Eternal Fighter Zero/Akiko Minase

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Minase Akiko


Minase Akiko (水瀬 秋子) excels when she is in the air – she has access to two air dashes, a forward ground dash that places her airborne and some of the best air normals in the game. Her jB is especially potent in combination with her hoverdash, as it is fast, stays active for a very long time, and hits up to 5 times. She can freely control the number of hits it does by choosing when to cancel it into her jC, if at all, which allows her to land cancel it into lows. As if the variable number of high hits wasn’t hard enough to block, she can also cover up the opponent in smoke, which drains them of their RF meter, and makes it physically impossible to see what her mixup is. Add in the ability to corner cross up, time slow, and scary damage output, and you get a character who can take a match off a single touch in neutral. Her main weakness lies in her ground game, which is sorely lacking, and the precision and practice it takes to correctly convert off her hits.

Akiko is a supporting character of Kanon, a visual novel produced by Key in 1999. She is the housewife of the Minase home, and is both Nayuki's mother and Yuiichi's aunt. She has a very understanding and compassionate nature, and is always been there for Nayuki while she was growing up. During Kanon, Akiko is quick to accept the various supernatural events that may take place concerning Yuiichi, and supports him as family during the difficult times.

Stage: In Front of the Minase House (Night) (水瀬家前(夜))

BGM: Last regrets

Character-Specific Notes

  • Akiko is able to air jump once, and air dash/backstep twice. Once Akiko has air dashed/backstepped, she cannot perform any more air jumps until she lands or air recovers.
  • Akiko's ground dash is actually an air dash that moves forward-up at around 30 degrees. Therefore, Akiko does not have any dashing attacks. Any attacks she does during her "ground" dash will be considered jumping attacks.
  • Akiko's ground dash does not actually count as an air dash/backstep, so she is free to jump or dash/backstep at the end of her "ground" dash.
  • Akiko's ground dash/backstep cause Akiko to disappear during the time she is travelling to her destination. While she is invisible, she cannot be hit by any attacks.
  • If Akiko manages to curse her opponent with her "No more mischief, okay?" move, the opponent will have a pale blue aura, and a "Time" gauge will appear under Akiko's life gauge. This time gauge displays the amount of time remaining on the curse. While the opponent is cursed, they will be unable to use certain abilities determined by the level of the curse.

Normal Moves

The notation for the move lists can be found under Controls.

The normal move data table can be found under Akiko Minase/Move Data.


Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
180 Ground 4 4 2 +4 +3 N Sp Su J IC R

Akiko does a quick slap in front of her.

  • Decent anti-air after RGing a jump in.
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
350 (3~6F=340) Ground 6 6 6 +4 +2 N Sp Su J IC f5B

Akiko hits the opponent with a saucepan.

  • Mostly a combo tool due to the risk of accidentally getting f5B.
  • Can be useful in pressure strings due to the advantage on block.
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
350 Any 9 12 14 -10 -12 N Sp Su JH IC

Akiko flips what could be an omelette in her saucepan.

  • Excellent anti-air.
  • Air blockable.
  • Only ever used as an anti-air.
EFZ Akiko 5C1.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
950 (3~10F=750) Ground 17 10 7 +11 +9 Sp Su J IC

Akiko thrusts a kitchen knife towards the opponent.

  • Not used much outside of combos.
  • It is has quite a lot of startup, but makes up for this by dealing a lot of damage and being very positive on block and hit.
  • Cannot be combo'd into on a standing opponent under normal circumstances.


Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
185 Low 4 2 7 +1 +0 N Sp Su J IC R

Akiko does a jab with her feather duster.

Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
380 Low 8 2 8 +4 +2 N Sp Su JH IC f5B

Akiko wipes the floor.

  • This move is excellent in pressure.
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
550 Low 12 5 20 +6 +4 Sp Su IC

Akiko pushes a vacuum cleaner out in front of her.

  • This is Akiko's main launcher for combos, and a decent meterless combo ender as it knocks down and can be cancelled into 214*.
  • Excellent + frames on block making it a good pressure ender when cancelled into 236A.


Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
180 High/Air 6 3 10 - - N Su J AD IC R

Akiko jabs a ladle horizontally.

  • Rarely sees use outside of very specific combos.
EFZ Akiko j5b2.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
(100x4)+250 High/Air 7 8+2 18 - - N Su J AD IC

Akiko does a quick, several hit flurry of her broom and ends with a slightly delayed horizontal smack.

  • Probably the best aerial move in the entire game.
  • Blocking this move is difficult due to the amount of hits and the ability to whiff cancel into jC into lows, or by land cancelling into lows.
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
250x3 (3~6F=200) High/Air 18 6x3 14 - - N Su J AD IC

Akiko pulls a washing machine from somewhere and causes something unidentifiable to spin out of the door.

  • Huge move with a huge extended hurtbox.
  • Crucial to her neutral gameplan and combos.
  • Extends Akiko's hurtbox a lot. Be careful against characters like Kaori, Ayu or Mishio who have access to excellent anti-airs.


Close 6C/4C
Ground Grab
Close 6C/4C
EFZ Akiko GroundGrab.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
1200 Grab 5 1 21 - - None

Puts the opponent in a bin and throws them backwards.

  • If done close enough to the corner, you can do a brief juggle off this.
Close j6C
Air Grab
Close j6C
EFZ Akiko AirGrab.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
1200 Grab 2 1 - - - None

Akiko grabs the opponent in the air and places a rock on top of them, after which they plummet to the ground to be crushed.

  • Decent at catching the opponent chicken blocking or buffering RG in the air.

Special Moves

The notation for the move lists can be found under Controls.

The special move data table can be found under Akiko Minase/Move Data.


An ingredient's freshness is important
Version Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
A Egg: 150x5 / Carrot: 200x3 / Sardine: 200x3 Any 18F - - - - FIC

Akiko shoots various things out of a refrigerator. What she shoots goes in cycles. Click here for a more in-depth image of the cycles. Every time you use 236A/B you move forward in the cycle.

  • Akiko shoots eggs, carrots or sardines.
  • Cycles.
  • Pressure tool. Low damage but incredibly annoying.
  • FIC this to open up opportunities to approach.
B Tuna: 1000 / Radish: 400x3 / Durian: 100 Any 22F - - - - FIC

Akiko shoots tuna, radish or a durian.

  • Cycles.
  • Tuna and radish are the best options for neutral.
  • Durian is an armour breaker.
  • Mostly a neutral tool.
  • FIC this to open up opportunities to approach.
C - - 22F - - - - FIC

Akiko shoots a combination of A and B projectiles.

  • Completely random what projectiles are chosen.
  • Don't use this.
Let's quickly finish preparing
Version Damage Guard Property Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
A - Any I: 7-20 9F 10F+10F+1F 62F / -42 ~ -51 Rekka

Akiko leaps into the air with her kitchen knife outstretched. This move is a rekka.

  • Combo tool.
  • Full input: 623A 623A 421A.
  • To get the clean hit, do the first hit as soon as possible, then delay the 623A followup until the juggle meter is nearly gone, then immediately do 421A.
  • The precise logic for clean hits can be found here.
B - Ground I: 1-28 17F 10F 64F / -44 ~ -53 Rekka

Slower initial slash.

  • Invulnerable from frame 1. Reversal tool.
  • Full input: 623B 623B 421B.
  • To get the clean hit, do each followup immediately.
  • The precise logic for clean hits can be found here.
C - Any I: 7-15 9F 5F 66F / -47 ~ -51 Rekka

Very fast startup and travels a long distance.

  • Combo tool.
  • Full input: 623C 623C 421C 623C 421C 623C.
  • For this version, there are two different clean hits - full clean hit and lesser clean hit. The full clean hit has an explosion sound effect and deals a lot more damage.
  • From the most common hitconfirm, 2AABC, the timing for the full clean hit is straight forward and even has visual cues, as long as the first 623C is done immediately after 2C. The aim is to do the followup at the start of the 3rd animation frame, which is is very easy to spot for most as animation frame 2 tends to be 170F long. If timed correctly, the final hit should be done at the apex of the juggle height. This method also allows you to see mistimed hits, allowing you to adjust timing for the final hit accordingly. An example of this can be found here. Mio's juggle animation doesn't have the long 2nd animation frame, instead she spins. In this scenario, the aim is to do the followup just as she enters her headfirst plummet frames. Example video.
  • The precise logic for clean hits can be found here.
Please remain calm at this time
Version Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
A - - 14F 65F - / / None

Akiko sprays a fire extinguisher out in front of her. This move drains RF meter. A and B versions do not actually "hit" the opponent. Incredibly useful for controlling your opponents options.

  • Sprays immediately in front of her.
  • Excellent to use after 2C knockdowns.
B - - 14F 125F - / / None

Sprays slightly further away.

  • Perfect distance to use after [41236A]x2 combo ender.
  • The hitbox that drains the opponent's meter slowly moves forward.
C 100xN - 14F - - / - None

Sprays immediately in front of her, then travels across the stage.

  • This version hits the opponent, and will only drain the opponent's RF on hit.
Taking care of the cleaning
Version Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
A 1500 Ground 20F 25F 12F / +10 ~ -15 None

Akiko pulls out a vacuum cleaner and tries to suck up the opponent.

  • Will swap sides with the opponent on hit.
  • This is her juggle combo ender.
  • Sucks the opponent towards Akiko a tiny bit
B 1500 Ground 23F 35F 16F / +7 ~ -28 None
  • Slower startup.
  • Draws the opponent from even further away.
C 1750 Any 20F 40F 16F / -3 None
  • Draws the opponent from nearly an entire stage away.

Eternity Specials

Planning for the worst
Version Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
A - - 29F 4F 73F - - None

Akiko uses her super human strength to swing a vehicle over her head and onto the opponent.

  • Combo ender. Only really usable after 41236*.
B - - 29F 4F 73F - - None

Reaches half the screen.

C - - 29F 4F 73F - - None

Reaches the full screen.

This is the secret of 1-second approval
Version Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
A / / 50F 113F / / / None

Akiko pulls a pose for a second, then slows down time for everything other than Akiko herself. While active, startup, duration and recovery for all moves (including duration of blockstun) is x3.

  • Slows time for 113 frames or 1.7 seconds.
  • Super you'll use most frequently.
  • Can be used in neutral if you have enough space.
B / / 29F 167F / / / None
  • Slows time for 167 frames or 2.6 seconds.
  • Rarely used, but does have setups.
  • 54F extra duration over level 1 rarely justifies the extra meter.
C / / 10F 335F / / / None
  • Slows time for 335 frames or 5.2 seconds.
  • Akiko always seems to have meter for this.
  • 5 seconds is a long time.
  • Can be a waste if your opponent is airborne as this breaks her juggle combos.
No more mischief, okay?
Version Damage Guard Property Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
A - Any I: 1-7 8 2 50 / - None

Akiko points her finger a short distance away from her. This move seals the opponent's dash for 6 seconds.

  • Not very useful at all. The low damage, average priority, and short range makes using up a whole SP Level for this super a questionable decision.
B - Any I: 1-7 8 2 50 / - None

Same as the A version, but also seals all the opponent's special moves too.

  • Slightly more useful than the A version, since the opponent no longer has any of their high-priority specials or supers to surprise you while you are continuing your attack.
  • You're better off saving meter for time slow.
C - Any I: 1-7 8 2 50 / - None

Same as the B version, but also seals the opponent's jump too.

  • Never worth the meter.

Final Memory

There is also some that isn't sweet
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
- Grab 50F 1F - / / None

Akiko pauses for a half-second, disappears, and reappears on the ground directly behind the opponent, holding a jar of yellow jam. If the move whiffs, Akiko hides the jam behind her back. However, if the move connects, Akiko prepares her opponent breakfast: yellow jam on toast... Each character has a unique animation for this.

  • Safe on whiff.



Movement is key to Akiko's gameplan. She will be spending the majority of her time airborne, weaving in and out of range in neutral, trying to catch her opponent off guard or doing something risky. She has access to an extendable rising dash which causes her to disappear and become completely invulnerable, making it difficult for the opponent to properly anti air any rising dash approaches. While airborne, she has access to two air dashes and one air jump. It's important to note that after Akiko has used an air dash she becomes incapable of using her air jump. Mixing these movement options with her superior air normals makes her a menace to deal with.

Normals & Specials in Neutral


Akiko's grounded arsenal is rather lacking. Her most useful neutral grounded normal is f5B which has an impressive hitbox that can be useful for anti airs, but it has the downside of being air blockable. You'll mostly be focusing on using 236A/B and 214B when grounded, making use of f5B sparingly to try and catch aerial opponents.
EFZ Akiko 236 Cycle.png
236A/B works in cycles. You will always start the match on {1}, and any use of 236A or 236B will move you forward to {2}. In practice, this means you can completely avoid using the less than useful projectiles in 236B's cycle by doing [236B{1} 236B{2} 236A{3}] or [236A{1} 236B{2} 236A{3}]. 236B{2} is your most useful projectile to FIC. You'll mostly want to avoid using 236B{3}, and all cycles of 236A are usable.
214B isn't just an okizeme tool, you can also sneak it out in neutral to keep your opponent on their toes. 214B moves forward slowly and can be useful to slowly chip away at the BIC of an overly patient foe. 214C is also incredible for this due to it's speed and RF meter drain.


jB is just incredible. 8 total active frames for the broom twirl, and after a gap, 2F for the final hit. In neutral, this move can be used as surprisingly hard to deal with wall when doing j8 jB, making sure to time the jB closer to the ground so you're able to cancel the recovery upon landing. Doing this only becomes potent when you're making full use of her aerial mobility to keep your opponent guessing.
jC is huge, both for the hitbox and the way it extends Akiko's hurtbox. It also easily leads into juggles if you catch an opponent airborne. j7 dj9 djC can be an incredible hassle tool if spaced properly and with caution. For hassling, you're aiming to hit nearer the tip in order to make anti airs and RG punishes harder. Certain characters like Kaori, Mishio and Ayu have absolutely no problem anti airing this, so be careful how you use it in those matchups. Overall, use jC approaches with caution.

Wait, that's it?!

Pretty much. Akiko's tool set is by far the most predictable in the game. She has to make up with it by abusing her movement options, surprising her opponent, properly baiting anti airs and reversals, and above all making every stray hit count. Once Akiko gets that stray hit, she can more often than not convert into large damage and unseeable, looping okizeme.

Taking Initiative in Neutral

Mostly you'll be playing hassle and runaway, taking time to build meter and fishing for stray hits in neutral. You will be wanting to sprinkle in some surprise approaches to keep your opponent on their toes, however. Being as predictable as Akiko is, taking initiative and attempting to approach your opponent can be tough, but she definitely has the tools to make it work.
The key groundwork to this is keeping your opponent guessing when you'll use your movement options. [j66 j44], [j7 j9 .. j44], [66 j7], [66 j44] are all examples of neutral movement that can be used to keep your opponent guessing when you'll actually approach. There are plenty more variations on this, and I encourage Akiko players to become familiar with all of her movement options, what positions they place her in, and what approach options she has access to from them. Watching match videos of high level Akiko players is invaluable for learning her options.
Keep track of your 236A/B cycles and make use of 236A/B FIC to create approach opportunities. This is by far Akiko's most reliable way to approach.
Neutral time slow activation can also be powerful. The higher the level the better, but it does have diminishing returns. Level 2 is ideal, level 1 can be too short, and level 3 is slightly too long. Level 1 is still useful however, and level 3 is really only useful when the match is almost over and your opponent has very little health left. Upon neutral level 3 time slow activation, the opponent will usually just double jump due to Akiko's lack of juggle combos during time slow, especially on an opponent high in the air.


Patience is your best friend. The more time Akiko is left in neutral, the scarier she becomes, allowing her to whiff normals to build super meter and passively build RF meter. The more desperate your opponent is to stop this from happening, the more risks they will take. The more risks your opponent takes, the more opportunities you have to punish them for taking them! Akiko strives off this, getting ridiculous damage from strange starters in neutral leading into her looping okizeme.

Combos, Meter, and Snowballing Momentum

Akiko's main strengths lies in how easily she's able to convert from stray hits into huge damage, meter gain and oki. Her combos are very long, made even longer by the double vacuum ender after knife loops in the corner. Building a large chunk of super and RF meter back is why she snowballs so easily, especially when she's already got 2+ super stocks built, giving her access to looping time slow okizeme. Once she has ample meter built, Akiko can take more risks, as all she really needs is one knockdown for an opportunity to end the round, even if she has no BIC.


Akiko is capable of converting most hitconfirms into disgustingly large damage and okizeme, all the while building insane amounts of meter as she does it. Akiko players should be aiming to make the most out of any and all stray air hits they connect with and convert into corner carries and looping okizeme.
Notation Help
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.

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]xN Loop the inputs in the square brackets as many times as N
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.
.. 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.

Basic Combos

Basic Combo replays can be found here.


  • (jB/jC) 2ABC 623A wait until juggle meter almost gone 623A immediately 421A | (replay1-1) Does about 2450 damage and doesn't require IC or super. The timing written here for the 623A knife special is an approximation, but it should get you within the right timeframe for an "explosive" hit, also known as a clean hit. This combo can easily be linked from the jB or jC jumpins, which Akiko should already be using often.

Red IC

  • (jB/jC) 2ABC 623C 623C 421C 623C 421C 623C | (replay1-2) Very difficult to get the explosive hit. This rekka also has two different clean hits, one dealing a lot more damage than the other.
  • 2AABC IC walk forward 5BBC walk forward 5BBC 41236A 41236A 214B | (replay1-3) If you find 5BBC too hard, you can use 5ABC instead.
  • 66jB(5hits) walk forward 5B 2C IC walk forward [5BBC]x2 41236A 41236A 214B | (replay1-4) Again, replace 5BBC with 5ABC if you have trouble.
  • 66jB(5hits) c5B 2C IC c5B .. 5C 5BBC c5B .. 5C 41236A 41236A 214B | (replay1-5) The height management in this combo can be tricky. Learning this will teach you how to delay hits to manage height.

Blue IC

  • (jB/jC) 2ABC IC c5B jC(3hits) land jB(1hit) j66 jB(2hits) jC(whiff) land c5B jB(1hit) jC(2hits) j66 jB(5hits) land c5B 5C 5BBC 41236A 41236A 214B | (replay1-6) Corner to corner carry showing how Akiko is able to juggle from anywhere into knife loops. jC(whiff) can be used to cancel jB early, allowing you to land without dealing all 5 hits of jB.
  • (jB/jC) 2ABC IC walk forward 5BBC walk forward [5BBC]x3 41236A 41236A 214B | (replay 1-7) Basic corner knife loop with BIC. If you find 5BBC tricky, replace with 5ABC.

Regarding Knife Loops

EFZ Akiko 5C1.png
Akiko has two different hitboxes on her 5C. The inital hitbox (shown above) is much smaller but does 200 more damage than the later, larger hitbox. Ideally you want to hit with this hitbox as much as you can, but it's not always possible due to spacing. For newer players, just being aware of this hitbox is enough - focus on completing knife loops even if you use the larger hitbox instead.
You should also be aware of the power% of your combo - below 62% 5BBC / 5ABC will no longer combo properly. Between 58% and 61.9%, c5B 5C or 5AC will work. If in doubt, go into 41236A early.

Advanced Combos

Advanced Combo replays can be found here.

Red IC

  • 66jB(1-4) land cancel 2ABC IC [5BBC]x2 41236A 41236A | (replay 1-1)
  • 66jB(5hits) walk forward c5B 5C 5BBC c5B 5C 41236A 41236A | (replay 1-2) Only works if you land point blank after the jB. If you land too far away, just do the [5BBC]x2 post IC route
  • 2AABC IC [c5B f5B 5C]x2 41236A 41236A | (replay 1-3)
Anywhere as long as there's plenty of space either side of the opponent
  • 2AABC 623C 623C 421C 623C 421C 623C | (replay 1-4) Works from basically any starter.

Blue IC

  • 2AABC IC...
  • 66B(5hits) c5B 2C IC...
  • 66B(1-4hits) land cancel 2ABC IC...
  • jC(1hit) 2ABC IC...
  • jC(3hits) c5B 2C IC...
  • ...c5B jC(3hits) djC(1hits) dj66 djB(1hit) djC (1hit) land jB(1hit) jC(3hits) land jB(1hit) jC(1hit) c5B 5C 5BBC c5B 5C 41236A 41236A | (replay 1-5 and replay 1-6) Universal max damage combo. All instances of c5B 2C after jump-ins can be replaced by 2ABC and the combo will still work, although it will be less damage. When you reach the corner, you will need to start to j8 instead of j9 or else the combo will likely drop.
  • jC(2hits) 5B 2C IC c5B jC(3hits) djC(1hits) dj66 djB(1hit) djC (1hit) land jB(1hit) jC(3hits) land jB(1hit) jC(1hit) c5B 5C [5BBC]x2 41236A 41236A | (replay1-7) Route specifically for the jC(2hits) starter.


Akiko has some nasty okizeme due to a few factors. Firstly, jB is 5 hits and the amount of hits can be adjusted freely by whiff cancelling into jC. Well timed jump-ins or IADs can also cause this effect without having to use jC cancels, using a "land cancel" instead. Secondly, Akiko's fire extinguisher special (214A/B/C) obscures the screen where it is placed, making it even harder to block. Thirdly, Akiko's time-slow super, which slows down the opponent and leaves Akiko at normal speeds. Finally, Akiko's vacuum special move will always leave a gap in the corner, allowing five possible ways Akiko can break your guard.
Below are some simple time-slow setups to be used after 41236Ax2 in the corner:
  • 641236A 214B IAD jB
  • 2B(whiff) 641236B IAD jB
  • 2B(whiff) 214B 641236C IAD jB
Notes: Some of these do not work so well on fast rising characters like Cello. These actions are to be performed as soon as you regain control of your character after the final 41236A.
After 623A clean hit in the corner, an immediate 641236A upon landing into an instant air dash jB is a safejump setup. If they reversal and don't IC, you get a chance to punish. If they do nothing, they have to block the jB mixup. If you get a hit, you can confirm back into 623A rekka clean hit and repeat the setup.

Win Quotes

Japanese English


This jam works wonders
on wounds, you know?



Oh my, are you tired?

Would you care to
have a meal together?





Fear not your mistakes,
but also do not repeat them.

That is the key to success
for those who aim for the skies.



My my,

It must be nice to be so young.

(To Ayu)


(To Ayu)

Do feel free to stop by
to play, next time.

(To Nayuki)


(To Nayuki)
My my, Nayuki.

You'll be late
if you don't hurry up.

(To Makoto)


(To Makoto)
You're always
welcome back here.

After all, you are
a part of our family.

(To Misuzu)



(To Misuzu)
So many memories.
So much love.

You carry an irreplaceable
warmth with you.

I wish you
nothing but happiness
on the path you travel.

(To Kanna)



(To Kanna)
Everything will be all right.

Surely, one day,
you'll be able to walk on this great earth
with those you treasure.

That is everyone's wish.

(To Akiko)


(To Akiko)
Oh my.

Had you just asked,
I could have taught you a thing or two
about imitating others.



In-game References

Game References

  • Akiko's backstep (with matching dust clouds) is based on Slayer's backdash, from the Guilty Gear series.

Kanon References

  • The house in the background of her stage is the Minase household, where Akiko lives.
  • Akiko's "Planning for the worst" move is a reference to an event that takes place during Kanon.
  • The name of the Akiko's "This is the secret of 1-second approval" move is a reference to how Akiko usually approves anything requiring her permission after only one second.
  • The yellow jam Akiko serves during her "There is also some that isn't sweet" move is a reference to her infamously inedible jam that she likes to feed to others during Kanon.

Nayuki (asleep)
Nayuki (awake)