Eternal Fighter Zero/Kaori Misaka
Introduction
Misaka Kaori (美坂 香里) is the boxer-type fighter of EFZ, taking after Dudley from Street Fighter, even gaining his “ducking” move. As a boxer, Kaori is extremely strong in close quarters, and excels when the opponent is in the corner. She has basic combos that can carry the opponent to the corner, and with meter, has much more advanced combos that can deal massive damage. It is not unheard of to see a Kaori take back a match that she has been losing by 50, 60, even 70 percent life. Her weakness lies in being zoned out by characters with strong projectile games, and she must make masterful use of recoil guard and ducking to get in before she loses the match.
Kaori is one of the supporting characters of Kanon, a visual novel produced by Key in 1999. Kaori is Nayuki's closest friend, and is Yuuichi's and Nayuki's classmate. She is very smart and knows a lot about her classmates and the town, but does not seem to be aware of any of the supernatural happenings that take place. During Kanon, Yuuichi learns that Kaori has the same family name as Shiori, but Kaori strongly denies any relation...
Kaori was added to EFZ's cast in Bad Moon Edition.
Stage: Snowy Park (Night) (雪の公園(夜))
BGM: Frozen Plateau (凍土高原)
Character-Specific Notes
- Kaori's ground dashes are actually special moves, meaning they can be cancelled into. Her dash attacks will also be covered in the Special Moves section.
- Kaori is one of a few characters who gain some throw invincibility after double jumping.
- Kaori has the shortest jump in the game. You might need to double jump over things that only require a single jump for other characters.
- Kaori has no moves which can counterhit nor does she have any which can be counterhit.
Normal Moves
Frame Data Help | |
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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. |
Guard | Indicates how the move must be blocked, if it can be blocked at all.
Low: Crouch Block |
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 |
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 |
Standing
5A
5A
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c5B
c5B
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f5B
f5B
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5C
5C
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Crouching
2A
2A
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2B
2B
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2C
2C
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Jumping
j5A
j5A
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j5B
j5B
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j5C
j5C
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Grabs
Ground Grab
Ground Grab
Close 6C/4C |
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Air Grab
Air Grab
Close j6C |
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Special Moves
Ducking Moves
66*
Ducking
ダッキング 66 |
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4466*
Recoil Ducking
反動ダッキング 44~66 |
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66A
Fast Upper
ファストアッパー 66A |
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66B
Shine One Two
シャインワンツー 66B |
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66C
Hell Charge
ヘルチャージ 66C |
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662C
Leg Smasher
レッグスマッシャー 662C |
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Specials
214*
Punishment Cross
パニッシュメント・クロス 214* |
Kaori will wind back a bit and deliver a downward angled punch followed by an upward angled punch. This move is an overhead and a launcher. Safe on block. |
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623*
Cyclone Upper
サイクロンアッパー 623* |
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Eternity Specials
236236*
Initial K
イニシャルK 236236* |
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214214*
Fire Storm
ファイアーストーム 214214* |
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641236*
Extreme Double
エクストリームダブル 641236* |
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Final Memory
FM
Silent Pose
サイレントポーズ 666S |
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Strategy
Dealing with Short Range
Kaori has very short range, but this is made up for by her high damage, and more importantly, her lightning pokes. to deal with enemies, get used to figuring out her max range on her B moves, and C moves. when approaching the enemy stick mainly to bobbing in and out of the opponent's range with her walk-speed and poking with B. stuff jump-ins with a 2B (learn the range, it's ridiculously easy to punish with) and the opponent's bad spacing with a 5BC > BnB on B-hit-confirm. her attacks have alot of hit-stun so getting damage is all about hitting hard after every B hit.
but don't forget A! if your at close range (deep), use your jab aggressively, hit-confirm into 5C! kaori has one of the few Cs that can be used right after an A and still combo.
66B, if you are at semi-close range, dashing in with 66 makes you nearly mid/high invincible, because you go through the opponent during the dash. Low attacks will still hit though. Using B to start your rush is safer than A because it has increased range and hits twice. Always use an attack after 66, if it whiffs, you can be safe to guard.
Don't jump-in. IAD is stupid with Kaori, you have goddamn magic walk speed. If you do IAD, it better be for oki or high/low.
Poke a lot, you have the largest collection of safe-pokes of any character, throw some punches out even if you don't mean it. In fact, just jumping up and down at full-screen and whiffing j.B/Cs will build up precious meter. Hit-confirm EVERYTHING into 5C BnB rush. This does not mean throw out 5Cs and hope the opponent doesn't out-range you. Throw out your Bs and Cs and be prepared to block/RG on whiff. Land a poke, execute hard.
Recoil-ducking is not a replacement for a dash, your walk-speed is. Use it full-screen with your back to the wall and land a long-range 66C (which isn't safe), or use it when you can predict a DP on wakeup and punish with dash attack.
Projectiles are easy, jump/duck 66C. done and done.
Mind-games
214A/B/C are awesome. IC A and C versions for combos, use B version with oki for free combos. C version is invincible at startup, but it's basically an A version, so use it the same way. Overhead command is tricky, so be as sneaky about it as you can.
Low-jump IAD shenanigans. Oki IAD is cheating with kaori, since you can either hit with a 1.2k+ throw, an aerial/crouch high-low staggering, fakeout into 214 for overhead tricks, fakeout into low. It's craziness. Corner-block-strings with low-jump IAD is pretty crazy too, since you glide just above low-attacks, and stopping the airdash will ground you almost-instantly.
623A/B on wakeup, force block? cancel first block on B version and tick throw? Link A version with K punch at the end. etc. C version is your DP, so that's a different thing entirely.
Walk-speed + normals = damn-long block-strings. Just walking forward and trying to hit with A/Bs or 66A/Bs and 2Cs (5C is for hit-confirming into combos), can end up being it's own mindgame in its self. Watch for jumps and stuff with 2B or airthrow. Use your incredible walk speed to tick throw for chaos, or walk in 214 for insanity.
Combos
Notation Help | |
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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. |
Nagisa's Beginner BnB Collection
No IC
Anywhere
- 2AxN (c5B) 5C 66A 5C 66C
Near Corner
- Anti-air - 2B j9B j66 jA jB land j9B j66 jA jB c5B 5Ax5 c5B f5B jB jC dj6C(tech trap)
Corner
- 2A 2A 2C j9A jA jB c5Bx3 5Ax5 c5B f5B jB jC dj6C(tech trap)
Red IC
Near Corner
- 214A(1) IC 623B(1) c5B j9B j66 jB land c5Bx4 5Ax5 c5B f5B jB jC dj6C(tech trap)
- 236236A(2) IC 623B(1) c5B j9B j66 jA jB land j9B j66 jA jB c5B 5Ax5 c5B f5B jB jC djC(tech trap)
- 5C 214214B IC 623B(1) 2A(whiff) j9B j66 jA jB c5Bx2 5Ax5 c5B f5B jB jC djC(tech trap)
Corner
- 2A (2A) c5B 5C 66C IC c5Bx3 5Ax5 c5B f5B jB jC dj6C(tech trap)
- 214A(1) IC 2C jA jA jB land c5Bx3 5Ax5 c5B f5B jB jC dj6C(tech trap)
- 236236A IC .. 5Ax4 c5B f5B jB jC djC(tech trap)
- 5C 214214A IC c5Bx5 5Ax5 c5B jB jC djC(tech trap)
Blue IC
Anywhere
- 2AxN 5C 66A 5C 214214A(6) IC 623B(1) c5B j9B j66 jA jB land jB j66 jA jB 5A c5B 5Ax5 c5B f5B jB jC djC(tech trap)
- 2AxN 5C 66A 5C 214214B IC c5B j9 djB j66 jA jB land jB j66 jA jB c5Bx2 5Ax5 c5B f5B jB jC djC(tech trap)
- 214C IC walk c5B j9B j66 jA jB land j9B j66 jA jB land c5Bx3 5Ax5 c5B f5B jB jC djC(tech trap)
Near Corner
- Back to corner - 2AxN 5C 66A 5C 214214B IC 623B(1) 5A(whiff) 6 [<- c5B jB j66 jB c5Bx6 5Ax5 c5B f5B jB jC djC(tech trap)]
- 214C IC IAD [<- c5B 2B [623B(2) 5A/2A(whiff)]x5 [623B(1) 5A(whiff)]x3 5C 214214A IC 623B(1) 2A(whiff) 5A c5B 5Ax5 f5B 2C jA jB jC djC(whiff)] - 2 hit cyclone loop. Replay
Corner
- 2A (2A) c5B 5C 214214B IC [[623B(1) 5A/2A(whiff)]x3 623B(1) c5B]x2 [623B(1) 5A/2A(whiff)]x3 623B(1) 5C 214214A IC 623B(1) 2A(whiff) c5B 5A c5B 5Ax4 c5B f5B jA jB jC djC(whiff)
- 2AxN 5C 66A 5C 214214A IC 623B(1) c5B [623B(1) 5A/2A(whiff)]x3 623B(1) 2A(whiff) 623B(1) c5B [623B(1) 5A/2A(whiff)]x3 623B(1) 2A(whiff) 214214B IC [623B(1) 5A/2A(whiff)]x4 623B(1) 2A(whiff) 5C 66A 5A c5B 5Ax4 c5B f5B 5C 236236A - Builds 2 bars during the combo, so Kaori only needs 2 SP to start.
Okizeme
Win Quotes
Japanese | English |
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もう良いでしょ |
I hope you're satisfied. |
悪くは無いわね |
Not bad at all. |
ボディがお留守よ |
Your body's wide open. (Kaori is saying one of Vanessa's quotes, from The King of Fighters series.) |
チェックメイト |
"Checkmate" |
遅いわね… |
You're so slow... |
(To Shiori) |
(To Shiori) |
(To Kaori) |
(To Kaori) |
Colors
In-game References
External References
- Kaori's 623* is based on Cody's "Criminal Upper" featured in the Street Fighter series.
- Kaori's Final Memory is based on Slayer's "All Dead" instant kill move from the Guilty Gear XX series.
Kanon References
- The park with the fountain in the background is an important place of her sister, Shiori.
- The way that Kaori stares blankly at the toast during Akiko's "There is also some that isn't sweet" move is a reference to her previous experience with Akiko's "special" jam before the events of Kanon.