Eternal Fighter Zero/Sayuri Kurata
Introduction
Kurata Sayuri (倉田 佐祐理) is an formal, elegant character who fights using her magical girl powers. She has good normals, projectiles, some decent way of attacking overhead, a command grab, and a 100%-reliable counter, making her one of the most well-rounded characters in the game.
Sayuri is a supporting character of Kanon, a visual novel produced by Key in 1999. She is a normal third-year student at the high school that Yuuichi goes to, and has been best friends with Mai since they first met during first-year. She is very polite and formal, but has a strange habit of addressing herself in the third person. During Kanon, Sayuri supports Yuuichi becoming Mai's friend and does what she can for them, and she stubbornly stays by Mai's side even as the strange incidents surrounding Mai continue to escalate...
Stage: Courtyard of the Lunch Break (昼休みの中庭)
BGM: The Girls' Opinions (彼女たちの見解)
Character-Specific Notes
- Sayuri is able to air jump once, and air dash/backstep once.
- Sayuri's ground dash is actually an air dash that moves forward-up at 45 degrees. Therefore, Sayuri does not have any dashing attacks. Any attacks she does during her "ground" dash will be considered jumping attacks.
- Sayuri's ground dashes do not actually count as air dashes/backsteps, so she is free to jump or dash/backstep at the end of her "ground" dash.
Normal Moves
The notation for the movelists can be found under Notation.
Move | Hits | Damage | Guard | Move Cancel |
Jump Cancel |
IC Cancel |
---|---|---|---|---|---|---|
5A | ? | ? | ? | ? | ? | ? |
2A | ? | ? | ? | ? | ? | ? |
j.A | ? | ? | ? | ? | ? | ? |
5B(c) | ? | ? | ? | ? | ? | ? |
5B(f) | ? | ? | ? | ? | ? | ? |
2B | ? | ? | ? | ? | ? | ? |
j.B | ? | ? | ? | ? | ? | ? |
5C | ? | ? | ? | ? | ? | ? |
2C | ? | ? | ? | ? | ? | ? |
j.C | ? | ? | ? | ? | ? | ? |
Throw | ? | ? | ? | ? | ? | ? |
j.Throw | ? | ? | ? | ? | ? | ? |
Standing
5A
[ Startup: 4 | Hit:+2 | Block:+1 ]
| |
c5B
[ Startup: 6 | Hit:+1 | Block:-1 ] Sayuri kicks her leg out at a downward angle, hitting the opponent as a low. Excellent move to catch opponents by surprise at max c5B range. | |
f5B
[ Startup: 8F | Hit:+1 | Block:-1 ] Sayuri swipes with her magical wand. This move has incredible priority and can be used in a variety of ways. Perfect for harassing at a safe range and smacking people out of the air. | |
5C
[ Startup: 10 | Hit:-- | Block:+2 ] Sayuri's magic wand transforms into a piston which kicks twice. Second hit launches. |
Crouching
2A
[ Startup: 4 | Hit:+2 | Block:+1 ] Sayuri extends her arm while crouching. Hits low. | |
2B
[ Startup: 7 | Hit:-1 | Block:-3 ] Sayuri's wand turns into a sword and she stabs it up and forward. Be wary of characters that can go under this move, including Neyuki and Ikumi. | |
2C
[ Startup: 9 | Hit:-5 | Block:-7 ] Sayuri's wand turns into a mace and she swings it from her feet to above her head. Decent anti-air for opponents too close or too high to use f5B. |
Jumping
j5A
[ Startup: 5 ] Sayuri punches her clenched fist diagonally downwards. | |
j5B
[ Startup: 8 ] Sayuri extends her leg out in a jumping kick. Excellent priority. Her primary tool for dealing with opponents at the same height in the air. Decent as a crossup tool. | |
j5C
[ Startup: 10 ] Sayuri's extends her wand diagonally downwards. One of Sayuri's best normals. Her main normal for getting damage from juggle loops. |
Special Moves
The notation for the movelists can be found under Notation.
Move | Hits | Damage | Guard | IC Cancel |
---|---|---|---|---|
Magical☆Shot [+Aerial] | ||||
236A | ? | ? | ? | ? |
236B | ? | ? | ? | ? |
236C | ? | ? | ? | ? |
j.236A/B/C | ? | ? | ? | ? |
Magical☆Sword | ||||
623A | ? | ? | ? | ? |
623B | ? | ? | ? | ? |
623C | ? | ? | ? | ? |
Ah, got your skill~ | ||||
214A/B/C | ? | ? | ? | ? |
> Magical☆Cutter [During block-stun of the last move caught] | ||||
> A/B/C | ? | ? | ? | ? |
Magical☆Smash | ||||
j.412A | ? | ? | ? | ? |
j.412B | ? | ? | ? | ? |
j.412C | ? | ? | ? | ? |
Magical☆Press | ||||
41236A | ? | ? | ? | ? |
41236B | ? | ? | ? | ? |
41236C | ? | ? | ? | ? |
Magical☆Agents [SP Level 1-3] | ||||
236236A | ? | ? | ? | ? |
236236B | ? | ? | ? | ? |
236236C | ? | ? | ? | ? |
Magical☆Pressure [SP Level 1-3] | ||||
2141236A | ? | ? | ? | ? |
2141236B | ? | ? | ? | ? |
2141236C | ? | ? | ? | ? |
Magical☆Thunder [SP Level 1-3] | ||||
6321463214A | ? | ? | ? | ? |
6321463214B | ? | ? | ? | ? |
6321463214C | ? | ? | ? | ? |
Magical☆On Stage [1/3 HP, SP Level 3] | ||||
22A2S | ? | ? | ? | ? |
Specials
236*/j.236* - Magical☆Shot (マジカル☆ショット)
| |
623* - Magical☆Sword (マジカル☆ソード)
| |
214* - Ah, got your skill~ (あ、コツ掴みましたー)
Ah, got your skill~ (あ、コツ掴みましたー)
| |
Details below - Magical☆Cutter (マジカル☆カッター)
Magical☆Cutter (マジカル☆カッター)
| |
j412* - Magical☆Smash (マジカル☆スマッシュ)
Sayuri does some sort of magical energy dive.
| |
41236* - Magical☆Press (マジカル☆プレス)
|
Eternity Specials
236236* - Magical☆Agents (マジカル☆エージェンツ)
| |
2141236* - Magical☆Pressure (マジカル☆プレッシャー)
| |
6321463214* - Magical☆Thunder (マジカル☆サンダー)
|
Final Memory
22A2S - Magical☆On Stage (マジカル☆オンステージ)
|
Strategy, Tactics, and Combos
Combos
BnB combo: (close) 5BB 5C [cancel after first hit] 41236B. Does about 1800 damage, and doesn't require any RF or SP bar. If the opponent is against a corner, you can use the 41236B after the second hit of the 5C, which will add about 300 damage more to your combo.
Red IC Corner: 2A 5BB 623A IC 5AA 5BB 2C jAABC dj6C (whiff) Does roughly 3500 damage. Very stable combo with a stable tech punish.
Red IC Corner from 2B: 2B 623A IC 2B jC j66 jAC land 5AA 5BB 2C jAABC dj6C (whiff) Does roughly 3850 damage.
Magical☆Shot follow-up: 236A/B 2B jC j66 jAC land 5AA 5BB 2C jAABC dj6C (whiff) Does about 3540 damage. Useful if you hit an opponent with a standing 236A/B.
Blue IC Corner: 5AA 5BB 623A IC 2B jC j66 jC land c5B 2C jC j66 jAC land 5AA 5BB 2C jAABC dj6C (whiff) Does about 5900 damage.
Blue IC Midscreen: 5BB 623A IC 2B IAD jC land c5B 2C jC j66 jAC land 5AA 5BB 2C jAABC dj6C (whiff) Does about 5560 damage.
Into Magical☆Pressure: 5ABC(1 hit) 2141236A Does 2791 damage at level 1.
Into Magical☆Agents: 5ABC(2 hits) 236236A Does 2878 damage at level 1.
Red IC Into Magical☆Agents Level 2: 5ABB 623A IC 2B 236236B Does 3717 damage. Level 1 will not work for this combo, only level 2 and 3.
Strategy
Sayuri's main gameplan is to abuse her obnoxiously large and high priority normals to poke, whiff punish and generally Street Fighter her way to victory. Sayuri will get most of her damage out of capitalising off the opponent's mistakes and abusing command grabs when the opponent becomes too respectful of her normals and pressure.
Footsies
Sayuri's normals are some of the best in the game. On the ground she has f5B for an excellent eye height level poke that can sometimes be used to smack people out of the air. 2B is another excellent tool which covers the area below that of f5B. 2C is a decent anti air for when aerial opponents get too close for comfort and leads easily into juggle loops if it connects. In the air she has jB which has incredible horizontal priority. jC trumps this however, in being her best aerial normal. Sayuri's can neutral jump jC to stuff ground and aerial approaches alike.
As for specials, her main tool is 623A. With 8F of startup and a huge hitbox that moves forward with Sayuri, this move has lots of uses. You can add it after f5B/2B pokes and be relatively safe on block/RG, or just use it as it's own neutral tool. Mixing it up with her other neutral tools can make for very surprising forward movements covered by a genuinely disgusting hitbox, leading into a knockdown. Speaking of knockdowns...
Okizeme
Compared to some characters in EFZ, Sayuri's okizeme is lackluster. Her main crossup oki tool is jB, which has a crossup hitbox to boot. Converting from hits using this is tough, however - and Sayuri definitely has better, albeit more expensive, setups to use.
j412C/jC Which Way
j412C is absolutely incredible. It has 38F of invul at the start, with the only downside being 5F of vulnerability with no hitbox cover before the second half the the move. The initial hitbox is huge. Please check the move list above to fully appreciate the hitbox. This makes it an especially scary okizeme tool - while it is possible to punish, it is difficult to properly time a 4F 5A before the second half of the move starts.
Off a lot of midscreen knockdowns (most commonly being 623A) you can go for a same side jC or a crossup j412C option select. To do this, IAD (instant air dash) after the knockdown and as you crossup the opponent input j412C in the opposite that you are air dashing. Essentially, this makes the input j632C. The game will auto correct the direction and go towards the opponent. If you end up doing an IAD that's too low to crossup, your j412C will just turn into a jC allowing you to land and confirm into a regular ground combo. To see followups for the crossup version, please use this reference.
66jC Overhead/c5B Low
With 22F of startup, 66jC is the fastest Sayuri has for an overhead. She can combo from this easily with j236B FIC, which you can see here. Has the ability to stuff lows and leads to some nice damage. Your alternative option, which you'll be using more often, is c5B. This is a Sayuri's longest reaching low and can be tough to use at first, as it requires some knowledge of the range at which close normals activate. Hitconfirming c5B is made easier by the fact it has an extra 6F of special hitstop.
236A IC IAD Which Way
Sayuri's star projectile can be used to create mixups on waking up opponents. Using 236A IC and instant air dashing over the opponent, with correct timing you can stay the same side of crossup. This setup is very easy to choose the side on, and if you choose crossup you can use j412A to convert from hits. You need to input this the same way you would the j412C crossup listed above, meaning you'll have to input is as j632A after you cross the opponent up.
Magical☆Thunder
When your opponent begins being overly respectful, not mashing and just blocking, you can bring out the tool that makes Sayuri genuinely scary. Magical☆Thunder (6321463214*) is a command grab super that deals a lot of damage, especially compared to Sayuri's usual combo damage output. The only useful versions are Level 2 and Level 3, as Level 1 is jumpable post super flash rendering it next to useless. Level 2 and 3 cannot be jumped post superflash so they must be predicted or the opponent must be mashing or holding jump in order to beat them. These command grabs have decent range, you don't have to be standing right next to the opponent for them to connect, but you can be no more than a few paces away. I'd recommend testing out the ranges of Level 2 and 3 respectively to get a feel for their uses.
Blockstrings
If done correctly, Sayuri can have some seemingly endless blockstrings if she manages her meter efficiently. Her main blockstring tools are: 41236A, 623A IC, 236A/B, 236A/B IC to catch mash/reversals, c5B f5B .. c5B f5B frame trap, and generally using her pokes at a safe distance (f5B and 2B, occasionally cancelling into star or 623A).
Her simplest and most predictable string is 2AA 2B 5C 41236A. If not for Recoil Guard, this string would be inescapable. You can repeat this over and over and the only way to beat it is to RG the 41236A. This will be the basis of our blockstrings. From this, you can adjust the string to add differently timed attacks into the mix. For instance, instead of 41236A which is fairly slow, you can instead use 623A to try and catch your opponent off guard. In the same sense, you can do 2AA 2B 236A/B and even IC into f5B to prevent the possibility of jumping out. Changing the timing for when you do each section of 2AA 2B 5C is also important, as it is important to mix this string's composition up. You can also do strings like 2AAA c5B f5B 5C or 2A c5B 5C (2 hits) - essentially anything to keep your strings from becoming predictable.
Every 8 seconds you will get access to Red IC, allowing you to go for riskier setups using IC. One example is 236A IC IAD jAAA - this forces a mixup situation of how many highs, when will they stop and go low, will they go for a command grab after the star is blocked, etc etc. Another option is from the mixups listed in Okizeme: using 66jC j236B FIC overhead or c5B, and as another option using the insane priority and invulnerability on j412C to predict reversals.
Win Quotes
Japanese | English |
---|---|
佐祐理の射程と |
[TRANSLATION NEEDED] |
すみません |
[TRANSLATION NEEDED] |
あははー |
[TRANSLATION NEEDED] |
ふぇー |
[TRANSLATION NEEDED] |
テイルトウェイト |
Tiltowait [TRANSLATION NEEDED] ("Tiltowait" is a Level 7 Mage Spell from the game Wizardry. It is the strongest magic, causing a nuclear explosion and damages all monster groups.) |
(To Mai) |
(To Mai) |
(To UNKNOWN) |
(To UNKNOWN) |
(To Sayuri) |
(To Sayuri) |
Colors
In-game References
External References
- Sayuri's "Magical☆Sword" move is based on Gambit's "Cajun Slash" move, from Marvel vs. Capcom 2.
- Sayuri's "Ah, got your skill~" move is based on Chaka's "Okuetazo" move, from Jojo's Bizarre Adventure.
- Sayuri's "Magical☆Cutter" move is based on Rugal's "Genocide Cutter" move, from The King of Fighters series.
- Sayuri's "Magical☆Smash" move is based on Omega Rugal's "Gravity Smash" move, from the The King of Fighters series.
- Sayuri's "Magical☆Press" move is based on Rugal's "God Press" move, from the The King of Fighters series.
- Sayuri's "Magical☆Pressure" move is based on Rugal's "Gigantic Pressure" move, from the The King of Fighters series.
- Sayuri's "Magical☆Agents" move is based on Bulleta's "Cool Hunting" move, from the Vampire Savior series.
- Sayuri's "Magical☆Thunder" move is based on Benimaru Nikaido's "Electrigger" move, from the The King of Fighters series.
- Sayuri's "Magical☆On Stage" move is based on Rugal's "Dead End Screamer" move, from the The King of Fighters series.