Eternal Fighter Zero/Kaori Misaka

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Misaka Kaori

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
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
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 ※)

Standing

5A
5A
Kaori5a.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
200 Ground 4 1 6 +4 +3 N SP 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.

c5B
c5B
Kaori5b.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
380 Ground 6 2 10 +6 +4 N SP 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.

f5B
f5B
Kaorif5b.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
400 Ground 6 2 13 +3 +1 N SP 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.

5C
5C
Kaori5c.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
600 Ground 10 2 18 +5 +3 SP IC

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

Crouching

2A
2A
Kaori2a.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
180 Low 4 2 8 +2 +1 N SP 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.

2B
2B
Kaori2b.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
390 Ground 6 2 14 +1 -1 N SP 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. If you press this button on the same frame you input 3 (starting from 6 position), Kaori will be propelled forwards while doing this move.

2C
2C
Kaori2c.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
580 Low 10 2 21 / 0 SP JH IC

Kaori makes a large sweep with her fist. Knocks down on hit.

Jumping

j5A
j5A
Kaorij5a.png
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.

j5B
j5B
Kaorij5b.png
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.

j5C
j5C
Kaorij5c.png
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.

Grabs

Ground Grab
Ground Grab
Close 6C/4C
EFZ Kaori Misaka GroundGrab.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
1200 Grab 6.33 0.66 21 / / None

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

  • Tied for the slowest normal grab in the game.
Air Grab
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

Ducking Moves

66*
Ducking
ダッキング

66
Kaori66.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
- - - - - - - N SP ※

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. ※ Not cancellable into itself.

4466*
Recoil Ducking
反動ダッキング

44~66
Kaori66.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
- - - - - - - N SP ※

Same as above except inputted after a backdash. This version goes farther than a regular dash and is much faster. You can backdash 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. ※ Not cancellable into itself.

66A
Fast Upper
ファストアッパー

66A
Kaori66a.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
350 Ground 6 2 13 +3 +1 SP 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.

66B
Shine One Two
シャインワンツー

66B
EFZ Kaori Misaka 66B.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
250 Ground 6 2 20 - - SP IC
300 Ground 13 2 13 +3 +1 SP IC

Kaori makes a one-two punch. Must be inputted in the last frames of a ducking.

66C
Hell Charge
ヘルチャージ

66C
Kaori66c.png
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.

662C
Leg Smasher
レッグスマッシャー

662C
Kaori2c.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
600 Low 10 2 20.66 / +0.33 SP IC ※

Same as her 2C. About the same as 2C, if used after recoil ducking it can be a long-distanced knockdown attack. ※ Cannot be dash-cancelled but can be backdash-cancelled.

Specials

214*
Punishment Cross
パニッシュメント・クロス

214*
EFZ Kaori Misaka 214.png
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.
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
  • Kaori doesn't move in this version. Sadly that means the second hit can whiff on hit if used from max range. Second hit only comes out if the first punch hit, it will not come out on block or whiff.
B 450 High / 30 2 35 / / IC
- 400 Any / 48 2 18 / +3 IC
  • Slower than the A version, but Kaori steps forward while delivering her punch. Second hit comes out even on whiff.
C 450 High I: 0.33 - 18.66 20 2 24 / -3 IC
- 400 Any / 40 2 66 / - IC
  • Much faster than the other versions and almost all of startup is invincible. Kaori also steps forward in this version, but still has less range than 214B. Like the A version, the second punch only comes out if the first one hit, and it still can whiff at max range.
623*
Cyclone Upper
サイクロンアッパー

623*
Kaori623.png
Version Damage Guard Property 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.

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

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 is good at raising the opponent up in juggles.

  • Cannot be cancelled into from any normal.
C 750 Any I: 0.33 - 13.66 12 2 43 / -22 IC

Completely invulnerable during startup.

Eternity Specials

236236*
Initial K
イニシャルK

236236*
Kaori236236.png
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 2000 Ground I: 0.33 - 5.66 4 2 43 / -22 IC
B 3200 Ground I: 0.33 - 5.66 4 2 25 / -4 IC
C 4500 Ground I: 0.33 - 5.66 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.

214214*
Fire Storm
ファイアーストーム

214214*
Kaori214214.png
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.

641236*
Extreme Double
エクストリームダブル

641236*
Kaori641236.png
EFZ Kaori 641236X 1.png
Version Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 0 + 2500 Unblockable 38 2 16 / / None
B 0 + 3500 Unblockable 38 2 16 / / None
C 0 + 5000 Unblockable 38 2 16 / / None

Kaori slowly leaps forward and lets out a powerful UNBLOCKABLE downward straight. Like all other supers, the meter will not be spent until the superflash occurs, meaning Kaori won't spend any SP if she gets hit on the way up. The first hit does no damage and can be blocked but on hit or block the game freezes and Kaori throws out the second unblockable hit.

  • Unfortunately for Kaori, the startup is very long and the active frames are very short, making this difficult to hit the opponent with. Even worse, the superflash right before the first hit makes it trivially easy to beat with an invincible attack. If the opponent makes a mistake and RG's the first hit, they still get the chance to reversal through the unblockable (although Kaori will be able to counter RG).
  • Even though Kaori jumps during this move, it will most likely whiff on airborne opponents because the hitbox is so low and so small.

Final Memory

FM
Silent Pose
サイレントポーズ

666S
EFZ Kaori FM.png
KaoriFM.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
5000 / 0.33 40 52 / / None

Kaori stands still with her eyes closed. This is a counter move, the opponent must hit you for it to activate. On activation, no matter where the opponent is and even if they are invincible, the screen will fade to a stylish animation and the opponent will take loads of damage. The opponent will then fall behind Kaori for a sideswitch. 623B and all ground normals (except for 66C) can be whiff cancelled into this move.

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
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

もう良いでしょ

弱い物虐めは
趣味じゃ無いのよね

I hope you're satisfied.

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

悪くは無いわね

次は結構良いところ
いけるんじゃない?

相手が私以外なら

Not bad at all.

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

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

…言葉通りよ

"Checkmate"

...I meant what I said.

遅いわね…

ハエが止まるって
こう言うことかしら

You're so slow...

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

(To Shiori)
栞…

こんな物騒な中
出歩いてないで

家で大人しく
してなさい

(To Shiori)
Shiori...

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

Be a good girl,
and stay at home.

(To Kaori)
まぁ人気が有るから
コピーが
出回るんでしょうけど

こう粗悪な物
出されるんじゃ
勘弁して欲しいわね…

(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.

Colors

EFZ-kaori-colors.png

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.


General
FAQ
Media
Characters
Akane
Akiko
Ayu
Doppel
Ikumi
Kanna
Kano
Kaori
Mai
Makoto
Mayu
Minagi
Mio
Misaki
Mishio
Misuzu
Mizuka
Nayuki (asleep)
Nayuki (awake)
Rumi
Sayuri
Shiori
UNKNOWN
Mechanics
Guides