Eternal Fighter Zero/Kaori Misaka: Difference between revisions

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{{EFZFeedback}}
[[image:kaori-efz.png |<center><font size="4"><b>Misaka Kaori</b></font></center>|frame|right]]
[[image:kaori-efz.png |<center><font size="4"><b>Misaka Kaori</b></font></center>|frame|right]]
{{TOClimit|2}}
{{TOClimit|2}}
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Kaori is one of the supporting characters of ''Kanon'', a visual novel produced by ''Key'' in 1999.  Kaori is Nayuki's closest friend, and is Yuuichi's and Nayuki's classmate.  She is very smart and knows a lot about her classmates and the town, but does not seem to be aware of any of the supernatural happenings that take place.  During ''Kanon'', Yuuichi learns that Kaori has the same family name as Shiori, but Kaori strongly denies any relation...
Kaori is one of the supporting characters of ''Kanon'', a visual novel produced by ''Key'' in 1999.  Kaori is Nayuki's closest friend, and is Yuuichi's and Nayuki's classmate.  She is very smart and knows a lot about her classmates and the town, but does not seem to be aware of any of the supernatural happenings that take place.  During ''Kanon'', Yuuichi learns that Kaori has the same family name as Shiori, but Kaori strongly denies any relation...
Kaori was added to EFZ's cast in Bad Moon Edition.


'''Stage:''' Snowy Park (Night) (雪の公園(夜))
'''Stage:''' Snowy Park (Night) (雪の公園(夜))
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* Kaori's ground dashes are actually special moves, meaning they can be cancelled into. Her dash attacks will also be covered in the Special Moves section.
* Kaori's ground dashes are actually special moves, meaning they can be cancelled into. Her dash attacks will also be covered in the Special Moves section.
* Kaori is one of a few characters who gain [[Eternal_Fighter_Zero/Advanced_Mechanics#Jump_Startup_Specifics|some throw invincibility]] after double jumping.
* Kaori has the shortest jump in the game. You might need to double jump over things that only require a single jump for other characters.
* Kaori has the shortest jump in the game. You might need to double jump over things that only require a single jump for other characters.
* Kaori has no moves which can [[Eternal Fighter Zero/Game Mechanics#Counterhits | counterhit]] nor does she have any which can be counterhit.


== Normal Moves ==
== Normal Moves ==
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  |advHit= +4
  |advHit= +4
  |advBlock= +3
  |advBlock= +3
  |cancel=      N Sp Su J IC R
  |cancel=      N SP J IC R
  |description= Quick jab. It's quick nature allows you to make openings for slower attacks, it's also used in Kaori's Corner juggle, and for cancelling cyclones in the cyclone juggle.
  |description= Quick jab. It's quick nature allows you to make openings for slower attacks, it's also used in Kaori's Corner juggle, and for cancelling cyclones in the cyclone juggle.
  }}
  }}
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  |advHit= +6
  |advHit= +6
  |advBlock= +4
  |advBlock= +4
  |cancel=      N Sp Su J IC f5B/2B
  |cancel=      N SP J IC f5B/2B
  |description= Kaori lets out a small hook directed toward the face. Hits harder than most medium attacks and is used in her corner juggle BnB because it can push the opponent upwards a bit to extend the juggle.
  |description= Kaori lets out a small hook directed toward the face. Hits harder than most medium attacks and is used in her corner juggle BnB because it can push the opponent upwards a bit to extend the juggle.
  }}
  }}
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  |advHit= +3
  |advHit= +3
  |advBlock= +1
  |advBlock= +1
  |cancel=      N Sp Su JH IC
  |cancel=      N SP JH IC
  |description= A straight punch. A strong punch, heavier than most medium attacks, not much to say about it, also helps in the corner juggle. Your basic poke, use this a lot when trying to hit-confirm for BnB.
  |description= A straight punch. A strong punch, heavier than most medium attacks, not much to say about it, also helps in the corner juggle. Your basic poke, use this a lot when trying to hit-confirm for BnB.
  }}
  }}
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  |advHit= +5
  |advHit= +5
  |advBlock= +3
  |advBlock= +3
  |cancel=      Sp Su IC
  |cancel=      SP IC
  |description= Big straight punch. Hits heavily, very important part of one of her BnBs.
  |description= Big straight punch. Hits heavily, very important part of one of her BnBs.
  }}
  }}
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  |advHit= +2
  |advHit= +2
  |advBlock= +1
  |advBlock= +1
  |cancel=      N Sp Su J IC R
  |cancel=      N SP J IC R
  |description= A crouched jab. It's a low attack so it will break a standing guard. has a good amount of damage for a "weak" attack.
  |description= A crouched jab. It's a low attack so it will break a standing guard. has a good amount of damage for a "weak" attack.
  }}
  }}
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  |startup= 6
  |startup= 6
  |active= 2
  |active= 2
  |recovery= 15
  |recovery= 14
  |advHit= +1
  |advHit= +1
  |advBlock= -1
  |advBlock= -1
  |cancel=      N Sp Su J IC
  |cancel=      N SP J IC
  |description= Kaori let's out a high punch. Kaori's AA in most cases, used in pushing opponents toward the corner with one of her BnBs, and can restart a cyclone loop. It's fairly damaging. Has a lot more forward range than you might think.
  |description= Kaori let's out a high punch. Kaori's AA in most cases, used in pushing opponents toward the corner with one of her BnBs, and can restart a cyclone loop. It's fairly damaging. Has a lot more forward range than you might think. If you press this button on the same frame you input 3 (starting from 6 position), Kaori will be propelled forwards while doing this move.
  }}
  }}
}}
}}
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  |advHit= /
  |advHit= /
  |advBlock= 0
  |advBlock= 0
  |cancel=      Sp Su JH IC
  |cancel=      SP JH IC
  |description= Kaori makes a large sweep with her fist. Trips opponents, can be cancelled into a tornado for a launcher and corner juggle starter.
  |description= Kaori makes a large sweep with her fist. Knocks down on hit.
  }}
  }}
}}
}}
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}}
}}


=== Grabs ===
=== Throws ===


====== <font style="display:none" size="0">Ground Grab</font> ======
====== <font style="display:none" size="0">Ground Throw</font> ======
{{MoveData
{{MoveData
|image=EFZ_Kaori_Misaka_GroundGrab.png
|image=EFZ_Kaori_Misaka_GroundGrab.png
|caption=
|caption=
|name=Ground Grab
|name=Ground Throw
|input= Close 6C/4C
|input= Close 6C/4C
|data=
|data=
  {{AttackData-EFZ
  {{AttackData-EFZ
  |damage=1200
  |damage=1200
  |guard=Grab
  |guard=Throw
  |property=
  |property=
  |startup=5
  |startup=6.33
  |active=1
  |active=0.66
  |recovery=21
  |recovery=21
  |advHit=/
  |advHit=/
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  |cancel= None
  |cancel= None
  |description= Kaori brings the opponent close and blasts them away with fire.
  |description= Kaori brings the opponent close and blasts them away with fire.
* [[Eternal Fighter Zero/Nayuki_Minase_(asleep)#Ground Throw | Tied]] for the slowest normal throw in the game.
  }}
  }}
}}
}}


====== <font style="display:none" size="0">Air Grab</font> ======
====== <font style="display:none" size="0">Air Throw</font> ======
{{MoveData
{{MoveData
|image=EFZ_Kaori_Misaka_AirGrab.png
|image=EFZ_Kaori_Misaka_AirGrab.png
|caption=
|caption=
|name=Air Grab
|name=Air Throw
|input=Close j6C
|input=Close j6C
|data=
|data=
  {{AttackData-EFZ
  {{AttackData-EFZ
  |damage=1400
  |damage=1400
  |guard=Grab
  |guard=Throw
  |property=
  |property=
  |startup=2
  |startup=2
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== Special Moves ==
== Special Moves ==
The notation for the movelists can be found under [[Eternal Fighter Zero/Controls|Controls]].


=== Ducking Moves ===
=== Ducking Moves ===
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|image=Kaori66.png
|image=Kaori66.png
|caption=
|caption=
|name=Ducking
|name=Ducking <br> ダッキング
|input=66
|input=66
|data=
|data=
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  |advHit=
  |advHit=
  |advBlock=
  |advBlock=
  |cancel= N Sp Su
  |cancel= N SP
  |description=Kaori takes a quick step forward while ducking in. You don't go very far. This move is a special move so you can cancel into it from any normal attack. Leads into 4 other moves. ※ Not cancellable into itself.
  |description=Kaori takes a quick step forward while ducking in. You don't go very far. This move is a special move so you can cancel into it from any normal attack. Leads into 4 other moves.  
 
※ Not cancellable into itself.
  }}
  }}
}}
}}
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|image=Kaori66.png
|image=Kaori66.png
|caption=
|caption=
|name=Recoil Ducking
|name=Recoil Ducking <br> 反動ダッキング
|input=44~66
|input=44~66
|data=
|data=
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  |advHit=
  |advHit=
  |advBlock=
  |advBlock=
  |cancel= N Sp Su
  |cancel= N SP
  |description=Same as above except inputted after a backdash. This version goes farther than a regular dash and is much faster. You can backdash an opponent's attack and rush in while they are vulnerable, or can be used to just close the gap between you and the enemy. Leads into 4 other moves. ※ Not cancellable into itself.
  |description=Same as above except inputted after a backdash. This version goes farther than a regular dash and is much faster. You can backdash an opponent's attack and rush in while they are vulnerable, or can be used to just close the gap between you and the enemy. Leads into 4 other moves.  
 
※ Not cancellable into itself.
  }}
  }}
}}
}}
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|image=Kaori66a.png
|image=Kaori66a.png
|caption=
|caption=
|name=Fast Upper  
|name=Fast Upper <br> ファストアッパー
|input= 66A
|input= 66A
|data=
|data=
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  |advHit= +3
  |advHit= +3
  |advBlock= +1
  |advBlock= +1
  |cancel=      Sp Su IC 5C/2C
  |cancel=      SP IC 5C/2C
  |description= Kaori makes a quick uppercut out of ducking. This move must be inputted in the last frames of a ducking, comes out very quick and has almost no delay.
  |description= Kaori makes a quick uppercut out of ducking. This move must be inputted in the last frames of a ducking, comes out very quick and has almost no delay.
  }}
  }}
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|image=EFZ_Kaori_Misaka_66B.png
|image=EFZ_Kaori_Misaka_66B.png
|caption=
|caption=
|name=Shine One Two
|name=Shine One Two <br> シャインワンツー
|input= 66B
|input= 66B
|data=
|data=
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  |advHit=
  |advHit=
  |advBlock=
  |advBlock=
  |cancel= Sp Su IC
  |cancel= SP IC
  }}
  }}
  {{AttackData-EFZ
  {{AttackData-EFZ
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  |advHit= +3
  |advHit= +3
  |advBlock= +1
  |advBlock= +1
  |cancel= Sp Su IC
  |cancel= SP IC
  |description= Kaori makes a one-two punch. Must be inputted in the last frames of a ducking.
  |description= Kaori makes a one-two punch. Must be inputted in the last frames of a ducking.
  }}
  }}
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|image=Kaori66c.png
|image=Kaori66c.png
|caption=
|caption=
|name=Hell Charge  
|name=Hell Charge <br> ヘルチャージ
|input= 66C
|input= 66C
|data=
|data=
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|image=Kaori2c.png
|image=Kaori2c.png
|caption=
|caption=
|name=Leg Smasher
|name=Leg Smasher <br> レッグスマッシャー
|input= 662C
|input= 662C
|data=
|data=
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  |startup= 10
  |startup= 10
  |active= 2
  |active= 2
  |recovery= {{EFZ-SF
  |recovery= 20.66
|21
|20.66}}
  |advHit= /
  |advHit= /
  |advBlock= {{EFZ-SF
  |advBlock= +0.33
|+1
  |cancel=      SP IC ※
|+0.33}}
  |cancel=      Sp Su IC ※
  |description= Same as her 2C. About the same as 2C, if used after recoil ducking it can be a long-distanced knockdown attack.
  |description= Same as her 2C. About the same as 2C, if used after recoil ducking it can be a long-distanced knockdown attack.
※ Cannot be dash-cancelled but can be backdash-cancelled.
※ Cannot be dash-cancelled but can be backdash-cancelled.
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|image=EFZ_Kaori_Misaka_214.png
|image=EFZ_Kaori_Misaka_214.png
|caption=
|caption=
|name=Punishment Cross
|name=Punishment Cross <br> パニッシュメント・クロス
|input=214*
|input=214*
|data=
|data= Kaori will wind back a bit and deliver a downward angled punch followed by an upward angled punch. This move is an overhead and a launcher. Safe on block.
  {{AttackData-EFZ
  {{AttackData-EFZ
  |version= A
  |version= A
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  |advHit= /
  |advHit= /
  |advBlock= -3
  |advBlock= -3
  |cancel=       IC
  |cancel= IC
  }}
  }}
  {{AttackData-EFZ
  {{AttackData-EFZ
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  |recovery= 65
  |recovery= 65
  |advHit= /
  |advHit= /
  |advBlock= /
  |advBlock=
  |cancel=       IC
  |cancel= IC
|description= * Kaori doesn't move in this version. Sadly that means the second hit can whiff on hit if used from max range. Second hit only comes out if the first punch hit, it will not come out on block or whiff.
  }}
  }}
  {{AttackData-EFZ
  {{AttackData-EFZ
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  |advHit= /
  |advHit= /
  |advBlock= /
  |advBlock= /
  |cancel=       IC
  |cancel= IC
  }}
  }}
  {{AttackData-EFZ
  {{AttackData-EFZ
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  |guard= Any
  |guard= Any
  |property=/
  |property=/
  |startup= 47
  |startup= 48
  |active= 2
  |active= 2
  |recovery= 18
  |recovery= 18
  |advHit= /
  |advHit= /
  |advBlock= +3
  |advBlock= +3
  |cancel=       IC
  |cancel= IC
|description= * Slower than the A version, but Kaori steps forward while delivering her punch. Second hit comes out even on whiff.
  }}
  }}
  {{AttackData-EFZ
  {{AttackData-EFZ
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  |damage= 450
  |damage= 450
  |guard= High
  |guard= High
  |property= I: 1-18
  |property= I: 0.33 - 18.66
  |startup= 20
  |startup= 20
  |active= 2
  |active= 2
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  |advHit= /
  |advHit= /
  |advBlock= -3
  |advBlock= -3
  |cancel=       IC
  |cancel= IC
  }}
  }}
  {{AttackData-EFZ
  {{AttackData-EFZ
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  |recovery= 66
  |recovery= 66
  |advHit= /
  |advHit= /
  |advBlock= -3
  |advBlock=
  |cancel=       IC
  |cancel= IC
  |description= Kaori will wind back a bit and deliver a downward angled punch followed by an upward angled punch. This move is an overhead and a launcher. A version is stationary, B version moves forward while punching, C version has some invincibility frames and won't use the 2nd hit unless the first hits.  
  |description= * Much faster than the other versions and almost all of startup is invincible. Kaori also steps forward in this version, but still has less range than 214B. Like the A version, the second punch only comes out if the first one hit, and it still can whiff at max range.
  }}
  }}
}}
}}
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|image=Kaori623.png
|image=Kaori623.png
|caption=
|caption=
|name=Cyclone Upper
|name=Cyclone Upper <br> サイクロンアッパー
|input=623*
|input=623*
|data=
|data=
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  |damage= 100 x 9
  |damage= 100 x 9
  |guard= Any
  |guard= Any
  |property=
  |property= /
  |startup= 21
  |startup= 21
  |active= 2 x 9
  |active= 2 x 9
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  |cancel=      IC
  |cancel=      IC
  |description=Kaori does an uppercut and creates a tornado in front of her.  
  |description=Kaori does an uppercut and creates a tornado in front of her.  
A version has hits happening at a high pace, B version can pull the opponent into the air slightly (cancel into a normal to begin a juggle).
  }}
  }}
  {{AttackData-EFZ
  {{AttackData-EFZ
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  |damage= 100 x 10
  |damage= 100 x 10
  |guard= Any
  |guard= Any
  |property=
  |property= /
  |startup= 12
  |startup= 12
  |active= 2 x 10
  |active= 2 x 10
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  |advHit= /
  |advHit= /
  |advBlock= -14 ~ +22
  |advBlock= -14 ~ +22
  |cancel= N Sp Su IC ※
  |cancel= N SP IC ※
  |description=B version can cancel into any normal move, special move (※other than 623B) and super move. As 66 counts as a special, this is also a cancel option. Hits very high, and hits multiple times. Cannot be cancelled into from any normal.
  |description=Can cancel into any normal move, special move (※other than 623B) and super move. As 66 counts as a special, this is also a cancel option. Hits very high, and is good at raising the opponent up in juggles.  
* '''Cannot be cancelled into from any normal.'''
  }}
  }}
  {{AttackData-EFZ
  {{AttackData-EFZ
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  |damage= 750
  |damage= 750
  |guard= Any
  |guard= Any
  |property=
  |property= I: 0.33 - 13.66
  |startup= 12
  |startup= 12
  |active= 2
  |active= 2
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  |advBlock= -22
  |advBlock= -22
  |cancel=      IC
  |cancel=      IC
  |description=C version is completely invulnerable during startup.
  |description=Completely invulnerable during startup.
  }}
  }}
}}
}}
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|image=Kaori236236.png
|image=Kaori236236.png
|caption=
|caption=
|name=Initial K
|name=Initial K <br> イニシャルK
|input=236236*
|input=236236*
|data=
|data=
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  |damage= 2000
  |damage= 2000
  |guard= Ground
  |guard= Ground
  |property=
  |property= I: 0.33 - 5.66
  |startup= 4
  |startup= 4
  |active= 2
  |active= 2
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  |damage= 3200
  |damage= 3200
  |guard= Ground
  |guard= Ground
  |property=
  |property= I: 0.33 - 5.66
  |startup= 4
  |startup= 4
  |active= 2
  |active= 2
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  |damage= 4500
  |damage= 4500
  |guard= Ground
  |guard= Ground
  |property=
  |property= I: 0.33 - 5.66
  |startup= 4
  |startup= 4
  |active= 2
  |active= 2
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|image=Kaori214214.png
|image=Kaori214214.png
|caption=
|caption=
|name=Fire Storm
|name=Fire Storm <br> ファイアーストーム
|input=214214*
|input=214214*
|data=
|data=
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|image=Kaori641236.png
|image=Kaori641236.png
|caption=
|caption=
|name=Extreme Double  
|image2=EFZ_Kaori_641236X_1.png
|name=Extreme Double <br> エクストリームダブル
|input=641236*
|input=641236*
|data=
|data=
  {{AttackData-EFZ
  {{AttackData-EFZ
  |version= A
  |version= A
  |damage= 2500
  |damage= 0 + 2500
  |guard= Unblockable
  |guard= Unblockable
  |property=
  |property=
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  |header= no
  |header= no
  |version= B
  |version= B
  |damage= 3500
  |damage= 0 + 3500
  |guard= Unblockable
  |guard= Unblockable
  |property=
  |property=
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  |header= no
  |header= no
  |version= C
  |version= C
  |damage= 5000
  |damage= 0 + 5000
  |guard= Unblockable
  |guard= Unblockable
  |property=
  |property=
Line 704: Line 710:
  |cancel=      None
  |cancel=      None
  |description=
  |description=
Kaori leaps forward and let's out a powerful downward straight. this move is UNBLOCKABLE. This move will not use meter until it flashes, meaning if you get hit before it comes out you will keep the meter. Hits twice, first hit does no damage and can be blocked, but the enemy is screwed even if they do block it. Looks like a normal jump until it's too late for the opponent to attack back. This move will whiff the second hit if the opponent crouch RG's the first hit for some characters for some reason (short characters?). This move is STRONG. dealing easily 5k+ damage with level 3. Even though she jumps up it will most likely whiff on airborne opponents because the hitbox is actually close to the ground.
Kaori slowly leaps forward and lets out a powerful UNBLOCKABLE downward straight. Like all other supers, the meter will not be spent until the superflash occurs, meaning Kaori won't spend any SP if she gets hit on the way up. The first hit does no damage and can be blocked but on hit or block the game freezes and Kaori throws out the second unblockable hit.
* Unfortunately for Kaori, the startup is very long and the active frames are very short, making this difficult to hit the opponent with. Even worse, the superflash right before the first hit makes it trivially easy to beat with an invincible attack. If the opponent makes a mistake and RG's the first hit, they still get the chance to reversal through the unblockable (although Kaori will be able to counter RG).
* Even though Kaori jumps during this move, it will most likely whiff on airborne opponents because the hitbox is so low and so small.
  }}
  }}
}}
}}
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====== <font style="display:none" size="0">FM</font> ======
====== <font style="display:none" size="0">FM</font> ======
{{MoveData
{{MoveData
|image=KaoriFM.png
|image=EFZ_Kaori_FM.png
|image2=KaoriFM.png
|caption=
|caption=
|name=Silent Pose  
|name=Silent Pose <br> サイレントポーズ
|input=666S
|input=666S
|data=
|data=
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  |guard= /
  |guard= /
  |property=
  |property=
  |startup= 0
  |startup=0.33
  |active= 40
  |active= 40
  |recovery= 52
  |recovery= 52
Line 726: Line 735:
  |advBlock= /
  |advBlock= /
  |cancel=      None
  |cancel=      None
  |description= Kaori stands still eyes closed. - let's out a massive punch and send's the opponent soaring through the sky. This is a counter move, the opponent must hit you for it to activate, and once they do the screen will show an image and the opponent will take loads of damage. Use it when the opponent is attacking (of course).
  |description= Kaori stands still with her eyes closed. This is a counter move, the opponent must hit you for it to activate. On activation, no matter where the opponent is and even if they are invincible, the screen will fade to a stylish animation and the opponent will take loads of damage. The opponent will then fall behind Kaori for a sideswitch. 623B and all ground normals (except for 66C) can be whiff cancelled into this move.
  }}
  }}
}}
}}
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== Strategy ==
== Strategy ==


=== Dealing with Short Range ===
=== Default Gameplan===


Kaori has very short range, but this is made up for by her high damage, and more importantly, her lightning pokes.
Kaori is a boxer-type character, very loosely correlated to how Dudley plays in SF3S. She has one of the fastest walk speeds in the game, letting her close the distance without having to rely on airdashes. She also boasts great corner carry thanks to her 66C. Once she gets in, her normals are great at keeping the opponent blocking, allowing her to run a decent strike/throw game. She has great damage due to her Fire Storm super (214214B), letting her convert to 5k+ damage anywhere on the screen as long as she has the meter. However, despite her great walk speed, she suffers against zoners; they can force her to lose ground by blocking, and because her jump doesn't go very high, she finds it hard to stop opponents from jumping away from her.
to deal with enemies, get used to figuring out her max range on her B moves, and C moves. when approaching the enemy stick mainly to bobbing in and out of the opponent's range with her walk-speed and poking with B. stuff jump-ins with a 2B (learn the range, it's ridiculously easy to punish with) and the opponent's bad spacing with a 5BC > BnB on B-hit-confirm. her attacks have alot of hit-stun so getting damage is all about hitting hard after every B hit.


but don't forget A! if your at close range (deep), use your jab aggressively, hit-confirm into 5C! kaori has one of the few Cs that can be used right after an A and still combo.
Kaori ideally wants to walk her opponent to the corner, using her long pokes f5B and 5C to threaten the opponent and prevent them from walking forward. From there, she uses 5A/2A to keep the opponent blocking and attempt tick throws when possible. Getting a 2A to hit allows her to go into a full BnB on confirm. She can also reset pressure into jAAA for a simple jA/2A mixup. Once she gets a knockdown, she has 623B for an easy meaty option, forcing the opponent to block into Kaori's 2A/214A mixup.


66B, if you are at semi-close range, dashing in with 66 makes you nearly mid/high invincible, because you go through the opponent during the dash. Low attacks will still hit though. Using B to start your rush is safer than A because it has increased range and hits twice. Always use an attack after 66, if it whiffs, you can be safe to guard.
She boasts a very good 2B antiair for any jump-in attempts, making it hard for some characters to begin their offense. She can also do a sliding 2B (6.. 3+B on the same frame)for an unexpected closer, but inputting it on command is unreliable.


Don't jump-in. IAD is stupid with Kaori, you have goddamn magic walk speed. If you do IAD, it better be for oki or high/low.
=== Notable normals/specials/supers ===
* 66 - Ducking, replaces her dash. Has upper-body invulnerability, though using it as such is usually unreliable. Changes her dash normals into different special followups.
* 5C - Always pre-buffer 214214 after this. You have 24 frames to confirm and press A/B, which is quite reasonable.
* 2B - Excellent anti-air and easily confirmable into a full combo.
* 623B - Very meaty, can 2A for a low, 214A for a high, or 5A for a tick throw setup. Can go into a full combo if 623B hits and you confirm.
* 623C/214C - Two invulnerable reversals, 623C is faster and fully invulnerable, and you can get a short combo on hit, but 214C is overhead and moves her forward, though it has a 1f vulnerable period right before it hits.
* 236236A - Metered reversal. If you have red IC, cancel on the 2nd hit for better damage and meter recovery.
* 641236 - Unblockable. 1st hit locks the opponent into block/hit stun, and the 2nd hit does damage. There are various counters to this, so knowing what your opponent can do will decide whether this super is worth it or not.


Poke a lot, you have the largest collection of safe-pokes of any character, throw some punches out even if you don't mean it. In fact, just jumping up and down at full-screen and whiffing j.B/Cs will build up precious meter. Hit-confirm EVERYTHING into 5C BnB rush. This does not mean throw out 5Cs and hope the opponent doesn't out-range you. Throw out your Bs and Cs and be prepared to block/RG on whiff. Land a poke, execute hard.
== Combos ==


Recoil-ducking is not a replacement for a dash, your walk-speed is. Use it full-screen with your back to the wall and land a long-range 66C (which isn't safe), or use it when you can predict a DP on wakeup and punish with dash attack.
{{ComboLegend-EFZ}}


Projectiles are easy, jump/duck 66C. done and done.
[https://www.nicovideo.jp/watch/sm12409400 Nagisa's Beginner BnB Collection]


=== Mind-games ===
=== No IC ===
214A/B/C are awesome. IC A and C versions for combos, use B version with oki for free combos. C version is invincible at startup, but it's basically an A version, so use it the same way. Overhead command is tricky, so be as sneaky about it as you can.


Low-jump IAD shenanigans. Oki IAD is cheating with kaori, since you can either hit with a 1.2k+ throw, an aerial/crouch high-low staggering, fakeout into 214 for overhead tricks, fakeout into low. It's craziness. Corner-block-strings with low-jump IAD is pretty crazy too, since you glide just above low-attacks, and stopping the air-dash will ground you almost-instantly.
''Anywhere''


623A/B on wakeup, force block? cancel first block on B version and tick throw? Link A version with K punch at the end. etc. C version is your DP, so that's a different thing entirely.
*'''2A 5C 66AC 66AC 66C'''
:* Basic BnB, works pretty much anywhere on screen. Omit a 66AC for guaranteed knockdown, as doing 2 reps can allow them to tech.


Walk-speed + normals = damn-long block-strings. Just walking forward and trying to hit with A/Bs or 66A/Bs and 2Cs (5C is for hit-confirming into combos), can end up being it's own mindgame in its self. Watch for jumps and stuff with 2B or airthrow. Use your incredible walk speed to tick throw for chaos, or walk in 214 for insanity.
*'''2B jB 66 jB(C) land jB 66 jAB(C) land c5B [4]AAAAA f5B 2C 9 jABC djC'''
:* Anti air combo that works mostly full screen. The (C)s are for whiffing jC for more meter. Not necessary, but Kaori really enjoys the meter gain.


They fear the corner, and you landing any normal. They will panic if you get them in the corner and are forced to block. You just sit there with a wicked grin.
*'''2A 5C (66AC)x1-2 214214A'''
:* Meter dump, not worth doing 214214B without meter, but you can do C version if it will kill.


Kaori gains tons of meter, save it for FM. They never see it coming when you are hitting them with constant 2k combos off of pokes.
''Near corner/Corner''
*'''2B jB 66 jB(C) 5C 66AC 66A c5B [4]AAAAA f5B 2C 9 jABC djC'''
:* You can go into a 5C 66AC here since you're close to the corner for more damage.


== Combos ==
*'''2A 5C 66A 2C jAAB 623B(1) 2A(whiff) c5B [4]AAAAA f5B 2C 9 jABC djC'''
:* Can switch out the jAAB for jB~jB but is harder and doesn't work on Makoto. Can just do 2AAC instead for a starter.
 
*'''214B [623B(1) 5A/2A(whiff)]x3-4 c5B c5B [4]AAAAA f5B 2C 9 jABC djC'''
:* If you get a 214B launcher, can go into a couple of tornadoes or even just loop c5B ~6-8 times.
 
*'''623A/5C 2A 5C 623A 236236A'''
:* Meme combo but shows off that 623A can be linked from. 5C 2A links in the same way.
 
=== Red IC ===
 
''Anywhere''
 
*'''... 5C 214214B IC 623B(1) 5A(whiff) [*1] jB 66 jAB c5B c5B [4]AAAAA f5B 2C 9 jABC djC'''
:* Red IC version of her tornado loop, can do up to 2-3 tornadoes depending on your confidence.
:* [*1] Switch sides here depending on distance to corner
 
*'''214A/236236A(2) IC [*2] 623B(1) c5B jB 66 jAB(C) c5B c5B [4]AAAAA f5B 2C 9 jABC djC'''
:* If you open up your opponent with the overhead or 236236A as a reversal. Don't let all of the super hit as the proration is much worse and you get more damage/meter by not letting it finish.
:* [*2] You can jump over the opponent here if you hit with the super, letting you side switch.
 
''Corner''
 
*'''(2A) 5C 214214B IC [623B(1) 5A(whiff)]x5 c5Bx3 [4]AAAAA f5B 2C 9 jABC djC'''
:* Corner version, can do the full 5 tornadoes.
 
*'''... 5C 214214A IC 623B(1) 2A(whiff) c5Bx4 [4]AAAAA f5B 2C 9 jABC djC'''
:* Red IC nets you a good amount of damage here, can go for this if you're not close to BIC.
 
*'''214A IC 623B(1) 2C jB~jB 5C 66AC AB [4]AAAAA f5B 2C 9 jABC djC'''
:* Overhead starter. The 623B(1) gives a bit more meter and height so that the jB~jB is easy and works on Makoto.
 
 
=== Blue IC ===


[https://www.nicovideo.jp/watch/sm12409400 Nagisa's Beginner BnB Collection]
''Anywhere''


{{ComboLegend-EFZ}}
*'''2A 5C 66AC 214214A (5) BIC 623B(1) c5B jB 66 jAB(C) 5C 66AC 66AC c5B [4]AAAAA f5B 2C 9 jABC djC'''
:* Easy corner carry with good damage.


<u>Blue IC</u>
*'''2A 5C 66AC 214214B BIC [623B(1) 5A(whiff)]x4-5 c5B jB 66 jAB(C) 5C 66AC 66A 5AB [4]AAAA f5B 2C 9 jABC djC'''
:* Level 2 version. Only do 4 tornadoes if you want to side switch towards a closer corner.


:''Near Corner''
*'''2A 5C 214214B BIC 7 dj8B 6[6] jB(C) land jB 66 jAB(C) 5C 66AC 66A 5AB [4]AAAAA f5B 2C 9 jABC djC'''
:* Useful for characters that can't be hit by 623B after 214214B BIC.


:*'''214C IC IAD(sideswap) c5B 2B [623B(2) 5A(whiff)]x5 [623B(1) 5A(whiff)]x3 5C 214214A IC 623B(1) 2A(whiff) 5A 5B 5AAAAA f5B 2C jABC djC(whiff)''' - 2 hit cyclone loop. [https://cdn.discordapp.com/attachments/245219433696460800/718629247865978961/2hitcyc.rep Replay]
*'''214C BIC 7 66 jAB [623B(1) 5A(whiff)]x2 623B(1) c5B [623B(1) 5A(whiff)]x5 214214B IC [623B(1) 2A(whiff)]x4 5C 66A 5AB [4]AAAAA f5B 2C 9 jABC djC'''
:* Optimal route off a 214C BIC starter. Feel free to cut out a couple of tornadoes for ease.
:* [See (https://www.nicovideo.jp/watch/sm14393938) at 00:00 for example]


'' Corner ''


''<u>Old Combo Section (keeping until rewrite)</u>''
*'''2A 5C 66AC 214214A BIC 623B(7-10) 66C 5ABC 66AC c5B [4]AAAAA f5B 2C 9 jABC djC'''
:* Simple combo using only 1 meter. Lower number of hits on 623B makes it so the opponent is too low to the ground to connect the 5A after 66C.


BnB Combo: '''(close) 2AA 5C 66A 5C 66A 5C 66C'''.
*'''(2A 5C 66A) 5C 214214B BIC (2B) [623B(1) 5A(whiff)/5B(relaunch)]x5 [623B(1) 5A(whiff)]x3-4 623B(1) 2C jB~jB 5C 66A 5AB [4]AAAAA f5B 2C 9 jABC djC'''
Does about 2600 base damage, and does not need any RF or SP. deep corner you can manage more 66A 5C cycles.
:* Corner version of her tornado loop, this is why you play Kaori. Good damage, excellent meter recovery. Sometimes easier to do 623[6]B~A to get a 5A whiff instead of 2A whiff. Only do the (2B) for characters that 623B doesn't work on.


BnB super: '''(close) 2AA 5C 66A 6C [66A 2C/662C] 214214A/B/C'''
*'''[Back to corner] 214C IC IAD jC(whiff) <- c5B 2B jB 66 jB(C) 623B(1) 5C 66AC 66A 5AB [4]AAAAA f5B 2C 9 jA jB jC djC'''
A version does about 3300+ damage. C version can easily reach into the 4800+ damage range. tack on an IC at the end and cyclone loop into corner juggle for 5-7K combos.
:* Easier version of her reversal 214C BIC combo.
*for both versions, B pokes (longer range) rather than 2As are optimal. starting from 5C is viable because of the granted range, and is pretty safe on whiff, just watch the start up time.
* to time the 66A, just mash on A quickly, there's no buffer for the A so you should just mash it until it comes out, in fact pound your keyboard a ton. hit-confirm and throw out 5C66.  


Corner Carry BnB: '''(launcher/2B anti-air) 9 j.B 66 j.AB land (2B) 9 j.B 66 j.AB... '''
*'''[Back to corner] 214C IC IAD <- c5B 2B [623B(2) 5A/2A(whiff)]x5 [623B(1) 5A(whiff)]x3 5C 214214A IC 623B(1) 2A(whiff) 5AB [4]AAAAA f5B 2C 9 jA jB jC djC'''
off of a launcher or anti air, you can chase the opponent and with a series of airdash cancels you can effectively push the opponent to the corner from anywhere. can even lead into a corner juggle.
:* Harder version of her reversal 214C BIC combo. 2-hit versions of tornado loop can be character specific so further testing is needed.


Corner Juggle BnB: '''(launcher/edge rush BnB + corner) c.5B/5A...5ABC 236236A/B/C '''
*'''2AA 5BC 214214B BIC {[623B(1) 5A(whiff)/5B(relaunch)]x4}x2 [623B(1) 5A(whiff)]x2 623B(1) 5C 214214A IC 623B(1) 2A(whiff) c5B 5AB 5AAAABB jABC djC'''
you can juggle the opponent in a corner for an absurd amount of hits, using 5A, c5B, f5B and 2Bs. with a bit of creativity you can easily juggle into 5k damage range. this is also a very flexible combo, but requires very strict timing and observation.
:* 3 meters, blue IC, and red IC. Does about 8k but is difficult, so sticking to the simpler combos is suggested to start with.


Meterless Corner Juggle Ender '''(from 66A 5C string) use 2C instead of 5C -> 9 j.AA .. j.A land cornerloop...'''
*'''2AA 5C 66AC 214214A BIC 623B(1) c5B [623B(1) 5A(whiff)/c5B(relaunch)]x5 [623B(1) 5A(whiff)]x4 214214B IC [623B(1) 5A(whiff)]x4 623B(1) 5C 66A 5AB 5AAAABBC 236236A'''
need to hit with 2 quick j.As and then pause for the third for positioning. super easy, but hit practice mode first.
:* 1 meter into blue IC into 2 meters into red IC into another meter. The ultra meter dump combo and is flashy as hell. About 8500 damage.
:* [Replay is missing ender]


Cyclone Juggle Loop: '''(anti-air) 623B 2A(whiff) 623B 2A(whiff) 623B 2B 623B 2A(whiff) 623B 2A(whiff) 2B 623B*'''
=== Character/Situation Specific Combos ===
if you can catch the opponent with the top end of the cyclone, you can immediately cancel it with 5A and immediately start up another cyclone, effectively juggling the opponent with cyclones. when they start getting lower you can re-launch with a 2B and start it up again. can also lead into corner juggle if you catch them at the edge of the screen with it. *you have to watch the opponent's position and change the amount of cyclones per loop accordingly. if they get within 5A's hitbox the loop will fail and they will airtech away, stop cycloning and start juggling. edit: was previously written as 5A, this works but 2A is far superior for whiffing purposes.
*'''2C 623A(3) 2B 5C 66AC 66AC 66A c5B [4]AAAAA f5B 2C 9 jABC djC'''
:* If you normal block (not RG) Mai's 412C while she's in the corner. Timing on the 2C is faster than you would expect.


extended Cyclone corner juggle loop: '''(launcher/edge rush BnB) [Corner juggle BnB] (use cyclone instead of super) [Cyclone loop] [Corner juggle BnB] IC [Cyclone loop] [Corner juggle] (Blue IC) [Cyclone loop]
*'''5C 214214B BIC 2B 623B(1) 5A(whiff) [623B(2) 5A(whiff)]x6 2C jB~jB 5C 66A 5AB [4]AAAAA f5B 2C 9 jABC djC'''
no I'm not going to write it out. if you can pull this off you don't even need to be here right now.
:* VS Akiko, near-ish corner. Example 2-hit tornado loop. Other characters will need other routes.
the juggle meter is effectively reset after the super. this combo can EASILY roll into the 7k/8k damage range. this combo is very dynamic, a ton of factors are playing out here: how long to juggle before boosting the juggle meter with cyclones, how many cyclones can you get in before ruining the combo, timing hits perfectly. as you can see, this is the pinnacle of kaori play. you could even use a lower level super at first, stocking one of your levels for later use in the combo.
:* [Replay is missing ender]


=== There's Something about Cyclones ===
=== Combo Notes ===
Kaori's 214124B IC into tornado loop does not work on all characters, requiring a different route to pick up instead. Below is a list of characters that it doesn't work on and the variations you can do instead.


The B version of Kaori's "Cyclone Upper" move (623B) is wonderful to use on opponents who are waking up, since it is one of those rare special moves which can be cancelled into normal moves.  Good for mixups.  Someone needs to expand on the possibilities, I don't play Kaori.
* Neyuki, Shiori, Sayuri, Kano, Minagi, UNKNOWN, Nayuki, Kaori, Akiko


* '''cylone loop''' you can catch the opponent with B version, immediately cancel it with a whiffed A move, then re-input B version of cyclone. effectively hitting with multiple 1-hit cyclones will boost the juggle meter quite a bit and add a nice amount of damage. doing this at the end of a corner loop can virtually double the length of time you can juggle them.
==== Red IC ====
** it's really easy, 623BA 623BA 623BA. just input BA one after the other.
* For red IC, the only reasonable variation is to cut short the super by 1 hit, losing most of your damage in the process. Highly suggested to just do the 214214A combo instead.
** to practice, use a level 2/3 K punch, and hit with the top of the cyclone. in fact, catching a level 1/2 K punch (3 hit) IC with a cyclone loop, leads practically into a free corner-juggle.
** the secret to the cyclone loop is buffering the 2A. by holding 3 and hitting B then A, the 3A will buffer for the first hit of 623B, meaning the 3A (which comes out as 2A) will come out at the first possible cancellabe frame, 2A hits low and will whiff anything caught in the cyclone, and has enough recovery to take advantage of with cyclone. just hit 62[3]BA like a piano and it will work it's magic by itself. after that it's just learning the timing and getting the 2C cyclone loop reset.
** resetting for more cyclones, there are 2 ways to reset for more cyclone loops. first one is to use a super that launches straight up, that means K punches and level 2/3 rush super. as soon as the part of the move where they launch straight up nears, buffer an IC, once the launch happens the IC will come out and freeze frames will go in. during these freeze frames you need to buffer a cyclone loop, hit 62[3]BA during the flash, and for the love of kanna hold the 3 down. cyclone will hit just barely with the top, loop is reset. under this method you can get 5 cyclones in. finish off with a corner juggle if in the corner, or hit 2B and push to the corner with corner push air combo.
** cyclones are amazing, they push the juggle meter UP with each part of the loop into the blue, while balancing height. just get the loop to muscle memory, and watch the opponent's height in the juggle, you learn this and landing corner loops and corner push combos will become suddenly more viable for constant sources of high damage.


there's a special juggle, using 2 hits instead of the first hit. i have no friggin clue. it's about as mystical as kaori's 66B(1) juggle loop.
==== Blue IC ====
* j7 j8B 6[6] jB etc.
:* Requires some awkward timing on the j66 jB but is otherwise easy and leads into good damage still.
* 2B -> tornado loop
:* 1-2 frame link, but preferable if you can reliably do it, as your route doesn't change after that.


== Okizeme ==
== Okizeme ==
Kaori's okizeme is a little lacking, and most of the time you will open up your opponent with strike/throws instead.
{{EFZComboVideo
|text=Midscreen jC left/right
|video={{#ev:youtube|_WUdWVUFZiw|||||start=0&end=17}}
}}
{{EFZComboVideo
|text=IAD jC left/right
|video={{#ev:youtube|_WUdWVUFZiw|||||start=32&end=46}}
}}
Strike/throw
* Kaori's walk speed is one of the fastest in the game, and her 5A/2A are very good at catching opponents trying to jump out. c5B is also +4 on block, allowing you to time to close back in for more tick throw attempts.
623B
* While not a mixup in itself, this tornado is extremely meaty and can cancel into any other move. You will want to cancel into 2A or 214A for a high/low once you confirm they are blocking. Don't make this too obvious, as it can very easily be reversaled.
214A IC
* Her most used overhead. While you aren't forced to IC this, the damage return is very low and makes spending red IC here worth it. See combo section for an example conversion.
214B
* Similar to 214A but doesn't need IC for a full combo. Very, very slow and can be blocked on reaction quite easily. Only use this if you're disrespecting your opponent.
* In the Rumi matchup, this move gains value as a meaty option, as the hitbox will move far enough forward that Rumi's 623B DP will whiff completely.
214C BIC
* Used exactly the same way as 214A IC but you're forced to use BIC. More often used as a reversal since it has good invulnerability, but since it's fast it can also be used as a hail mary mixup.
jAAA
* Used to reset pressure. Kaori's jump is very low, making this somewhat viable. Mix up with less jAs into 2A.
{{EFZComboVideo
|text=Instant jC
|video={{#ev:youtube|_WUdWVUFZiw|||||start=47&end=57}}
}}
* Rising overhead, very hard to block. Only works on characters with [[Eternal_Fighter_Zero/Advanced_Mechanics#Character_Heights_(as_of_version_4.02)|'''crouching height of 55 and above''']]. Can't convert this into anything, so it's mostly a way to close out a round on an opponent with low health.


== Win Quotes ==
== Win Quotes ==
Line 919: Line 1,015:


'''External References'''
'''External References'''
* Kaori's "Cyclone Upper" move is based on Cody's "Criminal Upper" move, from the Street Fighter series.
* Kaori's 623* is based on Cody's "Criminal Upper" featured in the ''Street Fighter'' series.
* Kaori's Final Memory is based on Slayer's "All Dead" instant kill move from the ''Guilty Gear XX'' series.


'''Kanon References'''
'''Kanon References'''

Latest revision as of 04:20, 23 June 2024

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Misaka Kaori

Introduction

Misaka Kaori (美坂 香里) is the boxer-type fighter of EFZ, taking after Dudley from Street Fighter, even gaining his “ducking” move. As a boxer, Kaori is extremely strong in close quarters, and excels when the opponent is in the corner. She has basic combos that can carry the opponent to the corner, and with meter, has much more advanced combos that can deal massive damage. It is not unheard of to see a Kaori take back a match that she has been losing by 50, 60, even 70 percent life. Her weakness lies in being zoned out by characters with strong projectile games, and she must make masterful use of recoil guard and ducking to get in before she loses the match.

Kaori is one of the supporting characters of Kanon, a visual novel produced by Key in 1999. Kaori is Nayuki's closest friend, and is Yuuichi's and Nayuki's classmate. She is very smart and knows a lot about her classmates and the town, but does not seem to be aware of any of the supernatural happenings that take place. During Kanon, Yuuichi learns that Kaori has the same family name as Shiori, but Kaori strongly denies any relation...

Kaori was added to EFZ's cast in Bad Moon Edition.

Stage: Snowy Park (Night) (雪の公園(夜))

BGM: Frozen Plateau (凍土高原)

Character-Specific Notes

  • Kaori's ground dashes are actually special moves, meaning they can be cancelled into. Her dash attacks will also be covered in the Special Moves section.
  • Kaori is one of a few characters who gain some throw invincibility after double jumping.
  • Kaori has the shortest jump in the game. You might need to double jump over things that only require a single jump for other characters.
  • Kaori has no moves which can counterhit nor does she have any which can be counterhit.

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
High: Stand Block
Ground: Air Unblockable, may be blocked either Crouching or Standing
Any: Air, crouch, and stand block
Throw: Cannot be blocked, throw type hitbox that targets the collision box
Unblockable: Cannot be blocked, unblockable hitbox that targets hurtboxes

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
TI: Throw Invincibility
SI: Strike Invincibility
HI: Upper Body/High Invincibility
LI: Low Invincibility/Low Crush
A: Armour
G: Guard Point

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
Sp: Specials
Su: Supers
J: Jump cancel possible on hit, block and RG
JH: Jump cancel possible on hit only
AD: Air Dash
IC: Instant Charge after hit (22C)
FIC: Flicker Instant Charge (22C, fixed IC window, regardless of hit or whiff)
R: Repeatable, always A normals. Will cancel into other A normals.
f5B/2B: Usually c5B cancel option
SB: S button cancelling, character specific. Examples: stance, summon or flight cancels.
Rekka: A special move with multiple parts that require additional inputs.
: Special rules, see description for details (look for the ※)

Standing

5A
5A
Kaori5a.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
200 - - Ground 4 1 6 +4 +3 N SP J IC R

Quick jab. It's quick nature allows you to make openings for slower attacks, it's also used in Kaori's Corner juggle, and for cancelling cyclones in the cyclone juggle.

c5B
c5B
Kaori5b.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
380 - - Ground 6 2 10 +6 +4 N SP J IC f5B/2B

Kaori lets out a small hook directed toward the face. Hits harder than most medium attacks and is used in her corner juggle BnB because it can push the opponent upwards a bit to extend the juggle.

f5B
f5B
Kaorif5b.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
400 - - Ground 6 2 13 +3 +1 N SP JH IC

A straight punch. A strong punch, heavier than most medium attacks, not much to say about it, also helps in the corner juggle. Your basic poke, use this a lot when trying to hit-confirm for BnB.

5C
5C
Kaori5c.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
600 - - Ground 10 2 18 +5 +3 SP IC

Big straight punch. Hits heavily, very important part of one of her BnBs.

Crouching

2A
2A
Kaori2a.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
180 - - Low 4 2 8 +2 +1 N SP J IC R

A crouched jab. It's a low attack so it will break a standing guard. has a good amount of damage for a "weak" attack.

2B
2B
Kaori2b.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
390 - - Ground 6 2 14 +1 -1 N SP J IC

Kaori let's out a high punch. Kaori's AA in most cases, used in pushing opponents toward the corner with one of her BnBs, and can restart a cyclone loop. It's fairly damaging. Has a lot more forward range than you might think. If you press this button on the same frame you input 3 (starting from 6 position), Kaori will be propelled forwards while doing this move.

2C
2C
Kaori2c.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
580 - - Low 10 2 21 / 0 SP JH IC

Kaori makes a large sweep with her fist. Knocks down on hit.

Jumping

j5A
j5A
Kaorij5a.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
200 - - High 5 2 11 / / N J AD IC R

A downward angled punch delivered from the air. This move does a fair amount of damage, and is useful to extend the juggle meter enough on a launched opponent to start a corner juggle. Also used in pushing the opponent into the corner in combination with her other air attacks. It's angle makes it useful for breaking crouch guards, as this is an airborne attack.

j5B
j5B
Kaorij5b.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
390 - - High 6 3 14 / / N J AD IC

A straight punch delivered in the air. Used to push opponent toward the corner in combination with her j.A. It's fairly strong. air attack, but it's angle makes it inefficient for breaking crouch guards.

j5C
j5C
Kaorij5c.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
600 - - High 9 4 25 / / J AD IC

Kaori makes a huge downward punch from the air. Smashes airborne opponents onto the floor and is the ender to most of her air combos, air attack and has a nice angle matched with her short jump can make this effective for breaking crouch guards.

Throws

Ground Throw
Ground Throw
Close 6C/4C
EFZ Kaori Misaka GroundGrab.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
1200 - - Throw 6.33 0.66 21 / / None

Kaori brings the opponent close and blasts them away with fire.

  • Tied for the slowest normal throw in the game.
Air Throw
Air Throw
Close j6C
EFZ Kaori Misaka AirGrab.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
1400 - - Throw 2 1 / / / None

Kaori grabs the opponent's neck and punches them away and into the ground.

Special Moves

Ducking Moves

66*
Ducking
ダッキング

66
Kaori66.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
- - - - - - - - - N SP ※

Kaori takes a quick step forward while ducking in. You don't go very far. This move is a special move so you can cancel into it from any normal attack. Leads into 4 other moves.

※ Not cancellable into itself.

4466*
Recoil Ducking
反動ダッキング

44~66
Kaori66.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
- - - - - - - - - N SP ※

Same as above except inputted after a backdash. This version goes farther than a regular dash and is much faster. You can backdash an opponent's attack and rush in while they are vulnerable, or can be used to just close the gap between you and the enemy. Leads into 4 other moves.

※ Not cancellable into itself.

66A
Fast Upper
ファストアッパー

66A
Kaori66a.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
350 - - Ground 6 2 13 +3 +1 SP IC 5C/2C

Kaori makes a quick uppercut out of ducking. This move must be inputted in the last frames of a ducking, comes out very quick and has almost no delay.

66B
Shine One Two
シャインワンツー

66B
EFZ Kaori Misaka 66B.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
250 - - Ground 6 2 20 - - SP IC
300 - - Ground 13 2 13 +3 +1 SP IC

Kaori makes a one-two punch. Must be inputted in the last frames of a ducking.

66C
Hell Charge
ヘルチャージ

66C
Kaori66c.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
650 - - Ground 8 16 32 / -11 IC

Kaori makes a strong straight. Must be inputted in the last frames of a ducking. After the ducking, she'll take another step and make a long-distance punch. If used with recoil ducking you can pretty much punch across a screen. After it hits it will launch the opponent across the screen and most likely right into the corner, right where Kaori does the most damage. ICing Hell Charge when you already have the opponent in the corner leads to a perfect corner juggle opportunity.

662C
Leg Smasher
レッグスマッシャー

662C
Kaori2c.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
600 - - Low 10 2 20.66 / +0.33 SP IC ※

Same as her 2C. About the same as 2C, if used after recoil ducking it can be a long-distanced knockdown attack. ※ Cannot be dash-cancelled but can be backdash-cancelled.

Specials

214*
Punishment Cross
パニッシュメント・クロス

214*
EFZ Kaori Misaka 214.png
Kaori will wind back a bit and deliver a downward angled punch followed by an upward angled punch. This move is an overhead and a launcher. Safe on block.
Version Damage Proration Juggle Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 450 - - High / 21 2 24 / -3 IC
- 400 - - Any / 41 2 65 / - IC
  • Kaori doesn't move in this version. Sadly that means the second hit can whiff on hit if used from max range. Second hit only comes out if the first punch hit, it will not come out on block or whiff.
B 450 - - High / 30 2 35 / / IC
- 400 - - Any / 48 2 18 / +3 IC
  • Slower than the A version, but Kaori steps forward while delivering her punch. Second hit comes out even on whiff.
C 450 - - High I: 0.33 - 18.66 20 2 24 / -3 IC
- 400 - - Any / 40 2 66 / - IC
  • Much faster than the other versions and almost all of startup is invincible. Kaori also steps forward in this version, but still has less range than 214B. Like the A version, the second punch only comes out if the first one hit, and it still can whiff at max range.
623*
Cyclone Upper
サイクロンアッパー

623*
Kaori623.png
Version Damage Proration Juggle Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 100 x 9 - - Any / 21 2 x 9 32 +7 +5 IC

Kaori does an uppercut and creates a tornado in front of her.

B 100 x 10 - - Any / 12 2 x 10 43 / -14 ~ +22 N SP IC ※

Can cancel into any normal move, special move (※other than 623B) and super move. As 66 counts as a special, this is also a cancel option. Hits very high, and is good at raising the opponent up in juggles.

  • Cannot be cancelled into from any normal.
C 750 - - Any I: 0.33 - 13.66 12 2 43 / -22 IC

Completely invulnerable during startup.

Eternity Specials

236236*
Initial K
イニシャルK

236236*
Kaori236236.png
Version Damage Proration Juggle Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 2000 - - Ground I: 0.33 - 5.66 4 2 43 / -22 IC
B 3200 - - Ground I: 0.33 - 5.66 4 2 25 / -4 IC
C 4500 - - Ground I: 0.33 - 5.66 4 2 25 / -4 IC

Kaori let's out a powerful punch causing the screen to flash, she follows it up for a 3 punch combo, the direction of the punches form a large K. this move can be used as a devestating AA, and after the hit, the opponent is always placed on your right. you can IC the attack half-way to freeze the opponent in place and position yourself for a combo (the special does no damage until the last hit. each version has more freeze then the last, C version is actually 4 hits which is a delayed explosion. this move HURTS, C version can usually do 5k+ damage alone (easiest to do when used as AA). you can also cancel the move AFTER the final damaging hit and start up a corner juggle or push the opponent into the corner.

214214*
Fire Storm
ファイアーストーム

214214*
Kaori214214.png
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 2200 - - Any 9 8 27 / -8 IC
B 3200 - - Any 9 11 32 / -11 IC
C 4200 - - Any 9 16 37 / -16 IC

Kaori ducks into the opponent and then lets out a long barrage of punches. A and B versions end with an uppercut, launching the opponent high into the air. C version ends with an uppercut then a straight punch which knocks the opponent to the edge of the screen, if they hit the wall they will wallbounce, IC before the straight for just a launch. ICing anywhere in the middle and before the last hits puts the opponent into a frozen state (very long attack stun basically) letting you setup a combo yourself.

641236*
Extreme Double
エクストリームダブル

641236*
Kaori641236.png
EFZ Kaori 641236X 1.png
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 0 + 2500 - - Unblockable 38 2 16 / / None
B 0 + 3500 - - Unblockable 38 2 16 / / None
C 0 + 5000 - - Unblockable 38 2 16 / / None

Kaori slowly leaps forward and lets out a powerful UNBLOCKABLE downward straight. Like all other supers, the meter will not be spent until the superflash occurs, meaning Kaori won't spend any SP if she gets hit on the way up. The first hit does no damage and can be blocked but on hit or block the game freezes and Kaori throws out the second unblockable hit.

  • Unfortunately for Kaori, the startup is very long and the active frames are very short, making this difficult to hit the opponent with. Even worse, the superflash right before the first hit makes it trivially easy to beat with an invincible attack. If the opponent makes a mistake and RG's the first hit, they still get the chance to reversal through the unblockable (although Kaori will be able to counter RG).
  • Even though Kaori jumps during this move, it will most likely whiff on airborne opponents because the hitbox is so low and so small.

Final Memory

FM
Silent Pose
サイレントポーズ

666S
EFZ Kaori FM.png
KaoriFM.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
5000 - - / 0.33 40 52 / / None

Kaori stands still with her eyes closed. This is a counter move, the opponent must hit you for it to activate. On activation, no matter where the opponent is and even if they are invincible, the screen will fade to a stylish animation and the opponent will take loads of damage. The opponent will then fall behind Kaori for a sideswitch. 623B and all ground normals (except for 66C) can be whiff cancelled into this move.

Strategy

Default Gameplan

Kaori is a boxer-type character, very loosely correlated to how Dudley plays in SF3S. She has one of the fastest walk speeds in the game, letting her close the distance without having to rely on airdashes. She also boasts great corner carry thanks to her 66C. Once she gets in, her normals are great at keeping the opponent blocking, allowing her to run a decent strike/throw game. She has great damage due to her Fire Storm super (214214B), letting her convert to 5k+ damage anywhere on the screen as long as she has the meter. However, despite her great walk speed, she suffers against zoners; they can force her to lose ground by blocking, and because her jump doesn't go very high, she finds it hard to stop opponents from jumping away from her.

Kaori ideally wants to walk her opponent to the corner, using her long pokes f5B and 5C to threaten the opponent and prevent them from walking forward. From there, she uses 5A/2A to keep the opponent blocking and attempt tick throws when possible. Getting a 2A to hit allows her to go into a full BnB on confirm. She can also reset pressure into jAAA for a simple jA/2A mixup. Once she gets a knockdown, she has 623B for an easy meaty option, forcing the opponent to block into Kaori's 2A/214A mixup.

She boasts a very good 2B antiair for any jump-in attempts, making it hard for some characters to begin their offense. She can also do a sliding 2B (6.. 3+B on the same frame)for an unexpected closer, but inputting it on command is unreliable.

Notable normals/specials/supers

  • 66 - Ducking, replaces her dash. Has upper-body invulnerability, though using it as such is usually unreliable. Changes her dash normals into different special followups.
  • 5C - Always pre-buffer 214214 after this. You have 24 frames to confirm and press A/B, which is quite reasonable.
  • 2B - Excellent anti-air and easily confirmable into a full combo.
  • 623B - Very meaty, can 2A for a low, 214A for a high, or 5A for a tick throw setup. Can go into a full combo if 623B hits and you confirm.
  • 623C/214C - Two invulnerable reversals, 623C is faster and fully invulnerable, and you can get a short combo on hit, but 214C is overhead and moves her forward, though it has a 1f vulnerable period right before it hits.
  • 236236A - Metered reversal. If you have red IC, cancel on the 2nd hit for better damage and meter recovery.
  • 641236 - Unblockable. 1st hit locks the opponent into block/hit stun, and the 2nd hit does damage. There are various counters to this, so knowing what your opponent can do will decide whether this super is worth it or not.

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.

Nagisa's Beginner BnB Collection

No IC

Anywhere

  • 2A 5C 66AC 66AC 66C
  • Basic BnB, works pretty much anywhere on screen. Omit a 66AC for guaranteed knockdown, as doing 2 reps can allow them to tech.
  • 2B jB 66 jB(C) land jB 66 jAB(C) land c5B [4]AAAAA f5B 2C 9 jABC djC
  • Anti air combo that works mostly full screen. The (C)s are for whiffing jC for more meter. Not necessary, but Kaori really enjoys the meter gain.
  • 2A 5C (66AC)x1-2 214214A
  • Meter dump, not worth doing 214214B without meter, but you can do C version if it will kill.

Near corner/Corner

  • 2B jB 66 jB(C) 5C 66AC 66A c5B [4]AAAAA f5B 2C 9 jABC djC
  • You can go into a 5C 66AC here since you're close to the corner for more damage.
  • 2A 5C 66A 2C jAAB 623B(1) 2A(whiff) c5B [4]AAAAA f5B 2C 9 jABC djC
  • Can switch out the jAAB for jB~jB but is harder and doesn't work on Makoto. Can just do 2AAC instead for a starter.
  • 214B [623B(1) 5A/2A(whiff)]x3-4 c5B c5B [4]AAAAA f5B 2C 9 jABC djC
  • If you get a 214B launcher, can go into a couple of tornadoes or even just loop c5B ~6-8 times.
  • 623A/5C 2A 5C 623A 236236A
  • Meme combo but shows off that 623A can be linked from. 5C 2A links in the same way.

Red IC

Anywhere

  • ... 5C 214214B IC 623B(1) 5A(whiff) [*1] jB 66 jAB c5B c5B [4]AAAAA f5B 2C 9 jABC djC
  • Red IC version of her tornado loop, can do up to 2-3 tornadoes depending on your confidence.
  • [*1] Switch sides here depending on distance to corner
  • 214A/236236A(2) IC [*2] 623B(1) c5B jB 66 jAB(C) c5B c5B [4]AAAAA f5B 2C 9 jABC djC
  • If you open up your opponent with the overhead or 236236A as a reversal. Don't let all of the super hit as the proration is much worse and you get more damage/meter by not letting it finish.
  • [*2] You can jump over the opponent here if you hit with the super, letting you side switch.

Corner

  • (2A) 5C 214214B IC [623B(1) 5A(whiff)]x5 c5Bx3 [4]AAAAA f5B 2C 9 jABC djC
  • Corner version, can do the full 5 tornadoes.
  • ... 5C 214214A IC 623B(1) 2A(whiff) c5Bx4 [4]AAAAA f5B 2C 9 jABC djC
  • Red IC nets you a good amount of damage here, can go for this if you're not close to BIC.
  • 214A IC 623B(1) 2C jB~jB 5C 66AC AB [4]AAAAA f5B 2C 9 jABC djC
  • Overhead starter. The 623B(1) gives a bit more meter and height so that the jB~jB is easy and works on Makoto.


Blue IC

Anywhere

  • 2A 5C 66AC 214214A (5) BIC 623B(1) c5B jB 66 jAB(C) 5C 66AC 66AC c5B [4]AAAAA f5B 2C 9 jABC djC
  • Easy corner carry with good damage.
  • 2A 5C 66AC 214214B BIC [623B(1) 5A(whiff)]x4-5 c5B jB 66 jAB(C) 5C 66AC 66A 5AB [4]AAAA f5B 2C 9 jABC djC
  • Level 2 version. Only do 4 tornadoes if you want to side switch towards a closer corner.
  • 2A 5C 214214B BIC 7 dj8B 6[6] jB(C) land jB 66 jAB(C) 5C 66AC 66A 5AB [4]AAAAA f5B 2C 9 jABC djC
  • Useful for characters that can't be hit by 623B after 214214B BIC.
  • 214C BIC 7 66 jAB [623B(1) 5A(whiff)]x2 623B(1) c5B [623B(1) 5A(whiff)]x5 214214B IC [623B(1) 2A(whiff)]x4 5C 66A 5AB [4]AAAAA f5B 2C 9 jABC djC

Corner

  • 2A 5C 66AC 214214A BIC 623B(7-10) 66C 5ABC 66AC c5B [4]AAAAA f5B 2C 9 jABC djC
  • Simple combo using only 1 meter. Lower number of hits on 623B makes it so the opponent is too low to the ground to connect the 5A after 66C.
  • (2A 5C 66A) 5C 214214B BIC (2B) [623B(1) 5A(whiff)/5B(relaunch)]x5 [623B(1) 5A(whiff)]x3-4 623B(1) 2C jB~jB 5C 66A 5AB [4]AAAAA f5B 2C 9 jABC djC
  • Corner version of her tornado loop, this is why you play Kaori. Good damage, excellent meter recovery. Sometimes easier to do 623[6]B~A to get a 5A whiff instead of 2A whiff. Only do the (2B) for characters that 623B doesn't work on.
  • [Back to corner] 214C IC IAD jC(whiff) <- c5B 2B jB 66 jB(C) 623B(1) 5C 66AC 66A 5AB [4]AAAAA f5B 2C 9 jA jB jC djC
  • Easier version of her reversal 214C BIC combo.
  • [Back to corner] 214C IC IAD <- c5B 2B [623B(2) 5A/2A(whiff)]x5 [623B(1) 5A(whiff)]x3 5C 214214A IC 623B(1) 2A(whiff) 5AB [4]AAAAA f5B 2C 9 jA jB jC djC
  • Harder version of her reversal 214C BIC combo. 2-hit versions of tornado loop can be character specific so further testing is needed.
  • 2AA 5BC 214214B BIC {[623B(1) 5A(whiff)/5B(relaunch)]x4}x2 [623B(1) 5A(whiff)]x2 623B(1) 5C 214214A IC 623B(1) 2A(whiff) c5B 5AB 5AAAABB jABC djC
  • 3 meters, blue IC, and red IC. Does about 8k but is difficult, so sticking to the simpler combos is suggested to start with.
  • 2AA 5C 66AC 214214A BIC 623B(1) c5B [623B(1) 5A(whiff)/c5B(relaunch)]x5 [623B(1) 5A(whiff)]x4 214214B IC [623B(1) 5A(whiff)]x4 623B(1) 5C 66A 5AB 5AAAABBC 236236A
  • 1 meter into blue IC into 2 meters into red IC into another meter. The ultra meter dump combo and is flashy as hell. About 8500 damage.
  • [Replay is missing ender]

Character/Situation Specific Combos

  • 2C 623A(3) 2B 5C 66AC 66AC 66A c5B [4]AAAAA f5B 2C 9 jABC djC
  • If you normal block (not RG) Mai's 412C while she's in the corner. Timing on the 2C is faster than you would expect.
  • 5C 214214B BIC 2B 623B(1) 5A(whiff) [623B(2) 5A(whiff)]x6 2C jB~jB 5C 66A 5AB [4]AAAAA f5B 2C 9 jABC djC
  • VS Akiko, near-ish corner. Example 2-hit tornado loop. Other characters will need other routes.
  • [Replay is missing ender]

Combo Notes

Kaori's 214124B IC into tornado loop does not work on all characters, requiring a different route to pick up instead. Below is a list of characters that it doesn't work on and the variations you can do instead.

  • Neyuki, Shiori, Sayuri, Kano, Minagi, UNKNOWN, Nayuki, Kaori, Akiko

Red IC

  • For red IC, the only reasonable variation is to cut short the super by 1 hit, losing most of your damage in the process. Highly suggested to just do the 214214A combo instead.

Blue IC

  • j7 j8B 6[6] jB etc.
  • Requires some awkward timing on the j66 jB but is otherwise easy and leads into good damage still.
  • 2B -> tornado loop
  • 1-2 frame link, but preferable if you can reliably do it, as your route doesn't change after that.

Okizeme

Kaori's okizeme is a little lacking, and most of the time you will open up your opponent with strike/throws instead.

Midscreen jC left/right
IAD jC left/right

Strike/throw

  • Kaori's walk speed is one of the fastest in the game, and her 5A/2A are very good at catching opponents trying to jump out. c5B is also +4 on block, allowing you to time to close back in for more tick throw attempts.

623B

  • While not a mixup in itself, this tornado is extremely meaty and can cancel into any other move. You will want to cancel into 2A or 214A for a high/low once you confirm they are blocking. Don't make this too obvious, as it can very easily be reversaled.

214A IC

  • Her most used overhead. While you aren't forced to IC this, the damage return is very low and makes spending red IC here worth it. See combo section for an example conversion.

214B

  • Similar to 214A but doesn't need IC for a full combo. Very, very slow and can be blocked on reaction quite easily. Only use this if you're disrespecting your opponent.
  • In the Rumi matchup, this move gains value as a meaty option, as the hitbox will move far enough forward that Rumi's 623B DP will whiff completely.

214C BIC

  • Used exactly the same way as 214A IC but you're forced to use BIC. More often used as a reversal since it has good invulnerability, but since it's fast it can also be used as a hail mary mixup.

jAAA

  • Used to reset pressure. Kaori's jump is very low, making this somewhat viable. Mix up with less jAs into 2A.
Instant jC
  • Rising overhead, very hard to block. Only works on characters with crouching height of 55 and above. Can't convert this into anything, so it's mostly a way to close out a round on an opponent with low health.

Win Quotes

Japanese English

もう良いでしょ

弱い物虐めは
趣味じゃ無いのよね

I hope you're satisfied.

I don't have a penchant
for bullying the weak..

悪くは無いわね

次は結構良いところ
いけるんじゃない?

相手が私以外なら

Not bad at all.

You'll do well next time.
As long as you're not fighting me.

ボディがお留守よ

Your body's wide open.

(Kaori is saying one of Vanessa's quotes, from The King of Fighters series.)

チェックメイト

…言葉通りよ

"Checkmate"

...I meant what I said.

遅いわね…

ハエが止まるって
こう言うことかしら

You're so slow...

I guess this is what they mean when they say
"slower than molasses."

(To Shiori)
栞…

こんな物騒な中
出歩いてないで

家で大人しく
してなさい

(To Shiori)
Shiori...

It's dangerous out here,
you shouldn't be walking around.

Be a good girl,
and stay at home.

(To Kaori)
まぁ人気が有るから
コピーが
出回るんでしょうけど

こう粗悪な物
出されるんじゃ
勘弁して欲しいわね…

(To Kaori)
I guess I'm pretty popular.
Enough to have copies
made of me.

Though I wish
they wouldn't put out these
inferior versions.

Colors

EFZ-kaori-colors.png

In-game References

External References

  • Kaori's 623* is based on Cody's "Criminal Upper" featured in the Street Fighter series.
  • Kaori's Final Memory is based on Slayer's "All Dead" instant kill move from the Guilty Gear XX series.

Kanon References

  • The park with the fountain in the background is an important place of her sister, Shiori.
  • The way that Kaori stares blankly at the toast during Akiko's "There is also some that isn't sweet" move is a reference to her previous experience with Akiko's "special" jam before the events of Kanon.


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Akane
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Ayu
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Mai
Makoto
Mayu
Minagi
Mio
Misaki
Mishio
Misuzu
Mizuka
Nayuki (asleep)
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Rumi
Sayuri
Shiori
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