC 623A IC jBC djABC [5AB jABC]x2 j66 jC(whiff) [463214A/214*] [replay 2-1]
- 66jBC 2ABC 623A IC jBC djABC [5AB jABC]x2 j66 jC(whiff) [463214A/214*] [replay 2-2]
1x Feather Stocked
- No IC
- Midscreen
- 66jBC c5B 2C 41236A c5B 2C 421B c5B 5C 463214A 66 j8 [replay 2-3]
- Basic combo into left/right curse setup.
- Corner
- 2AABC 41236A 5C 236236C [replay 2-4]
- One of the ways to combo into 236236C. Can be done anywhere, but does 1k more damage in the corner.
- Red IC
- Midscreen
- 2AAB 5C 41236B IC f5B [IAD]xN IAD jC 2C [463214A/214*] [replay 2-5]
- [IAD]xN is until near corner.
Okizeme
A good place to keep Misuzu would be at her maximum range of her 2B. From here, she can do the following:
- 2B for a low hit that will combo into f5B 2C 623A
- 6C for a high hit that will knock down again
- [airdash] j.BC for a high hit that can also crossup left-right if the opponent is still down, and can link into combos
- [airdash] [land] 2A for a low hit that can link into combos
Win Quotes
Japanese English にはは
観鈴ちん勝利!Nihaha!
Misuzu-chin wins!もう一人の私が
呼んでいるの
行かなきゃ
空の向こうであってもThe other me is calling.
I have to go to it, even if it's beyond the clouds.このジュース飲む?
ん、いらない?
が、がお…
美味しいのに…Did you want some juice?
Hm? No?
G-Gao...
It's tasty though...ゴールはもっと先
だから私は
前に進むのThe goal is much further.
So, I'll
keep moving forward...が、がお…
どうして
そういうこと
するかなぁ…G-Gao...
Why
would you do
something like that...(To Ayu, Mizuka, or Misuzu)
大丈夫
あなたのことも
忘れない
ちゃんと、全部
持っていくから(To Ayu, Mizuka, or Misuzu)
It's okay.
I'll never forget you.
Because, I'll take
all of those memories with me.(To Rumi)
が、がお…
こういうのって
テレビの中だけかと
思ってた…
ふ、深い意味は無いよ
にはは (汗)(To Rumi)
G-Gao...
I thought these things
only happened
on television...
T-There isn't any deep meaning.
Nihaha... (sweatdrop)(To Mai)
あなたなら大丈夫
だって
一人じゃないから
にはは…(To Mai)
You'll be alright.
After all,
you're not alone.
Nihaha...(To Kanna)
時が来たんだよ
みんなが繋げてくれた
千年の希望
大丈夫
私が全部終わらせてくるよ(To Kanna)
The time has come.
Everyone gave us
1000 years of hope.
It's okay.
I'll end it all on my own.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.
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 standing strong 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.
- 2AAB 5C 41236B IC f5B [IAD]xN IAD jC 2C [463214A/214*] [replay 2-5]
- 2AABC 41236A 5C 236236C [replay 2-4]
- 66jBC c5B 2C 41236A c5B 2C 421B c5B 5C 463214A 66 j8 [replay 2-3]
- 66jBC 2ABC 623A IC jBC djABC [5AB jABC]x2 j66 jC(whiff) [463214A/214*] [replay 2-2]
- 2AABC 623A IC jBC djABC [5AB jABC]x2 j66 jC(whiff) [463214A/214*] [replay 2-1]
- 2AABC 623C IC j44 66 jC j66 jAC djABC dj66 djAC land 5AB jABC j66 jC(whiff) [replay 1-9]
- (web set) 6C IC 2C web hits [5AB jABC]x2 j66 jC(whiff) [463214A/214*] [replay 1-8]
- 66jBC 2ABC 623A IC jBC djABC c5B jABC j66 jC(whiff) [463214A/214*] [replay 1-7]
- 2AABC 623A IC jBC djABC c5B jABC j66 jC(whiff) [463214A/214*] [replay 1-6]
- (236A/B starter) -> jC j66 jBC [5AB jABC]x2 j66 jC(whiff) [463214A/214*/236*] [replay 1-5]
- (236A/B starter) -> jC j66 jAC land jABC land 5BC [463214A/421*/214*/236*] [replay 1-4]
- (236A/B starter) -> jC j66 jAC land jAABC djABC dj66 djC(whiff) [463214A/421*/214*/236*] [replay 1-3]
- 2AABB 5C 236236A/B [replay 1-2]
- 2AABC 623A [463214A/421*/214*/236*] [replay 1-1]