Eternal Fighter Zero/Mizuka Nagamori: Difference between revisions

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Revision as of 06:46, 24 June 2021

Nagamori Mizuka

Introduction

With her strong normals, good reversals, great damage and overwhelming lockdown, Nagamori Mizuka (長森 瑞佳) is widely considered to be the single best character in the game, outside of the last boss Kanna. Her unique ability to set notes, and have them explode when hit with her cello bow not only gives her great space control, but also allows for some extremely strong setups, which are only made stronger by her fast and hard to see overhead. Her trademark corner fortissimo lockdown gives her safe, airtight corner pressure which builds a huge amount of meter and can reset into itself on hit. She is also a character that scales very well with the player, as a beginner can win purely by using her strong normals and fast walk speed, while an expert player has room to grow in learning her more advanced note setups and clean hit combos. If she can be considered to have any weakness, it would be her lack of good long range options, and the difficulty she has converting off mid range hits in the neutral game.

Mizuka is the main heroine of ONE, a visual novel produced by Tactics in 1998. Mizuka is Kouhei's neighbour and childhood friend, and is in the same grade in school. She always worries about Kouhei, acting very maternal-like towards him. Mizuka goes to wake him up every morning, but Kouhei either does not get up or plays some mean tricks to her, causing them to be late for school all the time. During ONE, a pretend confession that Mizuka takes seriously ends up changing things between them forever. And when he discovers inconsistencies in his memories, he struggles to find the truth between him and Mizuka...

Stage: Park on the Path to School (Day) (通学路の公園(昼))

BGM: 8 Cats (8匹のネコ)

Character-Specific Notes

  • Mizuka is able to air jump once, and air dash/backstep once.
  • Several of Mizuka's moves create notes on the playing field. These notes can be detonated by various other moves, in order to deal damage. Notes will disappear when detonated or after 10 seconds, whichever comes first.
  • While Mizuka's bow is in the air during her 236*, she loses access to all of her special and super moves except for 236236*, her Final Memory, and her bowless 236* in addition to having her 2C be replaced with a much worse move.
  • Mizuka's Medium attacks are chained either like 5B(c) 5B(f), or like 2B 5B(f).

Normal Moves

The notation for the movelists can be found under Controls.

The normal move table can be found under Mizuka Nagamori/Move Data.

Standing

5A
5A
Mizuka5a.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
200 - - Low 4 5 4 +2 +1 -
  • Mizuka does a short kick at the opponent's shin.
5B
5B
Mizukac5b.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
390 - - Ground 7 6 8 +3 +1 -
  • Mizuka does a side kick horizontally out.
f5B
f5B
EFZ Mizuka f5B1.png
Mizukaf5b.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
450 - - Ground 10 3 14 0 -2 -
  • Mizuka swings her bookbag out in a wide horizontal arc.
6B
Bookbag Decapitation (脳天かばん割り)
6B
Mizuka6b.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
450 - - High 19 2 18 -3 -5 -
  • Mizuka slowly raises her bookbag, and swings it downward. When used alongside Tone & Setup+ this gives Mizuka access to very powerful high/lows. The startup of the animation is very subtle making this move seem quicker than it actually is.
5C
5C
Mizuka5c.png
EFZ Mizuka 5c2.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
600 - - Ground 10 4 20 +2 0 -
  • Mizuka swings her cello in front of her in a large vertical arc upwards.

Crouching

2A
2A
Mizuka2a.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
220 - - Low 4 4 4 +3 +2 -
  • Mizuka, while sitting on a chair, kicks one foot out.
2B
2B
Mizuka2b.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
400 - - Ground 7 4 10 +3 +1 -
  • Mizuka kicks out, using a chair to support her unbalanced position.
2C
2C
Mizuka2c.png
with bow
with bow
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
100 x 6 - - Any 6 22 13 / -14 ~ +4 -
  • Mizuka plays her cello, causing a barrier of music to circle around her.
  • This move will knock down the opponent if it hits, and will cause any notes that touch the barrier to detonate.
  • This move is a decent sweep, and can easily cancel into any number of specials or supers. The multi-hit nature of this move makes it very safe from being Recoil Guarded, and is useful to push the opponent away. It is quite weak against aerial attacks though.
2C
2C
Mizuka2cnobow.png
without bow
without bow
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
600 - - Any 8 16 27 / -20 -
  • Mizuka faceplants.

Dashing

66A
66A
Mizuka66a.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
250 - - Low 5 6 4 +1 0 -
  • Identical to 5A except has momentum.
66B
66B
Mizuka66b.png
EFZ Mizuka 66B2.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
450 - - Ground 8 1+1 15 0 -2 -
  • Identical to f5B except has momentum. If spaced correctly, this move can be incredibly annoying for the opponent to deal with.
66C
66C
Mizuka66c.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
650 - - Ground 6 2 25 -3 -5 -
  • Mizuka swings her cello directly above her.
662A
662A
Mizuka662a.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
220 - - Low 5 6 4 +1 0 -
  • Mizuka, while sitting on a chair, kicks one foot out.
662B
662B
Mizuka662b.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
400 - - Any 17
13
0
+12
+10
-
  • Mizuka does a short running hop, and does a kick aimed forward and slightly down. Useful to cross-up, as it will go over knocked opponents and hit meaty from either side the moment they wake up.
662C
662C
Mizuka662c.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
600 - - Any 7 16 31 / -35 -
  • Mizuka leaps toward the opponent hands first, body fully extended and off the ground.
  • This move will wallbounce a midair opponent if it hits.

Jumping

j5A
j5A
Mizukaj5a.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
200 - - High 6 24 4 / / -
  • Mizuka does a weak kneeing motion in the air. The hitbox persists for a very long time if it does not hit, making it Mizuka's go-to tech trap normal.
j5B
j5B
Mizukaj5b.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
400 - - High 6 6 12 / / -
  • Mizuka does a kick aimed forward and slightly down.
j5C
j5C
Mizukaj5c.png
EFZ Mizuka j5C2.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
600 - - High 9 2 24 / / -
  • Mizuka swings her cello in front of her in a large horizontal arc. Huge hitbox.

Grabs

Close 6C/4C
Ground Grab
Close 6C/4C
MizukaGroundGrab.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
1100 - - Grab 5 1 18 / / -
Close j6C
Air Grab
Close j6C
MizukaAirGrab.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
1200 - - Grab 2 1 / / / -

Special Moves

The notation for the movelists can be found under Controls.

The special move table can be found under Mizuka Nagamori/Move Data.

Specials

236*
Slow & Keying (スロゥ&キーイング)
236*
Mizuka236a.png
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 600 - - Any 11 36 -2 -4 -
  • Mizuka throws her bow out straight forward, like a boomerang. After reaching the maximum distance, the bow becomes harmless and automatically homes in to Mizuka for recovery. While the bow is in the air, any notes the bow touches will detonate.
  • This move is useful projectile. It comes out fast, crosses almost the entire screen, and can detonate far-off notes easily.
B 600 - - Any 9 30 +3 +1 -
  • Same as the A version, except the bow is thrown diagonally forward-up initially.
  • This move is the anti-air version. It's generally less useful than the A version, but it can be used to hit high-up notes and attack jumping opponents. However, if the bow is Recoil Guarded, the opponent will most likely still be on the offensive, unlike the A version where you at least stop their dash.
C 600 - - Any 10 16 16 +1 -1 -
  • Similar to the A version, but will start creating notes during the recovery phase, up to a maximum of 5 notes. This version will not detonate notes.
  • This move is quite useful, letting you fill up the screen with notes while go on the offensive.
236*
Pitch & Bend (ピッチ&ベンド)
236*
EFZ Mizuka Nagamori 236a2.png
During Slow & Keying
During Slow & Keying
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
- - - - - - 25, 26, 28 - - -
  • Mizuka waves a conductor's baton, which changes the trajectory of the bow.
  • The A version makes the bow move up, the B version makes the bow move down, and the C version makes the bow move away.
623*
Slash & Prologue (スラッシュ&プロローグ)
(j)623*
Mizuka623a.png
623A
623A
EFZ Mizuka 623B.png
623B
623B
EFZ Mizuka 623C.png
623C
623C
Mizuka leaps a number of times up-forward, swinging her cello and bow at the opponent. This move will detonate any notes that her body touches. Can be done on the ground and in the air.
Version Damage Proration Juggle Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 700 - - Any LI: 1-8 6 2 38 / -17 -
B 450 - - Any HI: 1-10 10 2
62
/
-42
-
- 400 - - Any 34 2
38
/ - -
  • Can be followed up (normally by 5C -> air combo).
C 450 - - Any I: 1-30 6 2 98 / - -
- 450 - - Any 30 2 74 / - -
- 700 - - Any 54 2 50 / - -
  • The last hit causes wallbounce on hit.
214*
Tone & Setup (トーン&セットアップ)
(j)214*
Mizuka214.png
Mizuka plays her cello, creating a note on the screen. Can be done on the ground and in the air.
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
- - - - - - 23 - - -
  • A version creates a note right in front of Mizuka, B will send a note forwards about half screen, and C will send a note forwards at a 45 degree angle upwards on the ground, or downwards in the air.
  • When done in the air, Mizuka will fly backwards a short distance.
  • Any notes that touch a detonating note's explosion will also detonate.
  • This move costs roughly 1/20th of a meter, with full meter allowing 59 notes.
412*
Smash & Sympathy (スマッシュ&シンパティ)
412*
Mizuka412.png
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 750 - - Any 31 2 18 / +2 -
B 750 - - Any 42 2 17 / +4 -
C 350 - - Any 16 12 39 / - -
- 750 - - Any 43 2 22 / -2 -
  • Mizuka leaps towards the opponent and swings her bow down to the ground.
  • The A version will detonate any notes that her body or bow touches. The B and C versions will detonate any notes that only her body touches, and will create a new note where the bow is at the end of the move.
  • This move is IC-able even without attacking the opponent.
214*
Note Explosion 音階炸裂
EFZ Mizuka Nagamori Note.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
600 - - Any 18 4 / / / -
  • Set with 214*.
  • Activated with 2C, 236*, 623*, 412* or other note explosions.
  • Breaks armor.

Eternity Specials

236236*
Special Mounting Pillow (スペシャル馬乗り枕)
236236*
Mizuka236236.png
Mizuka236236 2.png
Version Damage Proration Juggle Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 2800 ? - - Ground / 16 32 64 / -53 -
  • Fully vulnerable during startup.
B 4900 ? - - Ground I: 1-20 16 64 64 / -53 -
  • 1-16 full invuln before superflash, 4f invuln after superflash.
C 5500 - - Ground I: 1-35 16 64 64 / -53 -
  • 1-16f full invuln before superflash, 19f invuln after superflash.

Mizuka runs towards the opponent. If the move hits, Mizuka pushes the opponent to the ground and hits them repeatedly with a pillow, ending with an earth-shaking pillow-to-the-face.

214214*
Tone & Setup+ (トーン&セットアップ+)
214214*
Mizuka214214a.png
Mizuka214214b.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
- - - - - - - - - -
  • Mizuka plays her cello, creating a special note that has certain unique properties.
  • A: Creates a "forte" (f-note) on the screen. It acts like a regular note, but it will not disappear after detonation. Potentially one of the best supers in the game if used right.
  • B: Creates a treble clef on the screen. It acts like a regular note, but it creates a much larger and much stronger explosion on detonation.
  • C: Creates a triplet on the screen. It bounces forward, creating sets of 3 normal notes at regular intervals until it goes off the screen. It cannot be detonated.
  • This super uses only 1 Level of SP for all 3 versions.
641236*
Reverb & Awaking (リバーヴ&アウェイキング)
641236*
Mizuka641236a.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
1800, 2500, 3200 - - Ground 15 15 25 / -17 -
  • Mizuka raises two conductor's batons, one in each hand, and swings them down, producing a huge shockwave of energy.
  • B and C versions 1-10f full invuln, 5f vulnerable after superflash
  • This move causes all of the notes in the environment to detonate without making them disappear.

Final Memory

6BA6A
Eternal Poem (永遠の詩)
6BA6A
MizukaFM.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
0 - - Unblockable 140 1 0 / / -
  • Mizuka clutches her chest as if in pain, keels over as symbols start to appear around her, and then screams causing the screen to fade into white. Afterwards, the opponent is completely frozen and vulnerable for about 10 seconds.
  • Mizuka can be interrupted during the startup time for this move. The opponent must hit Mizuka before she screams in order to interrupt the move.
  • This move causes all of the notes in the environment to detonate without making them disappear.

Strategy

Take any opportunity you get to create notes around the opponent.

If you are waking up and you believe that the opponent is going to attack, Slash & Prologue C version is a good wakeup to use.

If you manage to knock down the opponent in the corner, laying an f-note (Tone & Setup+ A version) would be a good idea.

Fun with Notes

Standard Corner Note: This is the most basic note setup that you should learn. While the opponent is downed in the corner, create a note on top of them (214A). From this position, you have the options of attacking low with 2A or 5A, attacking high with 6B, throwing them, or detonating the note with 623A. If you detonate the note, you will retain frame advantage and have a second try to break the opponent's guard.

Deadly Note Crossover: While next to a downed opponent, create a note right on top of them (214A), and just before they wake up, perform an A version Slash & Prologue (623A) to detonate the note. With correct timing, you will either attack them as they stand up, forcing them to block as expected (away from your original position), or whiff and land on the opposite side of the opponent, forcing them to block unnaturally (towards your original position).

Alternatively, the A version Smash & Sympathy (412A) can be used instead, if the 623 motion is too difficult. Also, the B version Tone & Setup+ (214214B) can be used instead, for extra damage.

Follow-up Bow: While far from the opponent, create a note far away (214B), throw the bow high up (236B), and dash toward the opponent. If the opponent tries to be offensive and punish you for that "missed" bow, they will be surprised when the bow loops back behind you and detonates that note on it's way back to you, launching the opponent for an aerial assault.

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.

(Tentative, these are probably not optimal) (You might forgo j.623A for airdash, or j.ABC 623A for 8 j.A to tech trap maybe. I don't know how this game works though)

fullscreen/midscreen meterless bnb: 2AB(B)C 214B dash forward. <- Lets you do dumb note mixups

fullscreen note bnb: 214A hits > 5C j.B ad j.A j.B 66C j.ABC j.ABC 623A (you can opt to go for 2C instead of air combo if you want to place notes I think)

fullscreen BIC bnb: buttons > 623A BIC j.B ad j.A j.B land (66C as late as possible) j.B ad j.B j.C j.ABC j.ABC 623A


corner bnb: 2A 2B 2C 214A

corner bnb: 2C 5ABC j.ABC j.ABC 623A -you can hit confirm from a close A or B.

corner IC bnb: buttons 2C 623A IC j.B ad j.B j.C 66B 2A 5AA 5BB 5C j.ABC j.ABC 632A

corner BIC bnb: 2ABC 623A BIC [j.BC 5BC] j.ABC j.ABC 623A

Okizeme

Win Quotes

Japanese English

私だって

やればそれなりに
できるんだよ

See?

I can sort of do it
if I try.

少しだらしが
無いかなぁ…

牛乳飲んで
体はもっと
丈夫にしないと
ダメだよ

I was a bit
careless there...

I need to
drink my milk
and train my
body.

道端で
寝ちゃうのは

ちょっと
良くないと
思うんだけど…

Hey,
I don't think

it's a good idea
to fall asleep
on the street...

こういう事は
苦手だから…

今回だけにして
くれないかなぁ…

I'm not good
at these sorts of things...

Could we make this
the last one?

これでも

音楽はたくさん
練習してる方だよ

It may not seem like it,

but I actually practice playing music
quite a lot.

(To Rumi)
な、七瀬さん~

そんなに
しょげないでよ~

はうー

(To Rumi)
Na... Nanase-san~

Don’t be so dejected~

Hauー

(To Mayu)
繭ちゃん

続きはまた今度
遊んであげるから

今日はここで
おしまいだよ

(To Mayu)
Mayu-chan,

we’ll continue playing
another time,

so let’s stop here
for today.

(To Nayuki)
猫が可愛いのは
分かるんだけど…

もう少し
落ち着いた方が
いいと思うんだよ

(To Nayuki)
I know that cats
are cute, but…

You should really
be a little
more calm.

(To UNKNOWN)
悲しい物
いっぱい背負って
いるんだね…

でも…

諦めなければ
願いは
きっと届くよ
うん

(To UNKNOWN)
You are carrying
such great sadness
on your shoulders...

But...

As long as you don't give up,
I'm certain
your prayers
will be heard.

(To Mizuka)
二人がかりなら

浩平にかかる世話も
半分になるかな?

(To Mizuka)
With the two of us,

the effort in taking care of Youhei
will be half for each of us, right?

Final Memory Quotes

Includes spoilers. Expand at your own risk.

Japanese English

ちゃんと面倒見てくれる人がいないと心配なんだもん

It worries me that there's no one around to take good care of you.

案外運命の出逢いかもしれないよ

This might just be a meeting of destiny.

どうしたの、浩平

What's wrong, Kouhei?

ほら、起きなさいよっ

Hey, get up!

待ってよ、浩平

Wait up, Kouhei!

それでもうれしいよ、浩平

That would still make me happy, Kouhei.

日頃の感謝を込めて、とかね

By putting your everyday gratitude into it?

何で?

Why?

わたしなんかにキスされて嬉しいのっ?

Would you be happy to be kissed by me?!

でもっ、わたしだよ
わたし!

It's me! Me!

ほらほら浩平

Come on, Kouhei!

この猫ほんとに可愛いでしょ?

Isn't this cat really cute?

ありがと

Thank you.

わたしたちつきあってるんだよね

We're going out, right?

……浩平?

... Kouhei?

ほら、はあーって
やってみてよ

Come on, try going
'haaaah'.

……浩平がそう言うなら、わたしはいいよ

... If that's how you feel, I'd be glad to.

でもまた、やり直せるよね

But... we can start over again, can't we?

やっぱり、浩平でないと駄目なんだよ

It has to be you after all, Kouhei.

効果てきめん!

It worked almost instantly!

すっごくかわいいうさぎさんだったよ

It was a super cute rabbit.

本当にいつもいつも
浩平のことを考えてるんだよ

I'm always, always
thinking about you, Kouhei.

そうだね。これが、わたし達の普通……

You're right. This is normal for the two of us...

いなくなるんだよ

She'll disappear.

わたしと逢える?

To be able to meet me?

指切った……え?

It's a promise... Huh?

捕まえたっ
やっと……

I finally
caught you...

嫌だよっ…

No...!

ねえ、笑顔で
いられてるかな、私……

Did I manage
to keep smiling?

そう、よかった……

I see... That's good.

Colors

EFZ-mizuka-colors.png

In-game References

ONE References

  • Mizuka's "Special Mounting Pillow" move is a reference to how Mizuka sometimes wakes Kouhei up with a pillow.


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