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...

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 ※)


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.

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.

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.

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.


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.

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.

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.


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.


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


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.

Recoil Ducking

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.

Fast Upper

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.

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 - - 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.

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 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.


Punishment Cross

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.
Cyclone Upper

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

Initial K

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.

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

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

Silent Pose

EFZ Kaori FM.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.


Default Gameplan

Kaori is a boxer-type character, very loosely correlated to how Dudley plays in SF3S. She has one of the fastest walk speeds in the game, letting her close the distance without having to rely on airdashes. She also boasts great corner carry thanks to her 66C. Once she gets in, her normals are great at keeping the opponent blocking, allowing her to run a decent strike/throw game. She has great damage due to her Fire Storm super (214214B), letting her convert to 5k+ damage anywhere on the screen as long as she has the meter. However, despite her great walk speed, she suffers against zoners; they can force her to lose ground by blocking, and because her jump doesn't go very high, she finds it hard to stop opponents from jumping away from her.

Kaori ideally wants to walk her opponent to the corner, using her long pokes f5B and 5C to threaten the opponent and prevent them from walking forward. From there, she uses 5A/2A to keep the opponent blocking and attempt tick throws when possible. Getting a 2A to hit allows her to go into a full BnB on confirm. She can also reset pressure into jAAA for a simple jA/2A mixup. Once she gets a knockdown, she has 623B for an easy meaty option, forcing the opponent to block into Kaori's 2A/214A mixup.

She boasts a very good 2B antiair for any jump-in attempts, making it hard for some characters to begin their offense. She can also do a sliding 2B (6.. 3+B on the same frame)for an unexpected closer, but inputting it on command is unreliable.

Notable normals/specials/supers

  • 66 - Ducking, replaces her dash. Has upper-body invulnerability, though using it as such is usually unreliable. Changes her dash normals into different special followups.
  • 5C - Always pre-buffer 214214 after this. You have 24 frames to confirm and press A/B, which is quite reasonable.
  • 2B - Excellent anti-air and easily confirmable into a full combo.
  • 623B - Very meaty, can 2A for a low, 214A for a high, or 5A for a tick throw setup. Can go into a full combo if 623B hits and you confirm.
  • 623C/214C - Two invulnerable reversals, 623C is faster and fully invulnerable, and you can get a short combo on hit, but 214C is overhead and moves her forward, though it has a 1f vulnerable period right before it hits.
  • 236236A - Metered reversal. If you have red IC, cancel on the 2nd hit for better damage and meter recovery.
  • 641236 - Unblockable. 1st hit locks the opponent into block/hit stun, and the 2nd hit does damage. There are various counters to this, so knowing what your opponent can do will decide whether this super is worth it or not.


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



  • 2A 5C 66AC 66AC 66C
  • Basic BnB, works pretty much anywhere on screen. Omit a 66AC for guaranteed knockdown, as doing 2 reps can allow them to tech.
  • 2B jB 66 jB(C) land jB 66 jAB(C) land c5B [4]AAAAA f5B 2C 9 jABC djC
  • Anti air combo that works mostly full screen. The (C)s are for whiffing jC for more meter. Not necessary, but Kaori really enjoys the meter gain.
  • 2A 5C (66AC)x1-2 214214A
  • Meter dump, not worth doing 214214B without meter, but you can do C version if it will kill.

Near corner/Corner

  • 2B jB 66 jB(C) 5C 66AC 66A c5B [4]AAAAA f5B 2C 9 jABC djC
  • You can go into a 5C 66AC here since you're close to the corner for more damage.
  • 2A 5C 66A 2C jAAB 623B(1) 2A(whiff) c5B [4]AAAAA f5B 2C 9 jABC djC
  • Can switch out the jAAB for jB~jB but is harder and doesn't work on Makoto. Can just do 2AAC instead for a starter.
  • 214B [623B(1) 5A/2A(whiff)]x3-4 c5B c5B [4]AAAAA f5B 2C 9 jABC djC
  • If you get a 214B launcher, can go into a couple of tornadoes or even just loop c5B ~6-8 times.
  • 623A/5C 2A 5C 623A 236236A
  • Meme combo but shows off that 623A can be linked from. 5C 2A links in the same way.

Red IC


  • ... 5C 214214B IC 623B(1) 5A(whiff) [*1] jB 66 jAB c5B c5B [4]AAAAA f5B 2C 9 jABC djC
  • Red IC version of her tornado loop, can do up to 2-3 tornadoes depending on your confidence.
  • [*1] Switch sides here depending on distance to corner
  • 214A/236236A(2) IC [*2] 623B(1) c5B jB 66 jAB(C) c5B c5B [4]AAAAA f5B 2C 9 jABC djC
  • If you open up your opponent with the overhead or 236236A as a reversal. Don't let all of the super hit as the proration is much worse and you get more damage/meter by not letting it finish.
  • [*2] You can jump over the opponent here if you hit with the super, letting you side switch.


  • (2A) 5C 214214B IC [623B(1) 5A(whiff)]x5 c5Bx3 [4]AAAAA f5B 2C 9 jABC djC
  • Corner version, can do the full 5 tornadoes.
  • ... 5C 214214A IC 623B(1) 2A(whiff) c5Bx4 [4]AAAAA f5B 2C 9 jABC djC
  • Red IC nets you a good amount of damage here, can go for this if you're not close to BIC.
  • 214A IC 623B(1) 2C jB~jB 5C 66AC AB [4]AAAAA f5B 2C 9 jABC djC
  • Overhead starter. The 623B(1) gives a bit more meter and height so that the jB~jB is easy and works on Makoto.

Blue IC


  • 2A 5C 66AC 214214A (5) BIC 623B(1) c5B jB 66 jAB(C) 5C 66AC 66AC c5B [4]AAAAA f5B 2C 9 jABC djC
  • Easy corner carry with good damage.
  • 2A 5C 66AC 214214B BIC [623B(1) 5A(whiff)]x4-5 c5B jB 66 jAB(C) 5C 66AC 66A 5AB [4]AAAA f5B 2C 9 jABC djC
  • Level 2 version. Only do 4 tornadoes if you want to side switch towards a closer corner.
  • 2A 5C 214214B BIC 7 dj8B 6[6] jB(C) land jB 66 jAB(C) 5C 66AC 66A 5AB [4]AAAAA f5B 2C 9 jABC djC
  • Useful for characters that can't be hit by 623B after 214214B BIC.
  • 214C BIC 7 66 jAB [623B(1) 5A(whiff)]x2 623B(1) c5B [623B(1) 5A(whiff)]x5 214214B IC [623B(1) 2A(whiff)]x4 5C 66A 5AB [4]AAAAA f5B 2C 9 jABC djC


  • 2A 5C 66AC 214214A BIC 623B(7-10) 66C 5ABC 66AC c5B [4]AAAAA f5B 2C 9 jABC djC
  • Simple combo using only 1 meter. Lower number of hits on 623B makes it so the opponent is too low to the ground to connect the 5A after 66C.
  • (2A 5C 66A) 5C 214214B BIC (2B) [623B(1) 5A(whiff)/5B(relaunch)]x5 [623B(1) 5A(whiff)]x3-4 623B(1) 2C jB~jB 5C 66A 5AB [4]AAAAA f5B 2C 9 jABC djC
  • Corner version of her tornado loop, this is why you play Kaori. Good damage, excellent meter recovery. Sometimes easier to do 623[6]B~A to get a 5A whiff instead of 2A whiff. Only do the (2B) for characters that 623B doesn't work on.
  • [Back to corner] 214C IC IAD jC(whiff) <- c5B 2B jB 66 jB(C) 623B(1) 5C 66AC 66A 5AB [4]AAAAA f5B 2C 9 jA jB jC djC
  • Easier version of her reversal 214C BIC combo.
  • [Back to corner] 214C IC IAD <- c5B 2B [623B(2) 5A/2A(whiff)]x5 [623B(1) 5A(whiff)]x3 5C 214214A IC 623B(1) 2A(whiff) 5AB [4]AAAAA f5B 2C 9 jA jB jC djC
  • Harder version of her reversal 214C BIC combo. 2-hit versions of tornado loop can be character specific so further testing is needed.
  • 2AA 5BC 214214B BIC {[623B(1) 5A(whiff)/5B(relaunch)]x4}x2 [623B(1) 5A(whiff)]x2 623B(1) 5C 214214A IC 623B(1) 2A(whiff) c5B 5AB 5AAAABB jABC djC
  • 3 meters, blue IC, and red IC. Does about 8k but is difficult, so sticking to the simpler combos is suggested to start with.
  • 2AA 5C 66AC 214214A BIC 623B(1) c5B [623B(1) 5A(whiff)/c5B(relaunch)]x5 [623B(1) 5A(whiff)]x4 214214B IC [623B(1) 5A(whiff)]x4 623B(1) 5C 66A 5AB 5AAAABBC 236236A
  • 1 meter into blue IC into 2 meters into red IC into another meter. The ultra meter dump combo and is flashy as hell. About 8500 damage.
  • [Replay is missing ender]

Character/Situation Specific Combos

  • 2C 623A(3) 2B 5C 66AC 66AC 66A c5B [4]AAAAA f5B 2C 9 jABC djC
  • If you normal block (not RG) Mai's 412C while she's in the corner. Timing on the 2C is faster than you would expect.
  • 5C 214214B BIC 2B 623B(1) 5A(whiff) [623B(2) 5A(whiff)]x6 2C jB~jB 5C 66A 5AB [4]AAAAA f5B 2C 9 jABC djC
  • VS Akiko, near-ish corner. Example 2-hit tornado loop. Other characters will need other routes.
  • [Replay is missing ender]

Combo Notes

Kaori's 214124B IC into tornado loop does not work on all characters, requiring a different route to pick up instead. Below is a list of characters that it doesn't work on and the variations you can do instead.

  • Neyuki, Shiori, Sayuri, Kano, Minagi, UNKNOWN, Nayuki, Kaori, Akiko

Red IC

  • For red IC, the only reasonable variation is to cut short the super by 1 hit, losing most of your damage in the process. Highly suggested to just do the 214214A combo instead.

Blue IC

  • j7 j8B 6[6] jB etc.
  • Requires some awkward timing on the j66 jB but is otherwise easy and leads into good damage still.
  • 2B -> tornado loop
  • 1-2 frame link, but preferable if you can reliably do it, as your route doesn't change after that.


Kaori's okizeme is a little lacking, and most of the time you will open up your opponent with strike/throws instead.

Midscreen jC left/right
IAD jC left/right


  • Kaori's walk speed is one of the fastest in the game, and her 5A/2A are very good at catching opponents trying to jump out. c5B is also +4 on block, allowing you to time to close back in for more tick throw attempts.


  • While not a mixup in itself, this tornado is extremely meaty and can cancel into any other move. You will want to cancel into 2A or 214A for a high/low once you confirm they are blocking. Don't make this too obvious, as it can very easily be reversaled.

214A IC

  • Her most used overhead. While you aren't forced to IC this, the damage return is very low and makes spending red IC here worth it. See combo section for an example conversion.


  • Similar to 214A but doesn't need IC for a full combo. Very, very slow and can be blocked on reaction quite easily. Only use this if you're disrespecting your opponent.
  • In the Rumi matchup, this move gains value as a meaty option, as the hitbox will move far enough forward that Rumi's 623B DP will whiff completely.

214C BIC

  • Used exactly the same way as 214A IC but you're forced to use BIC. More often used as a reversal since it has good invulnerability, but since it's fast it can also be used as a hail mary mixup.


  • Used to reset pressure. Kaori's jump is very low, making this somewhat viable. Mix up with less jAs into 2A.
Instant jC
  • Rising overhead, very hard to block. Only works on characters with crouching height of 55 and above. Can't convert this into anything, so it's mostly a way to close out a round on an opponent with low health.

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 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.

Nayuki (asleep)
Nayuki (awake)