Eternal Fighter Zero/Misaki Kawana: Difference between revisions
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Replays for these combos can be found [https//mega.nz/file/tgsUDaBD#CEOPdbJqwr3de2qVodJGvORYqwa0WhysxVr63GFl4Dk here]. | Replays for these combos can be found [https://mega.nz/file/tgsUDaBD#CEOPdbJqwr3de2qVodJGvORYqwa0WhysxVr63GFl4Dk here]. | ||
=== No IC === | === No IC === |
Revision as of 08:35, 18 May 2023
Introduction
Kawana Misaki (川名 みさき) is one of the more straightforward characters in the game, with some strong but very linear frame traps, which lead into very high damage combos. Inspired by Geese Howard, she possesses Reppukens, counters, and multiple moves with autoguard to bully her way in. While her mixup game is fairly weak by EFZ standards, any stray hit can lead to massive damage into reversal safe oki using her Down Burst super. To complement her frame traps, she possesses high damage command throw supers, which vacuum opponents attempting to escape them.
Misaki is one of the heroines of ONE, a visual novel produced by Tactics in 1998. She is a 3rd grade student in the same school as Kouhei. A girl with cold eyes but a warm smile, Misaki became blind due to an event that occured in the past. She enjoys talking to others since that is the only way she can get to know other people. Kouhei first met her on the roof of the school during sunset. During ONE, Misaki and Kouhei spend some time together, but there is an eternity, after all...
Misaki was part of EFZ's original cast.
Stage: Sunset Rooftop (夕焼けの屋上)
BGM: A fine young lady at first sight (見た目はお嬢様)
Overview
Misaki stands out amongst the cast as having what may be the absolute highest damage potential in the game. Her speed lends itself well to this fact, and although she doesn't have the fastest normals in the game, most of her moves are not particularly slow. With excellent far reaching dashes, great pressure options, great combo tools, generous amounts of autoguard, terrifying damage and the like, Misaki may very well be the stuff comebacks are made of.
Getting the opportunities for that damage, however, require a little more work to obtain. Misaki has no unique high/low mixup tools such as a grounded or instant overhead. Even though she has oppressive oki options and plenty of cross up material, Misaki has surprisingly little mixup to work with against a cornered opponent, which is exactly where you would like to combo them. Additionally, while Misaki has many great ground-to-ground, air-to-ground, and anti-air options, she has nearly nothing in terms of air-to-air. All of her jumping normals only hit below her, and your only options to compensate for that are slow or cost meter.
Pros:
- High damage output
- Lots of frame advantage
- Great mobility
- Strong pressure
- Excellent anti-air game
- Great on the ground overall
- Multiple moves with autoguard
- Above average strike/throw game
- Decent crossup game midscreen
Cons:
- Weak high/low game
- Struggles in air-to-air
- Autoguard still gets hit by lows and is generally unreliable
- Limited meterless reversal
- Almost no long-range options
Overall, Misaki will thrive in the hands of players capable of getting in on opponents, and comfortable with staying there. Two combos may be all you need to take victory, and Misaki has every tool you'll need to pull them off.
Character-Specific Notes
- Misaki's dashes are some of the longest in the game, giving her the ability to go nearly full screen on all of her dashes, grounded or aerial.
- Misaki is likely the character that makes the best (and most frequent) use out of the usually unremarkable or unused counterhit mechanic.
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. |
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
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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
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Jumping
j5A
j5A
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j5B
j5B
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j5C
j5C
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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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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*
Half Gush ハーフガッシュ 236* A A B B C C
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Misaki swings her arm forwards and produces a wave of wind that launches. All versions can be used out of a backdash to cover you during a retreat. If Misaki is hit the projectile goes inactive. |
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623*
Hyper Accel ハイパーアクセル 623* 623A/B 623A/B 623C 623C
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Part of Misaki's excellent anti-air game, as each version will grab airborne opponents. All versions of this move can be used as tech punishes, jump chases and combo tools. |
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214*
Assault Gush アサルトガッシュ (j)214* 214A 214A 214B Frame 1 Low Invulnerability 214B Frame 1 Low Invulnerability 214B 214B 214C 214C
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Misaki flings herself forward and performs a different followup based on the version used. This move provides an amazing mixup option when the different versions are varied in use. |
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22*
Reverse Air Raid リバースエアレイド 22A/B A A B B
|
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Eternity Specials
236236*
High-Speed Lunch
ハイスピードランチ 236236* |
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j236236*
Down Burst
ダウンバースト j236236* |
Misaki raises her hand high, and then brings it down, creating a huge column of swirling wind directly below her. Great for pressure and chip damage (50 points per hit) overall. |
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6321463214*
Turbulence ターヴィランス 6321463214* A/B A/B C C
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Misaki vacuums the opponent towards her for a command grab. The suction gets stronger the higher level used. |
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Final Memory
FM
High-End Crash
ハイエンドクラッシュ 222S |
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Strategy
Overview
- Misaki is a simple character, yet extremely effective at what she can do. Her normals are all excellent in different ways, her dashing attacks have great frame advantage that let you keep your turn forever (until they RG), and she can burst a huge chunk of damage off almost any confirm. She is one of the few characters that can use guard meter effectively, and gets good damage for it. She has a potent reversal option in 214B, due to its odd hurtbox; characters that can't hit high enough to stop this move will have a very hard time keeping their turn. Her main weakness is her mixup game, as the only one you'll always have available is her strike/throw option, which is powerful in its own right. She also has some trouble threatening space that's not right next to her. Her reppukens are okay, and her f5B/66B are fantastic, but you leave yourself open against characters with better normals. Her most powerful option in neutral may be her 2C IC, which can lead into great damage, but will lose you your RF meter if blocked. Misaki tends to have to choose between keeping her RF meter to build for a big BIC combo or to use it offensively to fish for hits more often.
Neutral
- 66B
- Neutral is probably Misaki's least favored match state. While Misaki's dash has good speed, her dash attacks leave a bit to be desired in range. 66B can threaten a lot of space, and can even confirm into a full combo in the corner, but the hurtboxes on it extend almost as far on her foot, leading to this move getting stuffed more often than expected.
- 2C IC
- 2C IC is the preferred ranged poke, as it is safe on block/RG when not right next to the opponent and can lead to good damage. Characters with good pokes can beat this easily, so landing it is harder in some matchups. Misaki also foregoes building up blue IC (BIC) to fish for 2C hits, and will have lower damage on her confirms.
- 236B
- Misaki also has 236B as a neutral tool. While this looks great, the hitboxes are smaller than the visual, and you can get punished for throwing this out without proper care. You can make this safe by FICing it, but you lose your BIC progress as well as helping out opponent reaction times. You can however try to bait an opponent to jump over your reppuken to get hit by her anti-air throw (623B).
Lockdown
- Normals and Dash Attacks
- When Misaki can get into melee range, her normals and dash attacks start to shine. Her 2A is low, has great frame data, and is the main part of her strike/throw gameplan. 66A is fast, has frame advantage, a very tall hitbox, and has special hitstop to confirm into combos. 5B has a tall hitbox, comes out fast, and is great for frame traps. 662B is the button you want to fish for when you've built up some guard meter; you can link into a c5B and get a full combo off just a very small amount. 66B is also useful here, both for catching jumpouts, and also for whiffing to go for a throw or more 2As.
- Throws
- The other part of her strike/throw gameplan. You can easily lock down an opponent and make them scared to press a button, leaving them open to be tick thrown. Misaki's throw does reasonable damage and slams them down right next to her, allowing her to continue her pressure on their wakeup. Opponents may want to mash the throw attempts, but if they guess wrong on a strike attempt Misaki can convert to a full combo for much more damage. In any place where you could tick throw, you can also use her 624624B super, as it grabs on superflash, leaving them no escape if they haven't already started jumping.
- Beating RG
- The main way for opponents to escape Misaki's lockdown is to RG at specific points. Mainly B normals, 2C, and any dash attacks. Using slow attacks like 236A, varying your timing on normals, or whiffing normals like 66A can mess up their attempts to RG and allow your lockdown to continue even longer. Stronger opponents may resort to RG into DP, or RG into 2A to beat her pressure, but Misaki has an option to beat a number of those as well: 214B. This RG trap requires good reaction times, and is usually always followed by IC. Since the hurtbox is so high up on this move, and it comes out reasonably fast, you can crush a lot of attempts to mash out of your pressure.
Reversals
- Misaki has a great non-metered reversal in 214B, but opponents that know how to stuff the move can make Misaki take much higher risks than normal, so against better opponents you may need to rely on reading the opponent to find an opening to escape.
- 214B
- Low invul from frame 1. Her hurtbox only exists in her head, and it only expands back to full size when it gains a hitbox. Crushes lows, avoids some characters normals completely, and can be ICed for safety and to convert into a full damage combo. Excellent choice in most matches, but can be stuffed hard in some others. Use it raw, RG into it, or mash it during blockstun. It can work wonders everywhere.
- 214C
- Misaki's metered version of 214B. Very fast, fully invul, but if you don't have BIC to make it safe it can result in a very heavy punish from your opponent. Use carefully, or when you have BIC. Also a good choice when you get RGed on jumping in.
- 623C (anti-air)
- A more nuanced reversal option, only to be used against aerial approaches. Fully invul until the grab hitbox appears, meaning it can trade at worst. Works well against IADs, jAs, or hoverdashes. Especially good against some characters with multihit jump attacks, like Kano jC or Akiko jB, as the grab is guaranteed to at least trade, leaving you a much jucier combo afterwards.
- 22A/B
- Technically an option, but just don't.
- 624624B
- 6f startup with 0 frames to grab (during superflash). A less reliable reversal option, but if your opponent is not doing their meaties properly, you can punish with this.
Supers
- 236236A/B/C
- Combo fodder. Usually only used when downburst combos are hard, or with very low proration amounts. You can still get OTG pickups after this, but it requires good plate RNG.
- 624624
- Misaki's command throw series. B version is the fastest and grabs on superflash, so it gets used the most as a tick throw. A is rarely used as a reversal, as it has 5f of invul on 8f of startup. C version is very slow, and can be jumped out on reaction by the entire cast. You can try to go for it if the opponent has already used all of their aerial options.
- j236236
- You'll tend to use the A version for most combos, and sometimes the C version for a very meaty oki option when you want the chip damage and guaranteed mixup afterwards. j236236A is great for tacking on damage to most of Misaki's combos, and can be OTG followed up on a fair amount of the cast, with Akiko and Ayu being extremely hard to the point of being unviable. The key is to get the j236236A as low to the ground as possible.
- 222D
- Misaki's Final Memory. Takes 3 meter and is a counter move. Superflash on frame 0, but unless the opponent is already doing their attack this won't land due to the extra reaction time given. There is a limited hitbox on this so the second part can whiff and you'll only deal 500 damage instead of 5600.
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 these combos can be found here.
No IC
Midscreen
2A 2B f5B 2C [236A/214A(whiff)]
- Your very basic gatling string midscreen. You can input this as 2A 2BB 2C instead. Use 236A whiff for spacing, and use 214A whiff to switch sides if your closer to the corner than your opponent. You can also do neither and double dash to get distance towards the corner. {{#evyoutube|0OJADVKzUHY}}
236B (or 236A counterhit) 66A 5B jB 66 jAB 66A xN(until corner) 2A 5BC jABC dj[6]C
- Non-sideswitch (623B) example. Also shows off that projectiles can counterhit on opponent move startup and will result in a very long untech gauge. The 66A xN needs a bit of practice to get the rhythm down, but it otherwise her best corner carry at low proration. {{#evyoutube|sHQrqD41f94}}
236B 66A 5B tk j236236A 66A 5B 623B 66 2A 5BC jABC dj[6]C
- Max damage with downburst after a 236B hit. Timing is very tight and might not work on all characters (see combo notes at the end). {{#evyoutube|bXomLuTHTiQ}}
(2A)2C 623B ... jC 66 jBC land jABC land 5BC jABC dj[6]C
- High damage starter on a select few characters (such as Akane). 2A is optional, and is the only thing you can add before the 2C in order to combo. The example combo has her main tech trap included. Hold forward and try to react to the opponent teching. If they don't press jC near the ground to catch late techs. {{#evyoutube|KMEciggw6SM}}
Corner
2A 2B f5B 2C 236236A/B/C
- Meter dump, and the go-to option for Akiko and Ayu (sometimes Mai). [https//youtu.be/QjSDzVzGmd4 Possible followups are all the same as downburst followups.] {{#evyoutube|H07pPHnr6J0}}
2A 2B f5B 2C 214B/623A
- If you absolutely need that extra bit of damage to kill, use 214B, otherwise they can tech and it's not great for Misaki. 623A will let you do a jB left/right but Misaki is probably stronger with the opponent in the corner so again, only do it if you need that mixup. {{#evyoutube|Yu2kgip09dI}}
(high guard meter) 214B 2A 5B tk j236236A 66A 2A 5BC jABC dj[6]C
- If you can build up some guard meter on an opponent and catch them off guard with a 214B, you can convert into big damage for no IC cost. {{#evyoutube|M0tpLiaYlTw}}
66C 623B jC 66 jBC land jABC land 5BC jABC dj[6]C
- 66C has guard point on it, so this oki option can crush certain reversal options. {{#evyoutube|HamfU0p-2uM}}
Red IC
Midscreen
2A 2B f5B 2C IC 66A xN (until corner/you can't do any more) 2A 5B 623A
- If a sideswitch won't get you to the corner. If you can't do many 66As, the 623A ender is suggested, but you can end in 2A 5BC jABC like normal if you can reach the corner. {{#evyoutube|3ey2CwYvcoI}}
2C IC 66A c5B jB 66 jAB 66A xN (until corner) 2A 5BC jABC dj[6]C
- 2C IC followup. Use if the opponent is closer to the corner than you are. {{#evyoutube|HG-uBoT383c}}
Self near corner 2A 2B f5B 2C IC 66A c5B 623B 66 2A 5BC jABC dj[6]C
- Low proration route for when you're near the corner instead of the opponent. {{#evyoutube|bvH2Mi9YTc0}}
Self near corner 2C IC 66A c5B 623B jC 66 jBC land jABC land 5BC 236236A
- Conversion when you're near the corner. Shows off optional plates ender. {{#evyoutube|5X93UUcEQA8}}
2C IC 66A c5B tk j236236A 66A 66A 2A 5B 623A
- Metered conversion. Tight timing on the downburst. {{#evyoutube|tRGPEa0Nb00}}
Corner 2A 2B f5B 2C 214B IC j236236A 66A 2A 5BC jABC dj[6]C
- Misaki's bread-and-butter. You'll be using variations of this launcher into downburst combos a lot. Requires the IC to happen after you're in the air, which is hard against some characters. Can sometimes be saved by a tk j236236A. Try to buffer the entire super while in IC-stop. {{#evyoutube|1bMONwhsJa8}}
2A 2B f5B 2C IC 66A 5BC jABC land 5BC jABC dj[6]C
- If you don't have meter this is your go-to. {{#evyoutube|_dsHUD0wfS8}}
Blue IC
Midscreen 2A 2B f5B 2C BIC 66A (66A) 5B jB 66 jB 5B jB 66 jBC land jABC land 5BC jABC dj[6]C
- Basic no meter carry combo, should work from most distances on screen. Second 66A is optional if the combo likes to drop on some characters. {{#evyoutube|pmp3IYGAco8}}
2A 2B f5B 2C BIC 66A 5B 623B jC 66 jBC land jABC land 5BC jABC dj[6]C
- If you want the corner switch variety. {{#evyoutube|4deNdsDwwUA}}
2A 2B f5B 2C BIC 66A 5B 623B IAD jC j236236A 66A 2A 5BC jABC dj[6]C
- Metered version, requires the IAD jC to hit low. Do this if you're the one near the corner. {{#evyoutube|4deNdsDwwUA}}
5(A)B 623B 66 c5B 623B 66 2A c5B 623B BIC j44 j236236A 66A 2A c5B jABC land 5BC jABC dj[6]C
- Off an antiair 5A/B, usually after RG. Getting the c5B enders is easier if you 66[4]...B. {{#evyoutube|21S47EMN3JU}}
2ABC 214C BIC(early, on ground) 236B 236B 66 jB 66 jBC land jC 66 jBC land jABC land 5BC jABC dj[6]C
- Fancy combo on certain characters. Drains a little more BIC meter than her other combos. {{#evyoutube|oabyKfEV18g}}
Corner 2A 2B f5B 2C 214B BIC j236236A...
- The most common BIC starter in the corner. Optimal followup depends on what OTG you can get.
[66A followup]
- ... 66A 5B jB 66 jBC j236236A 66A 2A 5BC jABC djAAA j214C {{#evyoutube|SXs4x0B6_R8}}
Any one of these followups can end in j214C instead. [2A followup]
- ... 2A jB 66 jBC j236236A 2A jABC land 5BC jABC dj[6]C {{#evyoutube|n_rbqDYXb0s}}
[2B followup]
- ... 2B jC 66 jBC j236236A 2B jAABC land 5BC jABC dj[6]C {{#evyoutube|EqKA3Tokt5I}}
This particular combo is character specific (works on Mio and Kaori, for example), but is high damage.
- 2A 2B f5B 2C 214B BIC djC 66 jC 5B..C.. jC 66 jBC land jABC land 5BC jABC dj[6]C {{#evyoutube|H9T38WZxEZw}}
Non-metered version.
Mixups
RIC 2C 66B(whiff) tk j214B IC 66 jB land c5B jB 66 jBC land jABC land 5BC jABC dj[6]C
- Example crossup midscreen. Different characters will need different variations on timing. {{#evyoutube|jKqKiD8AZ6c}}
BIC 66B (whiff) 624624B IAD jC (whiff) land 214B BIC 66 jC land c5B jB 66 jBC j236236A 2A jABC land 5BC jABC djAAA j214C
- The uncrossup 214B is Kano-only, but shows off the corner steal after 624624B. {{#evyoutube|NZtWul3r_q4}}
Instant jA 214C BIC 66 j236236A 2A 5B tk j236236A 2A jB 66 jBC j236236A 2A 5ABC jABC j214C
- Fancy instant overhead, 1f link. Only works on very tall crouchers (Nayuki, Akiko) and requires very tight timing. You can omit any of the supers and do a normal ender for big damage still. Whiff at the beginning is to set a flag that allows jA to come out .33f faster. {{#evyoutube|7mWLUps3Dyg}}
Notes
All the advanced combos above use OTG ( off the ground ). You can use these moves to OTG your opponent
- 66A can be used on all characters with an appropriate height (really hard against Ayu, Mai, Akiko)
- 2B can be used on all characters (hard against Ayu, Mai, Akiko)
- 2A can be used on these characters Kano, Kanna, Sayuri, Minagi, Nayuki (Sleep), Nayuki (Awake), Mizuka, Kaori, Unknown, Misuzu .
- 662A can be used on these characters Nagamori, Neyuki, Makoto, Sayuri, Kano, Minagi, Unknown, Nayuki, Kaori .
- c5B can be used only on Kano, Kanna, Sayuri , Nayuki (Sleep), Minagi
The above are the usual pick ups, but 2C, 214B, and TK j214C can also be used against some characters.
Okizeme
- Midscreen
- j214B
- Misaki's only flashy mixup option. You want to use this on the opponent's wakeup animation, and with good timing you'll hit crossup. This requires IC to convert off of.
- j214B
- jB
- After 623A or airthrow, you can do a high airdash to get a left/right mixup with jB. Followup into 2BC IC to get a full combo after. Nothing fancy, but can be pretty ambiguous on certain characters.
- jB
- Corner
- Strike/Throw
- See above Strategy section.
- Strike/Throw
- 624624B (followup)
- A rather niche mixup option. After 624624B finishes in the corner, it will always pull the opponent 1 pixel out, leaving you room to IAD and take the corner instead. A slight corpse push will make this not cross up, and on Kano will even leave you time to land and 214B back to the other side.
- 624624B (followup)
Win Quotes
Japanese | English |
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良い風だね… |
The wind feels nice... If every day was like this |
この風がずっと吹いて |
The wind is always blowing. |
う~… |
Ugh... |
勝利の後のカツカレー |
Eating katsu curry after a win |
目が見え無いって事 |
Did you think my blindness |
何だか良く |
I don't really |
悲しい風… |
What a sad wind... It's carrying |
(To Mio) |
(To Mio) |
(To UNKNOWN) |
(To UNKNOWN) |
Colors
In-game References
External References
- Misaki's 2C is based on M. Bison's crouching roundhouse, from the Street Fighter series.
- Misaki's 66C is based on Ryu's "Joudan Sokutou Geri", from the Street Fighter series.
- Misaki's "Half Gush" move is based on Geese Howard's "Reppuken" move, from the Fatal Fury series.
- Misaki's "Hyper Accel" move is either based on Anji Mito's "On" move, from the Guilty Gear series, or Rose's "Soul Thru" move, from the Street Fighter series.
- Misaki's "High-Speed Lunch" move is based on Norimaro's "Hyper Strong Miracle Treasure" move, from Marvel Super Heroes vs Street Fighter.
- Misaki's "Turbulence" move is based on Leopold Goenitz's "Yamidoukoku" move, from The King of Fighters series.
- Misaki's "High-End Crash" is based on Seth's "Morote-Sho-Yoh" move, from The King of Fighters series.
ONE References
- Misaki's stage, the sunset rooftop, is where Kouhei first met Misaki in ONE.
- Misaki's use of wind based moves is a reference to her habit of standing atop the school rooftop; feeling and commenting on the wind at many points during the game.
- Misaki's "High-Speed Lunch" move is a reference to her prodigious appetite in the game.
- The huge stack of toast Akiko serves Misaki during Akiko's "There is also some that isn't sweet" move is another reference to her appetite during the game.