Eternal Fighter Zero/Mizuka Nagamori: Difference between revisions
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== Introduction == | == Introduction == | ||
'''Nagamori Mizuka''' (長森 瑞佳) is | With her strong normals, good reversals, great damage and overwhelming lockdown, '''Nagamori Mizuka''' (長森 瑞佳) is widely considered to be the single best character in the game, outside of the last boss Kanna. Her unique ability to set notes, and have them explode when hit with her cello bow not only gives her great space control, but also allows for some extremely strong setups, which are only made stronger by her fast and hard to see overhead. Her trademark corner fortissimo lockdown gives her safe, airtight corner pressure which builds a huge amount of meter and can reset into itself on hit. She is also a character that scales very well with the player, as a beginner can win purely by using her strong normals and fast walk speed, while an expert player has room to grow in learning her more advanced note setups and clean hit combos. If she can be considered to have any weakness, it would be her lack of good long range options, and the difficulty she has converting off mid range hits in the neutral game. | ||
Mizuka is the main heroine of ''ONE'', a visual novel produced by ''Tactics'' in 1998. Mizuka is Kouhei's neighbour and childhood friend, and is in the same grade in school. She always worries about Kouhei, acting very maternal-like towards him. Mizuka goes to wake him up every morning, but Kouhei either does not get up or plays some mean tricks to her, causing them to be late for school all the time. During ''ONE'', a pretend confession that Mizuka takes seriously ends up changing things between them forever. And when he discovers inconsistencies in his memories, he struggles to find the truth between him and Mizuka... | Mizuka is the main heroine of ''ONE'', a visual novel produced by ''Tactics'' in 1998. Mizuka is Kouhei's neighbour and childhood friend, and is in the same grade in school. She always worries about Kouhei, acting very maternal-like towards him. Mizuka goes to wake him up every morning, but Kouhei either does not get up or plays some mean tricks to her, causing them to be late for school all the time. During ''ONE'', a pretend confession that Mizuka takes seriously ends up changing things between them forever. And when he discovers inconsistencies in his memories, he struggles to find the truth between him and Mizuka... |
Revision as of 10:16, 15 February 2019
Introduction
With her strong normals, good reversals, great damage and overwhelming lockdown, Nagamori Mizuka (長森 瑞佳) is widely considered to be the single best character in the game, outside of the last boss Kanna. Her unique ability to set notes, and have them explode when hit with her cello bow not only gives her great space control, but also allows for some extremely strong setups, which are only made stronger by her fast and hard to see overhead. Her trademark corner fortissimo lockdown gives her safe, airtight corner pressure which builds a huge amount of meter and can reset into itself on hit. She is also a character that scales very well with the player, as a beginner can win purely by using her strong normals and fast walk speed, while an expert player has room to grow in learning her more advanced note setups and clean hit combos. If she can be considered to have any weakness, it would be her lack of good long range options, and the difficulty she has converting off mid range hits in the neutral game.
Mizuka is the main heroine of ONE, a visual novel produced by Tactics in 1998. Mizuka is Kouhei's neighbour and childhood friend, and is in the same grade in school. She always worries about Kouhei, acting very maternal-like towards him. Mizuka goes to wake him up every morning, but Kouhei either does not get up or plays some mean tricks to her, causing them to be late for school all the time. During ONE, a pretend confession that Mizuka takes seriously ends up changing things between them forever. And when he discovers inconsistencies in his memories, he struggles to find the truth between him and Mizuka...
Stage: Park on the Path to School (Day) (通学路の公園(昼))
BGM: 8 Cats (8匹のネコ)
Character-Specific Notes
- Mizuka is able to air jump once, and air dash/backstep once.
- Several of Mizuka's moves require her cello bow to be in her hands. If Mizuka's bow is thrown, she will not be able to perform those moves until she recovers the bow again.
- Several of Mizuka's moves create notes on the playing field. These notes can be detonated by various other moves, in order to deal damage. Notes will normally disappear after being detonated or after 10 seconds, whichever comes first.
- Mizuka's Medium attacks are chained either like 5B(c) 5B(f), or like 2B 5B(f).
Normal Moves
The notation for the movelists can be found under Notation.
Move | Hits | Damage | Guard | Move Cancel |
Jump Cancel |
IC Cancel |
---|---|---|---|---|---|---|
5A | 1 | 200 | Low | Yes | Yes | Yes |
2A | 1 | 220 | Low | Yes | Yes | Yes |
j.A | 1 | 200 | High/Air | Yes | Yes | Yes |
66A | 1 | 250 | Low | Yes | No | Yes |
662A | 1 | 220 | Low | Yes | No | Yes |
5B(c) | 1 | 390 | Ground | Yes | Yes | Yes |
5B(f) | 1 | 450 | Ground | Yes | No | Yes |
2B | 1 | 400 | Ground | Yes | Hit | Yes |
j.B | 1 | 400 | High/Air | Yes | Yes | Yes |
66B | 1 | 450 | Ground | Yes | No | Yes |
662B | 1 | 350 | Any | Yes | No | Yes |
5C | 1 | 600 | Ground | Yes | Hit | Yes |
2C | 6 | ≈560 | Ground | Yes | No | Yes |
j.C | 1 | 600 | High/Air | Yes | Yes | Yes |
66C | 1 | 650 | Ground | Yes | Hit | Yes |
662C | 1 | 600 | Ground | Yes | No | Yes |
Throw | 6 | ≈1080 | Throw | No | No | No |
j.Throw | 2 | 1200 | Air Throw | No | No | No |
Bookbag Decapitation | ||||||
6B | 1 | 450 | High | No | No | Yes |
Standing
5A
[ Startup: 4 | Hit:+2 | Block:+1 ] Mizuka does a short kick at the opponent's shin. | |
c5B
[ Startup: 7 | Hit:+3 | Block:+1 ] Mizuka does a side kick horizontally out. | |
f5B
[ Startup: 10 | Hit:+0 | Block:-2 ] Mizuka swings her bookbag out in a wide horizontal arc. | |
5C
[ Startup: 10 | Hit:+2 | Block:+0 ] Mizuka swings her cello in front of her in a large vertical arc upwards. | |
6B - Bookbag Decapitation (脳天かばん割り)
[ Startup: 19 | Hit:-3 | Block:-5 ] Mizuka slowly raises her bookbag, and swings it downward. When used alongside Tone & Setup+ this gives Mizuka access to very powerful high/lows. The startup of the animation is very subtle making this move seem quicker than it actually is. |
Crouching
2A
[ Startup: 4 | Hit:+3 | Block:+2 ] Mizuka, while sitting on a chair, kicks one foot out. | |
2B
[ Startup: 7 | Hit:+3 | Block:+1 ] Misuka kicks out, using a chair to support her unbalanced position. | |
2C
[ Startup: 6 | Hit:--- | Block:-14~+4 ] Mizuka plays her cello, causing a barrier of music to circle around her. This move will knock down the opponent if it hits, and will cause any notes that touch the barrier to detonate. This move cannot be performed if Mizuka's bow is out of her hands. Instead, Mizuka will perform a dashing crouch strong attack. This move is a decent sweep, and can easily cancel into any number of specials or supers. The multi-hit nature of this move makes it very safe from being Recoil Guarded, and is useful to push the opponent away. It is quite weak against aerial attacks though. | |
2C (no bow)
[ Startup: 7 | Hit:+3 | Block:+1 ] Mizuka faceplants. |
Jumping
j5A
[ Startup: 6 ] Mizuka does a weak kneeing motion in the air. The hitbox persists for a very long time if it does not hit, making it Mizuka's go-to tech trap normal. | |
j5B
[ Startup: 6 ] Mizuka does a kick aimed forward and slightly down. | |
j5C
[ Startup: 9 ] Mizuka swings her cello in front of her in a large horizontal arc. Huge hitbox. |
Dashing
66A
[ Startup: 5 | Hit:+1 | Block:+0 ] Identical to 5A except has momentum. | |
66B
[ Startup: 8 | Hit:+0 | Block:-2 ] Identical to 5B except has momentum. If spaced correctly, this move can be incredibly annoying for the opponent to deal with. | |
66C
[ Startup: 6 | Hit:-3 | Block:-5 ] Mizuka swings her cello directly above her. | |
662A
[ Startup: 5 | Hit:+1 | Block:+0 ] Mizuka, while sitting on a chair, kicks one foot out. | |
662B
[ Startup: 17 | Hit:+11.66 | Block:+9.66 ] Mizuka does a short running hop, and does a kick aimed forward and slightly down. Useful to cross-up, as it will go over knocked opponents and hit meaty from either side the moment they wake up. | |
662C
[ Startup: 7 | Hit:--- Block:-35 ] Mizuka leaps toward the opponent hands first, body fully extended and off the ground. This move will wallbounce a midair opponent if it hits. |
Special Moves
The notation for the movelists can be found under Notation.
Move | Hits | Damage | Guard | IC Cancel | |||
---|---|---|---|---|---|---|---|
Slow & Keying | |||||||
236A | 1 | 600 | Any | FIC | |||
236B | 1 | 600 | Any | FIC | |||
236C | 1 | 600 | Any | FIC | |||
> Pitch & Bend [During Slow & Keying] | |||||||
> 236A | 0 | N/A | N/A | No | |||
> 236B | 0 | N/A | N/A | No | |||
> 236C | 0 | N/A | N/A | No | |||
Slash & Prologue [+Aerial] | |||||||
623A | 1 | 700 | Any | Yes | |||
623B | 2 | ≈820 | Any | Yes | |||
623C | 3 | ≈1260 | Any | Yes | |||
Tone & Setup [+Aerial] | |||||||
214A/B/C | 1 | 600 | Any | No | |||
Tone & Setup | |||||||
j.236A/B/C | 1 | 600 | Any | No | |||
Smash & Sympathy | |||||||
412A | 1 | 750 | Any | Yes/FIC | |||
412B | 1 | 750 | High/Air | Yes/FIC | |||
412C | 2 | ≈1050 | Any, High/Air | Yes | |||
Special Mounting Pillow [SP Level 1-3] | |||||||
236236A | 10 | ≈2180 | Ground | No | |||
236236B | 31 | ≈3380 | Ground | No | |||
236236C | 35 | ≈3950 | Ground | No | |||
Tone & Setup+ [+Aerial, SP Level 1-3] | |||||||
214214A | n | 600*n | Any | No | |||
214214B | 1 | 1800 | Any | No | |||
214214C | n | 600*n | Any | No | |||
Reverb & Awaking [SP Level 1-3] | |||||||
641236A or 632146A | 1 | 1800 | Ground | No | |||
641236B or 632146B | 1 | 2500 | Ground | No | |||
641236C or 632146C | 1 | 3200 | Ground | No | |||
Eternal Poem [1/3 HP, SP Level 3] | |||||||
6BA6A | 0 | N/A | Unblockable | No |
Special Moves
Specials
236* - Slow & Keying (スロゥ&キーイング)
Pitch & Bend (ピッチ&ベンド)
| |
623* - Slash & Prologue (スラッシュ&プロローグ)
| |
214* - Tone & Setup (トーン&セットアップ)
| |
412* - Smash & Sympathy (スマッシュ&シンパティ)
|
Eternity Specials
236236* - Special Mounting Pillow (スペシャル馬乗り枕)
| |
214214* - Tone & Setup+ (トーン&セットアップ+)
| |
641236* - Reverb & Awaking (リバーヴ&アウェイキング)
|
Final Memory
6BA6A - Eternal Poem (永遠の詩)
|
Strategy, Tactics, and Combos
Combos
(Tentative, these are probably not optimal) (You might forgo j.623A for airdash, or j.ABC 623A for 8 j.A to tech trap maybe. I don't know how this game works though)
fullscreen/midscreen meterless bnb: 2AB(B)C 214B dash forward. <- Lets you do dumb note mixups
fullscreen note bnb: 214A hits > 5C j.B ad j.A j.B 66C j.ABC j.ABC 623A (you can opt to go for 2C instead of air combo if you want to place notes I think)
fullscreen BIC bnb: buttons > 623A BIC j.B ad j.A j.B land (66C as late as possible) j.B ad j.B j.C j.ABC j.ABC 623A
corner bnb: 2A 2B 2C 214A
corner bnb: 2C 5ABC j.ABC j.ABC 623A -you can hit confirm from a close A or B.
corner IC bnb: buttons 2C 623A IC j.B ad j.B j.C 66B 2A 5AA 5BB 5C j.ABC j.ABC 632A
corner BIC bnb: 2ABC 623A BIC [j.BC 5BC] j.ABC j.ABC 623A
Basic Strategy
Take any opportunity you get to create notes around the opponent.
If you are waking up and you believe that the opponent is going to attack, Slash & Prologue C version is a good wakeup to use.
If you manage to knock down the opponent in the corner, laying an f-note (Tone & Setup+ A version) would be a good idea.
Fun with Notes
Standard Corner Note: This is the most basic note setup that you should learn. While the opponent is downed in the corner, create a note on top of them (214A). From this position, you have the options of attacking low with 2A or 5A, attacking high with 6B, throwing them, or detonating the note with 623A. If you detonate the note, you will retain frame advantage and have a second try to break the opponent's guard.
Deadly Note Crossover: While next to a downed opponent, create a note right on top of them (214A), and just before they wake up, perform an A version Slash & Prologue (623A) to detonate the note. With correct timing, you will either attack them as they stand up, forcing them to block as expected (away from your original position), or whiff and land on the opposite side of the opponent, forcing them to block unnaturally (towards your original position).
Alternatively, the A version Smash & Sympathy (412A) can be used instead, if the 623 motion is too difficult. Also, the B version Tone & Setup+ (214214B) can be used instead, for extra damage.
Follow-up Bow: While far from the opponent, create a note far away (214B), throw the bow high up (236B), and dash toward the opponent. If the opponent tries to be offensive and punish you for that "missed" bow, they will be surprised when the bow loops back behind you and detonates that note on it's way back to you, launching the opponent for an aerial assault.
Win Quotes
Japanese | English |
---|---|
私だって |
[TRANSLATION NEEDED] |
少しだらしが |
[TRANSLATION NEEDED] |
道端で |
Hey, I don't think it's good to fall asleep on the street... |
こういう事は |
[TRANSLATION NEEDED] |
これでも |
[TRANSLATION NEEDED] |
(To Rumi) |
(To Rumi) |
(To Mio) |
(To Mio) |
(To Nayuki) |
(To Nayuki) |
(To UNKNOWN) |
(To UNKNOWN) |
(To Mizuka) |
(To Mizuka) |
Colors
In-game References
ONE References
- Mizuka's "Special Mounting Pillow" move is a reference to how Mizuka sometimes wakes Kouhei up with a pillow.