Eternal Fighter Zero/Kaori Misaka

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Misaka Kaori


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...

Stage: Snowy Park (Night) (雪の公園(夜))

BGM: Frozen Plateau (凍土高原)

Character-Specific Notes

  • Kaori is able to air jump once, and air dash/backstep once.
  • Kaori's ground dash is actually considered to be a special move, and thus her dash attacks will also be covered in the Special Moves section.
  • 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 naturally has very strong normal attacks, compared to other characters.

Normal Moves

Frame Data Help
The notation for the move lists can be found under Controls.
Moves affected by subframes will have a toggle for showing full frames (subframe count rounded up to the next full frame) and subframes.
Full Frames (Blue)
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
High: Stand Block
Ground: Air Unblockable, may be blocked either Crouching or Standing
Any: Air, crouch, and stand block
Grab: Cannot be blocked, grab type hitbox that targets the collision box
Unblockable: Cannot be blocked, unblockable hitbox that targets hurtboxes

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
TI: Throw Invincibility
SI: Strike Invincibility
HI: Upper Body/High Invincibility
LI: Low Invincibility/Low Crush
A: Armour
G: Guard Point

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
Sp: Specials
Su: Supers
J: Jump cancel possible on hit, block and RG
JH: Jump cancel possible on hit only
AD: Air Dash
IC: Instant Charge after hit(22C)
FIC: Flicker Instant Charge (22C, fixed IC window, regardless of hit or whiff)
R: Repeatable, always A normals. Will cancel into other A normals.
f5B/2B: Usually c5B cancel option
SB: S button cancelling, character specific. Examples: stance, summon or flight cancels.
Rekka: A special move with multiple parts that require additional inputs.
: Special rules, see description for details (look for the ※)


Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
200 Ground 4 1 6 +4 +3 N Sp Su J IC R

Quick jab. It's quick nature allows you to make openings for slower attacks, it's also used in Kaori's Corner juggle, and for cancelling cyclones in the cyclone juggle.

Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
380 Ground 6 2 10 +6 +4 N Sp Su J IC f5B/2B

Kaori lets out a small hook directed toward the face. Hits harder than most medium attacks and is used in her corner juggle BnB because it can push the opponent upwards a bit to extend the juggle.

Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
400 Ground 6 2 13 +3 +1 N Sp Su JH IC

A straight punch. A strong punch, heavier than most medium attacks, not much to say about it, also helps in the corner juggle. Your basic poke, use this a lot when trying to hit-confirm for BnB.

Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
600 Ground 10 2 18 +5 +3 Sp Su IC

Big straight punch. Hits heavily, very important part of one of her BnBs.


Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
180 Low 4 2 8 +2 +1 N Sp Su J IC R

A crouched jab. It's a low attack so it will break a standing guard. has a good amount of damage for a "weak" attack.

Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
390 Ground 6 2 15 +1 -1 N Sp Su J IC

Kaori let's out a high punch. Kaori's AA in most cases, used in pushing opponents toward the corner with one of her BnBs, and can restart a cyclone loop. It's fairly damaging. Has a lot more forward range than you might think.

Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
580 Low 10 2 21 / 0 Sp Su JH IC

Kaori makes a large sweep with her fist. Trips opponents, can be cancelled into a tornado for a launcher and corner juggle starter.


Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
200 High 5 2 11 / / N J AD IC R

A downward angled punch delivered from the air. This move does a fair amount of damage, and is useful to extend the juggle meter enough on a launched opponent to start a corner juggle. Also used in pushing the opponent into the corner in combination with her other air attacks. It's angle makes it useful for breaking crouch guards, as this is an airborne attack.

Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
390 High 6 3 14 / / N J AD IC

A straight punch delivered in the air. Used to push opponent toward the corner in combination with her j.A. It's fairly strong. air attack, but it's angle makes it inefficient for breaking crouch guards.

Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
600 High 9 4 25 / / J AD IC

Kaori makes a huge downward punch from the air. Smashes airborne opponents onto the floor and is the ender to most of her air combos, air attack and has a nice angle matched with her short jump can make this effective for breaking crouch guards.


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

Kaori brings the opponent close and blasts them away with fire.

Close j6C
Air Grab
Close j6C
EFZ Kaori Misaka AirGrab.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
1400 Grab 2 1 / / / None

Kaori grabs the opponent's neck and punches them away and into the ground.

Special Moves

The notation for the movelists can be found under Controls.

Ducking Moves

Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
- - - - - - - N Sp Su

Kaori takes a quick step forward while ducking in. You don't go very far. This move is a special move so you can cancel into it from any normal attack. Leads into 4 other moves.

Recoil Ducking
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
- - - - - - - N Sp Su

Same as above except inputted after a backstep. This version goes very far. You can backstep an opponent's attack and rush in while they are vulnerable, or can be used to just close the gap between you and the enemy. Leads into 4 other moves.

Fast Upper
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
350 Ground 6 2 13 +3 +1 Sp Su IC 5C/2C

Kaori makes a quick uppercut out of ducking. This move must be inputted in the last frames of a ducking, comes out very quick and has almost no delay.

Shine One Two
EFZ Kaori Misaka 66B.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
250 Ground 6 2 20 +3 +1 Sp Su IC
Hell Charge
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
650 Ground 8 16 32 / -11 IC

Kaori makes a strong straight. Must be inputted in the last frames of a ducking. After the ducking, she'll take another step and make a long-distance punch. If used with recoil ducking you can pretty much punch across a screen. After it hits it will launch the opponent across the screen and most likely right into the corner, right where Kaori does the most damage. ICing Hell Charge when you already have the opponent in the corner leads to a perfect corner juggle opportunity.

Leg Smasher
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
600 Low 10 2
Sp Su IC

Same as her 2C. About the same as 2C, if used after recoil ducking it can be a long-distanced knockdown attack.


Punishment Cross
EFZ Kaori Misaka 214.png
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 450 High / 21 2 24 / -3 IC
- 400 Any / 41 2 65 / / IC
B 450 High / 30 2 35 / / IC
- 400 Any / 47 2 18 / +3 IC
C 450 High
I: 1-18
20 2 24 / -3 IC
- 400 Any / 40 2 66 / -3 IC

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. A version is stationary, B version moves forward while punching, C version has some invincibility frames and won't use the 2nd hit unless the first hits.

Cyclone Upper
Version Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 100 x 9 Any 21 2 x 9 32 +7 +5 IC

Kaori does an uppercut and creates a tornado in front of her.

A version has hits happening at a high pace, B version can pull the opponent into the air slightly (cancel into a normal to begin a juggle).

B 100 x 10 Any 12 2 x 10 43 / -14 ~ +22 N Sp Su IC ※

B version can cancel into any normal move, special move (※other than 623B) and super move. As 66 counts as a special, this is also a cancel option. Hits very high, and hits multiple times. Cannot be cancelled into from any normal.

C 750 Any 12 2 43 / -22 IC

C version is completely invulnerable during startup.

Eternity Specials

Initial K
Version Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 2000 Ground 4 2 43 / -22 IC
B 3200 Ground 4 2 25 / -4 IC
C 4500 Ground 4 2 25 / -4 IC

Kaori let's out a powerful punch causing the screen to flash, she follows it up for a 3 punch combo, the direction of the punches form a large K. this move can be used as a devestating AA, and after the hit, the opponent is always placed on your right. you can IC the attack half-way to freeze the opponent in place and position yourself for a combo (the special does no damage until the last hit. each version has more freeze then the last, C version is actually 4 hits which is a delayed explosion. this move HURTS, C version can usually do 5k+ damage alone (easiest to do when used as AA). you can also cancel the move AFTER the final damaging hit and start up a corner juggle or push the opponent into the corner.

Fire Storm
Version Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 2200 Any 9 8 27 / -8 IC
B 3200 Any 9 11 32 / -11 IC
C 4200 Any 9 16 37 / 16 IC

Kaori ducks into the opponent and then lets out a long barrage of punches. A and B versions end with an uppercut, launching the opponent high into the air. C version ends with an uppercut then a straight punch which knocks the opponent to the edge of the screen, if they hit the wall they will wallbounce, IC before the straight for just a launch. ICing anywhere in the middle and before the last hits puts the opponent into a frozen state (very long attack stun basically) letting you setup a combo yourself.

Extreme Double
Version Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 2500 Unblockable 37 3 - / / None
B 3500 Unblockable 37 3 - / / None
C 5000 Unblockable 37 3 - / / None

Kaori leaps forward and let's out a powerful downward straight. this move is UNBLOCKABLE. This move will not use meter until it flashes, meaning if you get hit before it comes out you will keep the meter. Hits twice, first hit does no damage and can be blocked, but the enemy is screwed even if they do block it. Looks like a normal jump until it's too late for the opponent to attack back. This move will whiff the second hit if the opponent crouch RG's the first hit for some characters for some reason (short characters?). This move is STRONG. dealing easily 5k+ damage with level 3. Even though she jumps up it will most likely whiff airborne opponents because the hitbox is actually close to the ground.

Final Memory

Silent Pose
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
5000 / 0 40 52 / / None

Kaori stands still eyes closed. - let's out a massive punch and send's the opponent soaring through the sky. this is a counter move, the opponent must hit you for it to activate, and once they do the screen will show an image and the opponent will take loads of damage. use it when the opponent is attacking (of course).


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.


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 air-dash 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.

They fear the corner, and you landing any normal. They will panic if you get them in the corner and are forced to block. You just sit there with a wicked grin.

Kaori gains tons of meter, save it for FM. They never see it coming when you are hitting them with constant 2k combos off of pokes.


Nagisa's Beginner BnB Collection

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] [-> X] Side switch notation. All inputs grouped by the square brackets are performed facing the arrow's direction.
[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.

Blue IC

Near Corner
  • 214C IC IAD(sideswap) c5B 2B [623B(2) 5A(whiff)]x5 [623B(1) 5A(whiff)]x3 5C 214214A IC 623B(1) 2A(whiff) 5A 5B 5AAAAA f5B 2C jABC djC(whiff) - 2 hit cyclone loop. Replay

Old Combo Section (keeping until rewrite)

BnB Combo: (close) 2AA 5C 66A 5C 66A 5C 66C. Does about 2600 base damage, and does not need any RF or SP. deep corner you can manage more 66A 5C cycles.

BnB super: (close) 2AA 5C 66A 6C [66A 2C/662C] 214214A/B/C A version does about 3300+ damage. C version can easily reach into the 4800+ damage range. tack on an IC at the end and cyclone loop into corner juggle for 5-7K combos.

  • for both versions, B pokes (longer range) rather than 2As are optimal. starting from 5C is viable because of the granted range, and is pretty safe on whiff, just watch the start up time.
  • to time the 66A, just mash on A quickly, there's no buffer for the A so you should just mash it until it comes out, in fact pound your keyboard a ton. hit-confirm and throw out 5C66.

edge rush BnB: (launcher/2B anti-air) 9 j.B 66 j.AB land (2B) 9 j.B 66 j.AB... off of a launcher or anti air, you can chase the opponent and with a series of airdash cancels you can effectively push the opponent to the corner from anywhere. can even lead into a corner juggle.

Corner Juggle BnB: (launcher/edge rush BnB + corner) c.5B/5A...5ABC 236236A/B/C you can juggle the opponent in a corner for an absurd amount of hits, using 5A, c5B, f5B and 2Bs. with a bit of creativity you can easily juggle into 5k damage range. this is also a very flexible combo, but requires very strict timing and observation.

meterless corner juggle attatch (from 66A 5C string) get near corner, use 2C instead of 5C > 9 j.AA j.A land cornerloop... need to hit with 2 quick j.As and then pause for the third for positioning. super easy, but hit practice mode first.

Cyclone juggle loop: (airborne opponent) 623B 2A(whiff) 623B 2A(whiff) 623B 2B 623B 2A(whiff) 623B 2A(whiff) 2B 623B* if you can catch the opponent with the top end of the cyclone, you can immediately cancel it with 5A and immediately start up another cyclone, effectively juggling the opponent with cyclones. when they start getting lower you can re-launch with a 2B and start it up again. can also lead into corner juggle if you catch them at the edge of the screen with it. *you have to watch the opponent's position and change the amount of cyclones per loop accordingly. if they get within 5A's hitbox the loop will fail and they will airtech away, stop cycloning and start juggling. edit: was previously written as 5A, this works but 2A is far superior for whiffing purposes.

extended Cyclone corner juggle loop: (launcher/edge rush BnB) [Corner juggle BnB] (use cyclone instead of super) [Cyclone loop] [Corner juggle BnB] IC [Cyclone loop] [Corner juggle] (Blue IC) [Cyclone loop] no I'm not going to write it out. if you can pull this off you don't even need to be here right now. the juggle meter is effectively reset after the super. this combo can EASILY roll into the 7k/8k damage range. this combo is very dynamic, a ton of factors are playing out here: how long to juggle before boosting the juggle meter with cyclones, how many cyclones can you get in before ruining the combo, timing hits perfectly. as you can see, this is the pinnacle of kaori play. you could even use a lower level super at first, stocking one of your levels for later use in the combo.

There's Something about Cyclones

The B version of Kaori's "Cyclone Upper" move (623B) is wonderful to use on opponents who are waking up, since it is one of those rare special moves which can be cancelled into normal moves. Good for mixups. Someone needs to expand on the possibilities, I don't play Kaori.

  • cylone loop you can catch the opponent with B version, immediately cancel it with a whiffed A move, then re-input B version of cyclone. effectively hitting with multiple 1-hit cyclones will boost the juggle meter quite a bit and add a nice amount of damage. doing this at the end of a corner loop can virtually double the length of time you can juggle them.
    • it's really easy, 623BA 623BA 623BA. just input BA one after the other.
    • to practice, use a level 2/3 K punch, and hit with the top of the cyclone. in fact, catching a level 1/2 K punch (3 hit) IC with a cyclone loop, leads practically into a free corner-juggle.
    • the secret to the cyclone loop is buffering the 2A. by holding 3 and hitting B then A, the 3A will buffer for the first hit of 623B, meaning the 3A (which comes out as 2A) will come out at the first possible cancellabe frame, 2A hits low and will whiff anything caught in the cyclone, and has enough recovery to take advantage of with cyclone. just hit 62[3]BA like a piano and it will work it's magic by itself. after that it's just learning the timing and getting the 2C cyclone loop reset.
    • resetting for more cyclones, there are 2 ways to reset for more cyclone loops. first one is to use a super that launches straight up, that means K punches and level 2/3 rush super. as soon as the part of the move where they launch straight up nears, buffer an IC, once the launch happens the IC will come out and freeze frames will go in. during these freeze frames you need to buffer a cyclone loop, hit 62[3]BA during the flash, and for the love of kanna hold the 3 down. cyclone will hit just barely with the top, loop is reset. under this method you can get 5 cyclones in. finish off with a corner juggle if in the corner, or hit 2B and push to the corner with corner push air combo.
    • cyclones are amazing, they push the juggle meter UP with each part of the loop into the blue, while balancing height. just get the loop to muscle memory, and watch the opponent's height in the juggle, you learn this and landing corner loops and corner push combos will become suddenly more viable for constant sources of high damage.

there's a special juggle, using 2 hits instead of the first hit. i have no friggin clue. it's about as mystical as kaori's 66B(1) juggle loop.


Win Quotes

Japanese English



I hope you're satisfied.

I don't have a penchant
for bullying the weak..




Not bad at all.

You'll do well next time.
As long as you're not fighting me.


Your body's wide open.

(Kaori is saying one of Vanessa's quotes, from The King of Fighters series.)




...I meant what I said.



You're so slow...

I guess this is what they mean when they say
"slower than molasses."

(To Shiori)



(To Shiori)

It's dangerous out here,
you shouldn't be walking around.

Be a good girl,
and stay at home.

(To Kaori)


(To Kaori)
I guess I'm pretty popular.
Enough to have copies
made of me.

Though I wish
they wouldn't put out these
inferior versions.



In-game References

External References

  • Kaori's "Cyclone Upper" move is based on Cody's "Criminal Upper" move, from the Street Fighter 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.

Nayuki (asleep)
Nayuki (awake)