Eternal Fighter Zero/Misaki Kawana

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Kawana Misaki


Kawana Misaki (川名 みさき) is one of the more straightforward characters in the game, with some strong but very linear frame traps, which lead into very high damage combos. Inspired by Geese Howard, she possesses Reppukens, counters, and multiple moves with autoguard to bully her way in. While her mixup game is fairly weak by EFZ standards, any stray hit can lead to massive damage into reversal safe oki using her Down Burst super. To complement her frame traps, she possesses high damage command throw supers, which vacuum opponents attempting to escape them.

Misaki is one of the heroines of ONE, a visual novel produced by Tactics in 1998. She is a 3rd grade student in the same school as Kouhei. A girl with cold eyes but a warm smile, Misaki became blind due to an event that occured in the past. She enjoys talking to others since that is the only way she can get to know other people. Kouhei first met her on the roof of the school during sunset. During ONE, Misaki and Kouhei spend some time together, but there is an eternity, after all...

Stage: Sunset Rooftop (夕焼けの屋上)

BGM: A fine young lady at first sight (見た目はお嬢様)


Misaki stands out amongst the cast as having what may be the absolute highest damage potential in the game. Her speed lends itself well to this fact, and although she doesn't have the fastest normals in the game, most of her moves are not particularly slow. With excellent far reaching dashes, decent pressure options, great combo tools, generous amounts of autoguard, terrifying damage and the like, Misaki may very well be the stuff comebacks are made of.

Getting the opportunities for that damage, however, require a little more work to obtain. Misaki has an extremely limited high/low mixup, since she has no grounded overheads. Even though she has very useful oki options and plenty of cross up material, Misaki has surprisingly little mixup to work with against a cornered opponent, which is exactly where you would like to end up getting them to pull out your merciless damage potential. Additionally, while Misaki has many great ground-to-ground, air-to-ground, and anti-air options, she has nearly nothing in terms of air-to-air. All of her jumping normals only hit below her, and your only options to compensate for that are laggy or cost meter.


  • Ridiculous damage output
  • Great mobility
  • Decent speed normals
  • Good frame advantage
  • High autoguard
  • Strong pressure game
  • Great on the ground overall
  • Excellent anti-air
  • Decent air-to-ground game
  • Extremely deceptive oki game


  • Almost no long-range options
  • Horrible high/low mixup game
  • Terrible in air-to-air
  • Reliable reversals cost meter
  • Generally weak to lows
  • Loses options on corner oki

Overall, Misaki will thrive in the hands of players capable of getting in on opponents, and comfortable with staying there. Two combos may be all you need to take victory, and Misaki has every tool you'll need to pull them off.

Character-Specific Notes

  • Misaki is able to air jump once, and air dash/backstep once.
  • Misaki's dashes are some of the longest in the game, giving her the ability to go nearly full screen on all of her dashes, grounded or aerial.

Normal Moves

Frame Data Help
The notation for the move lists can be found under Controls.
Moves affected by subframes will have a toggle for showing full frames (subframe count rounded up to the next full frame) and subframes.
Full Frames (Blue)
Version Used for moves with multiple special attacks on one motion.
Damage The base damage value that the specific hit will do. See damage scaling for more information.
Guard Indicates how the move must be blocked, if it can be blocked at all.

Low: Crouch Block
High: Stand Block
Ground: Air Unblockable, may be blocked either Crouching or Standing
Any: Air, crouch, and stand block
Grab: Cannot be blocked, grab type hitbox that targets the collision box
Unblockable: Cannot be blocked, unblockable hitbox that targets hurtboxes

Property Shows what properties the move has and the time (in frames) that these properties are active. Example: "I: 0.33-9", which means the move is invulnerable on the first subframe of the move until the 9th full frame (or 27th subframe).

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

Startup Indicates where the move's first active hitbox is.
Active Total frames the hitbox is active for.
Recovery Total frames until the character can block.
Note: After the recovery of any action, before any other action may occur, there exists 1 frame in which the only action you may take is to block.
Adv Hit Frame advantage on hit.
Adv Block Frame advantage on block.
Cancel Possible cancel options.

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


Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
210 Ground 6 1 7 +6 +5 N Sp Su J IC
  • Misaki swipes out her arm in a backhand motion horizontally. A decent pressure tool and a workable anti-air that can't be air blocked. This is one of Misaki's faster normals, with some strong frame advantage and versatility in that it can be cancelled into anything, although to go into her 2A you have a very lenient link. Tends to whiff on crouchers.
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
420 Ground 7 1 10 +6 +4 N Sp Su J IC f5B
  • Misaki swings her back arm forward in a standing uppercut. Another decent move in Misaki's arsenal with frame advantage that sees its use as both a combo tool and clutch anti-air. Though it has its occasional use in normal ground strings, most of its combo use is either to relaunch during an air combo with 5C in the corner, or to relaunch midscreen by itself. Its range makes it fairly difficult to combo into without a Blue IC, so your timing with it will be tight. Using it as an anti-air combo starter is also somewhat risky because of the range, but it cannot be air blocked, so if somebody tries an empty jump or does something stupid, this will net you a free 3000+ damage. Be careful with this move, though, because there is gap between the distances where c.B and f.B will activate, where both of them will miss.
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
500 Ground 11 4 13 0 -2 N Sp Su IC
  • Misaki swipes her hand down with a gush of wind. Great for long range poking, f.B has probably the strongest range of Misaki's standing normals due to its disjointed hitbox, though it will completely whiff if you get in too close. It has a property where it will deal slightly less damage the second half of the window that the move is active, but it's decent regardless. Against air characters, this will generally knock down if they're low enough to the ground, and cannot be air blocked. On the flip side, it also cannot be jump cancelled, so in order to combo afterwards you'll need to go into the somewhat difficult hitconfirm into your 2C.
Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
670 Ground G: 3-10 12 6 29 / -13 Sp Su JH IC
  • Misaki bursts waves of wind all around her. The pride of hitboxes everywhere, the size of this move is astounding. Misaki will surround herself in a small hurricane of gusts that will knock down anybody who gets hit by this move. Furthermore, it's got Guard Point and an above average active window, so this move will catch people unaware. However, it's also pretty risky to use. It has a slow startup and the Guard Point doesn't start frame 1. It can be airblocked unlike most of Misaki's grounded normals. And even though it looks like the hitbox lingers excessively, it's incredibly unsafe on block (it can only be jump cancelled on hit as well). This move has its use mainly in corner loops and combos, but it can still be a strong anti air if you know the opponent is going to go for a jump in. Otherwise, save it for combos unless you can reliably counter Recoil Guard.


Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
230 Low 5 5 3 +3 +2 N Sp Su J IC R
  • Misaki sticks out her arm in a palm, in what looks like a cute little jab. Easily one of Misaki's best moves. Although the range isn't the best, it's Misaki's fastest normal, an amazing pressure tool that hits low, has decent frame advantage, and cancels into itself and everything else. You'll see this move used a lot in both pressure strings, in tick throw setups, and as combo starters.
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
450 Low 7 4 10 +3 +1 N Sp Su J IC f5B
  • Misaki does a crouching kick. Yet another good poke. This is slightly slower than Misaki's 2A, but it still has minimal frame advantage, hits with a little more range and still combos nicely into her f.B. It can be comboed into after her A attacks or even after a j.B or j.C when the opponent is grounded, and forgoing the 2A on landing will increase your damage output for relatively little risk if you hit confirm your jump in. Additionally, this move is a universal OTG relauncher after an A Down Burst, so you can get some extra damage afterwards if you don't have the meter for another Down Burst, you just want to end the combo near the ground, or you're not comfortable trying to OTG with a 66A.
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
700 Low 10 12 16 / -6 Sp Su IC
  • Misaki slides forward with a floor hugging kick. Misaki's sweep in an ode to both Bison and Slayer, this move, along with B Assault Gush is what will turn your ground strings into Misaki's true damage potential. The hitbox on this move lingers twice as long as her other non-dashing, grounded normals, and it is comboed into from nearly all of them. IC'ing it from anywhere, whether your IC is Blue or Red, will still yield damage ranging exceeding 3000 on red, and hitting even as high as the 9000s when you have full meter and have the opponent cornered. Don't throw this out wildly, though. It's unsafe on block, is slow to start, and cannot be jump cancelled under any circumstances. It can still be special cancelled though, so a Half Gush for pressure on block will help make it safe unless RG'd, which must be counter RG'd in response.


Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
240 High
6 / 7
8 / / N Sp Su J AD IC R
  • Misaki sticks out her foot at a downwards angle. Like most j.A's it can be airdash cancelled or chained into any air normal (including itself). The move is also very active, working as a very good catch for people below you, or as a great, meaty overhead on oki.
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
420 High 8 4 17 / / N Sp Su J AD IC
  • Misaki swipes her arm downwards in a sweeping motion. The staple move of both air combat and Misaki's air loop, j.B has a great horizontal hitbox that hits below her on both sides. Airdash cancelling it is essential, since it leads into a continuation of her air combos, and can be used for addtional pressure or mixups when guarded. You will use this move a lot, as it's probably her best jumping normal, which really says something. If you use this on Oki, you can airdash over an opponent as they get up and use it as a crossup attempt, since its hitbox is so wide. One thing to note, however, is that even though there's a wave of air above Misaki, this move seems to have no hitbox above her, so be extremely cautious in air-to-air when the opponent is above you.
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
650 High 9 11 12 / / Sp Su J AD IC
  • Misaki kicks both feet out into a powerful horizontal blow in front of her. Used mostly near or in the corner for combos or for an aerial GTFO, this move has massive blowback on hit. It's active for longer than her other two aerials and does the most damage, with a slightly slower startup. Because of its proration, using it in corner combos is generally best when you don't wish to use meter, and might opt for j.C 66 j.B j.C instead of normally starting from a j.B. You'll also get this if you go for an air throw and miss, and this move's hitbox and damage are not a bad alternative for opponents who tech into it. Overall, it's a good move along with her other two jumping normals.


Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
250 Ground 7 1 7 +6 +5 Sp Su IC
  • Misaki dashes forwards and does the same swipe as she does in her 5A with slightly higher damage. One of Misaki's many great normals. This move is a staple combo tool used to continue after an IC'd 2C or Assault Gush, since it links into her c.B, which then leads into her staple j.B loop. . It also works after nearly any air string, B Hyper Accel (if they're close enough to the corner), B Half Gush, and Reverse Air Raid, though its vertical hitbox is small, so you'll need to time it properly. Furthermore, it can even be used to OTG into a followup after a low or Tiger Knee'd Down Burst. Has the same frame advantage on block as 5A.
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
550 Ground 11 3 9 +5 +3 Sp Su IC
  • Misaki dashes into the same animation as her f.B. The same problem arises as Misaki's f.B in terms of the move's whiffing when you get in too close, so be careful with this move. It's best used as a dashing punish against people in the air, since you won't be able to cancel it into anything except one of Misaki's specials. Assault Gush might work if you land it on a grounded opponent, while Half Gush can be used for additional pressure or pushback if blocked. It's safe if blocked however (+3), so feel free to go for the punish if you see the opportunity.
Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
750 Ground G: 4-14 17 10 22 / -10 Sp Su IC
  • Misaki dashes into a far reaching Donkey Kick. This great range move is an excellent combo starter and catcher for people trying to jump out if you you can successfully predict it. It's granted a generous amount of guard point. This move causes wallbounce if it hits a grounded opponent along with excessive hitstun, allowing for a decent B Hyper Accel Loop if you catch them while you're deep in the corner. Doing it from further out or midscreen will generally lead to weaker followups if you go for j.B loop, but B Hyper Accel Loop will still work at certain distances. Landing it against an aerial opponent will knock them down and lead to less hitstun, so you can follow up with an IC'd B Assault Gush, or even a tight Half Gush if you can time it properly. Don't get too happy with this move, as -10 on block will force you to use it carefully.
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
300 Low 8 8 3 0 -1 Sp Su IC
  • Misaki dashes forwards, and crouches into her 2A with some more damage than before. This move doesn't seem to be used as often, due to the lack of its cancel properties, its slower startup than 2A, and its loss of frame advantage. That said, it prorates less than most of her other moves and can be linked into her faster normals, so it may have use as a punisher.
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
450 Low 7 4 9 / +2 Sp Su IC
  • Misaki dashes into the same animation as her 2B. This move trips the opponent if it hits, leading into B Assault Gush, which can be IC'd for decent damage on Red or Blue IC. It also leads into A and C Hyper Accel (A is relatively easy, C version is a very tight hitconfirm), which ends up being difficult to follow up if you've opted to use RF meter. Its frame advantage and low property makes it an good pressure tool, and the ability to combo into B Assault Gush is nice. When Misaki is able to build up a little guard meter on the opponent, she will be able to combo a raw 662B into 5B, leading to her natural BnB for very good damage.
Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
600 Any G: 7-12 14 10 13 / -4 Sp Su IC
  • Misaki lunges forwards into a slightly angled version of her j.C. A ground normal that goes airborne, this move can only be cancelled into Misaki's Assault Gush or Down Burst. The airborne property allows it to go over low hitting moves on top of having guard point. This move knocks down on hit with some pretty intensive blowback that can be linked into a 2A in the corner, but IC'ing it can lead to a more vicious corner loop or Hyper Accel loop. Unfortunately, although this move looks like an overhead, it is very much a mid that can also be airblocked, and although a somewhat smaller frame disadvantage than her riskier moves might seem safer, it can still be punished by those paying attention. However, it's telegraphed use with a very short landing lag can be used to bait opponents into rushing headfirst into a super or other mixup option. Mix it up, but be cautious when in range to have it blocked.


Close 6C/4C
Ground Grab
Close 6C/4C
EFZ Misaki Kawana GroundGrab.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
1250 Grab 5 1 23 / / None

Misaki jerkily lifts the opponent with one hand and slams them into the ground.

Close j6C
Air Grab
Close j6C
EFZ MisakiAirGrab.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
1300 Grab 2 1 / / / None

Misaki tosses the opponent above and behind her.

Special Moves

The notation for the movelists can be found under Controls.

The normal move table can be found under Misaki Kawana/Move Data.


Half Gush (ハーフガッシュ)
EFZ Misaki 236C 1.png
EFZ Misaki 236C 2.png
Misaki swings her arm forwards and produces a wave of wind that launches. All versions can be used out of a backdash to cover you during a retreat. If Misaki is hit the projectile goes inactive.
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 650 Any / 20 17 22 / +8.66 FIC
  • This one comes out the fastest without burning meter. It's got a good active window better frame advantage and starts at a closer range, but goes the least distance and has the lowest amount of hitstun, rarely allowing for followups unless FIC'd, though it grants a very generous window of untech time if the opponent attempts to poke it (leading to counterhit state). Best used when you expect the opponent to keep blocking. The vertical range on this move is also deceptive, as it won't land a hit unless the opponent is lower than about a 1/4th of way below the tip. FIC timing is on frames 12-15. Hitbox size slightly changes many times throughout the projectile's lifespan.
B 650 Any G: 3-12 24 30 29 / +1.66 FIC
  • The B version has bigger hitboxes, but comes out slower than the A version, has weaker frame advantage and can't really be comboed into to easily, if at all. Goes much further than the A version, and is active for nearly double the length of time. Even better, it has guard point and extensive hitstun, leading to good damage against players rushing in blindly, even without an FIC. In addition, that FIC will allow you to punish players coming in from above with a Hyper Accel or j.A/j.B. FIC timing is on frames 16-19.
C 600 x 5 Any / 9 5 x 5 36 / - FIC
  • The EX version of this move will come out much quicker than the other two and will hit in five somewhat quick, subsequent bursts that travel down the screen. The hitbox is also fairly larger than the normal versions, so it's a good move for getting the opponent off of you. It's kind of wonky to combo off of though, since it will plummet very quickly when it lands. However, this move particularly shines as guard pressure, as it leaves you free to act relatively quickly and will allow you to cross the opponent up while they block each blast. Definitely a very useful pressure tool. Be careful, though, as it has no invincibility whatsoever. FIC timing is on frames 7-10.
Hyper Accel (ハイパーアクセル)
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 800 Grab / 9 12 25 / / IC
B 650 Grab HI: 1-9 16 24 33 / / IC
C 1400 Grab I: 1-7 8 1 26 / / IC
  • Part of Misaki's excellent anti-air game, as each version will grab airborne opponents. All versions of this move can be used as tech punishes, jump chases and combo tools.
  • A Version
    • Misaki leaps at an upwards angle and will hurl the opponent behind her at a slightly downwards angle if she catches them. This is the fastest version and can generally be comboed into after a 2C from anywhere on screen, resulting in a nice little damage boost. You might want to opt to ignore this move and simply take the knockdown if you've already got the opponent in the corner, but if you're cornered, it can easily reverse the situation by itself or out of a combo. It can also be IC'd, allowing you to follow up with greater damage if landed when you're cornered.
  • B Version
    • Similar to the A version, except Misaki flings the opponent upwards instead of downwards. It also has some nice upper body invincibility. The opponent can be comboed for the entire time they've been thrown until they hit the ground, so this move can be used a few times in a combo to perform a damaging loop from anywhere, especially midscreen. It is, however, much slower than the A version and generally can't be comboed into unless the opponent is already a short distance above Misaki and still has a good amount of histun remaining. The IC on this move is not entirely necessary, but can make your followup easier and a bit stronger as well.
  • C Version
    • Essentially an anti-air version of her ground throw, Misaki will instead grab the opponent from the air and slam them down, causing a floor bounce that leads to j.B loop. By itself, this move is minutely quicker than the A version and has full invincibility from the start, but it has an extremely small active window and is generally not a very good option. Even comboing into it is not the best option, as the prorate will make a followup fairly difficult. This is quite the unused move due to its strictness and general lack of versatility.
Assault Gush (アサルトガッシュ)
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 600 Any (High) - 30 5 23
  • Misaki flings herself forward and performs a different followup based on the version used. This move provides an amazing mixup option when the different versions are varied in use.
  • Standing A Version
    • Misaki will go a set distance before performing an animation similar to her j.B, complete with the same wonderful width in its hitbox. It can lead into a combo, and is safe on block (~+5), and on oki, it works very well as a crossup due to the delay. Even though this move can't be reliably comboed into, and its cross up option is worthless in the corner, what makes this move great is both its ability to be comboed out of extremely easily, and the tick throw and pressure setups you get when it's blocked.
  • Aerial A Version
    • The same animation as her standing A version, except this time Misaki's swipe is an overhead that causes knockdown. It will still cross up the same as the standing A version along with a better startup speed and active window, but because of the knockdown, it won't lead to much of anything. As the only off the ground overhead in your arsenal, you'll need to mix this in with the other versions due to its startup. Relying solely on it will become extremely predictable and unsafe.
B 580 Any LI: 1-3 & 6-7, I: 4-5 8 14 32 / -24 IC
  • Standing B Version
    • What makes the standing B version great is combo-ability, its startup, its active window, and its minor invincibility. This move combos from Misaki's sweep and most of her normals, so it's decent damage although you'll sacrifice knockdown without meter. If you IC it, you can get massive damage with or without meter. If you land it late, you can link it into 2A or 5A on landing. Next, it is tied for the fastest grounded version of this move with 214C. Following, its hitbox stays out for a good amount of time. And lastly, it has great lower body invincibility, so it'll plow through poorly executed lows.
  • Aerial B Version
    • Looks and acts nearly the same as the Standing B Version, but with one major difference and a few minor ones. It's good if you've comboed the opponent into the corner and want to Blue IC into Misaki's Down Burst loop. Tiger Kneeing this move on an opponent waking up midscreen can lead to a crossup hit, and can be ICed for a full combo. However, it can whiff on small crouchers, so you'll need to rely on forcing them to block high with the Aerial A Overhead Version. Used in conjunction with other versions of this move, this will quickly scare opponents into wondering exactly how they need to block or even try to execute a reversal.
C 200 Any I: 1-21 8 30 21 / / IC
- 1200 Any - 42 3 48 / -29 IC
  • This is one of your best reversal options period. Decent startup, knockdown on hit, and great invincibility, this move will plow through absolutely anything your opponent attempts to pressure you with on oki, rushdown or otherwise. Furthermore, it's active for nearly half a second, goes airborne, and the followup will definitely turn the tables for you. But as with all reasonable reversals, this move is also incredibly unsafe on block, so don't get predictable, especially if your RF meter has just gone red. If your RF meter is light blue, you can IC it to make it safe or lead to followups, though that's a hit or miss because even though the prorate on this move is extremely light, burning that much meter to make it safe might not be worth the attempt.
jC 200 Any -
29 - / - IC
- 1200 Any - - - - - - IC
  • Used best as a combo ender if you didn't IC to start the combo, or managed to keep it going long enough to build up enough meter to get it back to red before the combo ended. This move lacks the invincibility of its ground counterpart, but starts immediately, so no matter how little hitstun the opponent has left, you're pretty much guaranteed your last punch of damage and knockdown if you cancel your last normal into this.
Reverse Air Raid (リバースエアレイド)
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
650 Ground 6 18, 20 10, 12 / - IC
  • Misaki steps backwards slightly and places both hands out in a catching motion. If the opponent's move is caught, she will knock them upwards in a powerful blasting kick.
  • Both versions of this move act as counters. The B version has a slightly longer counter window, but also has a slightly longer cooldown than the A version. Both versions will knock the opponent into the air, allowing for a very easy combo afterwards, and this followup hit can be IC'd for more damage. Although the B version supposedly launches the opponent slightly higher, the difference is negligible. The setbacks to this move are significant, but the move remains useful. First, neither version can catch low attacks; this move will only work against mids, aerials and overheads, not lows or throws. Second, this move cannot be used as a wakeup reversal. Use this intelligently.
  • Interestingly enough, even with its setbacks, this move has some unusual uses to it. This move leans back during the counter animation, and can actually be used to make throws whiff. Due to throw animations having high cooldown, you can use this in anticipation of a throw and punish the attempt, although this is more of a gimmick than a reliable option. Another thing to note is that if you counter an opponent's safe jump in, they can block or reversal through the counterattack animation. The counterattack cannot be Recoil Guarded, so the only counter options to a successful catch are the aformentioned block and the following point. If you successfully counter an aerial attack, if the opponent did it out of a dash, their momentum may carry them right over your counterattack. You'll still be safe, but maybe a little disappointed.

Eternity Specials

High-Speed Lunch (ハイスピードランチ)
EFZ Misaki 236236.png
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 170 x 15 Any I: 1-3 7 / - / - None
B 170 x 21 Any I: 1-5 5 / - / - None
C 170 x 30 Any I: 1-7 4 / - / - None
  • Misaki goes through several dozen plates of lunch in the blink of an eye, throwing them haphazardly in front of her.
  • The dispersion of each plate is random, though each one will go to the side Misaki was facing when she executed the move. Each version can be comboed into off of most of Misaki's normals, though the most common are 2C and 5C. If used as a reversal, it's best used against an opponent coming in from the air that isn't right over Misaki's head. And if timed properly, each version can be OTG'd afterwards.
   A version: The beginning of this move will tend to whiff on people who are close and crouching, due to the random nature of the plates, so be careful. 
   B version: A workable, if risky reversal, since it has the same problem with opponents up close and crouching.
   C Version: Your best bet as a reversal of the three, although the meter probably isn't worth the damage and chance that the opponent with go under it. Probably Misaki's third best reversal option outside of C Assault Gush and C Turbulence.
Down Burst (ダウンバースト)
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A - Any - 20 - - - - None
B - Any - 20 - - - - None
C - Any I:1-22 20 - - - - None
  • Misaki raises her hand high, and then brings it down, creating a huge column of swirling wind directly below her. Great for pressure and chip damage (50 points per hit) overall.
  • A version:
    • This really is an excellent super. Bread and Butter in Misaki's highest damage combos which can even exceed 100% if used with a blue IC and full meter. Afterwards, it can be OTG'd into one of Misaki's several combo options, which can lead back into this move again.
  • B version:
    • Same as A version, but it lasts longer. This is the least used version of the three, since the A version tends to be easier to OTG out of, and will combo back into itself for much higher damage at the same meter cost. This version still works well for a lazy combo ender or pressure tool.
  • C version:
    • Starts the same as the other two, but with 22 frames of invincibility from the start. It also lasts even longer and will actually continue to hit after Misaki has landed, leading to braindead easy relaunches and damage. The proration, however, might force you to Blue IC if you want more damage out of a hit. When this move is used as a pressure tool, however, it essentially locks the opponent down and gives you free reign to do whichever mixup you please. Obviously rare due to its meter cost, but for how much you spend, the pressure you get out of it is astounding.
Turbulence (ターヴィランス)
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A - Grab I: 1-5 8 90 35 / / None
B - Grab I: 1-5 6 90 33 / / None
C - Grab I: 1-16, HI: 17-60 17 90 35 / / None
  • A command grab super with two versions acting as reversals, and all three being useful in both your blockstrings and the opponent's pressure openings.
  • A version:
    • Misaki draws the opponent in with a vacuum of air. When close enough, she grabs them and slams their head into the ground a few times. She then finishes by jumping on top of them with a pose.
    • Alright as a reversal option, as it is fully invincible until the super flash. Be careful about it though, as the flash is a signal to the opponent to hit you out of it, since the move actually goes active three frames after said flash. And if you use this from far away, you'll be hit out of it easily. This move will only grab grounded opponents, so it's best used against an opponent already in grab range, grounded, and in the middle of a short move.
  • B version:
    • Same as A, but with stronger suction, and instead of jumping on the opponent at the end, she leaps into the air over them and blasts a burst of wind down onto them.
    • Has the same invincibility as the A version, but with stronger suction, higher damage, and quicker startup. This version will actually function as reversal as opposed to the previous one, since once the flash occurs, the move is active and there is no window for the opponent to hit you if they're next to you already. Suffers the same problem as before: using it haphazardly with far away opponents will get you nailed out of it. Will also only grab grounded opponents, and will still work best with an opponent in grab range who is grounded, though the quicker startup will force them to jump out and attack to avoid it.
  • C version:
    • Like previous versions, she draws the opponent in with the strongest vacuum of the three, grabbing them when close. She then unleashes a twister of wind from her body before blasting her opponent to the sky with wind.
    • Flat out your best reversal option. This move is absolutely monstrous, as it will super flash on 0, it has full body invincibility from the start, and is upper body invincible for much of the remainder. If that weren't beastly enough, it has ridiculously powerful suction, and will grab aerial opponents, meaning it can be comboed in to. If you have a Blue IC, you can do it for a minor tack of damage on the end if you think you can kill the opponent in a few more hits. The one flaw it has is the loss of lower body invincibility that occurs when it goes active. If the opponent knows the move is coming and manages to back out far enough, they can tag you with a low as they're pulled back in. Regardless, this move should strike fear into every opponent you face, because when you have full meter, you have this under your belt.

Final Memory

High-End Crash (ハイエンドクラッシュ)
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
5600 Unblockable 0 40 19 / / IC
  • Misaki gets into her countering stance for about a second. If hit while in stance, she hits her opponent with a burst of wind before finishing up with a larger blast of wind, sending the opponent flying.
  • A counter with instant startup, and a large catch window that will catch any direct attack, high or low. Unfortunately, this move suffers the same unfortunate properties of Kaori's Final Memory and Misuzu's counter super: all three have a very obvious super flash that anybody paying attention to it is going to sit there and let you take those three bars of meter and dump them in the trash. However, all of these counters have the excellent property of being frame 0. If you expect or see an opponent Recoil Guard and expect or know that they're going to attempt a counter attack, you can IC whichever move you threw out and go immediately into High End Crash. Because of the generous buffer window on an IC, you can perform the input for High End Crash and press the button as the screen freeze ends, and watch your opponent cringe as you open them up and read them like a New York Times Bestseller. It's a somewhat risky maneuver, but it is extremely flashy and essentially guaranteed if you know the opponent is going to try to hit you out of their RG.



Misaki is a simple character, yet extremely effective at what she can do. Her normals are all excellent in different ways, her dashing attacks have great frame advantage that let you keep your turn forever (until they RG), and she can burst a huge chunk of damage off almost any confirm. She is one of the few characters that can use guard meter effectively, and gets good damage for it. She has a potent reversal option in 214B, due to its odd hurtbox; characters that can't hit high enough to stop this move will have a very hard time keeping their turn. Her main weakness is her mixup game, as the only one you'll always have available is her strike/throw option, which is powerful in its own right. She also has some trouble threatening space that's not right next to her. Her reppukens are okay, and her f5B/66B are fantastic, but you leave yourself open against characters with better normals. Her most powerful option in neutral may be her 2C IC, which can lead into great damage, but will lose you your RF meter if blocked. Misaki tends to have to choose between keeping her RF meter to build for a big BIC combo or to use it offensively to fish for hits more often.


  • Neutral is probably Misaki's least favored match state. While Misaki's dash has good speed, her dash attacks leave a bit to be desired in range. 66B can threaten a lot of space, and can even confirm into a full combo in the corner, but the hurtboxes on it extend almost as far on her foot, leading to this move getting stuffed more often than expected.
  • 2C IC is the preferred ranged poke, as it is safe on block/RG when not right next to the opponent and can lead to good damage. Characters with good pokes can beat this easily, so landing it is harder in some matchups. Misaki also foregoes building up blue IC (BIC) to fish for 2C hits, and will have lower damage on her confirms.
  • Misaki also has 236B as a neutral tool. While this looks great, the hitboxes are smaller than the visual, and you can get punished for throwing this out without proper care. You can make this safe by FICing it, but you lose your BIC progress as well as helping out opponent reaction times. You can however try to bait an opponent to jump over your reppuken to get hit by her anti-air throw (623B).


Normals and Dash Attacks
  • When Misaki can get into melee range, her normals and dash attacks start to shine. Her 2A is low, has great frame data, and is the main part of her strike/throw gameplan. 66A is fast, has frame advantage, a very tall hitbox, and has special hitstop to confirm into combos. 5B has a tall hitbox, comes out fast, and is great for frame traps. 662B is the button you want to fish for when you've built up some guard meter; you can link into a c5B and get a full combo off just a very small amount. 66B is also useful here, both for catching jumpouts, and also for whiffing to go for a throw or more 2As.
  • The other part of her strike/throw gameplan. You can easily lock down an opponent and make them scared to press a button, leaving them open to be tick thrown. Misaki's throw does reasonable damage and slams them down right next to her, allowing her to continue her pressure on their wakeup. Opponents may want to mash the throw attempts, but if they guess wrong on a strike attempt Misaki can convert to a full combo for much more damage. In any place where you could tick throw, you can also use her 624624B super, as it grabs on superflash, leaving them no escape if they haven't already started jumping.
Beating RG
  • The main way for opponents to escape Misaki's lockdown is to RG at specific points. Mainly B normals, 2C, and any dash attacks. Using slow attacks like 236A, varying your timing on normals, or whiffing normals like 66A can mess up their attempts to RG and allow your lockdown to continue even longer. Stronger opponents may resort to RG into DP, or RG into 2A to beat her pressure, but Misaki has an option to beat a number of those as well: 214B. This RG trap requires good reaction times, and is usually always followed by IC. Since the hurtbox is so high up on this move, and it comes out reasonably fast, you can crush a lot of attempts to mash out of your pressure.


Misaki has a great non-metered reversal in 214B, but opponents that know how to stuff the move can make Misaki take much higher risks than normal, so against better opponents you may need to rely on reading the opponent to find an opening to escape.
  • Low invul from frame 1. Her hurtbox only exists in her head, and it only expands back to full size when it gains a hitbox. Crushes lows, avoids some characters normals completely, and can be ICed for safety and to convert into a full damage combo. Excellent choice in most matches, but can be stuffed hard in some others. Use it raw, RG into it, or mash it during blockstun. It can work wonders everywhere.
  • Misaki's metered version of 214B. Very fast, fully invul, but if you don't have BIC to make it safe it can result in a very heavy punish from your opponent. Use carefully, or when you have BIC. Also a good choice when you get RGed on jumping in.
623C (anti-air)
  • A more nuanced reversal option, only to be used against aerial approaches. Fully invul until the grab hitbox appears, meaning it can trade at worst. Works well against IADs, jAs, or hoverdashes. Especially good against some characters with multihit jump attacks, like Kano jC or Akiko jB, as the grab is guaranteed to at least trade, leaving you a much jucier combo afterwards.
  • Technically an option, but just don't.
  • 6f startup with 0 frames to grab (during superflash). A less reliable reversal option, but if your opponent is not doing their meaties properly, you can punish with this.


  • Combo fodder. Usually only used when downburst combos are hard, or with very low proration amounts. You can still get OTG pickups after this, but it requires good plate RNG.
  • Misaki's command throw series. B version is the fastest and grabs on superflash, so it gets used the most as a tick throw. A is rarely used as a reversal, as it has 5f of invul on 8f of startup. C version is very slow, and can be jumped out on reaction by the entire cast. You can try to go for it if the opponent has already used all of their aerial options.
  • You'll tend to use the A version for most combos, and sometimes the C version for a very meaty oki option when you want the chip damage and guaranteed mixup afterwards. j236236A is great for tacking on damage to most of Misaki's combos, and can be OTG followed up on a fair amount of the cast, with Akiko and Ayu being extremely hard to the point of being unviable. The key is to get the j236236A as low to the ground as possible.
  • Misaki's Final Memory. Takes 3 meter and is a counter move. Superflash on frame 0, but unless the opponent is already doing their attack this won't land due to the extra reaction time given. There is a limited hitbox on this so the second part can whiff and you'll only deal 500 damage instead of 5600.


Notation Help
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.

For more information, see Controls

IC Input Instant Charge (22C) when you have the right amount of RF Meter.
FIC Input Flicker Instant Charge (22C) when you have the right amount of RF Meter.
{X/Y/Z} Move X or Y or Z can be used.
#* Indicates that any of A, B and C may be used with #. Example: 214*
[<- X] [-> X] Side switch notation. All inputs grouped by the square brackets are performed facing the arrow's direction.
[X]xN Loop the inputs in the square brackets as many times as N
jX Button X is input during your first jump.
djX Button X is input during your double jump.
X(whiff) Indicates that X is intended to whiff.
.. Indicates a short delay.
IAD Indicates an Instant Air Dash.
IABD Indicates an Instant Air Back Dash.
(X) X move is omittable from the combo.
tk.X Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.

Replays for these combos can be found here.


2A 2B f5B 2C [236A/214A(whiff)]
  • Your very basic gatling string midscreen. You can input this as 2A 2BB 2C instead. Use 236A whiff for spacing, and use 214A whiff to switch sides if your closer to the corner than your opponent. You can also do neither and double dash to get distance towards the corner.
236B (or 236A counterhit) 66A 5B jB 66 jAB 66A xN(until corner 2A 5BC jABC dj[6]C
  • Non-sideswitch (623B) example. Also shows off that projectiles can counterhit on opponent move startup and will result in a very long untech gauge. The 66A xN needs a bit of practice to get the rhythm down, but it otherwise her best corner carry at low proration.
236B 66A 5B tk j236236A 66A 5B 623B 66 2A 5BC jABC dj[6]C
  • Max damage with downburst after a 236B hit. Timing is very tight and might not work on all characters. See list at end of the Strategy section for characters difficulties.
(2A)2C 623B ... jC 66 jBC land jABC land 5BC jABC dj[6]C
  • High damage starter on a select few characters (such as Akane). 2A is optional, and is the only thing you can add before the 2C in order to combo. The example combo has her main tech trap included. Hold forward and try to react to the opponent teching. If they don't press jC near the ground to catch late techs.

2A 2B f5B 2C 236236A/B/C
2A 2B f5B 2C 214B/623A
  • If you absolutely need that extra bit of damage to kill, use 214B, otherwise they can tech and it's not great for Misaki. 623A will let you do a jB left/right but Misaki is probably stronger with the opponent in the corner so again, only do it if you need that mixup.
(high guard meter) 214B 2A 5B tk j236236A 66A 2A 5BC jABC dj[6]C
  • If you can build up some guard meter on an opponent and catch them off guard with a 214B, you can convert into big damage for no IC cost.
66C 623B jC 66 jBC land jABC land 5BC jABC dj[6]C
  • 66C has guard point on it, so this oki option can crush certain reversal options.

Red IC

2A 2B f5B 2C IC 66A xN (until corner/you can't do any more) 2A 5B 623A
  • If a sideswitch won't get you to the corner. If you can't do many 66As, the 623A ender is suggested, but you can end in 2A 5BC jABC like normal if you can reach the corner.
2C IC 66A c5B jB 66 jAB 66A xN (until corner) 2A 5BC jABC dj[6]C
  • 2C IC followup. Use if the opponent is closer to the corner than you are.
Self near corner: 2A 2B f5B 2C IC 66A c5B 623B 66 2A 5BC jABC dj[6]C
  • Low proration route for when you're near the corner instead of the opponent.
Self near corner: 2C IC 66A c5B 623B jC 66 jBC land jABC land 5BC 236236A
  • Conversion when you're near the corner. Shows off optional plates ender.
2C IC 66A c5B tk j236236A 66A 66A 2A 5B 623A
  • Metered conversion. Tight timing on the downburst.
2A 2B f5B 2C 214B IC j236236A 66A 2A 5BC jABC dj[6]C
  • Misaki's bread-and-butter. You'll be using variations of this launcher into downburst combos a lot. Requires the IC to happen after you're in the air, which is hard against some characters. Can sometimes be saved by a tk j236236A. Try to buffer the entire super while in IC-stop.
2A 2B f5B 2C IC 66A 5BC jABC land 5BC jABC dj[6]C
  • If you don't have meter this is your go-to.

Blue IC

2A 2B f5B 2C BIC 66A (66A) 5B jB 66 jB 5B jB 66 jBC land jABC land 5BC jABC dj[6]C
  • Basic no meter carry combo, should work from most distances on screen. Second 66A is optional if the combo likes to drop on some characters.
2A 2B f5B 2C BIC 66A 5B 623B jC 66 jBC land jABC land 5BC jABC dj[6]C
  • If you want the corner switch variety.
2A 2B f5B 2C BIC 66A 5B 623B IAD jC j236236A 66A 2A 5BC jABC dj[6]C
  • Metered version, requires the IAD jC to hit low. Do this if you're the one near the corner.
5(A)B 623B 66 c5B 623B 66 2A c5B 623B BIC j44 j236236A 66A 2A c5B jABC land 5BC jABC dj[6]C
  • Off an antiair 5A/B, usually after RG. Getting the c5B enders is easier if you 66[4]...B.
2ABC 214C BIC(early, on ground) 236B 236B 66 jB 66 jBC land jC 66 jBC land jABC land 5BC jABC dj[6]C
  • Fancy combo on certain characters. Drains a little more BIC meter than her other combos.
2A 2B f5B 2C 214B BIC j236236A...
  • The most common BIC starter in the corner. Optimal followup depends on what OTG you can get.
[66A followup]
  • ... 66A 5B jB 66 jBC j236236A 66A 2A 5BC jABC djAAA j214C
Any one of these followups can end in j214C instead.
[2A followup]
  • ... 2A jB 66 jBC j236236A 2A jABC land 5BC jABC dj[6]C
[2B followup]
  • ... 2B jC 66 jBC j236236A 2B jAABC land 5BC jABC dj[6]C
This particular combo is character specific (works on Mio and Kaori, for example), but is high damage.
  • 2A 2B f5B 2C 214B BIC djC 66 jC 5B..C.. jC 66 jBC land jABC land 5BC jABC dj[6]C
Non-metered version.
2C 66B(whiff) tk j214B IC 66 jB land c5B jB 66 jBC land jABC land 5BC jABC dj[6]C
  • Example crossup midscreen. Different characters will need different variations on timing.
66B (whiff) 624624B IAD jC (whiff) land 214B BIC 66 jC land c5B jB 66 jBC j236236A 2A jABC land 5BC jABC djAAA j214C
  • The uncrossup 214B is Kano-only, but shows off the corner steal after 624624B.
Instant jA 214C BIC 66 j236236A 2A 5B tk j236236A 2A jB 66 jBC j236236A 2A 5ABC jABC j214C
  • Fancy instant overhead, 1f link. Only works on very tall crouchers (Nayuki, Akiko) and requires very tight timing. You can omit any of the supers and do a normal ender for big damage still. Whiff at the beginning is to set a flag that allows jA to come out .33f faster.

Mixups & Okizeme

  • Misaki's only flashy mixup option. You want to use this on the opponent's wakeup animation, and with good timing you'll hit crossup. This requires IC to convert off of.
  • After 623A or airthrow, you can do a high airdash to get a left/right mixup with jB. Followup into 2BC IC to get a full combo after. Nothing fancy, but can be pretty ambiguous on certain characters.
  • See above Strategy section.
624624B (followup)
  • A rather niche mixup option. After 624624B finishes in the corner, it will always pull the opponent 1 pixel out, leaving you room to IAD and take the corner instead. A slight corpse push will make this not cross up, and on Kano will even leave you time to land and 214B back to the other side.


All the advanced combos above use OTG ( off the ground ). You can use these moves to OTG your opponent :

  • 66A : can be used on all characters with an appropriate height (really hard against Ayu, Mai, Akiko)
  • 2B : can be used on all characters (hard against Ayu, Mai, Akiko)
  • 2A : can be used on these characters : Kano, Kanna, Sayuri, Minagi, Nayuki (Sleep), Nayuki (Awake), Mizuka, Kaori, Unknown, Misuzu .
  • 662A : can be used on these characters : Nagamori, Neyuki, Makoto, Sayuri, Kano, Minagi, Unknown, Nayuki, Kaori .
  • c5B : can be used only on Kano, Kanna, Sayuri , Nayuki (Sleep), Minagi

The above are the usual pick ups, but 2C, 214B, and TK j214C can also be used against some characters.

Win Quotes

Japanese English



The wind feels nice...

If every day was like this
I could win
without breaking a sweat.



The wind is always blowing.
Where do you
think it ends
up at?

Haha. Did I ask
something weird?




I'm so hungry,
I can't fight at full power.



Eating katsu curry after a win
is a very special gem.

Would you like to try it with me?



Did you think my blindness
was a handicap?

If so, then that's
why you lost.




I don't really
get it, but...

You don't feel
like a stranger to me.

How strange.



What a sad wind...

It's carrying
a heavy burden...

(To Mio)


(To Mio)
This reaction...
Are you Mio, by any chance?

I'm sorry...
It took me so long
to realize...



The world itself is frightened...

Who in the world
are you?



In-game References

External References

  • Misaki's 2C is based on M. Bison's crouching roundhouse, from the Street Fighter series.
  • Misaki's 66C is based on Ryu's "Joudan Sokutou Geri", from the Street Fighter series.
  • Misaki's "Half Gush" move is based on Geese Howard's "Reppuken" move, from the Fatal Fury series.
  • Misaki's "Hyper Accel" move is either based on Anji Mito's "On" move, from the Guilty Gear series, or Rose's "Soul Thru" move, from the Street Fighter series.
  • Misaki's "High-Speed Lunch" move is based on Norimaro's "Hyper Strong Miracle Treasure" move, from Marvel Super Heroes vs Street Fighter.
  • Misaki's "Turbulence" move is based on Leopold Goenitz's "Yamidoukoku" move, from The King of Fighters series.
  • Misaki's "High-End Crash" is based on Seth's "Morote-Sho-Yoh" move, from The King of Fighters series.

ONE References

  • Misaki's stage, the sunset rooftop, is where Kouhei first met Misaki in ONE.
  • Misaki's use of wind based moves is a reference to her habit of standing atop the school rooftop; feeling and commenting on the wind at many points during the game.
  • Misaki's "High-Speed Lunch" move is a reference to her prodigious appetite in the game.
  • The huge stack of toast Akiko serves Misaki during Akiko's "There is also some that isn't sweet" move is another reference to her appetite during the game.

Nayuki (asleep)
Nayuki (awake)