Eternal Fighter Zero/Minagi Tohno: Difference between revisions

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{{EFZFeedback}}
[[image:minagi-efz.png |<center><font size="4"><b>Tohno Minagi</b></font></center>|frame|right]]
[[image:minagi-efz.png |<center><font size="4"><b>Tohno Minagi</b></font></center>|frame|right]]
{{TOClimit|2}}
{{TOClimit|2}}
== Introduction ==
== Introduction ==


'''Tohno Minagi''' (遠野 美凪) is an assist character, utilizing Michiru to help lock down her opponents. Minagi has very few special moves herself, as most of her special inputs direct Michiru to perform an action. She may also press the special button to move Michiru left or right (4S or 6S) or to change her stance (5S).  Normally, Michiru will follow Minagi around the screen, but when in her other stance, she stands in place, ready to perform upgraded specials. The combination of long lasting Michiru moves and Minagi’s normals allow the pair to safely mix up the opponent. Minagi has many drawbacks, including losing her assist character for 3 seconds if Michiru is hit, weak A and B normals, and lacking reversals without meter.
'''Tohno Minagi''' (遠野 美凪) is a puppet character who can effectively lock down opponents with the help of her best friend, Michiru. The vast majority of her special moves are tied to Michiru, commanding her to perform various actions such as moving, attacking, and switching stances. Michiru's stance mechanic gives Minagi access to safe and repeatable stance cancels but also forces her to choose between an immobile Michiru or a Michiru with slow attacks at any given time. The combination of Michiru's multihitting moves and Minagi’s normals allow the pair to safely pressure and mix up their opponents. Since Michiru is always present on the stage and is only ever vulnerable when attacking, she can easily "sandwich" the opponent into positions where they cannot easily deal with her as she attacks from behind. However, this also means that players will need to constantly be repositioning Michiru (unlike [[Eternal Fighter Zero/Mai_Kawasumi | Mai]] who summons her puppet at-will) and if she gets hit then Minagi will be stuck with her mediocre solo moveset for several seconds.


Minagi is one of the heroines of ''AIR'', a visual novel produced by ''Key'' in 2000. She is a top student of the school in the town where the story takes place. Her lack of expression gives people an enigmatic impression, though in reality, she is warm and loving.  Minagi enjoys blowing bubbles, eating rice, and is the president of the astronomy club at school. Her best friend is Michiru, a bright and energetic girl who sees Yukito as a "rival" and usually greets him with a kick.  During ''AIR'', Yukito discovers Minagi's secret concerning her mother, and also learns the truth behind Michiru...
Minagi is one of the heroines of ''AIR'', a visual novel produced by ''Key'' in 2000. She is a top student of the school in the town where the story takes place. Her lack of expression gives people an enigmatic impression, though in reality, she is warm and loving.  Minagi enjoys blowing bubbles, eating rice, and is the president of the astronomy club at school. Her best friend is Michiru, a bright and energetic girl who sees Yukito as a "rival" and usually greets him with a kick.  During ''AIR'', Yukito discovers Minagi's secret concerning her mother, and also learns the truth behind Michiru...
 
Minagi was added to EFZ's cast in Blue Sky Edition.
 
The in-game romanization of Minagi's surname is spelled as ''Toono'' instead of Tohno.


'''Stage:''' Abandoned Station (Day) (廃駅(昼))
'''Stage:''' Abandoned Station (Day) (廃駅(昼))
Line 13: Line 18:
== Character-Specific Notes ==
== Character-Specific Notes ==


* Minagi is able to air jump once, and air dash/backstep once.
* Minagi's puppet, Michiru, can switch between 2 stances with 5S. In Michiru's default stance, Unreadied, her move commands (4/6S) are available, she will automatically run towards Minagi if she is far away, and her attacks are generally weak and slow. In her Readied stance, Michiru cannot move at all, but most attacks done in the stance will be far improved. After a readied attack, Michiru will return to her Unreadied stance.
* If Michiru starts to go off screen, Michiru will automatically run back to near where Minagi is.
* Once Michiru starts attacking the opponent, she becomes vulnerable to attack herself. If Michiru is hit, she will fly up into the air and lie on the floor for 153 frames, unable to take any commands from Minagi. The launch Michiru takes when hit is consistent, but since she jumps in almost all of her moves the height at which she lands from can vary. When Michiru is hit on the ground she takes 48 frames to land, so at minimum Michiru will be uncontrollable for 201 frames (just over 3 seconds) whenever she takes a hit.
* Once Michiru starts attacking the opponent, Michiru becomes vulnerable to attack herself. If Michiru is hit, she will fall to the floor for several seconds, and will be unable to take any commands from Minagi during this time.
* Most Michiru commands can be done in the air, and while doing so Minagi will stop her air movement for the duration of her command animation. Minagi will be unable to double jump or airdash after issuing an air command.
* Minagi is one of a few characters who gain [[Eternal_Fighter_Zero/Advanced_Mechanics#Jump_Startup_Specifics|some throw invincibility]] after double jumping.
* Minagi 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 ==


The notation for the movelists can be found under [[Eternal Fighter Zero/Controls|Controls]].
{{FrameDataLegend-EFZ}}
 
The normal move table can be found under [[Eternal Fighter Zero/Minagi Tohno/Move Data|Minagi Tohno/Move Data]].


=== Standing ===
=== Standing ===


====== <font style="visibility:hidden" size="0">5A</font> ======
====== <font style="display:none" size="0">5A</font> ======
{{MoveData
{{MoveData
|image=Minagi5a.png‎‎
|image=Minagi5a.png‎‎
Line 41: Line 46:
  |advHit=  +1
  |advHit=  +1
  |advBlock= 0
  |advBlock= 0
  |cancel=  N Sp Su J IC R SB
  |cancel=  N SP J IC R SB
  |description= * Minagi extends out her hand in a short punch.
  |description= * Minagi extends out her hand in a short punch.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">(c)5B</font> ======
====== <font style="display:none" size="0">c5B</font> ======
{{MoveData
{{MoveData
|image=Minagic5b.png‎‎
|image=Minagic5b.png‎‎
|caption=
|caption=
|name=(c)5B
|name=c5B
|data=
|data=
  {{AttackData-EFZ
  {{AttackData-EFZ
Line 62: Line 67:
  |advHit=  +3
  |advHit=  +3
  |advBlock= +1
  |advBlock= +1
  |cancel=  N Sp Su J IC f5B SB
  |cancel=  N SP J IC f5B SB
  |description= *Minagi offers the opponent a ticket that for some reason causes pain.
  |description= *Minagi offers the opponent a ticket that for some reason causes pain.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">(f)5B</font> ======
====== <font style="display:none" size="0">f5B</font> ======
{{MoveData
{{MoveData
|image=Minagif5b.png‎‎
|image=Minagif5b.png‎‎
|caption=
|caption=
|name=(f)5B
|name=f5B
|data=
|data=
  {{AttackData-EFZ
  {{AttackData-EFZ
Line 83: Line 88:
  |advHit=  -7
  |advHit=  -7
  |advBlock= -9
  |advBlock= -9
  |cancel=    N Sp Su IC SB
  |cancel=    N SP IC SB
  |description= * Minagi swings her bag in front of her. Very similar to Mizuka's f5B and is similarly has a very powerful hitbox. Most useful in neutral. Can combo into many of her specials and supers when Michiru is properly set up.
  |description= * Minagi swings her bag in front of her. Very similar to Mizuka's f5B and is similarly has a very powerful hitbox. Most useful in neutral. Can combo into many of her specials and supers when Michiru is properly set up.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">5C</font> ======
====== <font style="display:none" size="0">5C</font> ======
{{MoveData
{{MoveData
|image=Minagi5c.png‎‎
|image=Minagi5c.png‎‎
Line 104: Line 109:
  |advHit=  -9
  |advHit=  -9
  |advBlock= -11
  |advBlock= -11
  |cancel=  Sp Su JH IC SB
  |cancel=  SP JH IC SB
  |description=
  |description=
  }}
  }}
Line 117: Line 122:
  |advHit=  /
  |advHit=  /
  |advBlock= -1
  |advBlock= -1
  |cancel=  Sp Su JH IC SB
  |cancel=  SP JH IC SB
  |description=* Minagi does one downward swipe into an upward swipe with a spread of paper tickets. Second hit launches.  
  |description=* Minagi does one downward swipe into an upward swipe with a spread of paper tickets. Second hit launches.  
  }}
  }}
Line 124: Line 129:
=== Crouching ===
=== Crouching ===


====== <font style="visibility:hidden" size="0">2A</font> ======
====== <font style="display:none" size="0">2A</font> ======
{{MoveData
{{MoveData
|image=Minagi2a.png
|image=Minagi2a.png
Line 139: Line 144:
  |advHit=  0
  |advHit=  0
  |advBlock= -1
  |advBlock= -1
  |cancel=  N Sp Su J IC R SB
  |cancel=  N SP J IC R SB
  |description= * Minagi thrusts a ticket forward while crouching.
  |description= * Minagi thrusts a ticket forward while crouching.


Line 146: Line 151:
}}
}}


====== <font style="visibility:hidden" size="0">2B</font> ======
====== <font style="display:none" size="0">2B</font> ======
{{MoveData
{{MoveData
|image=Minagi2b.png
|image=Minagi2b.png
Line 161: Line 166:
  |advHit=  +3
  |advHit=  +3
  |advBlock= +1
  |advBlock= +1
  |cancel=  N Sp Su J IC f5B SB
  |cancel=  N SP J IC f5B SB
  |description= * Minagi does an apologetic bow. Hits low. Very fast startup and crucial to her high/low game.
  |description= * Minagi does an apologetic bow. Hits low, but has less range than 2A. Very fast startup and crucial to her high/low game.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">2C</font> ======
====== <font style="display:none" size="0">2C</font> ======
{{MoveData
{{MoveData
|image=Minagi2c.png
|image=Minagi2c.png
Line 181: Line 186:
  |advHit=  /
  |advHit=  /
  |advBlock= -5
  |advBlock= -5
  |cancel=  Sp Su IC SB
  |cancel=  SP IC SB
  |description= * Minagi extends her legs out to trip the opponent. Good for getting simple knockdowns midscreen into Michiru shenanigans. For combos you'll be using 5C more often.
  |description= * Minagi extends her legs out to trip the opponent. Good for getting simple knockdowns midscreen into Michiru shenanigans. For combos you'll be using 5C more often.
  }}
  }}
Line 188: Line 193:
=== Jumping ===
=== Jumping ===


====== <font style="visibility:hidden" size="0">j5A</font> ======
====== <font style="display:none" size="0">j5A</font> ======
{{MoveData
{{MoveData
|image=Minagij5a.png
|image=Minagij5a.png
Line 203: Line 208:
  |advHit=  /
  |advHit=  /
  |advBlock= /
  |advBlock= /
  |cancel=  N Sp Su J AD IC R
  |cancel=  N SP J AD IC R
  |description= * Minagi swipes under herself with a ticket. Exceptionally fast.
  |description= * Minagi swipes under herself with a ticket. Exceptionally fast.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">j5B</font> ======
====== <font style="display:none" size="0">j5B</font> ======
{{MoveData
{{MoveData
|image=Minagij5b.png
|image=Minagij5b.png
Line 223: Line 228:
  |advHit=  /
  |advHit=  /
  |advBlock= /
  |advBlock= /
  |cancel=  N Sp Su J AD IC
  |cancel=  N SP J AD IC
  |description= * Minagi kicks at an angle towards the ground.  
  |description= * Minagi kicks at an angle towards the ground.  
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">j5C</font> ======
====== <font style="display:none" size="0">j5C</font> ======
{{MoveData
{{MoveData
|image=Minagij5c.png
|image=Minagij5c.png
Line 243: Line 248:
  |advHit=  /
  |advHit=  /
  |advBlock= /
  |advBlock= /
  |cancel=  Sp Su J AD IC
  |cancel=  SP J AD IC
  |description= * Minagi does a flip kick which hits mostly in front of her. Used in her corner juggle loops and can be useful when challenging air-to-air. Causes downward momentum on aerial hit.  
  |description= * Minagi does a flip kick which hits mostly in front of her. Used in her corner juggle loops and can be useful when challenging air-to-air. Causes downward momentum on aerial hit.  
  }}
  }}
Line 250: Line 255:
=== Dashing ===
=== Dashing ===


====== <font style="visibility:hidden" size="0">66A</font> ======
====== <font style="display:none" size="0">66A</font> ======
{{MoveData
{{MoveData
|image=Minagi66a.png
|image=Minagi66a.png
Line 265: Line 270:
  |advHit=  +1
  |advHit=  +1
  |advBlock= 0
  |advBlock= 0
  |cancel=  Sp Su IC SB
  |cancel=  SP IC SB
  |description= * Similar to 5A except the hitbox is slightly smaller and it has forward momentum. Used in Minagi's 66AxN corner carries and in pressure.
  |description= * Similar to 5A except the hitbox is slightly smaller and it has forward momentum. Used in Minagi's 66AxN corner carries and in pressure.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">66B</font> ======
====== <font style="display:none" size="0">66B</font> ======
{{MoveData
{{MoveData
|image=Minagi66b.png
|image=Minagi66b.png
Line 285: Line 290:
  |advHit=  -3
  |advHit=  -3
  |advBlock= -5
  |advBlock= -5
  |cancel=  Sp Su IC SB
  |cancel=  SP IC SB
  |description= * Identical to f5B with forward momentum. Strong neutral tool for hassling the opponent.  
  |description= * Identical to f5B with forward momentum. Strong neutral tool for hassling the opponent.  
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">66C</font> ======
====== <font style="display:none" size="0">66C</font> ======
{{MoveData
{{MoveData
|image=Minagi66c.png
|image=Minagi66c.png
Line 306: Line 311:
  |advBlock= -2
  |advBlock= -2
  |cancel=  IC
  |cancel=  IC
  |description= * Minagi dashes forward and swipes down with a ticket. Minagi's only grounded overhead.
  |description= * Minagi dashes forward and swipes down with a ticket. Minagi's only grounded overhead, and also her only ground normal that can't be cancelled with S commands.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">662A</font> ======
====== <font style="display:none" size="0">662A</font> ======
{{MoveData
{{MoveData
|image=Minagi662a.png
|image=Minagi662a.png
Line 325: Line 330:
  |advHit=  0
  |advHit=  0
  |advBlock= -1
  |advBlock= -1
  |cancel=  Sp Su IC SB
  |cancel=  SP IC SB
  |description= * Similar to 2A except the hitbox is slightly smaller and has forward momentum.  
  |description= * Similar to 2A except the hitbox is slightly smaller and has forward momentum.  
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">662B</font> ======
====== <font style="display:none" size="0">662B</font> ======
{{MoveData
{{MoveData
|image=Minagi662b.png
|image=Minagi662b.png
Line 345: Line 350:
  |advHit=  /
  |advHit=  /
  |advBlock= +1
  |advBlock= +1
  |cancel=  Sp Su IC SB
  |cancel=  SP IC SB
  |description= * Similar to 2C with different placing of the hitbox and forward momentum. Good for catching people blocking high at a distance.  
  |description= * Similar to 2C with different placing of the hitbox and forward momentum. Good for catching people blocking high at a distance.  
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">662C</font> ======
====== <font style="display:none" size="0">662C</font> ======
{{MoveData
{{MoveData
|image=Minagi662c.png
|image=Minagi662c.png
Line 365: Line 370:
  |advHit=  /
  |advHit=  /
  |advBlock= -10
  |advBlock= -10
  |cancel=  Sp Su JH IC SB
  |cancel=  SP JH IC SB
  |description= * Minagi does an upward swipe from dashing, identical to the second hit of 5C. This is Minagi's main way of launching opponents.  
  |description= * Minagi does an upward swipe from dashing, identical to the second hit of 5C. This is Minagi's main way of launching opponents.  
  }}
  }}
}}
}}


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


====== <font style="visibility:hidden" size="0">(c)4C / (c)6C</font> ======
====== <font style="display:none" size="0">Ground Throw</font> ======
{{MoveData
{{MoveData
|image=EFZ_Minagi_Tohno_Grab.png
|image=EFZ_Minagi_Tohno_Grab.png
|caption=
|caption=
|name=(c)4C / (c)6C
|name=Ground Throw
|input=c6C/4C
|data=
|data=
  {{AttackData-EFZ
  {{AttackData-EFZ
  |damage=  800
  |damage=  800
  |guard=    Grab
  |guard=    Throw
  |property=
  |property=
  |startup=  5
  |startup=  5.33
  |active=  1
  |active=  0.66
  |recovery= 27
  |recovery= 27
  |armored=  /
  |armored=  /
Line 389: Line 395:
  |advBlock= /
  |advBlock= /
  |cancel=  IC
  |cancel=  IC
  |description= * Can be IC canceled to start a combo
  |description= * Can be IC canceled to start a combo.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">(c)j6C</font> ======
====== <font style="display:none" size="0">Air Throw</font> ======
{{MoveData
{{MoveData
|image=EFZ_Minagi_Tohno_Airgrab.png
|image=EFZ_Minagi_Tohno_Airgrab.png
|caption=
|caption=
|name=(c)j6C
|name=Air Throw
|input=cj6C
|data=
|data=
  {{AttackData-EFZ
  {{AttackData-EFZ
  |damage=  1200
  |damage=  1200
  |guard=    Grab
  |guard=    Throw
  |property=
  |property=
  |startup=  2
  |startup=  2
Line 410: Line 417:
  |advBlock= /
  |advBlock= /
  |cancel=  None
  |cancel=  None
  |description= * Regular air-grab
  |description= * Regular air throw. Opponent lands directly below Minagi.
  }}
  }}
}}
}}


== Special Moves ==
== Special Moves ==
The notation for the movelists can be found under [[Eternal Fighter Zero/Controls|Controls]].
The special move table can be found under [[Eternal Fighter Zero/Minagi Tohno/Move Data|Minagi Tohno/Move Data]].


=== Specials ===
=== Specials ===


====== <font style="visibility:hidden" size="0">*S</font> ======
====== <font style="display:none" size="0">*S</font> ======
{{MoveData
{{MoveData
|image= MinagiD.png
|image= MinagiD.png
|caption=
|caption=
|name= Move Name
|name= Chiruchiru _____
|input= *S
|input= 4/5/6S
|data=
|data=
  {{AttackData-EFZ
  {{AttackData-EFZ
  |damage=
|version= 5S
  |guard=
  |damage= /
  |guard= /
  |property=
  |property=
  |startup=
  |startup= 0.33
  |active=
  |active= /
  |recovery=
  |recovery= 16.66
  |advHit=
  |advHit= /
  |advBlock=
  |advBlock= /
  |cancel= None
  |cancel= None
  |description= * 5S - Chiruchiru Setup (ちるちる構えて)
  |description= * 5S - ''Chiruchiru Setup (ちるちる構えて)''
** Michiru enters a "ready" stance. In this stance, she cannot move but her assist specials are much more powerful. Using this is crucial to Minagi's gameplan.
** Michiru enters her "ready" stance. In this stance, she cannot move but her assist specials are much faster and some get unique properties. When Michiru completes a readied attack, she will return to her normal stance. Cancelling into this move and its variants is crucial to Minagi's gameplan.  
*5S - Chiruchiru Stop Setup (ちるちる構え止め)
* 5S - ''Chiruchiru Stop Setup (ちるちる構え止め)''
**Michiru leaves the "ready" state and can move again.
**Michiru leaves the "ready" state and can move again.
*6S - Chiruchiru Right (ちるちる右よ)
}}
{{AttackData-EFZ
|header= no
|version= 4/6S
|damage= /
|guard= /
|property=
|startup= 0.33
|active= /
|recovery= 15.66
|advHit= /
|advBlock= /
|cancel= None
|description= * 6S - ''Chiruchiru Right (ちるちる右よ)''
**Orders Michiru to move right. Cannot be used while Michiru is readied.
**Orders Michiru to move right. Cannot be used while Michiru is readied.
*4S - Chiruchiru Left (ちるちる左よ)
* 4S - Chiruchiru Left ''(ちるちる左よ)''
**Orders Michiru to move left. Cannot be used while Michiru is readied.
**Orders Michiru to move left. Cannot be used while Michiru is readied.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">236*</font> ======
====== <font style="display:none" size="0">236*</font> ======
{{MoveData
{{MoveData
|image= Minagi236.png
|image= EFZ_Minagi_236A.png
|caption=
|caption= A/B
|name= Chiruchiru Kick  
|image2= EFZ_Minagi_236C.png
(ちるちるキック)
|caption2= C (Unreadied)
|input= 236*
|image3= EFZ_Minagi_R_236C.png
|data=
|caption3= C (Readied)
|name= Chiruchiru Kick <br> ちるちるキック
|input= (j)236*
|data= Michiru jumps forward while kicking. If she is not readied, Michiru will bounce off on contact with the opponent, resulting in a huge amount of recovery and displacement. When readied, she will launch the opponent and recover as normal, passing through the opponent instead of bouncing off. Distance traveled ascends with button strength. If this move is input while unreadied Michiru is automatically catching up to Minagi, her attack will have readied startup, yet still won't completely behave like the readied versions. 236A and 236B will start up and recover as if they were readied but still won't launch the opponent. 236C is a similar story, having readied startup but still doing the unreadied wallbounce. ※First value is on whiff, second is on hit/block.
  {{AttackData-EFZ
  {{AttackData-EFZ
  |version= A
  |version= A
  |damage= 550
  |damage= 550
  |guard=
  |guard= Any
  |property=
  |property=
  |startup=
  |startup= 13
  |active=
  |active= 27
  |recovery=
  |recovery= 9, 85 ~ 87※
  |advHit=
  |advHit= +17
  |advBlock=
  |advBlock= +15
  |cancel= None
  |cancel= None
  |description=
  |description=
  }}
  }}
Line 475: Line 495:
  |version= B
  |version= B
  |damage= 550
  |damage= 550
  |guard=
  |guard= Any
  |property=
  |property=
  |startup=
  |startup= 13
  |active=
  |active= 35
  |recovery=
  |recovery= 9, 85 ~ 89※
  |advHit=
  |advHit= +17
  |advBlock=
  |advBlock= +15
  |cancel= None
  |cancel= None
  |description=
  |description=
  }}
  }}
Line 489: Line 509:
  |version= C
  |version= C
  |damage= 700
  |damage= 700
  |guard=
  |guard= Any
|property=
|startup= 13
|active= 35
|recovery= 9, 85 ~ 89※
|advHit= /
|advBlock= +22
|cancel= None
|description= * Causes a wallbounce on hit.
}}
{{AttackData-EFZ
|header= no
|version= Ready A
|damage=
|guard= Any
|property=
|startup= 10
|active= 27
|recovery= 9
|advHit= /
|advBlock= +21
|cancel= None
|description= * Launches.
}}
{{AttackData-EFZ
|header= no
|version= Ready B
|damage=
|guard= Any
|property=
|startup= 10
|active= 35
|recovery= 9
|advHit= /
|advBlock= +21
|cancel= None
|description= * Launches.
}}
{{AttackData-EFZ
|header= no
|version= Ready C
|damage= 150 x 5
|guard= Any
|property=
|startup= 10
|active= 35
|recovery= 9
|advHit= +32 ~ +87
|advBlock= +31 ~ +85
|cancel= None
|description= * Doesn't launch but hits 5 times for extreme frame advantage.
}}
{{AttackData-EFZ
|header= no
|version= Minagi
|damage= /
|guard= /
|property=
|startup= 3
|active= /
|recovery= 18
|advHit= /
|advBlock= /
|cancel= None
|description=
}}
{{AttackData-EFZ
|header= no
|version= Minagi (Air)
|damage= /
|guard= /
  |property=
  |property=
  |startup=
  |startup= 6
  |active=
  |active= /
  |recovery=
  |recovery= 20
  |advHit=
  |advHit= /
  |advBlock=
  |advBlock= /
  |cancel= None
  |cancel= None
  |description= * Michiru jumps forward with a kick.
  |description=
* When Michiru is not ready:
** Michiru bounces backwards on hit
** C version causes a wallbounce on hit
* When Michiru is ready:
** Michiru passes through the opponent on hit
** The C version has multiple hits.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">623*</font> ======
====== <font style="display:none" size="0">623*</font> ======
{{MoveData
{{MoveData
|image= Minagi623.png
|image= EFZ_Minagi_623A.png
|caption=
|caption= A/B
|name= Chiruchiru Drilling Bow Thigh  
|image2= EFZ_Minagi_623C.png
(ちるちる穿弓腿)
|image3= EFZ_Minagi_623C_1.png
|image4= EFZ_Minagi_623C_2.png
|caption4= C
|name= Chiruchiru Drilling Bow Thigh <br> ちるちる穿弓腿
|input= 623*
|input= 623*
|data=
|data= Michiru does a launching up-kick. This move is not particularly useful, and for whatever reason, it is the only attack command that cannot be issued from the air. If this move is input while unreadied Michiru is automatically catching up to Minagi, Minagi will go through the command animation (and even spend RF if 623C was input) but Michiru will not do anything.
  {{AttackData-EFZ
  {{AttackData-EFZ
  |version= A
  |version= A
  |damage= 500
  |damage= 500
  |guard=
  |guard= Any
  |property=
  |property= I: 0.33 - 13.66
  |startup=
  |startup= 35
  |active=
  |active= 10
  |recovery=
  |recovery= 65
  |advHit=
  |advHit= /
  |advBlock=
  |advBlock= +15
  |cancel= FIC
  |cancel= FIC
  |description=
  |description=
  }}
  }}
Line 532: Line 619:
  |version= B
  |version= B
  |damage= 400
  |damage= 400
  |guard=
  |guard= Any
  |property=
  |property= I: 0.33 - 13.66
  |startup=
|startup= 35
  |active=
|active= 20
  |recovery=
|recovery= 71
  |advHit=
|advHit= /
  |advBlock=
|advBlock= +15
  |cancel= FIC
|cancel= FIC
|description= * Michiru is able to absorb a hit for Minagi.
}}
{{AttackData-EFZ
|header= no
|version= C
|damage=
|guard= Any
|property= I: 0.33 - 54.66
|startup= 35
|active= 20, 10 x 2
|recovery= 51
|advHit= /
|advBlock= +30 ~ +44
|cancel= FIC
|description= * Hits multiple times.
}}
{{AttackData-EFZ
|header= no
|version= Ready A
|damage=
|guard= Any
|property= I: 0.33 - 3.66
  |startup= 9
  |active= 10
  |recovery= 65
  |advHit= /
  |advBlock= -10
  |cancel= FIC
  |description=
  |description=
  }}
  }}
  {{AttackData-EFZ
  {{AttackData-EFZ
  |header= no
  |header= no
  |version= C
  |version= Ready B
|damage=
|guard= Any
|property= I: 0.33 - 3.66
|startup= 9
|active= 20
|recovery= 71
|advHit= /
|advBlock= -10
|cancel= FIC
|description= * Michiru is able to absorb a hit for Minagi.
}}
{{AttackData-EFZ
|header= no
|version= Ready C
  |damage=
  |damage=
  |guard=
  |guard= Any
  |property=
  |property= I: 0.33 - 28.66
  |startup=
  |startup= 9
  |active=
  |active= 20, 10 x 2
  |recovery=
  |recovery= 51
  |advHit=
  |advHit= /
  |advBlock=
  |advBlock= +4 ~ +18
  |cancel= FIC
  |cancel= FIC
  |description= * Michiru does an up-kick.
  |description= * Hits multiple times.
* Can be FIC canceled
}}
* The C version has multiple hits.  
{{AttackData-EFZ
|header= no
|version= Minagi
|damage= /
|guard= /
|property= /
|startup= 3
|active= /
|recovery= 47
|advHit= /
|advBlock= /
|cancel= FIC
|description= * Minagi herself isn't invincible in any version.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">421*</font> ======
====== <font style="display:none" size="0">421*</font> ======
{{MoveData
{{MoveData
|image= Minagi421.png
|image= EFZ_Minagi_421A_1.png
|caption=
|caption=
|name= Chiruchiru Iron Head Merit  
|image2= EFZ_Minagi_421A_2.png
(ちるちる鉄頭功)
|caption2= Nerfed into obscurity.
|input= 421*
|name= Chiruchiru Iron Head Merit <br> ちるちる鉄頭功
|data=
|input= (j)421*
|data= Michiru leaps into the air and comes crashing down head first. Has two hits, but they do not combo into each other very reliably. Michiru first hits on her way up, and the second hit is while she crashes down. The first hit's hitbox is only active if the opponent is airborne. This move is not particularly useful.
  {{AttackData-EFZ
  {{AttackData-EFZ
  |version= A
  |version= A
  |damage= 600
  |damage= 600
  |guard=
  |guard= Any
  |property=
  |property=
  |startup=
  |startup= 32
  |active=
  |active= 15
  |recovery=
  |recovery= 76
  |advHit=
  |advHit= /
  |advBlock=
  |advBlock= /
  |cancel= None
  |cancel= None
|description=
}}
{{AttackData-EFZ
|header= no
|version= -
|damage=
|guard= Any
|property=
|startup= 59
|active= 25
|recovery= 39
|advHit= +34
|advBlock= +32
|cancel= None
  |description=
  |description=
  }}
  }}
Line 585: Line 741:
  |version= B
  |version= B
  |damage= 600
  |damage= 600
  |guard=
  |guard= Any
  |property=
  |property=
  |startup=
  |startup= 32
  |active=
  |active= 15
  |recovery=
  |recovery= 76
  |advHit=
  |advHit= /
  |advBlock=
  |advBlock= /
  |cancel= None
  |cancel= None
  |description=
  |description=
}}
{{AttackData-EFZ
|header= no
|version= -
|damage=
|guard= Any
|property=
|startup= 59
|active= 25
|recovery= 39
|advHit= +34
|advBlock= +32
|cancel= None
|description= * Michiru travels slightly farther than the A version.
  }}
  }}
  {{AttackData-EFZ
  {{AttackData-EFZ
Line 599: Line 769:
  |version= C
  |version= C
  |damage= 600
  |damage= 600
  |guard=
  |guard= Any
|property=
|startup= 32
|active= 15
|recovery= 81
|advHit= /
|advBlock= /
|cancel= None
|description=
}}
{{AttackData-EFZ
|header= no
|version= -
|damage=
|guard= Any
|property=
|startup= 59
|active= 29
|recovery= 40
|advHit= +34
|advBlock= +32
|cancel= None
|description= * Tracks the opponent.
}}
{{AttackData-EFZ
|header= no
|version= Ready A
|damage=
|guard= Any
|property=
|startup= 7
|active= 15
|recovery= 76
|advHit= /
|advBlock= /
|cancel= None
|description=
}}
{{AttackData-EFZ
|header= no
|version= -
|damage=
|guard= Any
|property=
|startup= 34
|active= 25
|recovery= 39
|advHit= +33
|advBlock= +31
|cancel= None
|description=
}}
{{AttackData-EFZ
|header= no
|version= Ready B
|damage=
|guard= Any
  |property=
  |property=
  |startup=
  |startup= 7
  |active=
  |active= 15
  |recovery=
  |recovery= 76
  |advHit=
  |advHit= /
  |advBlock=
  |advBlock= /
  |cancel= None
  |cancel= None
  |description= * Michiru leaps into the air and comes crashing down head first.  
  |description=
* The C version has some homing towards the opponent and hits on the way up as well as on the way down.
}}
* Applies downwards momentum on airborne opponents on hit.
{{AttackData-EFZ
|header= no
|version= -
|damage=
|guard= Any
|property=
|startup= 34
|active= 25
|recovery= 39
|advHit= +33
|advBlock= +31
|cancel= None
|description= * Michiru travels slightly farther than the A version.
}}
{{AttackData-EFZ
|header= no
|version= Ready C
|damage=
|guard= Any
|property=
|startup= 7
|active= 15
|recovery= 81
|advHit= /
|advBlock= /
|cancel= None
|description=
}}
{{AttackData-EFZ
|header= no
|version= -
|damage=
|guard= Any
|property=
|startup= 34
|active= 29
|recovery= 40
|advHit= +34
|advBlock= +32
|cancel= None
|description= * Tracks the opponent.
}}
{{AttackData-EFZ
|header= no
|version= Minagi
|damage= /
|guard= /
|property=
|startup= 3
|active= /
|recovery= 30
|advHit= /
|advBlock= /
|cancel= None
|description=
}}
{{AttackData-EFZ
|header= no
|version= Minagi (Air)
|damage= /
|guard= /
|property=
|startup= 6
|active= /
|recovery= 20
|advHit= /
|advBlock= /
|cancel= None
|description=
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">214*</font> ======
====== <font style="display:none" size="0">214*</font> ======
{{MoveData
{{MoveData
|image= Minagi214.png
|image= EFZ_Minagi_214A_1.png
|caption=
|caption=
|name= Chiruchiru Whirlwind Leg  
|image2= EFZ_Minagi_214A_2.png
(ちるちる旋風脚)
|caption2=
|input= 214*
|name= Chiruchiru Whirlwind Leg <br> ちるちる旋風脚
|data=
|input= (j)214*
|data= Michiru does a hurricane kick. By far the most useful assist. Crucial to Minagi's okizeme game as it allows Minagi to run high/lows while the opponent is in blockstun. You can also do left/right mixups on the opponent's wakeup by dashing above them. By default Michiru spins in place, while the readied version will slowly move towards Minagi. 3f gap between hits.
  {{AttackData-EFZ
  {{AttackData-EFZ
  |version= A
  |version= A
  |damage= 100 x 4
  |damage= 100 x 4
  |guard=
  |guard= Any
  |property=
  |property=
  |startup=
  |startup= 48
  |active=
  |active= 3 x 7 + 1
  |recovery=
  |recovery= 31
  |advHit=
  |advHit=
  |advBlock=
  |advBlock=
Line 637: Line 932:
  |header= no
  |header= no
  |version= B
  |version= B
  |damage= 100 x 7
  |damage= 100 x 6
  |guard=
  |guard= Any
  |property=
  |property=
  |startup=
  |startup= 48
  |active=
  |active= 3 x 16
  |recovery=
  |recovery= 34
  |advHit=
  |advHit=
  |advBlock=
  |advBlock=
  |cancel= None
  |cancel= None
  |description=
  |description= * Michiru jumps twice as high.
  }}
  }}
  {{AttackData-EFZ
  {{AttackData-EFZ
Line 652: Line 947:
  |version= C
  |version= C
  |damage= 70 x 12
  |damage= 70 x 12
  |guard=
  |guard= Any
|property=
|startup= 41
|active= 3 x 13
|recovery= 33
|advHit=
|advBlock=
|cancel= None
|description=
}}
{{AttackData-EFZ
|header= no
|version= Ready A
|damage=
|guard= Any
|property=
|startup= 23
|active= 3 x 7 + 1
|recovery= 31
|advHit=
|advBlock=
|cancel= None
|description=
}}
{{AttackData-EFZ
|header= no
|version= Ready B
|damage=
|guard= Any
|property=
|startup= 23
|active= 3 x 16
|recovery= 34
|advHit=
|advBlock=
|cancel= None
|description= * Michiru jumps twice as high.
}}
{{AttackData-EFZ
|header= no
|version= Ready C
|damage=
|guard= Any
  |property=
  |property=
  |startup=
  |startup= 16
  |active=
  |active= 3 x 13
  |recovery=
  |recovery= 33
  |advHit=
  |advHit=
  |advBlock=
  |advBlock=
  |cancel= None
  |cancel= None
  |description= * Michiru does a hurricane kick. By far the most useful assist. Crucial to Minagi's okizeme game as it allows Minagi to run high/lows while the opponent is in blockstun. You can also do left/right mixups on the opponents wakeup by dashing above them.
  |description=
* Readied version will slowly move towards Minagi, as well as adding in more hits.
}}
{{AttackData-EFZ
|header= no
|version= Minagi
|damage= /
|guard= /
|property=
|startup= 3
|active= /
|recovery= 18
|advHit= /
|advBlock= /
|cancel= None
|description=
}}
{{AttackData-EFZ
|header= no
|version= Minagi (Air)
|damage= /
|guard= /
|property=
|startup= 6
|active= /
|recovery= 20
|advHit= /
|advBlock= /
|cancel= None
|description=
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">41236*</font> ======
====== <font style="display:none" size="0">41236*</font> ======
{{MoveData
{{MoveData
|image= Minagi41236.png
|image= Minagi41236.png
|image2= Minagi41236c.png
|image2= Minagi41236c.png
|caption=
|caption=
|name= Rice Ticket Presentation  
|name= Rice Ticket Presentation <br> お米券進呈
(お米券進呈)
|input= 41236*
|input= 41236*
|data=
|data= Minagi throws a ticket.
  {{AttackData-EFZ
  {{AttackData-EFZ
  |version= A
  |version= A
  |damage= 580
  |damage= 580
  |guard=
  |guard= Any
  |property=
  |property= /
  |startup=
  |startup= 9
  |active=
  |active= 49
  |recovery=
  |recovery= 29
  |advHit=
  |advHit= -7
  |advBlock=
  |advBlock= -9
  |cancel=             FIC
  |cancel= FIC
  |description=
  |description= * Travels about 75% of the screen.
  }}
  }}
  {{AttackData-EFZ
  {{AttackData-EFZ
Line 691: Line 1,054:
  |version= B
  |version= B
  |damage= 580
  |damage= 580
  |guard=
  |guard= Any
  |property=
  |property= /
  |startup=
  |startup= 14
  |active=
  |active= 72
  |recovery=
  |recovery= 35
  |advHit=
  |advHit= -12
  |advBlock=
  |advBlock= -14
  |cancel=             FIC
  |cancel= FIC
  |description=
  |description= * Travels about 90% of the screen, far enough to hit opponents fullscreen.
  }}
  }}
  {{AttackData-EFZ
  {{AttackData-EFZ
Line 705: Line 1,068:
  |version= C
  |version= C
  |damage= 600 x 2
  |damage= 600 x 2
  |guard=
  |guard= Any
  |property=
  |property= I: 1-10
  |startup=
  |startup= 9
  |active=
  |active= 97
  |recovery=
  |recovery= 45
  |advHit=
  |advHit= /
  |advBlock=
  |advBlock= -5
  |cancel=             FIC
  |cancel= FIC
  |description= * Minagi throws a ticket. C version has invulnerability.
  |description= * Hits twice, travels for over a screen, and most importantly invincible. Minagi's primary reversal option.
  }}
  }}
}}
}}


=== Eternity Specials ===
=== Eternity Specials ===
====== <font style="visibility:hidden" size="0">236236*</font> ======
====== <font style="display:none" size="0">236236*</font> ======
{{MoveData
{{MoveData
|image= Minagi236236.png
|image= Minagi236236.png
|caption=
|caption= 236236A
|name= Chiruchiru Kick Festival  
|image2= EFZ_Minagi_236236B.png
(ちるちるキック祭り)
|caption2= 236236B
|input= 236236*
|image3= EFZ_Minagi_236236C.png
|data=
|caption3= 236236C
|name= Chiruchiru Kick Festival <br> ちるちるキック祭り
|input= (j)236236*
|data= No difference between unreadied and readied versions.
  {{AttackData-EFZ
  {{AttackData-EFZ
  |version= A
  |version= A
  |damage=
  |damage= 140 x 17
  |guard=
  |guard= Any
  |property=
  |property= -
  |startup=
  |startup= 21
  |active=
  |active= 96
  |recovery=
  |recovery= 95
  |advHit=
  |advHit= +20 ~ +113
  |advBlock=
  |advBlock= +18 ~ +111
  |cancel=              None
  |cancel=              None
  |description=
  |description=
Line 742: Line 1,108:
  |header= no
  |header= no
  |version= B
  |version= B
  |damage=
  |damage= 210 x 18
  |guard=
  |guard= Any
  |property=
  |property= -
  |startup=
  |startup= 21
  |active=
  |active= 100
  |recovery=
  |recovery= 95
  |advHit=
  |advHit= +20 ~ +119
  |advBlock=
  |advBlock= +18 ~ +117
  |cancel=              None
  |cancel=              None
  |description=
  |description=
Line 756: Line 1,122:
  |header= no
  |header= no
  |version= C
  |version= C
  |damage=
  |damage= 280 x 21
  |guard=
  |guard= Any
  |property=
  |property= -
  |startup=
|startup= 21
  |active=
|active= 123
  |recovery=
|recovery= 95
  |advHit=
|advHit= +20 ~ +137
  |advBlock=
|advBlock= +18 ~ +135
|cancel=              None
|description=
}}
{{AttackData-EFZ
|header= no
|version= Minagi
|damage= /
|guard= /
|property= -
|startup= 9
|active= /
|recovery= 29
|advHit= /
|advBlock= /
|cancel=              None
|description=
}}
{{AttackData-EFZ
|header= no
|version= Minagi (Air)
|damage= /
|guard= /
|property= I: 2-3
  |startup= 1
  |active= /
  |recovery= 50
  |advHit= /
  |advBlock= /
  |cancel=              None
  |cancel=              None
  |description= * Michiru spins like a drill in the air towards the opponent. Higher levels increase duration and number of hits.
  |description= * Michiru spins like a drill in the air towards the opponent. Higher levels increase damage, hitbox size, and number of hits.
* Provides no gaps during the attack, so the opponent can block in the same direction even if a crossup is attempted.
* Provides no gaps during the attack, so the opponent can block in the same direction even if a crossup is attempted.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">214214*</font> ======
====== <font style="display:none" size="0">214214*</font> ======
{{MoveData
{{MoveData
|image= Minagi214214.png
|image= Minagi214214.png
|caption=
|caption=
|name= Chiruchiru Solar Plexus Break  
|name= Chiruchiru Solar Plexus Break <br> ちるちる鳩尾ブレイク
(ちるちる鳩尾ブレイク)
|input= (j)214214*
|input= 214214*
|data= Michiru does a powerful kick to the solar plexus. If Michiru is ready, she will roll towards the opponent until she is close enough to kick.
|data=
  {{AttackData-EFZ
  {{AttackData-EFZ
  |version= A
  |version= A
  |damage= 1000
  |damage= 1000
  |guard=
  |guard= Any
  |property=
  |property= -
  |startup=
  |startup= 19
  |active=
  |active= 2
  |recovery=
  |recovery= 18
  |advHit=
  |advHit= +39
  |advBlock=
  |advBlock= +32
  |cancel=              None
  |cancel=              None
  |description=
  |description=
Line 795: Line 1,188:
  |version= B
  |version= B
  |damage= 1800
  |damage= 1800
  |guard=
  |guard= Any
  |property=
  |property= -
  |startup=
  |startup= 19
  |active=
  |active= 2
  |recovery=
  |recovery= 18
  |advHit=
  |advHit= +49
  |advBlock=
  |advBlock= +32
  |cancel=              None
  |cancel=              None
  |description=
  |description=
Line 809: Line 1,202:
  |version= C
  |version= C
  |damage= 2500
  |damage= 2500
  |guard=
  |guard= Any
  |property=
  |property= -
  |startup=
|startup= 19
  |active=
|active= 2
  |recovery=
|recovery= 18
  |advHit=
|advHit= +58
  |advBlock=
|advBlock= +32
|cancel=              None
|description=
}}
{{AttackData-EFZ
|header= no
|version= Ready A
|damage=
|guard= Any
|property= -
|startup= 13 ~ 37
|active= 3
|recovery= 18
|advHit= +52 ~ +54
|advBlock= +30 ~ +32
|cancel=              None
|description=
}}
{{AttackData-EFZ
|header= no
|version= Ready B
|damage=
|guard= Any
|property= -
|startup= 13 ~ 52
|active= 3
|recovery= 18
|advHit= +72 ~ +74
|advBlock= +30 ~ +32
|cancel=              None
|description=
}}
{{AttackData-EFZ
|header= no
|version= Ready C
|damage=
|guard= Any
|property= -
|startup= 13 ~ 69
|active= 3
|recovery= 18
|advHit= +89 ~ +91
|advBlock= +30 ~ +32
|cancel=              None
|description=
}}
{{AttackData-EFZ
|header= no
|version= Minagi
|damage= /
|guard= /
|property= -
|startup= 3
|active= /
|recovery= 11
|advHit= /
|advBlock= /
|cancel=              None
|description=
}}
{{AttackData-EFZ
|header= no
|version= Minagi (Air)
|damage= /
|guard= /
|property= I: 2-2
  |startup= 1
  |active= /
  |recovery= 32
  |advHit= /
  |advBlock= /
  |cancel=              None
  |cancel=              None
  |description= * Michiru does a powerful kick to the solar plexus. Readied Michiru will roll forward towards the opponent if not next to them before the kick.
  |description=
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">214236*</font> ======
====== <font style="display:none" size="0">214236*</font> ======
{{MoveData
{{MoveData
|image= Minagi214236.png
|image= Minagi214236.png
|caption=
|caption= Bubble hitboxes expand over time.
|name= Soap Bubbles  
|name= Soap Bubbles <br> しゃぼん玉
(しゃぼん玉)
|input= 214236*
|input= 214236*
|data=
|data= Michiru and Minagi both blow launching soap bubbles towards the opponent. Michiru blows bubbles for longer, giving Minagi time to move. Minagi blows her bubbles farther, getting more reach at higher levels. Bubbles travel at random trajectories and ※Michiru has random startup, subsequently blowing random amounts within the time she is allowed to blow bubbles. Minagi shoots bubbles at a faster rate with level, while Michiru keeps the same frequency (every 7 frames/6f gap) at all levels. If Michiru is not available, Minagi will blow bubbles by herself.
{{AttackData-EFZ
|version= A (Minagi)
|damage= 200 x 5
|guard= Any
|property=
|startup= 12
|active= 41
|recovery= 36
|advHit= /
|advBlock=
|cancel=              None
|description= * 9f gap between bubbles.
}}
  {{AttackData-EFZ
  {{AttackData-EFZ
  |version= A
|header= no
  |damage= 200 x N
  |version= A (Michiru)
  |guard=
  |damage= 200 x 10~11※
  |guard= Any
  |property=
  |property=
  |startup=
  |startup= 9 ~ 15※
  |active=
  |active= 64 ~ 71
  |recovery=
  |recovery= 31 ~ 37
  |advHit=
  |advHit= /
  |advBlock=
  |advBlock=
  |cancel=              None
  |cancel=              None
Line 844: Line 1,320:
  {{AttackData-EFZ
  {{AttackData-EFZ
  |header= no
  |header= no
  |version= B
  |version= B (Minagi)
  |damage= 200 x N
  |damage= 200 x 11
  |guard=
  |guard= Any
|property=
|startup= 12
|active= 71
|recovery= 30
|advHit= /
|advBlock=
|cancel=              None
|description= * 6f gap between bubbles.
}}
{{AttackData-EFZ
|header= no
|version= B (Michiru)
|damage= 200 x 15~16※
|guard= Any
  |property=
  |property=
  |startup=
  |startup= 9 ~ 15※
  |active=
  |active= 99 ~ 106
  |recovery=
  |recovery= ~32
  |advHit=
  |advHit= /
  |advBlock=
  |advBlock=
  |cancel=              None
  |cancel=              None
Line 858: Line 1,348:
  {{AttackData-EFZ
  {{AttackData-EFZ
  |header= no
  |header= no
  |version= C
  |version= C (Minagi)
  |damage= 200 x N
  |damage= 200 x 24
  |guard=
  |guard= Any
|property=
|startup= 12
|active= 93
|recovery= 32
|advHit= /
|advBlock=
|cancel=              None
|description= * 3f gap between bubbles.
}}
{{AttackData-EFZ
|header= no
|version= C (Michiru)
|damage= 200 x 18~19※
|guard= Any
  |property=
  |property=
  |startup=
  |startup= 9 ~ 15※
  |active=
  |active= 120 ~ 127
  |recovery=
  |recovery= ~35
  |advHit=
  |advHit= /
  |advBlock=
  |advBlock=
  |cancel=              None
  |cancel=              None
  |description= * Michiru and Minagi both blow soap bubbles towards the opponent. Minagi stops blowing first, giving her time to move.
  |description=
  }}
  }}
}}
}}


=== Final Memory ===
=== Final Memory ===
====== <font style="visibility:hidden" size="0">222S</font> ======
====== <font style="display:none" size="0">FM</font> ======
{{MoveData
{{MoveData
|image= MinagiFM.png
|image= MinagiFM.png
|caption=
|caption=
|name= Star Sand  
|name= Star Sand <br> 星の砂
(星の砂)
|input= 222S
|input= 222S
|data=
|data=
  {{AttackData-EFZ
  {{AttackData-EFZ
  |damage=
  |damage= 500 + 300 x N
  |guard=
  |guard= Any
  |property=
  |property= I: 1-13
  |startup=
  |startup= 19
  |active=
  |active= 2
  |recovery=
  |recovery= 66
  |advHit=
  |advHit= /
  |advBlock=
  |advBlock= -53
  |cancel=               None
  |cancel= None
  |description= *Minagi and Michiru call stars to fall from the sky. Lasts for quite a while. Hitting Michiru will cancel the FM and stop it from producing more stars. Hitting Minagi does not stop the FM.
  |description= * Minagi and Michiru call stars to fall from the sky. Lasts for quite a while. Hitting Michiru will cancel the FM and stop it from producing more stars. Hitting Minagi does not stop the FM.
* Knocks down on hit.
  }}
  }}
}}
}}
Line 897: Line 1,401:
== Strategy ==
== Strategy ==


:A fair number of Minagi's normals actually have really good frame data, but due to their short reach or awkward hitboxes, are not as useful as they could be. You'll have to play around these shortcomings by using stance cancels and Michiru specials to lock down the opponent and run your mixup game. Michiru's positioning will also become extremely important during the course of the match. :Finally, Minagi's mixups are quite good and fairly safe due to Minagi's ability to block during Michiru's attacks. A short insight on each of these items is presented below.
:A fair number of Minagi's normals actually have really good frame data, but due to their short reach or awkward hitboxes, are not as useful as they could be. You'll have to play around these shortcomings by using stance cancels and Michiru specials to lock down the opponent and run your mixup game. Michiru's positioning will also become extremely important during the course of the match. Finally, Minagi's mixups are quite good and fairly safe due to Minagi's ability to block during Michiru's attacks. A short insight on each of these items is presented below.


=== Stance Cancels ===
=== Stance Cancels ===


:Minagi can make use of Michiru's ready/unready ability to effectively stance cancel her normals. This both changes Michiru's state as well as cutting the recovery of her normals to 17f, the recovery from readying Michiru. This makes a blocked 5C(1), 2C, or 662C safe while still applying pressure. This becomes unsafe if the button before stance canceling is RGed, so varying your timing and which normal you stance cancel on will become extremely important to surviving and keeping your lockdown going.
:Minagi can make use of Michiru's ready/unready ability to stance cancel her normals, cutting the recovery of her normals to 17 frames. This makes 5C(1), 2C, and 662C all go from punishable on block to plus. Buffering these cancels becomes very unsafe if the stance cancelled normal is RGed, so varying your timing and which normal you cancel on is extremely important to surviving and keeping your lockdown going.


=== Lockdown ===
=== Lockdown ===


:By abusing Minagi's ability to stance cancel, and the great frame data on Michiru's specials, you can keep the opponent locked down for an extended amount of time. For example, you can 662BD 5C(1) D 662CD 5C(1) 236B IAD jAAAA... and continue on pressuring even further. Learn how to vary whether to stance cancel and use a Michiru special to keep the opponent guessing and preventing them from escaping your lockdown. It is also best if you learn how to convert off the random hits you may get during lockdown. There is no timer, so keeping the opponent blocking is only so helpful; you must get damage in somewhere to win the game.
:By abusing Minagi's ability to stance cancel and the great frame advantage provided by Michiru you can keep the opponent locked down for an extended amount of time. For example, you can 662B 5S 5C(1) 5S 662C 5S 5C(1) 236B IAD jAAAA... and continue on pressuring even further. Learn how to vary whether to stance cancel and use a Michiru special to keep the opponent guessing and preventing them from escaping your lockdown. It is also best if you learn how to convert off the random hits you may get during lockdown. There is no timer, so keeping the opponent blocking is only so helpful; you must get damage in somewhere to win the game.


=== Michiru's Positioning ===
=== Michiru's Positioning ===


:A good Minagi can work around any of Michiru's positionings, but a great Minagi will be able to manipulate her position with far less effort. Knowing how far 236 and 214 will move Michiru, where she likes to position herself after correcting for long distances, and how far 4D and 6D move her will allow you to choose the correct positioning for the situation.
:A good Minagi can work around any of Michiru's positionings, but a great Minagi will be able to manipulate her position with far less effort. Knowing how far each version of 236 and readied 214 will move Michiru, where she likes to position herself after correcting for long distances, and how far 4S and 6S move her will allow you to choose the correct positioning for the situation.


:Against characters with better normals, reach, or positioning, you will ideally want to place Michiru further away from you, and allow the opponent to close the distance. Since Michiru cannot be hit until she performs a special, the opponent will have to pass her and be vulnerable to any moves from behind. Ready her up at a good distance and either 236B or 236C when the opponent aproaches. 236C will give you plenty of time to confirm a hit, even if the opponent hit you first. From here you are free to set up Michiru for okizeme.  
:Against characters with better normals, reach, or positioning, you will ideally want to place Michiru further away from you, and allow the opponent to close the distance. Since Michiru cannot be hit until she performs a special, the opponent will have to pass her and be vulnerable to any moves from behind. Ready her up at a good distance and either 236B or 236C when the opponent approaches. 236C will give you plenty of time to confirm a hit, even if the opponent hit you first. From here you are free to set up Michiru for okizeme.  


:If the opponent must approach from the air (Akiko, Ayu, Neyu) you can place Michiru closer, ready her, and use 421 as a homing antiair that you can combo from. Minagi does not have any good normals for antiairs other than 662C, so either moving around to avoid air approaches or using Michiru are your only good/safe options.
:If the opponent must approach from the air (Akiko, Ayu, Neyu) you can play around a readied Michiru and use 421C as a homing anti-air that you can combo from, although this is a somewhat large commitment. Minagi also lacks good anti-air normals other than her 662C, which is also not ideal since as a dashing normal it requires Minagi to have specific positioning herself. Thankfully, Minagi has an above average air throw which usually gives her good oki.


:Michiru's distance from the corner dictates what oki you can use, and whether or not it will be safe. Anything outside of the corner, and 236 will be ideal (with the occasional 421 for catching jump outs). Close to the corner, and 214 will be ideal. If you wish to burn super for unconstestable oki, 236236A outside of the corner is an excellent choice.
:Michiru's distance from the corner dictates what oki you can use, and whether or not it will be safe. Minagi is generally good at carrying to the corner in her combos, but if she does a simple 2C knockdown she still gets to manipulate Michiru well with 4/5/6S cancels. If Michiru is not positioned ideally, 236* is a reliable oki tool. With better Michiru positioning, both unreadied and readied 214* (and sometimes 421*) will allow and more rewarding and varied mixups. If you wish to burn super for unconstestable oki, 236236A outside of the corner is an excellent choice.


== Combos ==
== Combos ==
Line 924: Line 1,428:


=== No IC ===
=== No IC ===
:<u>No Michiru</u>


::'''2AAAACD'''
<u>No Michiru</u>
::* Extremely basic combo when you can't get 5C to combo. Use Michiru set up to oki afterwards. (1136 DAMAGE) [replay 1-1] <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|XRigydFB710}}


::'''2A 5C jB 66 jAB 66A xN (to corner) 5ABBC(1) 41236A'''
{{EFZComboVideo
::* Basic launcher into corner carry. Number of 66As varies. Can stop early into 5AC 41236A into an IAD mixup. (3021 DAMAGE) [replay 1-1] [https://youtu.be/XRigydFB710?t=7 show video example]
|text=:*'''2AAAACS'''
|video={{#ev:youtube|XRigydFB710}}
}}
::* Extremely basic combo when you can't get 5C to combo. Use Michiru set up to oki afterwards. (1136 DAMAGE) [replay 1-1]  


::Near corner: '''2A/B 5C jB 66 jAB land j.AAB~C land 5ABBC(1) 41236A'''
{{EFZComboVideo
::* When just outside of corner. 41236A ender is hard knockdown and allows plenty of time to set up Michiru for mixups. (3386 DAMAGE)  
|text=:*'''2A 5C jB 66 jAB 66A xN (to corner) 5ABBC(1) 41236A'''
|video={{#ev:youtube|XRigydFB710|||||start=7}}
}}
::* Basic launcher into corner carry. Number of 66As varies. Can stop early into 5AC 41236A into an IAD mixup. (3021 DAMAGE) [replay 1-1]


::Corner: '''2B 5C jB~C land jAABC land 5ABBC jBC djA[6]C'''
:*Near corner '''2A/B 5C jB 66 jAB land jAAB .. jC land 5ABBC(1) 41236A'''
::* Corner combo showing off her jAABC extender and alternate ender. (3758 DAMAGE) [replay 1-1] [https://youtu.be/XRigydFB710?t=20 show video example]
::* When just outside of corner. Knockdown allows plenty of time to set up Michiru for mixups. (3386 DAMAGE)  


:<u>With Michiru</u>
{{EFZComboVideo
|text=:*Corner '''2B 5C jB ..jC land jAABC land 5ABBC jBC djA dj6C(tech trap)'''
|video={{#ev:youtube|XRigydFB710|||||start=20}}
}}
::* Corner combo showing off her jAABC extender and alternate ender. (3758 DAMAGE) [replay 1-1]


::Midscreen, on readied 214B hit: '''662C jB 66 jAB 66A xN (to corner) 5ABBC(1) 41236A'''
<u>With Michiru</u>
::* On successful mixup from Michiru spinkick. (3169 DAMAGE) [replay 1-2] <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|-_wR7p_j0I4}}


::Corner, on readied 214B hit: '''2A 5C jB~C land jAABC land 5ABBC(1) 41236A'''
{{EFZComboVideo
::* On successful mixup from Michiru spinkick in corner. (3558 DAMAGE) [replay 1-2] [https://youtu.be/-_wR7p_j0I4?t=16 show video example]
|text=:*Midscreen, on readied 214B hit '''662C jB 66 jAB 66A xN (to corner) 5ABBC(1) 41236A'''
|video={{#ev:youtube|-_wR7p_j0I4}}
}}
::* On successful mixup from Michiru spinkick. (3169 DAMAGE) [replay 1-2]  


::Corner, on readied 236 hit: '''5BC jB~C land jAABC land 5ABBC(1) 41236A'''
{{EFZComboVideo
::* You'll use 236 if Michiru is readied outside the corner, or to punish mash. (3884 DAMAGE) [replay 1-2] [https://youtu.be/-_wR7p_j0I4?t=23 show video example]
|text=:*Corner, on readied 214B hit '''2A 5C jB .. jC land jAABC land 5ABBC(1) 41236A'''  
|video={{#ev:youtube|-_wR7p_j0I4|||||start=16}}
}}
::* On successful mixup from Michiru spinkick in corner. (3558 DAMAGE) [replay 1-2]


::Corner, Michiru close, not readied: '''2B 5C jBC j214214A jB j236A jBC 5ABC(1) 8 jABC j236A j[6]C'''
{{EFZComboVideo
::* Fancy metered combo that loops back into the same Michiru state it started in. The j[6]C at the end is to catch techs. (4139 DAMAGE) [replay 1-3] <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|zWVrpaTw1-g}}
|text=:*Corner, on readied 236 hit '''5BC jB .. jC land jAABC land 5ABBC(1) 41236A'''
|video={{#ev:youtube|-_wR7p_j0I4|||||start=23}}
}}
::* You'll use 236 if Michiru is readied outside the corner, or to punish mash. (3884 DAMAGE) [replay 1-2]  


::Corner, Michiru close, (un)readied: '''2B 5C(1) 214214A 662C jB~C land jAABC land 5ABBC(1) 41236A'''
{{EFZComboVideo
::* Meter dump off a successful hit into 5C(1). (4200 DAMAGE) [replay 1-3] [https://youtu.be/zWVrpaTw1-g?t=14 show video example]
|text=:*Corner, Michiru close, not readied '''2B 5C jBC j214214A jB j236A jBC 5ABC(1) 8 jABC j236A j6C(tech trap)'''  
|video={{#ev:youtube|zWVrpaTw1-g}}
}}
::* Fancy metered combo that loops back into the same Michiru state it started in. (4139 DAMAGE) [replay 1-3]


::Corner, Michiru near corner: '''... 2C 2141236A jB~C land 5ABBC(1) 41236A'''
{{EFZComboVideo
|text=:*Corner, Michiru close, (un)readied '''2B 5C(1) 214214A 662C jB .. jC land jAABC land 5ABBC(1) 41236A'''
|video={{#ev:youtube|zWVrpaTw1-g|||||start=14}}
}}
::* Meter dump off a successful hit into 5C(1). (4200 DAMAGE) [replay 1-3]
 
:*Corner, Michiru near corner '''... 2C 2141236A jB .. jC land 5ABBC(1) 41236A'''
::* Damage and combo viability varies greatly on bubble RNG. You get good damage even if you can't follow up with 5B or jB. (3-4000 DAMAGE) [replay 1-4]
::* Damage and combo viability varies greatly on bubble RNG. You get good damage even if you can't follow up with 5B or jB. (3-4000 DAMAGE) [replay 1-4]


=== Red IC ===
=== Red IC ===


:<u>No Michiru</u>
<u>No Michiru</u>


::'''2AA 5C(1) IC 662C jB 66 jAB land 66A xN (to corner) 5ABBC(1) 41236A'''
{{EFZComboVideo
::* If you can't confirm a low number of hits into 5C, or are too far, this is your go to to confirm into a better combo. (2991 DAMAGE) [replay 1-5] <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|peXacDBC-a0}}
|text=:*'''2AA 5C(1) IC 662C jB 66 jAB land 66A xN (to corner) 5ABBC(1) 41236A'''
|video={{#ev:youtube|peXacDBC-a0}}
}}
::* If you can't confirm a low number of hits into 5C, or are too far, this is your go to to confirm into a better combo. (2991 DAMAGE) [replay 1-5]  


::'''2AA 5C (1) IC 662C jB 66 jA~B Land 662C jB~C djAABC 236A j6C'''
:*'''2AA 5C (1) IC 662C jB 66 jA .. jB Land 662C jB .. jC djAABC 236A j6C'''
::*This will work in at all ranges except from your own corner, so 3/4 and closer to the opposite corner. Does more damage and generally gives better Oki. To make 662C easier to land, make Sure you delay the j.B after 66 j.A to land as quickly as possible and get as much hitstun as you can. The j6C at the end is to catch techs. (3101 DAMAGE)
::*This will work in at all ranges except from your own corner, so 3/4 and closer to the opposite corner. Does more damage and generally gives better Oki. To make 662C easier to land, make Sure you delay the j.B after 66 j.A to land as quickly as possible and get as much hitstun as you can. (3101 DAMAGE)


::'''2AA 5C (1) IC 662C jB 66 jA~B Land 5BB 5C jB~C djAABC 236A j6C'''
:*'''2AA 5C (1) IC 662C jB 66 jA .. jB Land 5BB 5C jB .. jC djAABC 236A j6C'''
::*This only works midscreen or closer to the corner. On midscreen, you'll need to skip the c.B since it whiffs. A tiny microstep backwards into f.B works. It's more specific than the combo above, but it let's you deal more damage and retains the better Oki than 41236A. The j6C at the end is to catch techs. (3492 DAMAGE)
::*This only works midscreen or closer to the corner. On midscreen, you'll need to skip the c.B since it whiffs. A tiny microstep backwards into f.B works. It's more specific than the combo above, but it let's you deal more damage and retains the better Oki than 41236A. (3492 DAMAGE)


::'''66C IC 662C jB 66 jAB land 66A xN (to corner) 5ABBC(1) 41236A'''
{{EFZComboVideo
::* Carry combo off raw overhead. (3173 DAMAGE) [replay 1-5] [https://youtu.be/peXacDBC-a0?t=11 show video example]
|text=:*'''66C IC 662C jB 66 jAB land 66A xN (to corner) 5ABBC(1) 41236A'''
|video={{#ev:youtube|peXacDBC-a0|||||start=11}}
}}
::* Carry combo off raw overhead. (3173 DAMAGE) [replay 1-5]  


:<u>With Michiru</u>
<u>With Michiru</u>


::Near corner, Michiru not readied: '''236C jB 66 jBC 5ABBC(1) 41236A'''
{{EFZComboVideo
::* Confirm off the wallbounce from 236C. Can be used if you're in the corner as well. (2651 DAMAGE) [replay 1-6] [https://youtu.be/Nzd1L2xOuy4?t=12 show video example]
|text=:*Near corner, Michiru not readied '''236C jB 66 jBC 5ABBC(1) 41236A'''
|video={{#ev:youtube|Nzd1L2xOuy4|||||start=12}}
}}
::* Confirm off the wallbounce from 236C. Can be used if you're in the corner as well. (2651 DAMAGE) [replay 1-6]  


::Michiru readied: '''236C (5) 662C jB 66 jAB 66A xN (to corner) 5ABBC(1) 41236A'''
{{EFZComboVideo
::* Michiru can be on either side of opponent. Most useful when opponent is sandwiched. (2932 DAMAGE) [replay 1-6] <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|Nzd1L2xOuy4}}
|text=:*Michiru readied '''236C (5) 662C jB 66 jAB 66A xN (to corner) 5ABBC(1) 41236A'''
|video={{#ev:youtube|Nzd1L2xOuy4}}
}}
::* Michiru can be on either side of opponent. Most useful when opponent is sandwiched. (2932 DAMAGE) [replay 1-6]  


=== Blue IC ===
=== Blue IC ===


:<u>No Michiru</u>
<u>No Michiru</u>


::In corner: '''2BB 5C(1) BIC 662C IAD jB 662C jB 66 jAB 662C jB~C land 5ABBC(1) 41236A'''
{{EFZComboVideo
::* Corner to corner carry, the IAD jB needs practice to land consistently. (4836 DAMAGE) [replay 1-7] <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|lubZriz253g}}
|text=:*In corner '''2BB 5C(1) BIC 662C IAD jB 662C jB 66 jAB 662C jB .. jC land 5ABBC(1) 41236A'''
|video={{#ev:youtube|lubZriz253g}}
}}
::* Corner to corner carry, the IAD jB needs practice to land consistently. (4836 DAMAGE) [replay 1-7]  


::Corner: '''2B 5C jB~C land 5BC jBC BIC jBC 5BC jB~C 5ABBC(1) 41236A'''
{{EFZComboVideo
::* Very basic BIC combo in the corner. Easy and reasonable damage. (6059 DAMAGE) [replay 1-8] <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|o4ocjVpDY5w}}
|text=:*Corner '''2B 5C jB .. jC land 5BC jBC BIC jBC 5BC jB .. jC 5ABBC(1) 41236A'''  
|video={{#ev:youtube|o4ocjVpDY5w}}
}}
::* Very basic BIC combo in the corner. Easy and reasonable damage. (6059 DAMAGE) [replay 1-8]


:<u>With Michiru</u>
<u>With Michiru</u>


::Corner: '''throw BIC 2141236A 5BC jB~C land jAABC land 5ABBC(1) 41236A'''
:*Corner '''throw BIC 2141236A 5BC jB .. jC land jAABC land 5ABBC(1) 41236A'''
::* Most corner combos can go into a BIC 2141236A route. Bubble RNG plays a big role in damage numbers here. (6454 DAMAGE) [replay 1-8]
::* Most corner combos can go into a BIC 2141236A route. Bubble RNG plays a big role in damage numbers here. (6454 DAMAGE) [replay 1-8]


::Corner, Michiru near corner, readied 214B hit: '''662C jB~C land 5BC(1) BIC 2141236A 5BC jB~C land jAABC land 5ABBC(1) 41236A'''
:*Corner, Michiru near corner, readied 214B hit '''662C jB .. jC land 5BC(1) BIC 2141236A 5BC jB .. jC land jAABC land 5ABBC(1) 41236A'''
::* Example of adding bubble super into a normal combo for a big damage upgrade. (6500-7200 DAMAGE) [replay 1-9]
::* Example of adding bubble super into a normal combo for a big damage upgrade. (6500-7200 DAMAGE) [replay 1-9]


== Okizeme ==
== Okizeme ==
<u>236</u>
<u>236</u>
:'''Midscreen
{{EFZComboVideo
|text=:
|video={{#ev:youtube|_WUdWVUFZiw|||||start=850&end=880}}
}}


:'''Corner'''
:'''Corner'''
:* For the most part, 236 will be your go to oki when you expect the opponent to mash or reversal, as it allows you to be block while Michiru will usually trade with the opponent and let you combo afterward. You can also use j236 on oki to go for a high low with jA/B or land 2B.
 
{{EFZComboVideo
|text=:
|video={{#ev:youtube|_WUdWVUFZiw|||||start=906&end=926}}
}}
 
:* For the most part, 236* will be your go to oki when you expect the opponent to mash or reversal, as it allows you to be block while Michiru will usually trade with the opponent and let you combo afterward. You can also use j236 on oki to go for a high low with jA/B or land 2B.


<u>Readied 214</u>
<u>Readied 214</u>


:'''Midscreen'''
:'''Midscreen'''
:* After a 2CD midscreen, you can 214B and go for a left/right mixup by jumping over the opponent.  Airdash back over for a non-crossup.  Both options allow you plenty of time to confirm a 662C followup.  You can also do a late IAD over the opponent for a crossup.


:* There is also the option for a high/low mixup with 662B/2B or 66C. If done early enough in the spinkick, you can confirm into 662C. If late, IC to get the 662C followup.
{{EFZComboVideo
|text=:
|video={{#ev:youtube|_WUdWVUFZiw|||||start=828&end=850}}
}}
 
:* After a 2C 5S, you can 214B and go for a left/right mixup by jumping over the opponent and air backdashing for a sameside or not. Both options allow you plenty of time to combo into 662C. You can also do a late IAD over the opponent for a crossup.
 
:* There is also the option for a high/low mixup with 662B/2B or 66C. If done early enough, you can combo into 662C without needing to IC.


:'''Corner'''
:'''Corner'''


:* You can use the same j214 trick in the 236 section to do a high/low mixup. Since 214 lasts so long, you can also get a 66C or 2B mixup. If blocked, you can do it again and IC the overhead/low to confirm into a combo. Readied 214 in the corner will pull the opponent outside of the corner, allowing mixups following the spinkick. Due to crossup protection during consecutive guard, crossing up in the middle of spinkick will do nothing.
{{EFZComboVideo
|text=:
|video={{#ev:youtube|_WUdWVUFZiw|||||start=880&end=906}}
}}
 
:* You can use j214* to do a high/low mixup in the same manner described for j236*. Normal 66C/2B mix is still available as well. If blocked, you can do a second mixup and IC the overhead/low to confirm into a combo. Readied 214 in the corner will pull the opponent outside of the corner, allowing additional options after. Do be aware that the opponent can not be crossed up during uninterrupted blockstun, so doing a left right while the 214* is still going will be ineffective.


<u>Non-readied 214B</u>
<u>Unreadied 214B</u>


:'''Corner'''
:'''Corner'''
:* Non-readied 214B will stay in place and make Michiru spin slightly higher. Due to the higher kicks, most characters will duck underneath Michiru's hitboxes during the middle of the spinkick. With good timing you can throw the opponent while they are not in blockstun. The best way for the opponent to avoid this is to stand block Michiru to prevent a throw. Mix up with 2B to crush this tactic.
 
:* Unreadied 214B will stay in place and make Michiru spin slightly higher. Due to the additional height, most characters will be able to crouch under the first few hits. With good timing you can throw the opponent for a combo. The opponent can block high to avoid this but then they are open to 2B. Since 66C is not needed for this mixup, it is harder to react to.


== Win Quotes ==
== Win Quotes ==
Line 1,099: Line 1,671:
…ポ
…ポ
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[TRANSLATION NEEDED]
...The Japanese are rice-y people.
       
...blush
|-
|-
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|

Latest revision as of 04:23, 23 June 2024

EFZ FeedbackImage.png Give feedback EFZ FeedbackImage.png
Tohno Minagi

Introduction

Tohno Minagi (遠野 美凪) is a puppet character who can effectively lock down opponents with the help of her best friend, Michiru. The vast majority of her special moves are tied to Michiru, commanding her to perform various actions such as moving, attacking, and switching stances. Michiru's stance mechanic gives Minagi access to safe and repeatable stance cancels but also forces her to choose between an immobile Michiru or a Michiru with slow attacks at any given time. The combination of Michiru's multihitting moves and Minagi’s normals allow the pair to safely pressure and mix up their opponents. Since Michiru is always present on the stage and is only ever vulnerable when attacking, she can easily "sandwich" the opponent into positions where they cannot easily deal with her as she attacks from behind. However, this also means that players will need to constantly be repositioning Michiru (unlike Mai who summons her puppet at-will) and if she gets hit then Minagi will be stuck with her mediocre solo moveset for several seconds.

Minagi is one of the heroines of AIR, a visual novel produced by Key in 2000. She is a top student of the school in the town where the story takes place. Her lack of expression gives people an enigmatic impression, though in reality, she is warm and loving. Minagi enjoys blowing bubbles, eating rice, and is the president of the astronomy club at school. Her best friend is Michiru, a bright and energetic girl who sees Yukito as a "rival" and usually greets him with a kick. During AIR, Yukito discovers Minagi's secret concerning her mother, and also learns the truth behind Michiru...

Minagi was added to EFZ's cast in Blue Sky Edition.

The in-game romanization of Minagi's surname is spelled as Toono instead of Tohno.

Stage: Abandoned Station (Day) (廃駅(昼))

BGM: Prism (虹)

Character-Specific Notes

  • Minagi's puppet, Michiru, can switch between 2 stances with 5S. In Michiru's default stance, Unreadied, her move commands (4/6S) are available, she will automatically run towards Minagi if she is far away, and her attacks are generally weak and slow. In her Readied stance, Michiru cannot move at all, but most attacks done in the stance will be far improved. After a readied attack, Michiru will return to her Unreadied stance.
  • Once Michiru starts attacking the opponent, she becomes vulnerable to attack herself. If Michiru is hit, she will fly up into the air and lie on the floor for 153 frames, unable to take any commands from Minagi. The launch Michiru takes when hit is consistent, but since she jumps in almost all of her moves the height at which she lands from can vary. When Michiru is hit on the ground she takes 48 frames to land, so at minimum Michiru will be uncontrollable for 201 frames (just over 3 seconds) whenever she takes a hit.
  • Most Michiru commands can be done in the air, and while doing so Minagi will stop her air movement for the duration of her command animation. Minagi will be unable to double jump or airdash after issuing an air command.
  • Minagi is one of a few characters who gain some throw invincibility after double jumping.
  • Minagi 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
Minagi5a.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
200 - - Ground 5 5 6 +1 0 N SP J IC R SB
  • Minagi extends out her hand in a short punch.
c5B
c5B
Minagic5b.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
400 - - Ground 6 8 6 +3 +1 N SP J IC f5B SB
  • Minagi offers the opponent a ticket that for some reason causes pain.
f5B
f5B
Minagif5b.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
410 - - Ground 9 2 21 -7 -9 N SP IC SB
  • Minagi swings her bag in front of her. Very similar to Mizuka's f5B and is similarly has a very powerful hitbox. Most useful in neutral. Can combo into many of her specials and supers when Michiru is properly set up.
5C
5C
Minagi5c.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
430 - - Ground 10 1 32 -9 -11 SP JH IC SB
500 - - Ground 20 2 21 / -1 SP JH IC SB
  • Minagi does one downward swipe into an upward swipe with a spread of paper tickets. Second hit launches.

Crouching

2A
2A
Minagi2a.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
190 - - Ground 5 2 9 0 -1 N SP J IC R SB
  • Minagi thrusts a ticket forward while crouching.
  • Unfortunately not a low.
2B
2B
Minagi2b.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
420 - - Low 6 5 9 +3 +1 N SP J IC f5B SB
  • Minagi does an apologetic bow. Hits low, but has less range than 2A. Very fast startup and crucial to her high/low game.
2C
2C
Minagi2c.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
600 - - Low 8 8 32 / -5 SP IC SB
  • Minagi extends her legs out to trip the opponent. Good for getting simple knockdowns midscreen into Michiru shenanigans. For combos you'll be using 5C more often.

Jumping

j5A
j5A
Minagij5a.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
210 - - High 4 2 11 / / N SP J AD IC R
  • Minagi swipes under herself with a ticket. Exceptionally fast.
j5B
j5B
Minagij5b.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
420 - - High 7 5 14 / / N SP J AD IC
  • Minagi kicks at an angle towards the ground.
j5C
j5C
Minagij5c.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
540 - - High 10 3 32 / / SP J AD IC
  • Minagi does a flip kick which hits mostly in front of her. Used in her corner juggle loops and can be useful when challenging air-to-air. Causes downward momentum on aerial hit.

Dashing

66A
66A
Minagi66a.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
230 - - Ground 7 6 4 +1 0 SP IC SB
  • Similar to 5A except the hitbox is slightly smaller and it has forward momentum. Used in Minagi's 66AxN corner carries and in pressure.
66B
66B
Minagi66b.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
430 - - Ground 9 2 27 -3 -5 SP IC SB
  • Identical to f5B with forward momentum. Strong neutral tool for hassling the opponent.
66C
66C
Minagi66c.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
650 - - High 23 2 22 0 -2 IC
  • Minagi dashes forward and swipes down with a ticket. Minagi's only grounded overhead, and also her only ground normal that can't be cancelled with S commands.
662A
662A
Minagi662a.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
210 - - Ground 6 2 8 0 -1 SP IC SB
  • Similar to 2A except the hitbox is slightly smaller and has forward momentum.
662B
662B
Minagi662b.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
580 - - Low 10 2 19 / +1 SP IC SB
  • Similar to 2C with different placing of the hitbox and forward momentum. Good for catching people blocking high at a distance.
662C
662C
Minagi662c.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
500 - - Ground 12 2 30 / -10 SP JH IC SB
  • Minagi does an upward swipe from dashing, identical to the second hit of 5C. This is Minagi's main way of launching opponents.

Throws

Ground Throw
Ground Throw
c6C/4C
EFZ Minagi Tohno Grab.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
800 - - Throw 5.33 0.66 27 / / IC
  • Can be IC canceled to start a combo.
Air Throw
Air Throw
cj6C
EFZ Minagi Tohno Airgrab.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
1200 - - Throw 2 1 / / / None
  • Regular air throw. Opponent lands directly below Minagi.

Special Moves

Specials

*S
Chiruchiru _____
4/5/6S
MinagiD.png
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
5S / - - / 0.33 / 16.66 / / None
  • 5S - Chiruchiru Setup (ちるちる構えて)
    • Michiru enters her "ready" stance. In this stance, she cannot move but her assist specials are much faster and some get unique properties. When Michiru completes a readied attack, she will return to her normal stance. Cancelling into this move and its variants is crucial to Minagi's gameplan.
  • 5S - Chiruchiru Stop Setup (ちるちる構え止め)
    • Michiru leaves the "ready" state and can move again.
4/6S / - - / 0.33 / 15.66 / / None
  • 6S - Chiruchiru Right (ちるちる右よ)
    • Orders Michiru to move right. Cannot be used while Michiru is readied.
  • 4S - Chiruchiru Left (ちるちる左よ)
    • Orders Michiru to move left. Cannot be used while Michiru is readied.
236*
Chiruchiru Kick
ちるちるキック

(j)236*
EFZ Minagi 236A.png
A/B
A/B
EFZ Minagi 236C.png
C (Unreadied)
C (Unreadied)
EFZ Minagi R 236C.png
C (Readied)
C (Readied)
Michiru jumps forward while kicking. If she is not readied, Michiru will bounce off on contact with the opponent, resulting in a huge amount of recovery and displacement. When readied, she will launch the opponent and recover as normal, passing through the opponent instead of bouncing off. Distance traveled ascends with button strength. If this move is input while unreadied Michiru is automatically catching up to Minagi, her attack will have readied startup, yet still won't completely behave like the readied versions. 236A and 236B will start up and recover as if they were readied but still won't launch the opponent. 236C is a similar story, having readied startup but still doing the unreadied wallbounce. ※First value is on whiff, second is on hit/block.
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 550 - - Any 13 27 9, 85 ~ 87※ +17 +15 None
B 550 - - Any 13 35 9, 85 ~ 89※ +17 +15 None
C 700 - - Any 13 35 9, 85 ~ 89※ / +22 None
  • Causes a wallbounce on hit.
Ready A - - - Any 10 27 9 / +21 None
  • Launches.
Ready B - - - Any 10 35 9 / +21 None
  • Launches.
Ready C 150 x 5 - - Any 10 35 9 +32 ~ +87 +31 ~ +85 None
  • Doesn't launch but hits 5 times for extreme frame advantage.
Minagi / - - / 3 / 18 / / None
Minagi (Air) / - - / 6 / 20 / / None
623*
Chiruchiru Drilling Bow Thigh
ちるちる穿弓腿

623*
EFZ Minagi 623A.png
A/B
A/B
EFZ Minagi 623C.png
EFZ Minagi 623C 1.png
EFZ Minagi 623C 2.png
C
C
Michiru does a launching up-kick. This move is not particularly useful, and for whatever reason, it is the only attack command that cannot be issued from the air. If this move is input while unreadied Michiru is automatically catching up to Minagi, Minagi will go through the command animation (and even spend RF if 623C was input) but Michiru will not do anything.
Version Damage Proration Juggle Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 500 - - Any I: 0.33 - 13.66 35 10 65 / +15 FIC
B 400 - - Any I: 0.33 - 13.66 35 20 71 / +15 FIC
  • Michiru is able to absorb a hit for Minagi.
C - - - Any I: 0.33 - 54.66 35 20, 10 x 2 51 / +30 ~ +44 FIC
  • Hits multiple times.
Ready A - - - Any I: 0.33 - 3.66 9 10 65 / -10 FIC
Ready B - - - Any I: 0.33 - 3.66 9 20 71 / -10 FIC
  • Michiru is able to absorb a hit for Minagi.
Ready C - - - Any I: 0.33 - 28.66 9 20, 10 x 2 51 / +4 ~ +18 FIC
  • Hits multiple times.
Minagi / - - / / 3 / 47 / / FIC
  • Minagi herself isn't invincible in any version.
421*
Chiruchiru Iron Head Merit
ちるちる鉄頭功

(j)421*
EFZ Minagi 421A 1.png
EFZ Minagi 421A 2.png
Nerfed into obscurity.
Nerfed into obscurity.
Michiru leaps into the air and comes crashing down head first. Has two hits, but they do not combo into each other very reliably. Michiru first hits on her way up, and the second hit is while she crashes down. The first hit's hitbox is only active if the opponent is airborne. This move is not particularly useful.
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 600 - - Any 32 15 76 / / None
- - - - Any 59 25 39 +34 +32 None
B 600 - - Any 32 15 76 / / None
- - - - Any 59 25 39 +34 +32 None
  • Michiru travels slightly farther than the A version.
C 600 - - Any 32 15 81 / / None
- - - - Any 59 29 40 +34 +32 None
  • Tracks the opponent.
Ready A - - - Any 7 15 76 / / None
- - - - Any 34 25 39 +33 +31 None
Ready B - - - Any 7 15 76 / / None
- - - - Any 34 25 39 +33 +31 None
  • Michiru travels slightly farther than the A version.
Ready C - - - Any 7 15 81 / / None
- - - - Any 34 29 40 +34 +32 None
  • Tracks the opponent.
Minagi / - - / 3 / 30 / / None
Minagi (Air) / - - / 6 / 20 / / None
214*
Chiruchiru Whirlwind Leg
ちるちる旋風脚

(j)214*
EFZ Minagi 214A 1.png
EFZ Minagi 214A 2.png
Michiru does a hurricane kick. By far the most useful assist. Crucial to Minagi's okizeme game as it allows Minagi to run high/lows while the opponent is in blockstun. You can also do left/right mixups on the opponent's wakeup by dashing above them. By default Michiru spins in place, while the readied version will slowly move towards Minagi. 3f gap between hits.
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 100 x 4 - - Any 48 3 x 7 + 1 31 - - None
B 100 x 6 - - Any 48 3 x 16 34 - - None
  • Michiru jumps twice as high.
C 70 x 12 - - Any 41 3 x 13 33 - - None
Ready A - - - Any 23 3 x 7 + 1 31 - - None
Ready B - - - Any 23 3 x 16 34 - - None
  • Michiru jumps twice as high.
Ready C - - - Any 16 3 x 13 33 - - None
Minagi / - - / 3 / 18 / / None
Minagi (Air) / - - / 6 / 20 / / None
41236*
Rice Ticket Presentation
お米券進呈

41236*
Minagi41236.png
Minagi41236c.png
Minagi throws a ticket.
Version Damage Proration Juggle Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 580 - - Any / 9 49 29 -7 -9 FIC
  • Travels about 75% of the screen.
B 580 - - Any / 14 72 35 -12 -14 FIC
  • Travels about 90% of the screen, far enough to hit opponents fullscreen.
C 600 x 2 - - Any I: 1-10 9 97 45 / -5 FIC
  • Hits twice, travels for over a screen, and most importantly invincible. Minagi's primary reversal option.

Eternity Specials

236236*
Chiruchiru Kick Festival
ちるちるキック祭り

(j)236236*
Minagi236236.png
236236A
236236A
EFZ Minagi 236236B.png
236236B
236236B
EFZ Minagi 236236C.png
236236C
236236C
No difference between unreadied and readied versions.
Version Damage Proration Juggle Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 140 x 17 - - Any - 21 96 95 +20 ~ +113 +18 ~ +111 None
B 210 x 18 - - Any - 21 100 95 +20 ~ +119 +18 ~ +117 None
C 280 x 21 - - Any - 21 123 95 +20 ~ +137 +18 ~ +135 None
Minagi / - - / - 9 / 29 / / None
Minagi (Air) / - - / I: 2-3 1 / 50 / / None
  • Michiru spins like a drill in the air towards the opponent. Higher levels increase damage, hitbox size, and number of hits.
  • Provides no gaps during the attack, so the opponent can block in the same direction even if a crossup is attempted.
214214*
Chiruchiru Solar Plexus Break
ちるちる鳩尾ブレイク

(j)214214*
Minagi214214.png
Michiru does a powerful kick to the solar plexus. If Michiru is ready, she will roll towards the opponent until she is close enough to kick.
Version Damage Proration Juggle Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 1000 - - Any - 19 2 18 +39 +32 None
B 1800 - - Any - 19 2 18 +49 +32 None
C 2500 - - Any - 19 2 18 +58 +32 None
Ready A - - - Any - 13 ~ 37 3 18 +52 ~ +54 +30 ~ +32 None
Ready B - - - Any - 13 ~ 52 3 18 +72 ~ +74 +30 ~ +32 None
Ready C - - - Any - 13 ~ 69 3 18 +89 ~ +91 +30 ~ +32 None
Minagi / - - / - 3 / 11 / / None
Minagi (Air) / - - / I: 2-2 1 / 32 / / None
214236*
Soap Bubbles
しゃぼん玉

214236*
Minagi214236.png
Bubble hitboxes expand over time.
Bubble hitboxes expand over time.
Michiru and Minagi both blow launching soap bubbles towards the opponent. Michiru blows bubbles for longer, giving Minagi time to move. Minagi blows her bubbles farther, getting more reach at higher levels. Bubbles travel at random trajectories and ※Michiru has random startup, subsequently blowing random amounts within the time she is allowed to blow bubbles. Minagi shoots bubbles at a faster rate with level, while Michiru keeps the same frequency (every 7 frames/6f gap) at all levels. If Michiru is not available, Minagi will blow bubbles by herself.
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A (Minagi) 200 x 5 - - Any 12 41 36 / - None
  • 9f gap between bubbles.
A (Michiru) 200 x 10~11※ - - Any 9 ~ 15※ 64 ~ 71 31 ~ 37 / - None
B (Minagi) 200 x 11 - - Any 12 71 30 / - None
  • 6f gap between bubbles.
B (Michiru) 200 x 15~16※ - - Any 9 ~ 15※ 99 ~ 106 ~32 / - None
C (Minagi) 200 x 24 - - Any 12 93 32 / - None
  • 3f gap between bubbles.
C (Michiru) 200 x 18~19※ - - Any 9 ~ 15※ 120 ~ 127 ~35 / - None

Final Memory

FM
Star Sand
星の砂

222S
MinagiFM.png
Damage Proration Juggle Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
500 + 300 x N - - Any I: 1-13 19 2 66 / -53 None
  • Minagi and Michiru call stars to fall from the sky. Lasts for quite a while. Hitting Michiru will cancel the FM and stop it from producing more stars. Hitting Minagi does not stop the FM.
  • Knocks down on hit.

Strategy

A fair number of Minagi's normals actually have really good frame data, but due to their short reach or awkward hitboxes, are not as useful as they could be. You'll have to play around these shortcomings by using stance cancels and Michiru specials to lock down the opponent and run your mixup game. Michiru's positioning will also become extremely important during the course of the match. Finally, Minagi's mixups are quite good and fairly safe due to Minagi's ability to block during Michiru's attacks. A short insight on each of these items is presented below.

Stance Cancels

Minagi can make use of Michiru's ready/unready ability to stance cancel her normals, cutting the recovery of her normals to 17 frames. This makes 5C(1), 2C, and 662C all go from punishable on block to plus. Buffering these cancels becomes very unsafe if the stance cancelled normal is RGed, so varying your timing and which normal you cancel on is extremely important to surviving and keeping your lockdown going.

Lockdown

By abusing Minagi's ability to stance cancel and the great frame advantage provided by Michiru you can keep the opponent locked down for an extended amount of time. For example, you can 662B 5S 5C(1) 5S 662C 5S 5C(1) 236B IAD jAAAA... and continue on pressuring even further. Learn how to vary whether to stance cancel and use a Michiru special to keep the opponent guessing and preventing them from escaping your lockdown. It is also best if you learn how to convert off the random hits you may get during lockdown. There is no timer, so keeping the opponent blocking is only so helpful; you must get damage in somewhere to win the game.

Michiru's Positioning

A good Minagi can work around any of Michiru's positionings, but a great Minagi will be able to manipulate her position with far less effort. Knowing how far each version of 236 and readied 214 will move Michiru, where she likes to position herself after correcting for long distances, and how far 4S and 6S move her will allow you to choose the correct positioning for the situation.
Against characters with better normals, reach, or positioning, you will ideally want to place Michiru further away from you, and allow the opponent to close the distance. Since Michiru cannot be hit until she performs a special, the opponent will have to pass her and be vulnerable to any moves from behind. Ready her up at a good distance and either 236B or 236C when the opponent approaches. 236C will give you plenty of time to confirm a hit, even if the opponent hit you first. From here you are free to set up Michiru for okizeme.
If the opponent must approach from the air (Akiko, Ayu, Neyu) you can play around a readied Michiru and use 421C as a homing anti-air that you can combo from, although this is a somewhat large commitment. Minagi also lacks good anti-air normals other than her 662C, which is also not ideal since as a dashing normal it requires Minagi to have specific positioning herself. Thankfully, Minagi has an above average air throw which usually gives her good oki.
Michiru's distance from the corner dictates what oki you can use, and whether or not it will be safe. Minagi is generally good at carrying to the corner in her combos, but if she does a simple 2C knockdown she still gets to manipulate Michiru well with 4/5/6S cancels. If Michiru is not positioned ideally, 236* is a reliable oki tool. With better Michiru positioning, both unreadied and readied 214* (and sometimes 421*) will allow and more rewarding and varied mixups. If you wish to burn super for unconstestable oki, 236236A outside of the corner is an excellent choice.

Combos

Notation Help
Disclaimer: Combos are written by various contributors, some combo notations may deviate slightly from the notation listed below.

For more information, see Controls

IC Input Instant Charge (22C) when you have the right amount of RF Meter.
FIC Input Flicker Instant Charge (22C) when you have the right amount of RF Meter.
{X/Y/Z} Move X or Y or Z can be used.
#* Indicates that any of A, B and C may be used with #. Example: 214*.
[<- X] [-> X] Side switch notation. All inputs grouped by the square brackets are performed facing the arrow's direction. They are still written as if they were done facing right, however.
[X]xN Loop the inputs in the square brackets as many times as N.
c5B Proximity normal only usable while close.
f5B Proximity normal only usable outside of c5B range or when cancelled from another normal. Known as far 5B.
jX Button X is input during your first jump.
djX Button X is input during your double jump.
X(whiff) Indicates that X is intended to whiff.
X(tech trap) Indicates a combo ender intended to catch the opponent's air tech. The most common kind of tech trap is j6C, which will air throw early techs and jC later techs. Executionally identical to X(whiff) but different in purpose.
~ Indicates a followup for moves which have them. Example: 236A~236A.
.. Indicates a short delay.
IAD Indicates an Instant Air Dash.
IABD Indicates an Instant Air Back Dash.
(X) X move is omittable from the combo.
tk.X Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.
Replays for these combos can be found here.

No IC

No Michiru

  • 2AAAACS
  • Extremely basic combo when you can't get 5C to combo. Use Michiru set up to oki afterwards. (1136 DAMAGE) [replay 1-1]
  • 2A 5C jB 66 jAB 66A xN (to corner) 5ABBC(1) 41236A
  • Basic launcher into corner carry. Number of 66As varies. Can stop early into 5AC 41236A into an IAD mixup. (3021 DAMAGE) [replay 1-1]
  • Near corner 2A/B 5C jB 66 jAB land jAAB .. jC land 5ABBC(1) 41236A
  • When just outside of corner. Knockdown allows plenty of time to set up Michiru for mixups. (3386 DAMAGE)
  • Corner 2B 5C jB ..jC land jAABC land 5ABBC jBC djA dj6C(tech trap)
  • Corner combo showing off her jAABC extender and alternate ender. (3758 DAMAGE) [replay 1-1]

With Michiru

  • Midscreen, on readied 214B hit 662C jB 66 jAB 66A xN (to corner) 5ABBC(1) 41236A
  • On successful mixup from Michiru spinkick. (3169 DAMAGE) [replay 1-2]
  • Corner, on readied 214B hit 2A 5C jB .. jC land jAABC land 5ABBC(1) 41236A
  • On successful mixup from Michiru spinkick in corner. (3558 DAMAGE) [replay 1-2]
  • Corner, on readied 236 hit 5BC jB .. jC land jAABC land 5ABBC(1) 41236A
  • You'll use 236 if Michiru is readied outside the corner, or to punish mash. (3884 DAMAGE) [replay 1-2]
  • Corner, Michiru close, not readied 2B 5C jBC j214214A jB j236A jBC 5ABC(1) 8 jABC j236A j6C(tech trap)
  • Fancy metered combo that loops back into the same Michiru state it started in. (4139 DAMAGE) [replay 1-3]
  • Corner, Michiru close, (un)readied 2B 5C(1) 214214A 662C jB .. jC land jAABC land 5ABBC(1) 41236A
  • Meter dump off a successful hit into 5C(1). (4200 DAMAGE) [replay 1-3]
  • Corner, Michiru near corner ... 2C 2141236A jB .. jC land 5ABBC(1) 41236A
  • Damage and combo viability varies greatly on bubble RNG. You get good damage even if you can't follow up with 5B or jB. (3-4000 DAMAGE) [replay 1-4]

Red IC

No Michiru

  • 2AA 5C(1) IC 662C jB 66 jAB land 66A xN (to corner) 5ABBC(1) 41236A
  • If you can't confirm a low number of hits into 5C, or are too far, this is your go to to confirm into a better combo. (2991 DAMAGE) [replay 1-5]
  • 2AA 5C (1) IC 662C jB 66 jA .. jB Land 662C jB .. jC djAABC 236A j6C
  • This will work in at all ranges except from your own corner, so 3/4 and closer to the opposite corner. Does more damage and generally gives better Oki. To make 662C easier to land, make Sure you delay the j.B after 66 j.A to land as quickly as possible and get as much hitstun as you can. (3101 DAMAGE)
  • 2AA 5C (1) IC 662C jB 66 jA .. jB Land 5BB 5C jB .. jC djAABC 236A j6C
  • This only works midscreen or closer to the corner. On midscreen, you'll need to skip the c.B since it whiffs. A tiny microstep backwards into f.B works. It's more specific than the combo above, but it let's you deal more damage and retains the better Oki than 41236A. (3492 DAMAGE)
  • 66C IC 662C jB 66 jAB land 66A xN (to corner) 5ABBC(1) 41236A
  • Carry combo off raw overhead. (3173 DAMAGE) [replay 1-5]

With Michiru

  • Near corner, Michiru not readied 236C jB 66 jBC 5ABBC(1) 41236A
  • Confirm off the wallbounce from 236C. Can be used if you're in the corner as well. (2651 DAMAGE) [replay 1-6]
  • Michiru readied 236C (5) 662C jB 66 jAB 66A xN (to corner) 5ABBC(1) 41236A
  • Michiru can be on either side of opponent. Most useful when opponent is sandwiched. (2932 DAMAGE) [replay 1-6]

Blue IC

No Michiru

  • In corner 2BB 5C(1) BIC 662C IAD jB 662C jB 66 jAB 662C jB .. jC land 5ABBC(1) 41236A
  • Corner to corner carry, the IAD jB needs practice to land consistently. (4836 DAMAGE) [replay 1-7]
  • Corner 2B 5C jB .. jC land 5BC jBC BIC jBC 5BC jB .. jC 5ABBC(1) 41236A
  • Very basic BIC combo in the corner. Easy and reasonable damage. (6059 DAMAGE) [replay 1-8]

With Michiru

  • Corner throw BIC 2141236A 5BC jB .. jC land jAABC land 5ABBC(1) 41236A
  • Most corner combos can go into a BIC 2141236A route. Bubble RNG plays a big role in damage numbers here. (6454 DAMAGE) [replay 1-8]
  • Corner, Michiru near corner, readied 214B hit 662C jB .. jC land 5BC(1) BIC 2141236A 5BC jB .. jC land jAABC land 5ABBC(1) 41236A
  • Example of adding bubble super into a normal combo for a big damage upgrade. (6500-7200 DAMAGE) [replay 1-9]

Okizeme

236

Midscreen
Corner
  • For the most part, 236* will be your go to oki when you expect the opponent to mash or reversal, as it allows you to be block while Michiru will usually trade with the opponent and let you combo afterward. You can also use j236 on oki to go for a high low with jA/B or land 2B.

Readied 214

Midscreen
  • After a 2C 5S, you can 214B and go for a left/right mixup by jumping over the opponent and air backdashing for a sameside or not. Both options allow you plenty of time to combo into 662C. You can also do a late IAD over the opponent for a crossup.
  • There is also the option for a high/low mixup with 662B/2B or 66C. If done early enough, you can combo into 662C without needing to IC.
Corner
  • You can use j214* to do a high/low mixup in the same manner described for j236*. Normal 66C/2B mix is still available as well. If blocked, you can do a second mixup and IC the overhead/low to confirm into a combo. Readied 214 in the corner will pull the opponent outside of the corner, allowing additional options after. Do be aware that the opponent can not be crossed up during uninterrupted blockstun, so doing a left right while the 214* is still going will be ineffective.

Unreadied 214B

Corner
  • Unreadied 214B will stay in place and make Michiru spin slightly higher. Due to the additional height, most characters will be able to crouch under the first few hits. With good timing you can throw the opponent for a combo. The opponent can block high to avoid this but then they are open to 2B. Since 66C is not needed for this mixup, it is harder to react to.

Win Quotes

Japanese English

ハイカマーン…
(パンパン

Yes, come on...
(pat pat)

(くいくい
(くいくい

あ、ジェスチャーで
なくても分かりますか?

それは大変
失礼いたしました…

*tug tug*
*tug tug*

Oh, you could tell
what I wanted without the gestures?

Well, you'll have
to excuse my behavior.

今日も元気だ
ご飯が美味い…

You're spirited today too.
This rice is delicious...

……ガッツ…

.......GUTS...

進呈…
結構痛かったで賞…

I present, to you...
A prize for a wonderful beating...

進呈…
よく頑張ったで賞…

I present, to you...
A prize for trying very hard...

進呈…
リバーサル練習しま賞…

I present, to you...
The "Let's Work On Reversals" award...

進呈…
惜しかったで賞…

I present, to you...
A prize for coming so close...

…日本人は手篭め族

…ポ

...The Japanese are rice-y people.

...blush

(To UNKNOWN)
永遠ですか…?

…一言で言うと
摩訶不思議空間?

違いますか…

進呈…
ガッカリしたで賞…

(To UNKNOWN)
What is eternity...?

... If I had to keep it short,
a "profoundly mysterious space"?

No...?

I present...
The award for disappointment...

(To Mai)
牛丼族もお米族…

人類兄弟
皆仲間…

進呈…

(To Mai)
The beef bowlers and the ricers...

Siblings of humanity.
Everyone is a friend to each other...

I present...

(To Rumi)
…世界オトメ発見?

(To Rumi)
...A world-class maiden discovery?

(To Minagi)
生き別れの双子
感動の再開…

ぱちぱちぱち…

……進呈…

(To Minagi)
Twins, separated at birth.
Their emotional reunion...

*clapclapclap*

... I present...

(To Kanna)
貴方の翼は
希望を託すことも
誰かを救うことも
できるんです

私が
そうでしたから…

(To Kanna)
Your wings
are those to give hope to others.
And to be able to
save someone's life.

Like they did
for me...

(To Kanna)
貴方の翼は
風を感じてますか…?

だったら大丈夫です
何故かと言われると
分かりませんが
大丈夫です…

(To Kanna)
Can your wings
still feel the breeze...?

Then you'll be okay.
I don't know why
I know that,
but I know you'll be fine.

Colors

EFZ-minagi-colors.png

In-game References

AIR References

  • The train station in the background is where Minagi and Michiru usually hang out during AIR.
  • The pieces of paper and and envelopes that Minagi constantly uses in her attacks are rice tickets. In AIR, she always hands out rice tickets to Yukito, and always carries at least 80 around.
  • Minagi's "Soap Bubbles" move is a reference to her and Michiru's hobby of blowing soap bubbles in the game.
  • Miangi's "Star Sand" move is a reference to the star sand that she gave to Michiru and Yukito during the game. It is one of her most treasured items.


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