Eternal Fighter Zero/Kanna

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Kannabi no Mikoto

Introduction

Kannabi no Mikoto (神奈備命) is a insanely powerful and quick character, and uses her divine powers to crush her opponents. She acts as the true final boss of Eternal Fighter Zero. Because her playable version is unmodified from her boss version (unlike UNKNOWN), she is completely unbalanced and inherently stronger than every other playable character in the game. Kanna is normally banned from tournament play.

Kanna is a key character in AIR, a visual novel produced by Key in 2000. She lived back in the 10th century, and was one of the last of the winged race in history. Because of the awesome power inherent in all their kind, Kanna was revered as a god, and isolated from the populace out of fear. Despite being moved from temple to temple constantly throughout her life, Kanna was eventually able to became close friends with 2 of her followers, the servant Uraha and the lieutenant Ryuuya. During AIR, Kanna escapes her temple with Uraha and Ryuuya and goes on a long and arduous journey in order to find her mother, with all of Japan searching for her...

Stage: The Infinite Sky (無限の空)

BGM: Vega and Altair (双星) Thin Clothes (蝉衣)

Character-Specific Notes

  • Kanna is able to air jump or air dash/backstep a total of 2 times, in any order. Once Kanna has used up her aerial moves, she cannot perform any more until she lands or air recovers.
  • Kanna's ground dash is actually a long leap off the ground. Any attacks she does during her ground dash will be considered jumping attacks.
  • Whenever Kanna is idle in the air, she will gently float down. Pressing down will drop her to the ground fast.
  • Kanna is unable to throw.

Normal Moves

The notation for the movelists can be found under Controls.

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

Standing

5A
5A
EFZ Kanna 5A.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
190 Ground 4 1 11 -1 -2 -

Kanna swipes her arm and smacks the opponent. Limited usefulness.

5B
5B
EFZ Kanna 5B.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
500 Ground 8 1 15 +1 -1 -

Kanna sweeps her sword in an upwards motion. Gigantic and air unblockable, leads into her BnB. Excellent move.

f5B
f5B
EFZ Kanna f5B.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
550 Ground 11 1 20 -4 -6 -

Kanna slashes her sword in a horizontal arc in front of her. Limited usefulness.

5C
5C
EFZ Kanna 5C.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
800 Ground 15 1 26 -3 -5 -

An absolute monster of a move. Hard knockdown on an airborne opponent, hitboxes take up a quarter of the screen, and combos into most of her specials.

Crouching

2A
2A
EFZ Kanna 2A.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
180 Low 4 2 9 0 -1 -

Kanna sweeps her hand at the opponent's feet. Hits low.

2B
2B
EFZ Kanna 2B.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
520 Low 9 2 18 -3 -5 -

Kanna sweeps her sword in a low horizontal arc. Hits low and combos into 5C at any range.

2C
2C
EFZ Kanna 2C.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
750 Ground 11 8 22 -6 -8 -

Kanna raises her wings in an antiair attack. Limited usefulness when 5B exists.

Jumping

j5A
j5A
EFZ Kanna j5A.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
210 High 5 5 7 / / -

Kanna pokes her sword straight out. Combo filler.

j5B
j5B
EFZ Kanna j5B.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
500 High 8 2 20 / / -

Kanna slashes downwards in an arc, covering a giant area. Can hit any character from an instant jB, though it requires IC to fully convert.

j5C
j5C
EFZ Kanna j5C.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
800 High 11 2 29 / / -

Kanna slashes in an angled attack that will cause a hard knockdown. Useful for instant overheads and combo enders.

j7/j8/j9
Flight (飛翔)
j1/j4/j7/j8/j9/j6/j3
EFZ Kanna JX.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
- - - - - - - -

Kanna gains momentum in the direction you press. Does not require a double press, so it can be accidentally input very easily.

j2
Heavenly Escape (天駆)
j2
EFZ Kanna J2.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
- - - - - - - -

Kanna quickly descends from the sky. If she has any jumps/dashes left she can cancel out of this freefall state into them.

Grabs

  • Kanna is the only character in EFZ who does not have any kind of Grab

Special Moves

The notation for the movelists can be found under Controls.

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

Specials

236*
Kusanagi's Blade of Light (草薙シ光ノ刃)
236*
EFZ Kanna 236.png
Version Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
A - - - - - - - -

A horizontal slash that knocks the opponent off their feet and reaches across 3/4 of the screen.

B - - - - - - - -

Effectively the same move as 236A.

C - - - - - - - -

A horizontal slash that knocks the opponent off their feet, wallbounces, and reaches across the entire screen.

623*
Sky-Soaring Double Spiral (空翔ケル二重ノ螺旋)
623*
EFZ Kanna 623.png
Version Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
A - - - - - - - -

A spinning uppercut with her wing. Fully invulnerable until the move is no longer active.

- - - - - - - -

Effectively the same move as 623A.

C - - - - - - - -

Kanna continuously spins with her wings until she reaches the top of the screen. Fully invulnerable until the final hit.

214*
Stone of the Heaven-Revering Moon (天ヲ仰グ月ノ石)
214*
EFZ Kanna 214.png
Version Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
A - - - - - - - -

Kanna commands her sword to pierce the ground a short distance away, causing an eruption of stone to rise out of the ground. Extremely long untech time. Once the sword starts heading towards the ground, can no longer be interrupted.

B - - - - - - - -

Same as the A version, but the spike appears further away.

C - - - - - - - -

Same as the other versions, but appears nearly across the screen.

41236*
SCelestial Hawk's Bow (天津鷹ノ弓)
41236*
EFZ Kanna 41236.png
Version Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
A - - - - - - - -

The reason you play Kanna. The strongest projectile in the game, extremely spammable, nearly impossible to erase with any other projectile.

B - - - - - - - -

Effectively the same move as 41236A.

C - - - - - - - -

Kanna shoots out 6 balls of light behind her that home in on the opponent's position.

Eternity Specials

236236A
Raging Heavens of Konohana (吹キ荒ブ天ノ此花)
236236A
EFZ Kanna 236236A.png
Version Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
A - - - - - - - -

Kanna sends a single feather offscreen that multiples and covers the entire screen as they fly past. Causes hard knockdown. Kanna is fully invulnerable during the duration of the feathers flying across the screen.

236236B
Treasured Sword of Seven Branches (七ツ枝ノ宝剣)
236236B
EFZ Kanna 236236B.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
- - - - - - - -

Kanna screams in anguish as several pillars of spikes rise from the ground. This hitbox on this move is extremely large, and Kanna is fully invulnerable until the final hit of the spikes.

j236236B
Sword of Unbound Silver (解キ放ツ白銀ノ剣)
j236236B
EFZ Kanna J236236B.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
- - - - - - - -

Kanna raises her wings as they transform into swords of light and sweeps them downwards, causing hard knockdown.

Final Memory

236236C
Bird's Poem (鳥ノ詠)
236236C
EFZ Kanna FM.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
- - - - - - - -

Kanna does a fully invulnerable combo of f5B 5C 5B and launches the opponent into the sky. She then unclothes herself, prays and rises into the sky engulfed in a bird of light before piercing through the opponent.

This move may get you banned from Twitch, we haven't tested it yet.

Strategy

Kanna has not been tuned from her boss form, meaning she has extremely overtuned normals and abilities. She is banned in tournaments and will often be looked down upon in casuals. Make sure to confirm with your opponent if they will play against a Kanna.

The metagame beside, Kanna in general gets to play her game whenever she wants. All of her specials are useful and spammable, though 41236 is more useful than the others. She has plenty of time on each hit to confirm into a full combo.

Because she has no throw, she must get her opportunities from her mixup game, which is extremely strong. Her dash puts her airborne immediately and allows you to overhead very quickly and confirm into a ground combo. If that's not fast enough, instant jBC will work on all characters and with IC, you can jBC 5BC etc. to continue your combo. 2B is her best low option, and comes out as fast as her overheads.

Kanna does not have level 1 or 2 specials; each super takes all 3 bars. Feel free to toss in j236236B whenever you need a big chunk of damage in a combo. 236236A is not very useful. It is slow and the opponent can block with plenty of time. You can combo into it with 236C BIC 236236A, but in general it is not worth it. 236236B is good damage from a grounded combo, and a very good reversal. 236236C will get you banned from Twitch and Youtube, probably. Excellent damage for a comeback win.

Kanna also has a bug in her back jump animation (7 on the control stick), where, for one frame, she can cancel into a grounded normal. TAS combos use this liberally to combo 5B into 5B or 5C into 5C. You can attempt to learn this but it's realistically impossible to consistently get in matches.

Besides doing damage, Kanna has extreme mobility with her flight ability. It takes getting used to, but you can be anywhere you want very quickly by stringing together her flight dashes.

Combos

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.

Replays for these combos can be found here.

No IC

2AB 5C 41236A 66 jB 6 jB 6 jAB land 5B jAAAAB djABC

  • Basic anywhere combo, will carry from corner to corner. (4349 DAMAGE) [replay 1-1]

Corner: 2B 5C 41236A 2B 41236A jB 6 jB 6 jAB land 5B jAAAB djABC

  • Corner combo off 2B starter. (5080 DAMAGE) [replay 1-1]

Corner: 2B 5C 236A 5AB jB 6 jAB land jB jAAAAAB djAB~B

  • Corner only combo with 236A pickup. Shows her alternative tech trap combo. Last jB will catch techs. (4291 DAMAGE) [replay 1-1]

Red IC

... 236C jB 6 jB 6 jAB land 5B jAAAAB djABC

  • From anywhere on screen, can punish full screen. (4200 DAMAGE) [replay 1-2]

9jBC IC jBC 2B 5C 41236A jB 6 jAB land 5B jABC

  • Basic instant overhead combo. (4835 DAMAGE) [replay 1-2]

Blue IC

2AB 5C 41236A 66 jB 6 jB land 5B jB 6 jAB land 5BC 623A BIC jB 6 jB land 5B jB 6 jAB land 5B jAAB djABC

  • Corner to corner combo. (7282 DAMAGE) [replay 1-3]

Corner: 2B 5C 41236A 2B 41236A 5C BIC 2B 41236A 2B 41236A jB 6 jB 6 jAB land 5B jAAAAB djABC j236236B

  • Full meter dump on a low. (8877 DAMAGE) [replay 1-4]

Corner: 9 jBC BIC jBC 2B 5C 41236A 2B 41236A jB 6 jAB land 5B jB djAABC j236236B

  • Full meter dump on a high. (7888 DAMAGE) [replay 1-5]

Win Quotes

Japanese English

消えよ
翼無き者よ

Disappear,
wingless one.

もう良いのだ
何も望まなければ
何も失わぬのだ…

I give up.
If I wish for nothing,
then I can lose nothing...

もうよい
興も失せた

終いにしようぞ

Enough of you.
I have lost all interest.

This ends now.

その程度では
余の呪いは
断ち切れぬぞ…

My curse
cannot be broken by
such pitiful attempts.

世界創生より
受け継がれた翼人の力

所詮人の及ぶところ
ではないのだ

This is the power of the winged ones,
passed down from the creation of the earth.

It was too much
for a mere human to handle.

(To Misuzu)
もう良い…!
余のところに戻るのだ…

何故おぬしまで
苦しむ必要がある…!?

この身は最早
清める事などできんのだ…

Enough already...!
I will return whence I came...

Why must you
suffer as well...!?

I can no longer
purify this body...

(To Akiko)
強いのだな
母親は

In all ages,
mothers show great strength.

Colors

EFZ-kanna-colors.png

In-game References

Game References

  • The sword that Kanna uses in many of her attacks is based on Kouryu's sword, from The Last Blade 2.
  • Kanna's "Kusanagi's Blade of Light" move is based on Justice's "Michael Sword" move, specifically from the original Guilty Gear.
  • Kanna's "Stone of the Heaven-Revering Moon" move is based on Dizzy's "This was used for fishing" move, from the Guilty Gear series.
  • Kanna's "Celestial Hawk's Bow" move is based on Kouryu's "Red-Coated Arrow which Pierces the Sky" move, from The Last Blade 2.
  • Kanna's "Treasured Sword of Seven Branches" move is based on Geese Howard's/Rock Howard's "Raging Storm" move, from the Fatal Fury series.
  • Kanna's "Sword of Unbound Silver" move is based on the Silvergun's "Radiant Sword" move, from the shooter Radiant Silvergun.

AIR References

  • The name of Kanna's "Bird's Poem" move is a reference to the theme song of AIR, "Bird's Poem".
  • The part in Kanna's "Bird's Poem" move where she undresses and soars high into the sky is based on an actual event that takes place in the game.


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