Eternal Fighter Zero/Mio Kouzuki

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Kouzuki Mio

Introduction

Kouzuki Mio (上月 澪) is two characters packed into one, being able to swap between her unique Close and Long Range Modes to change her moveset and movement options. In her Close Range Mode, Mio has excellent rushdown with her great normals, cruel mixup options and a large array of reversals. In her Long Range Mode she excels in the opposite, with effective space control projectiles and disjointed Dhalsim-style normals to chain between. The stance switching itself is extremely strong too, being fast to the point where she can gain frame advantage by cancelling moves into it. Her main weakness is her poor defensive options in Long Range Mode, which when combined with her slow wakeup speed can leave her very exploitable by characters with strong offense.

Mio is one of the heroines of ONE, a visual novel produced by Tactics in 1998. Mio is a 1st grade student in the same school as Kouhei. She always carries a sketchbook with her since she is mute. Also, her face expresses a lot of emotion, so you can easily tell how she is feeling just from looking. During ONE, Kouhei helps Mio with the theater club, and ends up remembering something that he'd long since forgotten...

Mio was part of EFZ's original cast.

The in-game romanization of Mio's surname is spelled as Kouduki instead of Kouzuki.

Stage: Gymnasium (体育館)

BGM: Smiling in innocence (無邪気に笑顔)

Character-Specific Notes

  • Mio's current mode is shown right below her health bar. Blue text means that she is in Short Range Mode, and red text means she is in Long Range Mode. Mio will start a match in Short Range Mode, and she switches mode by using her 5S.
  • Mio is able to airdash twice in her Long Range Mode.
  • In Long Range Mode, Mio has one of the slowest walk speeds and one of the floatiest jumps in the game. Additionally, her airdashes become slower and will travel upwards slightly.
  • Unlike all other characters, Mio does not have a close 5B normal in Long Range Mode. She instead has proximity 5A and 2A normals.
  • Mio is one of a few characters who gain some throw invincibility after double jumping.
  • Mio is airborne during frames 3-10 of her backdash.




EFZ Mio Short Range Icon.png
EFZ Mio Long Range Icon.png

Normal Moves (Short Range Mode)

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

SR 5A
5A
EFZ Mio SR 5A.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
170 Ground 5 / 5.33 5 / 4.66 4 +2 / +2.33 +1 / +1.33 N SP J IC R SB

Mio extends her arm and smacks the opponent with her notebook.

  • Used to juggle high-falling opponents and/or to set up a tech trap in the corner.
SR c5B
c5B
EFZ Mio SR c5B.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
350 Ground 5 5 8 +5 +3 N SP J IC f5B SB

Mio extends her arm in an upward motion, hitting the opponent with her notebook.

  • A practical anti-air that allows for good meterless combos.
SR f5B
f5B
EFZ Mio SR f5B.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
370 Ground 7 1 13 +3 +1 N SP JH IC SB

Mio swings her arm around to hit the opponent with her notebook.

  • Used to manage height in combos but not much else since it doesn't reach much farther than c5B.
SR 5C
5C
EFZ Mio SR 5C.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
580 Ground 14 6 16 +2 0 SP JH IC SB

Mio uses both arms to thrust her notebook forward.

  • Causes a wallbounce if it hits an aerial opponent. Essential for almost any Mio combo.
  • Obviously not a great anti-air but can be risked against certain jump-ins for good reward.
SR 6C
Costume - Student Fighter
衣装・幕末貴族

6C
EFZ Mio SR 6C.png
Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
600 Ground G: 3-13 17 12 28 -6 -8 SP IC SB

Mio, dressed up like Kyo Kusanagi from The King of Fighters series, delivers a hook punch at the opponent.

  • Despite the guard point, this move is mostly reserved for combos.

Crouching

SR 2A
2A
EFZ Mio SR 2A.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
160 Low 4 5 4 +2 +1 N SP J IC R SB

Mio lifts her notebook from the ground to straight out in front of her.

  • 4 frame startup makes this a strong low, in fact it is tied for Mio's fastest normal with SR 662A.
  • High active and low recovery means this can safely meaty against some reversals.
SR 2B
2B
EFZ Mio SR 2B.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
80 x 8 Ground 7 2 x 8 12 -9 ~ +5 -11 ~ +3 N SP JH IC f5B SB

Mio spins her book in front of her momentarily.

  • Safe on block, and 8 hits makes this move very annoying to RG and very easy to hitconfirm from. Hitconfirming with multiple 2A's before chaining into one or two hits from this is still often better for reducing pushback and optimizing proration, however.
SR 2C
2C
EFZ Mio SR 2C.png
Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
600 Low HI: 5-31 10 12 23 / -3 SP IC SB

Mio slides forward with her foot extended upwards.

  • The large amount of active frames and forward movement means this sweep is very easy to space to be plus on block.
  • Has a very low hurtbox that can dodge many moves.

Jumping

SR j5A
j5A
EFZ Mio SR j5A.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
170 High 5 9 4 / / N J AD IC R j2C

Mio thrusts her arm and foot out in front of her.

  • Amazing priority for air-to-air, and ability to cancel into j2C enables a mixup in airdash pressure.
SR j5B
j5B
EFZ Mio SR j5B.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
400 High 6 8 10 / / N J AD IC

Mio swings her notebook in a downward arc.

  • Crucial to juggles, good jump in, and can be a niche instant overhead against some characters.
SR j5C
j5C
EFZ Mio SR j5C.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
200 x 3 Any, High※ 14 5 12 / / J AD IC

Mio spins her notebook downwards.

  • Can cross up.

※ Only the first active frame hits high.

SR j2C
Costume - Tokugawa Aristocrat
衣装・学生格闘家

j2C
EFZ Mio SR j2C.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
600 High 15 Until landing 25 / / SP FIC ※

Mio, dressed up like Shinnosuke Kagami from The Last Blade series, flies down from the sky at a 45-degree angle towards the opponent.

  • Mio stops moving during startup.
  • Launches opponent on hit.
  • Can instant overhead, cross up, and bait anti-airs while providing full combos with IC, guard gauge, or a deep landing hit.

※Can only be cancelled after landing, but is cancellable ON WHIFF making this move annoying to punish. Mio cannot counter RG after landing.

Dashing

SR 66A
66A
EFZ Mio SR 66A.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
150 Ground 6 9 3 -1 -2 SP IC SB

Mio extends her arm and smacks the opponent with her notebook.

  • When the opponent is on the ground this move should not really be considered when 662A is faster, does more damage, and gives better frame advantage.
SR 66B
66B
EFZ Mio SR 66B.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
450 Ground 8 5 8 +4.33 +2.33 SP JH IC SB

Mio extends her arm in an upward motion, hitting the opponent with her notebook.

  • Hit/hurtboxes are badly nerfed from c5B, but still useful in combos for its jump cancel.
  • Can also be used in pressure for its frame advantage and reward when catching a jump.
SR 66C
66C
EFZ Mio SR 66C.png
Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
550 Ground LI: 1-26 7 4 30 -10 -12 SP IC SB

Mio, dressed up like Kyo Kusanagi from The King of Fighters series, does a jumping kick.

  • Launches the opponent backwards.
  • Has lower body invincibility through startup, active, and some of the recovery.
  • Starts full combos if used near the corner.
SR 662A
662A
EFZ Mio SR 662A.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
160 Low 4 5 3 +2 +1 SP IC SB

Mio lifts her notebook from the ground to straight out in front of her.

  • Low commitment way to approach.
SR 662B
662B
EFZ Mio SR 662B.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
400 Low 7 2 20 / -7 SP IC SB

Mio, dressed up as Sakura Kusagano from the Street Fighter series, does a sliding low kick.

  • Knocks down the opponent.
  • Generally outclassed by 662C.
SR 662C
662C
EFZ Mio SR 662C.png
Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
500 Low HI: 7-34 9 20 12 / -10 SP IC SB

Mio slides forward, head first, with her notebook extended out in front of her.

  • Knocks down the opponent.
  • Like 2C this move has notable capacity for low profiling.

Throws

SR Ground Grab
Ground Grab
c6C/4C
EFZ Mio SR Ground Grab.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
0 + 100 x 8 + 400 Grab 5.33 1 20(hit) 17(whiff) / / None

Mio puts the opponent into a choke hold and knocks them down close to her. Switches sides.

  • Unlike normal grabs, Mio is not invincible during the active frames and can trade with the opponent's attacks.
  • Recovery on-hit starts when the opponent is knocked down.
SR Air Grab
Air Grab
cj6C
EFZ Mio SR Air Grab.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
0 + 1000 Grab 2 1 / / / None

Mio propels a bowl of noodles into the opponent's face with so much force that they fly backwards into a knockdown.

  • This grab's hitbox is improved in Long Range Mode.
  • Although impractical, this grab can be comboed out of with a prior SR 236236* or LR 236C.

Special Moves (Short Range Mode)

Specials

SR 5S
Mode Switch
モードチェンジ

5S
EFZ Mio SR 5S.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
/ / 6 / 10 / / None
  • Mio does a quick pose, and goes into Long Range Mode.
  • Since this move recovers so quickly, Mio can easily and frequently gain frame advantage by cancelling normals into it. Very useful in combos.
SR 236*
Costume - Adventurer
衣装・冒険家

236*
EFZ Mio SR 236 x.png
(From top to bottom) 236A/B, 236A/B~236B, 236C
(From top to bottom) 236A/B, 236A/B~236B, 236C
Mio dresses up as Indiana Jones and whips the opponent. This is Mio's only armor breaking move.
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A/B 500 Any / 21 13 31 -10 -12 IC Rekka
  • Can be followed up with another 236A/B within 13 frames (not counting hitstop).
  • The first 236A/B is the same with both buttons, but the two versions differ in their 236A follow ups.
  • Primarily a combo tool.
  • Breaks armor.
A~236A Followup 0 x 3 Any / 1 2 x 3 17 +5 -9 IC
  • Mio pulls the opponent towards her for a chance to combo after. The opponent will not be brought close enough for combos from farther connects, so only use from a point blank starter.
B~236A Followup 0 x 5 + 850 Any / 1 1 + 2 + 2 + 3 + 4 + 6 34 / -18 IC
  • Mio pulls the opponent towards her and punches them into the air.
  • Used as the more universal followup, as the opponent won't always be close enough to combo after 236A~A.
  • Breaks armor.
A/B~236B Followup 100 x 7 Any / 2 4 x 7 / -5 ~ +3 -11 ~ +1 None
A/B~236B Followup (Mio) / / / 2 / 45 / / None
  • Explosions travel along the whip that will push the opponent away.
  • Can be done on whiff.
  • Best followup to use if the first hit is blocked.
  • Breaks armor.
C 900 Any I: 0.33 - 11.66 17 13 29 / -20 IC
  • Mio whips with a much bigger hitbox and causes a wallbounce.
  • This version cannot be followed up.
  • Useful launcher near the corner, midscreen needs BIC to combo after.
  • Breaks armor.
SR 623*
Costume - Onmyoji
衣装・陰陽師

623*
EFZ Mio SR 623A.png
A
A
EFZ Mio SR 623B.png
B
B
EFZ Mio SR 623C.png
C
C
EFZ Mio SR 623X 2.png
Second hit and onwards
Second hit and onwards
Mio dresses up as Akari Ichijo from the Last Blade series and spins straight upwards, hitting the opponent along the way.
  • All versions are extremely fast reversals that can be easily comboed out of with IC, only being limited by a lack of horizontal range.
  • Mio cannot counter RG during the grounded portion of recovery.
  • If the opponent's hurtbox retracts after the first hit, the opponent may fall out and be able to punish Mio on hit.
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 400 Any HI: 0.33 - 7.66 4 4 66 / -40 IC
- 100 x 5 Any / 8 4 x 5 56 / / IC
  • First hit is one of Mio's best anti-airs that stands out for its speed.
  • Airborne from frames 8-63.
B 400 Any LI: 0.33 - 7.66 4 4 93 / -66 IC
- 80 x 9 Any / 8 4 x 9 64 / / IC
  • Mio flies faster and about twice as high as the A version.
  • Airborne from frames 8-90.
C 400 Any I: 0.33 - 6.66 4 3 134 / -106 IC
- 120 x 14 Any / 7 3 x 14 105 / / IC
  • Mio flies even faster and about 3 times as high as the A version.
  • Untechable.
  • Airborne from frames 7-131.
SR 214*
Costume - Red Hood
衣装・あかずきん

214*
EFZ Mio SR 214X.png
EFZ Mio SR 214C 2.png
Later half of 214C
Later half of 214C
Mio dresses up as B.B. Hood / Bulleta from Darkstalkers and charges forward, swinging her knife in a windmill motion.
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 200 x 4 Any / 17.33 1.66 + 2 x 11※ 18 -11 -13 IC
  • Travels about a third of the screen.
  • Airborne from frames 3-17.
  • Slow, not combo friendly at all and can be punished on hit. Just not a very good move.
  • ※After 4 hits connect, the rest of the hitboxes become inactive hitboxes.
B 120 x 10 Any / 22.33 35 13 -6 -8 IC
  • Travels about 80% of the screen.
  • Airborne from frames 3-22.
  • Probably better than A but still has no use case.
C 100 x 10 Any I: 0.33 - 11.66 LI: 12 - 22 22.33 35 26 / / IC
- 75 x 9 Any / 58 12 14 +9 +6 IC
  • Travels about 90% of the screen.
  • Airborne from frames 3-22.
  • A reversal option with long invincibility, but even longer startup. Not as versatile as the faster 623*, but is plus on block, has great range, and can be linked after.

Eternity Specials

SR 236236*
Costume - Cat who wore short boots
衣装・長くない靴を履いた猫

236236*
EFZ Mio SR 236236X.png
A
A
EFZ Mio SR 236236B.png
B
B
EFZ Mio SR 236236C.png
C
C
EFZ Mio SR 236236X 2.png
Objects
Objects
Mio dresses up in a cat rain slicker and pulls a string that comes from up high. Pans, spotlights, and weights (in ascending order of damage) begin to fall on the opponent in random amounts. Both the initial hit and all falling objects are untechable launchers.
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 0 + 250/300/400xN High / 22 3 141 / -125 FIC
  • After specific enders this move can set up great okizeme where the opponent builds a lot of guard gauge and any stray hit during the projectile rain will lead into a full combo. Always use the A version for this since new objects stop falling when this move is cancelled, making the B and C versions wasteful to use.
  • Hits before superflash. Can be rarely used as a risky grounded overhead.
B 0 + 250/300/400xN High / 22 3 170 / -156 FIC
  • More falling objects.
  • Hits before superflash.
C 0 + 250/300/400xN High I: 8 - 11 16 3 179 / -159 FIC
  • Even more falling objects.
  • Though it technically has faster startup, this move is not useful as an overhead as it hits post-superflash.
SR 214214*
Costume - Student Soldier
衣装・学徒兵

214214*
EFZ Mio SR 214214X.png
Mio dresses up as a student from Gunparade March and stretches her palm forward, shooting an energy blast. NOT a projectile. All versions are untechable.
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 800 + 260 x 7 Ground I: 1-5 6 39 33 / -48 ~ -27 IC
  • Launches.
  • Great as both a reversal and combo tool.
  • Has a tendency to trade but since this is untechable the opponent can often still be comboed.
  • Strangely, the last few blasts of this version always have inactive hitboxes, they are counted as recovery.
B 700 + 200 x 15 Ground I: 1-8 6 48 21 / -44 ~ -3 IC
  • Launches. First hit also wallbounces but the following hits will stop the opponent from reaching the wall.
  • Superior invincibility can get through scenarios where 214214A would trade or lose.
  • Common for opponent to fall out before all hits connect, and since this version's hits are individually weaker, it can sometimes do less damage than 214214A.
  • Last hit is safe on block.
C 3000 Ground I: 1-8 6 8 36 +40 -22 IC
  • Does not launch but will briefly freeze an airborne opponent.
  • Does not need IC to combo after.
  • Barely more damage than a full connect 214214B, but since this is 1 hit it is much more consistent in combos. However, being 1 hit makes this a much worse reversal than the cheaper versions.

Final Memory

SR FM
Costume - Anyway, a lot
衣装・とにかくたくさん

641236C~A~B~C~A~B~C~S~236C/623C
EFZ Mio SR FM.png
Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
0 + 400 x 5 + 100 x 4 + 400 + ((236C) 100 x 30) / ((623C) 400 + 1500) Any I: 0.33 - 1.66 2 24 70※2 -28 -30 IC ※

Mio charges into the opponent. ※If she hits them, pressing A will cause her to do a follow up attack, and so will pressing B after that, and so on until the end of the sequence, where Mio can choose between two enders. In the 236C ender, Mio will fire a massive flashy laser for easy damage. In the 623C ender, she will kick the opponent into the wall for less damage, but the ability to keep comboing from a wallbounce.

  • This move only properly combos on a grounded opponent.
  • With proper follow up the 623C ender will do more damage and grant better okizeme than the easier 236C ender, although the damage difference is not much unless Mio has BIC.
  • Both enders are untechable.

※ First hit and enders cannot be IC'd.
2 Mio falls into a self-knockdown if she does not connect or cancel the first hit and is thereby invincible for much of the recovery.

Normal Moves (Long Range Mode)

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

LR c5A
c5A
EFZ Mio LR c5A.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
170 Ground 6 / 6.33 5 / 4.66 4 +2 / +2.33 +1 / +1.33 N SP J IC R SB

Slightly slower than SR 5A.

LR f5A
f5A
EFZ Mio LR f5A.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
170 Ground 7 6 9 -4 -9 N SP J IC SB

Mio partially extends her notebook forward.

  • Generally not as useful as f2A for footsies, and as an anti-air is only a frame faster than the vastly superior 2C.
LR 5B
5B
EFZ Mio LR 5B.png
Active frames 1-2
Active frames 1-2
EFZ Mio LR 5B 1.png
Active frames 2-6
Active frames 2-6
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
380 Ground 8 8 17 -8 -10 N SP JH IC SB

Mio fully extends her notebook forward into the air.

  • Perhaps the farthest reaching normal in the game, providing amazing space control from just over half screen. However, its far hitbox will whiff on nearly every croucher, so mix with other normals when covering the ground.
LR 4B
Above Hit
上当て

4B
EFZ Mio LR 4B.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
380 Ground 10 6 16 -5 -7 N SP JH IC SB 5C 2C

Mio extends her notebook high into the air.

  • A very disjointed anti-air that excels in catching opponents trying to jump and can be jump cancelled to pick up combos after.
LR 5C
5C
EFZ Mio LR 5C.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
550 Ground 10 2 23 -1 -3 SP IC SB

Mio swings her notebook in front of her.

  • Does not reach as far as 5B but is more consistent against grounded opponents, even more disjointed too.

Crouching

LR c2A
c2A
EFZ Mio LR c2A.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
160 Low 5 6 3 +2 +1 N SP J IC R SB

Slightly slower than SR 2A.

LR f2A
f2A
EFZ Mio LR f2A.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
160 Low 8 6 8 -3 -4 N SP J IC SB

Mio partially extends her notebook low to the ground.

  • Farther range than f5A, hits low, has better frame advantage and a much better disjoint.
LR 2B
2B
EFZ Mio LR 2B.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
400 Any 10 6 15 -4 -6 N SP J IC 5B SB

Mio fully extends her notebook across the ground.

  • Useful in combos.
LR 2C
2C
EFZ Mio LR 2C x.png
Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
150 Ground SI: 0.33 - 2.66 8 2 35 / -15 SP IC SB
120 x 5 Any / 14 2 x 5 31 -6 ~ +2 -9 ~ -1 SP IC SB

Mio swings her notebook in a full circle multiple times above her head.

  • Fantastic anti air and combo tool that strangely has brief strike invincibility on startup.
  • Only the first hit launches and is air unblockable.
  • Small inactive gap between the first and second hit while she raises the notebook higher.
  • If the first hit whiffs it is not uncommon for the rest of the move to whiff on a grounded opponent.

Jumping

LR j5A
j5A
EFZ Mio LR j5A.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
170 Any 8 6 10 / / N SP J AD IC

Mio extends her notebook slightly below her.

  • Amazing poke.


LR j5B
j5B
EFZ Mio LR j5B.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
400 Any 9 14 14 / / N SP J AD IC

Mio extends her notebook slightly above her.

  • Amazing poke.
  • The core of LR Mio's midscreen combos.


LR j2B
Below Hit
下当て

j2B
EFZ Mio LR j2B.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
400 Any 11 6 12 / / N SP JH AD IC

Mio fully extends her notebook below her.

  • Amazing poke.
  • Does not hit point blank.
  • Useful in combos when the opponent is too low for jB.
LR j5C
j5C
EFZ Mio LR j5C.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
600 High 12 6 28 / / SP J IC

Mio fully extends her notebook directly in front of her.

  • Sends aerial opponents flying backwards on hit.
LR j2C
Right Below Hit
真下当て

j2C
EFZ Mio LR j2C.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
600 High 12 9 12 / / SP J IC

Mio fully extends her notebook to hit almost directly beneath her.

  • Is techable but sends the opponent so quickly downwards that as a combo ender they should hit the ground before being able to tech.
  • Can also be used as an extremely fast instant overhead but Mio will be minus on hit.

Dashing

LR 66A
66A
EFZ Mio LR f5A.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
170 Ground 7 6 9 -4 -5 SP IC SB

Mio partially extends her notebook forward.

LR 66B
66B
EFZ Mio LR 5B.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
380 Ground 8 6 14 -3 -5 SP JH IC SB

Mio fully extends her notebook forward into the air.

  • Insane harassment tool. Allows for combos from extraordinary distances, especially with its jump cancel capability. Can buffer IC when using in neutral to help react to a hit.
LR 66C
66C
EFZ Mio LR 66C.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
550 Ground 10 2 23 -1 -3 SP IC SB

Mio swings her notebook in front of her.

  • Causes a wallbounce when hitting an aerial opponent.
  • Smaller hitbox than 5C.
LR 662A
662A
EFZ Mio LR f2A.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
160 Low 8 6 7 -3 -4 SP IC SB

Mio partially extends her notebook low to the ground.

  • Not really rewarding and puts Mio at disadvantage.
LR 662B
662B
EFZ Mio LR 2B.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
400 Any 10 5 16 -4 -6 SP IC SB

Mio fully extends her notebook across the ground.

LR 662C
662C
EFZ Mio LR 2C x.png
Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
150 Any SI: 0.33 - 4.66 11 2 43 / -23 SP IC SB
120 x 6 Any / 17 2 x 9 37 -15 ~ +2 -17 ~ -7 SP IC SB

Mio swings her notebook in a full circle multiple times above her head.

  • Hits one more time than 2C.
  • Combo filler.

Throws

LR Ground Grab
Ground Grab
c6C/4C
EFZ Mio SR Ground Grab.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
0 + 100 x 8 + 400 Grab 5.33 1 20(hit) 17(whiff) / / None

Identical to the short range version.

LR Air Grab
Air Grab
cj6C
EFZ Mio LR Air Grab.png
Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
1000 Grab I: 2 - 2.66 2 1 / / / None

Has a larger hitbox than the SR version.

Special Moves (Long Range Mode)

Specials

LR 5S
Mode Switch
モードチェンジ

5S
EFZ Mio SR 5S.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
/ / 6 / 10 / / None

Mio does a quick pose, and goes into Short Range Mode.

LR j5S
Flight
飛行

j5S
EFZ Mio LR j5S.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
/ / 0.33 / 95 / / N SP AD ※

Mio greatly reduces her air speed, allowing her to stay airborne much longer.

  • This move drains the RF gauge while active.

※ This move can be cancelled with a 2 input. Cannot be cancelled for the first 12 frames.

LR 236*
Costume - Shikigami Tamer
衣装・式神使い

236*
EFZ Mio LR 236A.png
Arrows launch, but the opponent will freeze in place for quite some time before moving. Cancel window for FIC is right after an arrow is fired.
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A / / / 22 / 26 / / FIC
- 700 Any / 22 / / +3 ~ +16 FIC
  • Mio fires an arrow forwards.
  • Not the fastest startup and the projectile is tiny, but has a LOT of hitstun, allowing Mio to combo after without resources if the opponent is close enough. Not really a space control move but useful in combos and to disrupt things that are normally safe to do from far away such as Kano charging spells or Neyu eating jam. Being only one hit means it will get trumped by a lot of other projectiles head on.
B / / / 26, 42 / 51, 34 / / FIC
- 700 Any / 26 / / - FIC
- 700 Any / 42 / / -3 ~ +8 FIC
  • Mio fires two arrows forwards.
  • The second arrow covers the exact same space as the first while making the move horribly slower than 236A and can't be comboed after without FIC either. Rarely useful but may hit someone expecting only one arrow.
C / / I: 1-11 26 / 19 / / FIC
- 700 Any / 26※ / / +10 ~ +52 FIC
  • Mio fires an arrow backwards which reappears on the other side of the screen.
  • Can lead to silly moments but Mio has better ways to spend RF meter.

※~130 frames to make a full lap around screen.

LR 214*
Costume - Card Captor
衣装・カードキャプター

214*
EFZ Mio LR 214X.png
Top layer hitboxes not pictured.
Top layer hitboxes not pictured.
Mio throws 3 cards into the ground, each summoning lightning bolts in quick succession. Distance thrown ascends with button strength, with A going about 40% of the screen, B going half screen, and C about 70%. Cancellable while the cards are in the air. Effective zoning tool, but can also be useful for pressure. C version does not require RF to use. ※ The startup data is for the middle lightning strike only and describes when each section's hitbox (top, middle, bottom) becomes active. Check the table below for the full frame data.
Version Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A / / 12 / 40 / / FIC
- 250 x 6 Any 35, 37, 39 ※ 10 x 9 / / +12 ~ +22 /
B / / 12 / 37 / / FIC
- 250 x 6 Any 35, 37, 39 ※ 10 x 9 / / +15 ~ +25 /
C / / 12 / 34 / / FIC
- 250 x 6 Any 35, 37, 39 ※ 10 x 9 / / +18 ~ +28 /
Left Middle Right
Top 41F 35F 38F
Middle 43F 37F 40F
Bottom 45F 39F 42F
LR 412*
Costume - Little Match Girl
衣装・マッチ売りの少女

(j)412*
EFZ Mio LR 412X.png
Mio continuously shoots fire from a matchstick which launches the opponent. Great at stuffing out buttons thanks to its large amount of active frames. Can be done on the ground and in the air. Massive FIC window.
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A / / / 19 / 63 / / FIC
- 120 x 7 Any / 19 43 / / / FIC
  • Used in combos, and can lead to good meterless combos on raw hit.
B / / / 23 / 85 / / FIC
- 120 x 12 Any / 23 63 / / / FIC
  • Mio moves far backwards, making her harder to punish.
  • Not nearly as combo friendly.
C / / I: 1-17 19 / 59 / / FIC
- 120 x 14 Any / 19 71 / / / FIC
  • Moves Mio far backwards.
  • Mio recovers before landing.
  • Most practical reversal option in Long Range, but has a long startup that the invincibility doesn't entirely cover and will almost always whiff on a point blank opponent.
  • Can be meterlessly comboed from.
jA / / / 13 / 72 / / FIC
- 120 x 7 Any / 13 43 / / / FIC
jB / / / 15 / 104 / / FIC
- 120 x 12 Any / 15 63 / / / FIC
  • Moves Mio far backwards.
jC / / I: 1-11 13 / 60 / / FIC
- 120 x 14 Any I: 1-11 13 71 / / / FIC
  • Moves Mio far backwards.

Eterny Specials

LR 236236*
Costume - Snow Princess
衣装・雪女

(j)236236*
EFZ Mio LR 236236A.png
236236A/B
236236A/B
EFZ Mio LR 236236C.png
236236C
236236C
Mio launches a large ball of ice across the screen, freezing the opponent and knocking them back. Can be done on the ground and in the air. Primary use is as a combo ender.
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 430 x N Any / 9 / 64 / / None
  • Useful in combos.
B 600 x N Any I: 5-7 9 / 64 / / None
  • Travels faster than the A version.
  • Untechable.
  • Not so useful.
C 850 x N Any I: 1-9 11 / 70 / / None
  • Travels faster than the B version and with a bigger hitbox.
  • Untechable.
  • Not so useful.
jA 430 x N Any / 4 / 72 / / None
  • Purely used as a damage ender, since this version is techable and returns both players to neutral.
jB 600 x N Any I: 1-2 4 / 72 / / None
  • Travels faster than the A version. This means it hits less times which unfortunately offsets the damage increase to be almost negligible in combos.
  • Being untechable can make this a somewhat appealing ender, although Mio ends up too far to apply okizeme after.
jC 850 x N Any I: 1-4 6 / 72 / / None
  • Travels faster than the B version and with a bigger hitbox.
  • Untechable.
  • Unless it's the difference between killing or not this should never be worth the meter.
LR 214214*
Costume - Vampire Hunter
衣装・ヴァンパイアハンター

214214*
EFZ Mio LR 214214X.png
Mio, dressed up like Ciel from the visual novel Tsukihime, throws several volleys of launching Black Keys at an upward angle of 30 degrees. Used as a combo ender. All versions are untechable.
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 200 x 12 Any I: 1-10 15 / 75 / -44 ~ -7 None
  • Mio throws 4 volleys of 3 Black Keys, for a total of 12.
B 200 x 18 Any I: 1-5 9 / 79 / -7 None
  • Mio throws 6 volleys of 3 Black Keys, for a total of 18.
  • All volleys but the last cause no pushback.
C 200 x 30 Any / 3 / 98 / -7 None
  • Mio throws 10 volleys of 3 Black Keys, for a total of 30.
  • All volleys but the last cause no pushback.

Final Memory

LR FM*
Costume - Doing many things with a Fake Nanase
衣装・アレ以外の何かwith偽七瀬

BA2AB
EFZ Mio LR FM.png
Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
0 + 5000 Any I: 0.33 - 6.66 6 1 22 / -9 None

Mio knocks out the opponent and proceeds to act out several scenes with other ONE characters under spotlights, finishing with an explosion. The 2 does not need to be input after the first A, it can actually be held as soon as the frame after the first B is pressed, making B2AAB a valid input. Letting go of 2 before pressing the first A however would be invalid. Mio can whiff cancel most of her normals into this move.

  • Knocks down both Mio and her opponent, usually leaving her at frame disadvantage due to her slow wakeup speed. While Mio does not take damage, if she has BIC she will lose about 15% of it.
  • Can be comboed into. Lucky Mio!
  • MUCH faster than LR Mio's other "reversal" options and doesn't struggle at point blank like her 412C, but extremely dangerous to use due to the cost and FM health requirement. Extremely easy to counter RG thanks to the superflash. Only use as a last resort!

Strategy

Mio is an incredibly versatile character with a lot of combo variety thanks to her two stances. She has enough tools for basically any situation, but can only have access to half of them at any given time. Thankfully her stance switching is not very risky to do in neutral, but when under pressure she loses that luxury, and the fatally flawed reversals and abare of LR mode will begin to show. Although this is Mio's achilles' heel on an otherwise godlike character, LR is still part of what makes her godlike, so only playing neutral in SR in fear of such a scenario is not advised.
Mio's ability to stance switch every ground normal can make many normals with exploitable 5S cancels appealing, but getting RG'd while stance switching as early as possible means Mio can forfeit her ability to RC back. Option selecting with 5S~A can negate this weakness if you're comfortable executing it.
It is preferable to end a round in SR mode if possible. Mio's movement is significantly slower in LR, so it is difficult to start the next round at a comfortable range.

Neutral

Notable moves
SR 2B - Really active and safe move that is annoying to RG thanks to its 8 hits.
SR 662C - Moves Mio really far forward and is surprisingly difficult to punish between its low profile and cancel options.
SR jA - Super disjointed and fast normal, usually needs your double jump or airdash to combo from though.
LR 5B/66B - Covers standing/airdashing opponents from half screen at light speed, but can be scary to whiff. Try buffering IC when using in neutral to help react with a combo in case you catch an opponent's jump.
LR 2C - In abare situations, it is surprisingly decent relative to other LR normals. You can draw direct comparisons f2A and 5B, both of which have the same startup but noticeably extend Mio's hurtbox.
LR 214* - Mio's slowest projectile, but still surprisingly quick considering its infinite vertical range.
LR 412* - Very active move that covers a lot of space and has a huge FIC window.
Anti-airs
SR c5B - Although it is a proximity normal and not as disjointed as other anti-airs, among those in SR it boasts great resourceless combo potential and retains the ability to special cancel on RG.
SR 623A/C - Multihit and very easy to juggle after with IC.
LR 2C - Very active and disjointed with multiple hits, though combo ability can be iffy if it hits from maximum range.
LR 4B - Not as fast or active as 2C but is air unblockable, fully disjointed and still can lead to full combos. Best when reading a jump from your opponent.
Reversals
SR 623* - Frame 4 reversal with great combo ability anywhere on the screen with IC, but has laughable horizontal reach.
SR 214C - Slow but has good reach on the ground and is plus on block.
SR 236C - Can be used to fight pressure from moderate distance but on wakeup is significantly weaker than other options. Also notable for breaking armor.
SR 214214A/B - Air unblockable, fully invincible, gets a combo with IC and a knockdown without it.
LR 412C - Lots of iframes but not something to use on wakeup since it's slow and doesn't hit point blank, definitely decent on RG though.
SR Mio can easily or even accidentally option select between her 214C and 623C/236C on wakeup, which can make some left/right mixups easier to deal with.

Pressure

Mixup options
SR j2C - Low crushing frame 19 instant overhead or frame 15 delay-landing overhead or crossup overhead or a move to mess up anti air timing, all in one move that starts devastating combos and is cancellable on whiff including FIC. Also you don't even need FIC to combo after if the Guard Gauge is built up and/or with a deep hit on some characters(when falling, IOH is too high. Character specific).
SR IAD jC - An alternate crossup option. You may land too far to connect a 2A after, so adjust your airdash as needed.
LR j2C - Can jump cancel random normals into this move for insanely quick IOH's. The frame advantage and cancel options are poor, however, so it is very risky to attempt to keep pressure afterwards, even on hit. No comboing from it either.
Pressure resets
SR 662A - Gets in their face and plus on block.
SR 66C - Dodges lows and near the corner has great reward but requires a 5S cancel to avoid being punished on block making it very dangerous if RG'd.
SR 66B - Marginally better frame advantage than 662A but has twice the startup. Good return when catching jumps though.
SR IAD jA x N - Somewhat risky but leads to combos on hit or a potential mixup on block with a j2C cancel and varied number of hits. Especially potent as the jAs can build the guard gauge to allow for ICless j2C combos.
LR 214* FIC - LR is far more limited in pressure but Mio can still try to force her way in.

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.

Non-Juggle Combos

Non-IC

  • (SR) 2A (2A) 2B 5C 236B~236A ~ 2132 damage

Amazingly drains about half BIC gauge and does decent resourceless damage, but leaves Mio back in neutral afterwards.

  • (SR) 2A c5B 5C 236A~236A 2A 2B 5C 236B~236A ~ 3000 damage

Less reliable combo that needs an extremely close hit and a tricky link from 236A~236A but drains about 90% BIC and deals slightly more damage.

  • (SR) 2A (2A) 2B 2C (214214*) ~ 938 - 1192 damage (2826-3077 with 214214A)

Not much damage, but allows Mio to start running okizeme. Sometimes 2C will struggle to reach in time from a far 2A, so try to keep 2B hits to a minimum unless very close. This combo is important to do after SR 214C. 214214* is not necessary since 2C already knocks down, but it can be useful to stall and charge RIC in time for okizeme, as well as provide a damage bump if needed.

  • (LR) (c2A) 2A 2B 5C 236236A ~ 2337 - 2874 damage

Press c2A too many times, and the opponent will be able to tech after 236236A.

Red-IC

(SR) 2A 2B 5C 236B~236A IC 662C 214214A ~ 3441 damage
  • Very easy and useful BnB. Respectable damage, and works anywhere on every character even on a far hit.


(SR) 214C 214214A ~ 2870 damage

  • Used to ensure a knockdown in situations where 214C 2A 2B 2C would have a tendency to whiff 2C.

Juggle Starters

Non-IC

Midscreen

  • (SR) j2C (with significant Guard Gauge)
  • (SR) j2C (lowest falling hit)

The necessary height cannot be achieved when IOHing. Character specific. Akane, Ayu, Doppel, Kano, Makoto, Mai, Misaki, Nayuki, Rumi, and Shiori work anywhere, Kanna, Mio, and UNKNOWN can only be decently comboed in the corner.

  • (SR) 214214A(trade) 66B
  • (LR) (2A 2B) 2C 236A 66C

Corner

  • (SR) 66C 5S 66C

Punish near the corner.

  • (SR) (jC) 66C 5S 2C(1) 5S 2B(1) 5C

Very powerful punish for point blank in the corner.

  • (LR) 412A 662C(1) 5S 2B(1) 5C

Uncommon but useful starter.

Red-IC

Midscreen

  • (SR) 2A 2A 2B(1) 5C 236A~236A 623B(1) IC

Needs a fairly close hit or the 623B will whiff.

  • (SR) 2A 2A 2B 2C 214214A(1) IC

Damaging use of meter and RIC.

  • (SR) j2C FIC
  • (SR) 662C IC 66B
  • (LR) (2A 2B 5C) 412A IC
  • (LR) 5C IC 662C(1) 5S 66B
  • (LR) 2A/f2A 2B 5C 214* FIC 2A/5B (214 hit) 66C

After the FIC, f2A is easier, but 5B is needed for max range.

Corner

  • (SR) 623*(1) IC (662A(whiff)) 2B 5C

Crossunder with 662A to steal the corner.

  • (SR) 2A 2A 2B 5C 236C
  • (LR) 2A 2B 5C IC 662C(2) 5S

Blue-IC

Midscreen

  • (SR) 2A 2A 2B 5C 236B~236A IC
  • (SR) 236C IC 44 66

Backdash ensures a wallbounce.

  • (LR) 2A 2B 5C IC 662C(1) 5S 66B

Midscreen Juggles

These parts are used to carry the opponent nearer to the corner.

  • (SR) jB j66 jB(C)

Proration limit: Power needs to be over 75.1% when the first jB hits.

This is the most useful juggle for Mio, so this should be highest priority to learn. Pay close attention to the proration limit. If you have extra proration to spend, you can do jB j66 jB c5B jB j66 jBC.

  • (SR) j66 jABC

Proration limit: Roughly 70%

An option for strange combo starters. It's important to consider how you're going to land from this, in some cases a delay between jB and jC may be necessary.

  • (SR) jA j9 djB dj66 djBC

Go-to juggle after a deep j2C.

(SR) jA j9 djB djB


Combos for converting from jA air-to-airs and tech traps. This is an important component to keep in mind to make the most of jA confirms, which is typically hard to combo from. djB djB is a link that opens up better combo options.

  • (SR) jC(1or3) j66 jBC

This is an alternative to jB j66 jBC. Especially useful for situations where jB may not hit or if you need to adjust the opponent's height higher. Against Mai, this version is essential after j2C RIC.

  • (SR) j66 jB

The jB should hit just before landing.

Allows you to push the opponent with your air dash and use less proration. Carries for a similar distance as jB j66 jBC. While it is mainly used for BIC, it can still be used for certain RIC starters, so keep this option in mind to maximise distance carried and damage.

  • (SR) jA .. jB .. jC

If after a wall bounce the proration is between 70% and 75.1%, you can use this.

  • (LR) [jAB j66]x2 jA .. jB

Corner carry combo piece for when you're in Long Range mode.

  • (LR) jB 66 jB 66 jA jB (land) 66C

May need to omit or replace parts for proration or if opponent is too high or too low.

Corner Juggles

  • (SR) j9 (jA) jB jC 2B(1) 5C

If hitting SR 5C in the corner such that the opponent bounces behind Mio, get into position by jump cancelling into an instant air backdash.

  • (SR) jB 66 jB jC 2B(1) 5C
  • (SR) j8/j9 jB 66 jB 2B(1) 5C
  • (SR) j8/j9 j8 djB djB 2B(1) 5C

Extremely slight optimization for when the opponent is in (not near) the corner.

  • (SR) 214214A IC
  • (LR) [<- 662C(1)(back-hit) 5S] [-> 2B(1) 5C (5S) (66)]

Flashy and proration efficient loopable juggle until around 68%, but usually stopped around 76%. Expect to run into difficulties with Akiko (below 80%), Doppel, Makoto, Rumi, Sayuri, and Shiori.

  • (LR) 66C j7 44 jA jC 66C

For when you end an LR juggle very close to the corner.

  • (LR) 2C(1) 412A

Also loopable and proration efficient, but has a high proration cutoff, so usually reserved for BIC combos.

Midscreen Combo Enders

These enders are used when a juggle does not reach the corner.


  • (SR) (land) 2B(1) f5B 5C 5S 214* 214214A

Should be your go-to ender, with decent damage and great RIC oki. If you think you can secure the kill with a bit more damage, use 214214B/C. If the opponent wallbounces off of the corner but outside of corner ender range, the 214214A can be followed up with 66C 214214A if the first one doesn't miss volleys.

  • (SR) (land) 214214A

Slightly less damage and RF build than the LR 214214A ender, but depending on character and position you may not always have a combo into a 5C wallbounce. In those situations, this ender is much more consistent.

  • (SR) (land) 2B(1) f5B 236A~236A

Significantly lower damage ender but gives oki meterlessly. Combos into this are also significantly shorter than other enders so Red IC may not always be available for oki. If this is unappealing, the first ender even without super does more damage at the cost of resetting to neutral.

  • (LR) (land) 662C(3~5) 214214A

This ender is used if the opponent is too low after her typical LR mode corner carry combo [jA jB j66]x2 jA .. jB

Mio lands first and manages the opponent's height using 662C. The number of hits before cancelling depends on how low the opponent is, as you're trying to position the opponent to be hit optimally by all the projectiles in 214214A.

Corner Combo Enders



  • (SR) 5AxN c5B (8/9) jAAB dj6C(whiff)

One of Mio's SR enders. This ender is ideal for following up with 236236A okizeme. 5AxN is roughly 5. You're able to adjust the opponent's juggle height by adding delays between these 5As, and from c5B onwards inputting as fast as possible. For the dj6C(whiff) tech trap, you'll want to input it shortly after you start coming down from your double jump. You should be aiming to enter j6C just after the opponent techs. Adjusting the height with 5As is important to ensure this tech trap while also maintaining some damage, giving you more time for the 236236A oki setup, allowing for more items to be summoned.

  • (SR) 2B(3) 6C 236A~236A

Another SR ender. 236A~236A causes a knockdown with a gap in the corner, opening up more ways to mixup your opponent and allowing for 236236* oki. One downside is the damage is lower than the previous options and there is less time to set up okizeme. This setup is particularly hard on Unknown, her small juggle hurtbox makes height adjustment difficult.

  • (SR) 662C 236A~236A

An alternate setup for corner gap 236236* oki.

(SR) 2B(1) (f5B) 5C 5S walk towards corner slightly [<- jA jB j9 djA dj2B dj236236*]
  • Considerable damage, but the opponent wakes up (or techs if 236236A is used) far away midscreen. As a result, this ender is reserved for when the dj236236* will kill.


  • (SR) (from a 5C wallbounce) IAD (jC(whiff)) land [<- 669A jB jC 2B f5B 5C 5S 214C 214214*]

Slightly less damaging metered ender but gives Mio 4-way oki after which often makes it preferable. When using LR 662C loops, start this ender where you would normally j9B jC instead of after (as other enders start).

  • (LR) (jA) jB jC j8/j9 djA dj2B dj2C dj2C(whiff)

LR ender. One of Mio's easier enders, it is recommended to learn this one first. Hitting the opponent with j2C secures the knockdown, meaning you can choose this option and not worry about a tech trap, but you to want to whiff a second one for meter build. This option is great damage for when you have no supers in stock. This combo ender only works at above approximately 51.5% power, or ~55% power to include jA in the first jump. If the power is lower than this, you can skip some normals. For example jB jC [j8 or j9] jA j2C

  • (LR) jB j2B jC djA dj2B dj2C dj2C(whiff)

More technical version of the above ender. Proration limit is around 57%.

FM Combos

  • (SR) 2A 2A 2B 5C 641236C ~ 4696 (236C) / 4074 (623C) damage
  • Following 623C ender - (SR) 662A(whiff, stop in front of opponent) 2B(1) 5C 5S jB jC djA dj2B dj2C ~ 5138 damage (including previous combo into 641236C)

Harder if you end up in the corner as you will have to pass under the opponent with 662A and turn around.

  • (LR) 2A 2B 5C IC 662B BA2AB ~ 4868 damage

Example Full Combos

Practical reference points to show how the previous parts come together to form a juggle combo.

(SR) c5B jB 66 jB jC 2B(1) 5B 5C 5S 214C 214214A
  • Example of a midscreen anti-air juggle.


(SR) 2A 2B 5C 236C j9 jB jC 2B(1) 5C 5S j7 jA jB jC dj9 djA dj2B dj2C dj2C(whiff)
  • Universal corner 2A starter combo with RIC.


(SR) j2C FIC jB 66 jB 2B(1) 5C j7 jB 66 jB jC 2B(1) 5C 5S j7 (jA) jB jC dj9 djA dj2B dj2C dj2C(whiff)
  • Universal j2C RIC starter combo.


(SR) j2C FIC jB 66 jB 2B(1) 5C 5S 66 [<- 662C(1)(back-hit) 5S] [-> 2B(1) 5C .. j9 jB jC 2B(3) 6C 236A~236A 236236A] FIC
  • Relatively advanced (not universal) j2C RIC starter combo. Demonstrates how to set up SR 236236A okizeme, but can also use the typical LR ender.


(LR) 2A 2B 5C 412A FIC (land) j9 jB 66 jA jB (land) 66C walk/wait j8 jA jB j9 djA dj2B dj236236B
  • This is in a sweet spot to show off the j236236B ender, otherwise this combo should mostly be done when not near the corner. Expect to do the regular LR ender in a match.


Basic meterless combos from deep j2C. Tricky and character specific.


  • (SR) j2C jA dj8 djB djB 2B(1) 5C j7 44 j9 jB jC 2B(1) 5C 5S j7 jB j2B jC dj9 djA dj2B dj2C dj2C(whiff)

Corner starter.

  • (SR) j2C j9 jA dj9 djB 66 jB jC 5A 5C 5S jA jB jC dj9 djA dj2B dj2C dj2C(whiff)

Midscreen starter with a corner wallbounce. Can go for the more damaging jB j2B jC ender but can be awkward from this position.

  • (SR) j2C j9 jA dj9 djB 66 djB djC 5A 5C 5S 214C

Midscreen starter with a midscreen wallbounce.

Notes

  • Adjusting SR 2B(1) 5C to 5A 2B(1) 5C is often needed or is appreciated for hitting Akiko, Doppel, Kano, Rumi, and Sayuri. While midscreen, 2B(1) 5B 5C can often help with ensuring a wallbounce, or (5A) 5A 5C against a high opponent or naturally high falling characters. Make sure to adjust the basic LR corner ender accordingly when using these higher proration routes.
  • Be sure to land the first hit of LR 662C in back-hit combos, the later hits do not give as much juggle time.
  • The A version of LR j236236* is techable, so as an ender it is mainly used as a higher damage option to secure kills at the end of matches.
  • When juggling from 214214A/B (trade) 66B, 5S j9 jB ... is the most common route, but it has complications near the corner, so try SR jB ... instead in that situation. In the rare event where it trades at a postion where a LR pickup does not have enough space from the corner but SR jB won't combo, use jC(1) 66 ... instead.

Okizeme

Meterless
SR jC is good at crossing up from an airdash, and if spaced right has good reward.
When hit extremely deep (lower than IAD height), SR j2C can be converted on about half the cast (Akane, Ayu, Doppel, Kanna(corner only), Kano, Makoto, Mai, Mio(corner only), Misaki, Nayuki, Rumi, Shiori, UNKNOWN(corner only)) without using any resources! This conversion is both executionally demanding and can be difficult to find opportunities for. In the corner if Mio can find time to IAD over the opponent and fall slightly it may be attempted, in a lot of matchups this probably means she will not be hitting meaty though so respect is needed. Especially challenging to attempt midscreen.
Instant LR j2C is extremely fast but unfortunately ends your turn as it's minus on hit when hitting a grounded opponent and it only combos into itself. Be sure to run away after attempting. When double jump cancelling Mio will take a long time to reach the ground again, but the move is not airdash cancellable so attempting that may get you punished by a savvy opponent. Great for finishing off low health opponents.
LR 412A/B is a low risk way to get some chip and build IC.
With IC
Instant SR j2C FIC gives a full combo and is safe on block, you can also do a few 2A's beforehand. Try not to autopilot mash FIC every time, though; Mio can only cancel the move once she touches the ground so the opponent can feasibly punish on RG.
SR j2C FIC right before landing from a jump is ideal for creating a 4 way mixup as it can be done on either side of the opponent and hits around the same time as a 2A would.
Non-landing crossup SR j2C FIC can look very deceptive but usually if it is available then so is landing j2C.
With Super Meter
After ending a combo with SR 236236*, Mio can FIC as the opponent wakes up and mix however she pleases. Instant SR jB becomes amazing during the object rain, being a frame 10 overhead that only whiffs on Ayu, Ikumi, Kano, Mayu, Mio, and Neyu. While landing from a jB, Mio can again perform her j2C shenanigans before hitting the ground, as well as airdash to further delay and even go for a double or triple overhead if she wants to with jA (jA) j2C. If the 236236* was preceded by a 236A~236A to get the opponent out of the corner, Mio also gains the freedom to cross up or not before and/or after a high. If the opponent is hit while you are facing away from the corner, you can try repositioning yourself by crossunder whiffing SR 662A. Wakeup time matters for this setup, its effectiveness can really decrease against some fast wakeups like Mizuka.

Win Quotes

Japanese English

スケッチブックの
使い方

ちょっと
違う気がするの…

I don't think
that this is

the correct way to
use a sketchbook.

本気で
叩かれたの…

すっごく
痛いの…

You hit me
with all your might...

It really
hurts...

あのね

練習いっしょに
ありがとうなの

Hey.

Thank you
for rehearsing with me.

衣装汚れたの…

部長さんに

怒られるの…

My costume got dirty...

The club president

will be mad at me...

い、
痛いの…

It...
it hurts...

(To Akane)
長い髪の毛

似合うように
なりたいの

(To Akane)
I want to

look good with
long hair like you.

(To Misaki)
先輩…

もうちょっと早く
気がついて
欲しいの…

(To Misaki)
Senpai...

I wish you
would notice me
a little sooner.

(To Ayu)
本物の翼

とっても
きれいなの

(To Ayu)
They're real feathers.

They're very
pretty.

(To Mio)
まねだけじゃ
だめなの

(To Mio)
You can't just
copy others.

Colors

EFZ-mio-colors.png


In-game References

External References

  • Mio's ground throw is based on Sakura Kusagano's "Sailor Strangle" throw, from the Street Fighter series. Mio also dresses up like Sakura during her Short Range 662B.
  • Short Range Mio's 66C is based on Kyo Kusanagi's far strong kick as it appears in The King of Fighters '94 through '99.
  • Short Range Mio's 6C is based on Kyo-1's "Kurogami" command normal from The King of Fighters '99. The guard point on it is also reminiscent of normal Kyo's "114 Shiki: Aragami".
  • Short Range Mio's j2C is based on Shinnosuke Kagami, from The Last Blade series.
  • Short Range Mio's 236* is based on Dandy-J's "Hissatsu Rope" move, from Waku Waku 7.
  • Short Range Mio's 623* is based on Akari Ichijo's "Tenmon Hoshi No Meguri" move, from The Last Blade series.
  • Short Range Mio's 214* is based on the first part of B.B.Hood's "Beautiful Memory" move, from the Darkstalkers series.
  • Mio's costume during her Short Range 214214* is based on Gunparade March.
  • The beam finisher for Short Range Mio's Final Memory is based on Cyclops's "Mega Optic Blast" from the Marvel vs Capcom series. Mio's costume during the move is based on Dejiko from the anime Di-Gi-Charat.
  • The uppercut finisher for Short Range Mio's Final Memory is based on Kyo Kusanagi's "128 Shiki: Konokizu" -> "125 Shiki: Nanase" combo, from The King of Fighters series.
  • During Long Range Mio's 412*, she dresses up like Ecoco, mascot of Tohoku Electric Power.
  • During Long Range Mio's 214214*, she dresses up like Ciel from the visual novel Tsukihime and uses her signature Black Keys.

ONE References

  • The many costumes Mio uses in her moves is likely due to her role as a member of the drama club in the visual novel.
  • Mio's air throw is a reference to her introduction in ONE, where she spills a bowl of udon on Kouhei.


General
FAQ
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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
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