Eternal Fighter Zero/Minagi Tohno

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Tohno Minagi

Introduction

Tohno Minagi (遠野 美凪) is a puppet character who can effectively lock down opponents with the help of her best friend, Michiru. The vast majority of her special moves are tied to Michiru, commanding her to perform various actions such as moving, attacking, and switching stances. Michiru's stance mechanic gives Minagi access to safe and repeatable stance cancels but also forces her to choose between an immobile Michiru or a Michiru with slow attacks at any given time. The combination of Michiru's multihitting moves and Minagi’s normals allow the pair to safely pressure and mix up their opponents. Since Michiru is always present on the stage and is only ever vulnerable when attacking, she can easily "sandwich" the opponent into positions where they cannot easily deal with her as she attacks from behind. However, this also means that players will need to constantly be repositioning Michiru (unlike Mai who summons her puppet at-will) and if she gets hit then Minagi will be stuck with her mediocre solo moveset for several seconds.

Minagi is one of the heroines of AIR, a visual novel produced by Key in 2000. She is a top student of the school in the town where the story takes place. Her lack of expression gives people an enigmatic impression, though in reality, she is warm and loving. Minagi enjoys blowing bubbles, eating rice, and is the president of the astronomy club at school. Her best friend is Michiru, a bright and energetic girl who sees Yukito as a "rival" and usually greets him with a kick. During AIR, Yukito discovers Minagi's secret concerning her mother, and also learns the truth behind Michiru...

Minagi was added to EFZ's cast in Blue Sky Edition.

The in-game romanization of Minagi's surname is spelled as Toono instead of Tohno.

Stage: Abandoned Station (Day) (廃駅(昼))

BGM: Prism (虹)

Character-Specific Notes

  • Minagi's puppet, Michiru, can switch between 2 stances with 5S. In Michiru's default stance, Unreadied, her move commands (4/6S) are available, she will automatically run towards Minagi if she is far away, and her attacks are generally weak and slow. In her Readied stance, Michiru cannot move at all, but most attacks done in the stance will be far improved. After a readied attack, Michiru will return to her Unreadied stance.
  • Once Michiru starts attacking the opponent, she becomes vulnerable to attack herself. If Michiru is hit, she will fly up into the air and lie on the floor for 153 frames, unable to take any commands from Minagi. The launch Michiru takes when hit is consistent, but since she jumps in almost all of her moves the height at which she lands from can vary. When Michiru is hit on the ground she takes 48 frames to land, so at minimum Michiru will be uncontrollable for 201 frames (just over 3 seconds) whenever she takes a hit.
  • Most Michiru commands can be done in the air, and while doing so Minagi will stop her air movement for the duration of her command animation. Minagi will be unable to double jump or airdash after issuing an air command.
  • Minagi is one of a few characters who gain some throw invincibility after double jumping.
  • Minagi 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
Minagi5a.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
200 Ground 5 5 6 +1 0 N SP J IC R SB
  • Minagi extends out her hand in a short punch.
c5B
c5B
Minagic5b.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
400 Ground 6 8 6 +3 +1 N SP J IC f5B SB
  • Minagi offers the opponent a ticket that for some reason causes pain.
f5B
f5B
Minagif5b.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
410 Ground 9 2 21 -7 -9 N SP IC SB
  • Minagi swings her bag in front of her. Very similar to Mizuka's f5B and is similarly has a very powerful hitbox. Most useful in neutral. Can combo into many of her specials and supers when Michiru is properly set up.
5C
5C
Minagi5c.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
430 Ground 10 1 32 -9 -11 SP JH IC SB
500 Ground 20 2 21 / -1 SP JH IC SB
  • Minagi does one downward swipe into an upward swipe with a spread of paper tickets. Second hit launches.

Crouching

2A
2A
Minagi2a.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
190 Ground 5 2 9 0 -1 N SP J IC R SB
  • Minagi thrusts a ticket forward while crouching.
  • Unfortunately not a low.
2B
2B
Minagi2b.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
420 Low 6 5 9 +3 +1 N SP J IC f5B SB
  • Minagi does an apologetic bow. Hits low, but has less range than 2A. Very fast startup and crucial to her high/low game.
2C
2C
Minagi2c.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
600 Low 8 8 32 / -5 SP IC SB
  • Minagi extends her legs out to trip the opponent. Good for getting simple knockdowns midscreen into Michiru shenanigans. For combos you'll be using 5C more often.

Jumping

j5A
j5A
Minagij5a.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
210 High 4 2 11 / / N SP J AD IC R
  • Minagi swipes under herself with a ticket. Exceptionally fast.
j5B
j5B
Minagij5b.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
420 High 7 5 14 / / N SP J AD IC
  • Minagi kicks at an angle towards the ground.
j5C
j5C
Minagij5c.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
540 High 10 3 32 / / SP J AD IC
  • Minagi does a flip kick which hits mostly in front of her. Used in her corner juggle loops and can be useful when challenging air-to-air. Causes downward momentum on aerial hit.

Dashing

66A
66A
Minagi66a.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
230 Ground 7 6 4 +1 0 SP IC SB
  • Similar to 5A except the hitbox is slightly smaller and it has forward momentum. Used in Minagi's 66AxN corner carries and in pressure.
66B
66B
Minagi66b.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
430 Ground 9 2 27 -3 -5 SP IC SB
  • Identical to f5B with forward momentum. Strong neutral tool for hassling the opponent.
66C
66C
Minagi66c.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
650 High 23 2 22 0 -2 IC
  • Minagi dashes forward and swipes down with a ticket. Minagi's only grounded overhead, and also her only ground normal that can't be cancelled with S commands.
662A
662A
Minagi662a.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
210 Ground 6 2 8 0 -1 SP IC SB
  • Similar to 2A except the hitbox is slightly smaller and has forward momentum.
662B
662B
Minagi662b.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
580 Low 10 2 19 / +1 SP IC SB
  • Similar to 2C with different placing of the hitbox and forward momentum. Good for catching people blocking high at a distance.
662C
662C
Minagi662c.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
500 Ground 12 2 30 / -10 SP JH IC SB
  • Minagi does an upward swipe from dashing, identical to the second hit of 5C. This is Minagi's main way of launching opponents.

Grabs

Ground Grab
Ground Grab
c6C/4C
EFZ Minagi Tohno Grab.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
800 Grab 5.33 0.66 27 / / IC
  • Can be IC canceled to start a combo.
Air Grab
Air Grab
cj6C
EFZ Minagi Tohno Airgrab.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
1200 Grab 2 1 / / / None
  • Regular air-grab. Opponent lands directly below Minagi.

Special Moves

Specials

*S
Chiruchiru _____
4/5/6S
MinagiD.png
Version Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
5S / / 0.33 / 16.66 / / None
  • 5S - Chiruchiru Setup (ちるちる構えて)
    • Michiru enters her "ready" stance. In this stance, she cannot move but her assist specials are much faster and some get unique properties. When Michiru completes a readied attack, she will return to her normal stance. Cancelling into this move and its variants is crucial to Minagi's gameplan.
  • 5S - Chiruchiru Stop Setup (ちるちる構え止め)
    • Michiru leaves the "ready" state and can move again.
4/6S / / 0.33 / 15.66 / / None
  • 6S - Chiruchiru Right (ちるちる右よ)
    • Orders Michiru to move right. Cannot be used while Michiru is readied.
  • 4S - Chiruchiru Left (ちるちる左よ)
    • Orders Michiru to move left. Cannot be used while Michiru is readied.
236*
Chiruchiru Kick
ちるちるキック

(j)236*
EFZ Minagi 236A.png
A/B
A/B
EFZ Minagi 236C.png
C (Unreadied)
C (Unreadied)
EFZ Minagi R 236C.png
C (Readied)
C (Readied)
Michiru jumps forward while kicking. If she is not readied, Michiru will bounce off on contact with the opponent, resulting in a huge amount of recovery and displacement. When readied, she will launch the opponent and recover as normal, passing through the opponent instead of bouncing off. Distance traveled ascends with button strength. If this move is input while unreadied Michiru is automatically catching up to Minagi, her attack will have readied startup, yet still won't completely behave like the readied versions. 236A and 236B will start up and recover as if they were readied but still won't launch the opponent. 236C is a similar story, having readied startup but still doing the unreadied wallbounce. ※First value is on whiff, second is on hit/block.
Version Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 550 Any 13 27 9, 85 ~ 87※ +17 +15 None
B 550 Any 13 35 9, 85 ~ 89※ +17 +15 None
C 700 Any 13 35 9, 85 ~ 89※ / +22 None
  • Causes a wallbounce on hit.
Ready A - Any 10 27 9 / +21 None
  • Launches.
Ready B - Any 10 35 9 / +21 None
  • Launches.
Ready C 150 x 5 Any 10 35 9 +32 ~ +87 +31 ~ +85 None
  • Doesn't launch but hits 5 times for extreme frame advantage.
Minagi / / 3 / 18 / / None
Minagi (Air) / / 6 / 20 / / None
623*
Chiruchiru Drilling Bow Thigh
ちるちる穿弓腿

623*
EFZ Minagi 623A.png
A/B
A/B
EFZ Minagi 623C.png
EFZ Minagi 623C 1.png
EFZ Minagi 623C 2.png
C
C
Michiru does a launching up-kick. This move is not particularly useful, and for whatever reason, it is the only attack command that cannot be issued from the air. If this move is input while unreadied Michiru is automatically catching up to Minagi, Minagi will go through the command animation (and even spend RF if 623C was input) but Michiru will not do anything.
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 500 Any I: 0.33 - 13.66 35 10 65 / +15 FIC
B 400 Any I: 0.33 - 13.66 35 20 71 / +15 FIC
  • Michiru is able to absorb a hit for Minagi.
C - Any I: 0.33 - 54.66 35 20, 10 x 2 51 / +30 ~ +44 FIC
  • Hits multiple times.
Ready A - Any I: 0.33 - 3.66 9 10 65 / -10 FIC
Ready B - Any I: 0.33 - 3.66 9 20 71 / -10 FIC
  • Michiru is able to absorb a hit for Minagi.
Ready C - Any I: 0.33 - 28.66 9 20, 10 x 2 51 / +4 ~ +18 FIC
  • Hits multiple times.
Minagi / / / 3 / 47 / / FIC
  • Minagi herself isn't invincible in any version.
421*
Chiruchiru Iron Head Merit
ちるちる鉄頭功

(j)421*
EFZ Minagi 421A 1.png
EFZ Minagi 421A 2.png
Nerfed into obscurity.
Nerfed into obscurity.
Michiru leaps into the air and comes crashing down head first. Has two hits, but they do not combo into each other very reliably. Michiru first hits on her way up, and the second hit is while she crashes down. The first hit's hitbox is only active if the opponent is airborne. This move is not particularly useful.
Version Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 600 Any 32 15 76 / / None
- - Any 59 25 39 +34 +32 None
B 600 Any 32 15 76 / / None
- - Any 59 25 39 +34 +32 None
  • Michiru travels slightly farther than the A version.
C 600 Any 32 15 81 / / None
- - Any 59 29 40 +34 +32 None
  • Tracks the opponent.
Ready A - Any 7 15 76 / / None
- - Any 34 25 39 +33 +31 None
Ready B - Any 7 15 76 / / None
- - Any 34 25 39 +33 +31 None
  • Michiru travels slightly farther than the A version.
Ready C - Any 7 15 81 / / None
- - Any 34 29 40 +34 +32 None
  • Tracks the opponent.
Minagi / / 3 / 30 / / None
Minagi (Air) / / 6 / 20 / / None
214*
Chiruchiru Whirlwind Leg
ちるちる旋風脚

(j)214*
EFZ Minagi 214A 1.png
EFZ Minagi 214A 2.png
Michiru does a hurricane kick. By far the most useful assist. Crucial to Minagi's okizeme game as it allows Minagi to run high/lows while the opponent is in blockstun. You can also do left/right mixups on the opponent's wakeup by dashing above them. By default Michiru spins in place, while the readied version will slowly move towards Minagi. 3f gap between hits.
Version Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 100 x 4 Any 48 3 x 7 + 1 31 - - None
B 100 x 6 Any 48 3 x 16 34 - - None
  • Michiru jumps twice as high.
C 70 x 12 Any 41 3 x 13 33 - - None
Ready A - Any 23 3 x 7 + 1 31 - - None
Ready B - Any 23 3 x 16 34 - - None
  • Michiru jumps twice as high.
Ready C - Any 16 3 x 13 33 - - None
Minagi / / 3 / 18 / / None
Minagi (Air) / / 6 / 20 / / None
41236*
Rice Ticket Presentation
お米券進呈

41236*
Minagi41236.png
Minagi41236c.png
Minagi throws a ticket.
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 580 Any / 9 49 29 -7 -9 FIC
  • Travels about 75% of the screen.
B 580 Any / 14 72 35 -12 -14 FIC
  • Travels about 90% of the screen, far enough to hit opponents fullscreen.
C 600 x 2 Any I: 1-10 9 97 45 / -5 FIC
  • Hits twice, travels for over a screen, and most importantly invincible. Minagi's primary reversal option.

Eternity Specials

236236*
Chiruchiru Kick Festival
ちるちるキック祭り

(j)236236*
Minagi236236.png
236236A
236236A
EFZ Minagi 236236B.png
236236B
236236B
EFZ Minagi 236236C.png
236236C
236236C
No difference between unreadied and readied versions.
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 140 x 17 Any - 21 96 95 +20 ~ +113 +18 ~ +111 None
B 210 x 18 Any - 21 100 95 +20 ~ +119 +18 ~ +117 None
C 280 x 21 Any - 21 123 95 +20 ~ +137 +18 ~ +135 None
Minagi / / - 9 / 29 / / None
Minagi (Air) / / I: 2-3 1 / 50 / / None
  • Michiru spins like a drill in the air towards the opponent. Higher levels increase damage, hitbox size, and number of hits.
  • Provides no gaps during the attack, so the opponent can block in the same direction even if a crossup is attempted.
214214*
Chiruchiru Solar Plexus Break
ちるちる鳩尾ブレイク

(j)214214*
Minagi214214.png
Michiru does a powerful kick to the solar plexus. If Michiru is ready, she will roll towards the opponent until she is close enough to kick.
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 1000 Any - 19 2 18 +39 +32 None
B 1800 Any - 19 2 18 +49 +32 None
C 2500 Any - 19 2 18 +58 +32 None
Ready A - Any - 13 ~ 37 3 18 +52 ~ +54 +30 ~ +32 None
Ready B - Any - 13 ~ 52 3 18 +72 ~ +74 +30 ~ +32 None
Ready C - Any - 13 ~ 69 3 18 +89 ~ +91 +30 ~ +32 None
Minagi / / - 3 / 11 / / None
Minagi (Air) / / I: 2-2 1 / 32 / / None
214236*
Soap Bubbles
しゃぼん玉

214236*
Minagi214236.png
Bubble hitboxes expand over time.
Bubble hitboxes expand over time.
Michiru and Minagi both blow launching soap bubbles towards the opponent. Michiru blows bubbles for longer, giving Minagi time to move. Minagi blows her bubbles farther, getting more reach at higher levels. Bubbles travel at random trajectories and ※Michiru has random startup, subsequently blowing random amounts within the time she is allowed to blow bubbles. Minagi shoots bubbles at a faster rate with level, while Michiru keeps the same frequency (every 7 frames/6f gap) at all levels. If Michiru is not available, Minagi will blow bubbles by herself.
Version Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A (Minagi) 200 x 5 Any 12 41 36 / - None
  • 9f gap between bubbles.
A (Michiru) 200 x 10~11※ Any 9 ~ 15※ 64 ~ 71 31 ~ 37 / - None
B (Minagi) 200 x 11 Any 12 71 30 / - None
  • 6f gap between bubbles.
B (Michiru) 200 x 15~16※ Any 9 ~ 15※ 99 ~ 106 ~32 / - None
C (Minagi) 200 x 24 Any 12 93 32 / - None
  • 3f gap between bubbles.
C (Michiru) 200 x 18~19※ Any 9 ~ 15※ 120 ~ 127 ~35 / - None

Final Memory

FM
Star Sand
星の砂

222S
MinagiFM.png
Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
500 + 300 x N Any I: 1-13 19 2 66 / -53 None
  • Minagi and Michiru call stars to fall from the sky. Lasts for quite a while. Hitting Michiru will cancel the FM and stop it from producing more stars. Hitting Minagi does not stop the FM.
  • Knocks down on hit.

Strategy

A fair number of Minagi's normals actually have really good frame data, but due to their short reach or awkward hitboxes, are not as useful as they could be. You'll have to play around these shortcomings by using stance cancels and Michiru specials to lock down the opponent and run your mixup game. Michiru's positioning will also become extremely important during the course of the match. Finally, Minagi's mixups are quite good and fairly safe due to Minagi's ability to block during Michiru's attacks. A short insight on each of these items is presented below.

Stance Cancels

Minagi can make use of Michiru's ready/unready ability to stance cancel her normals, cutting the recovery of her normals to 17 frames. This makes 5C(1), 2C, and 662C all go from punishable on block to plus. Buffering these cancels becomes very unsafe if the stance cancelled normal is RGed, so varying your timing and which normal you cancel on is extremely important to surviving and keeping your lockdown going.

Lockdown

By abusing Minagi's ability to stance cancel and the great frame advantage provided by Michiru you can keep the opponent locked down for an extended amount of time. For example, you can 662B 5S 5C(1) 5S 662C 5S 5C(1) 236B IAD jAAAA... and continue on pressuring even further. Learn how to vary whether to stance cancel and use a Michiru special to keep the opponent guessing and preventing them from escaping your lockdown. It is also best if you learn how to convert off the random hits you may get during lockdown. There is no timer, so keeping the opponent blocking is only so helpful; you must get damage in somewhere to win the game.

Michiru's Positioning

A good Minagi can work around any of Michiru's positionings, but a great Minagi will be able to manipulate her position with far less effort. Knowing how far each version of 236 and readied 214 will move Michiru, where she likes to position herself after correcting for long distances, and how far 4S and 6S move her will allow you to choose the correct positioning for the situation.
Against characters with better normals, reach, or positioning, you will ideally want to place Michiru further away from you, and allow the opponent to close the distance. Since Michiru cannot be hit until she performs a special, the opponent will have to pass her and be vulnerable to any moves from behind. Ready her up at a good distance and either 236B or 236C when the opponent approaches. 236C will give you plenty of time to confirm a hit, even if the opponent hit you first. From here you are free to set up Michiru for okizeme.
If the opponent must approach from the air (Akiko, Ayu, Neyu) you can play around a readied Michiru and use 421C as a homing anti-air that you can combo from, although this is a somewhat large commitment. Minagi also lacks good anti-air normals other than her 662C, which is also not ideal since as a dashing normal it requires Minagi to have specific positioning herself. Thankfully, Minagi has an above average air throw which usually gives her good oki.
Michiru's distance from the corner dictates what oki you can use, and whether or not it will be safe. Minagi is generally good at carrying to the corner in her combos, but if she does a simple 2C knockdown she still gets to manipulate Michiru well with 4/5/6S cancels. If Michiru is not positioned ideally, 236* is a reliable oki tool. With better Michiru positioning, both unreadied and readied 214* (and sometimes 421*) will allow and more rewarding and varied mixups. If you wish to burn super for unconstestable oki, 236236A outside of the corner is an excellent choice.

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] [-> 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.

Replays for these combos can be found here.

No IC

No Michiru

2AAAACS
  • Extremely basic combo when you can't get 5C to combo. Use Michiru set up to oki afterwards. (1136 DAMAGE) [replay 1-1]


2A 5C jB 66 jAB 66A xN (to corner) 5ABBC(1) 41236A
  • Basic launcher into corner carry. Number of 66As varies. Can stop early into 5AC 41236A into an IAD mixup. (3021 DAMAGE) [replay 1-1]


Near corner 2A/B 5C jB 66 jAB land j.AAB~C land 5ABBC(1) 41236A

  • When just outside of corner. Knockdown allows plenty of time to set up Michiru for mixups. (3386 DAMAGE)


Corner 2B 5C jB~C land jAABC land 5ABBC jBC djA[6]C
  • Corner combo showing off her jAABC extender and alternate ender. (3758 DAMAGE) [replay 1-1]

With Michiru

Midscreen, on readied 214B hit 662C jB 66 jAB 66A xN (to corner) 5ABBC(1) 41236A
  • On successful mixup from Michiru spinkick. (3169 DAMAGE) [replay 1-2]


Corner, on readied 214B hit 2A 5C jB~C land jAABC land 5ABBC(1) 41236A
  • On successful mixup from Michiru spinkick in corner. (3558 DAMAGE) [replay 1-2]


Corner, on readied 236 hit 5BC jB~C land jAABC land 5ABBC(1) 41236A
  • You'll use 236 if Michiru is readied outside the corner, or to punish mash. (3884 DAMAGE) [replay 1-2]


Corner, Michiru close, not readied 2B 5C jBC j214214A jB j236A jBC 5ABC(1) 8 jABC j236A j[6]C
  • Fancy metered combo that loops back into the same Michiru state it started in. The j[6]C at the end is to catch techs. (4139 DAMAGE) [replay 1-3]


Corner, Michiru close, (un)readied 2B 5C(1) 214214A 662C jB~C land jAABC land 5ABBC(1) 41236A
  • Meter dump off a successful hit into 5C(1). (4200 DAMAGE) [replay 1-3]


Corner, Michiru near corner ... 2C 2141236A jB~C land 5ABBC(1) 41236A

  • Damage and combo viability varies greatly on bubble RNG. You get good damage even if you can't follow up with 5B or jB. (3-4000 DAMAGE) [replay 1-4]

Red IC

No Michiru

2AA 5C(1) IC 662C jB 66 jAB land 66A xN (to corner) 5ABBC(1) 41236A
  • If you can't confirm a low number of hits into 5C, or are too far, this is your go to to confirm into a better combo. (2991 DAMAGE) [replay 1-5]


2AA 5C (1) IC 662C jB 66 jA~B Land 662C jB~C djAABC 236A j6C

  • This will work in at all ranges except from your own corner, so 3/4 and closer to the opposite corner. Does more damage and generally gives better Oki. To make 662C easier to land, make Sure you delay the j.B after 66 j.A to land as quickly as possible and get as much hitstun as you can. The j6C at the end is to catch techs. (3101 DAMAGE)


2AA 5C (1) IC 662C jB 66 jA~B Land 5BB 5C jB~C djAABC 236A j6C

  • This only works midscreen or closer to the corner. On midscreen, you'll need to skip the c.B since it whiffs. A tiny microstep backwards into f.B works. It's more specific than the combo above, but it let's you deal more damage and retains the better Oki than 41236A. The j6C at the end is to catch techs. (3492 DAMAGE)


66C IC 662C jB 66 jAB land 66A xN (to corner) 5ABBC(1) 41236A
  • Carry combo off raw overhead. (3173 DAMAGE) [replay 1-5]

With Michiru

Near corner, Michiru not readied 236C jB 66 jBC 5ABBC(1) 41236A
  • Confirm off the wallbounce from 236C. Can be used if you're in the corner as well. (2651 DAMAGE) [replay 1-6]


Michiru readied 236C (5) 662C jB 66 jAB 66A xN (to corner) 5ABBC(1) 41236A
  • Michiru can be on either side of opponent. Most useful when opponent is sandwiched. (2932 DAMAGE) [replay 1-6]

Blue IC

No Michiru

In corner 2BB 5C(1) BIC 662C IAD jB 662C jB 66 jAB 662C jB~C land 5ABBC(1) 41236A
  • Corner to corner carry, the IAD jB needs practice to land consistently. (4836 DAMAGE) [replay 1-7]


Corner 2B 5C jB~C land 5BC jBC BIC jBC 5BC jB~C 5ABBC(1) 41236A
  • Very basic BIC combo in the corner. Easy and reasonable damage. (6059 DAMAGE) [replay 1-8]

With Michiru

Corner throw BIC 2141236A 5BC jB~C land jAABC land 5ABBC(1) 41236A

  • Most corner combos can go into a BIC 2141236A route. Bubble RNG plays a big role in damage numbers here. (6454 DAMAGE) [replay 1-8]

Corner, Michiru near corner, readied 214B hit 662C jB~C land 5BC(1) BIC 2141236A 5BC jB~C land jAABC land 5ABBC(1) 41236A

  • Example of adding bubble super into a normal combo for a big damage upgrade. (6500-7200 DAMAGE) [replay 1-9]

Okizeme

236

Corner
  • For the most part, 236* will be your go to oki when you expect the opponent to mash or reversal, as it allows you to be block while Michiru will usually trade with the opponent and let you combo afterward. You can also use j236 on oki to go for a high low with jA/B or land 2B.

Readied 214

Midscreen
  • After a 2C 5S, you can 214B and go for a left/right mixup by jumping over the opponent and air backdashing for a sameside or not. Both options allow you plenty of time to combo into 662C. You can also do a late IAD over the opponent for a crossup.
  • There is also the option for a high/low mixup with 662B/2B or 66C. If done early enough, you can combo into 662C without needing to IC.
Corner
  • You can use j214* to do a high/low mixup in the same manner described for j236*. Normal 66C/2B mix is still available as well. If blocked, you can do a second mixup and IC the overhead/low to confirm into a combo. Readied 214 in the corner will pull the opponent outside of the corner, allowing additional options after. Do be aware that the opponent can not be crossed up during uninterrupted blockstun, so doing a left right while the 214* is still going will be ineffective.

Unreadied 214B

Corner
  • Unreadied 214B will stay in place and make Michiru spin slightly higher. Due to the additional height, most characters will be able to crouch under the first few hits. With good timing you can throw the opponent for a combo. The opponent can block high to avoid this but then they are open to 2B. Since 66C is not needed for this mixup, it is harder to react to.

Win Quotes

Japanese English

ハイカマーン…
(パンパン

Yes, come on...
(pat pat)

(くいくい
(くいくい

あ、ジェスチャーで
なくても分かりますか?

それは大変
失礼いたしました…

*tug tug*
*tug tug*

Oh, you could tell
what I wanted without the gestures?

Well, you'll have
to excuse my behavior.

今日も元気だ
ご飯が美味い…

You're spirited today too.
This rice is delicious...

……ガッツ…

.......GUTS...

進呈…
結構痛かったで賞…

I present, to you...
A prize for a wonderful beating...

進呈…
よく頑張ったで賞…

I present, to you...
A prize for trying very hard...

進呈…
リバーサル練習しま賞…

I present, to you...
The "Let's Work On Reversals" award...

進呈…
惜しかったで賞…

I present, to you...
A prize for coming so close...

…日本人は手篭め族

…ポ

...The Japanese are rice-y people.

...blush

(To UNKNOWN)
永遠ですか…?

…一言で言うと
摩訶不思議空間?

違いますか…

進呈…
ガッカリしたで賞…

(To UNKNOWN)
What is eternity...?

... If I had to keep it short,
a "profoundly mysterious space"?

No...?

I present...
The award for disappointment...

(To Mai)
牛丼族もお米族…

人類兄弟
皆仲間…

進呈…

(To Mai)
The beef bowlers and the ricers...

Siblings of humanity.
Everyone is a friend to each other...

I present...

(To Rumi)
…世界オトメ発見?

(To Rumi)
...A world-class maiden discovery?

(To Minagi)
生き別れの双子
感動の再開…

ぱちぱちぱち…

……進呈…

(To Minagi)
Twins, separated at birth.
Their emotional reunion...

*clapclapclap*

... I present...

(To Kanna)
貴方の翼は
希望を託すことも
誰かを救うことも
できるんです

私が
そうでしたから…

(To Kanna)
Your wings
are those to give hope to others.
And to be able to
save someone's life.

Like they did
for me...

(To Kanna)
貴方の翼は
風を感じてますか…?

だったら大丈夫です
何故かと言われると
分かりませんが
大丈夫です…

(To Kanna)
Can your wings
still feel the breeze...?

Then you'll be okay.
I don't know why
I know that,
but I know you'll be fine.

Colors

EFZ-minagi-colors.png

In-game References

AIR References

  • The train station in the background is where Minagi and Michiru usually hang out during AIR.
  • The pieces of paper and and envelopes that Minagi constantly uses in her attacks are rice tickets. In AIR, she always hands out rice tickets to Yukito, and always carries at least 80 around.
  • Minagi's "Soap Bubbles" move is a reference to her and Michiru's hobby of blowing soap bubbles in the game.
  • Miangi's "Star Sand" move is a reference to the star sand that she gave to Michiru and Yukito during the game. It is one of her most treasured items.


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