Eternal Fighter Zero/Mishio Amano

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Amano Mishio


Amano Mishio (天野 美汐) has the slowest walk/dash in the game, but makes up for it with how strong she is in every other aspect. She has the best mid range normals in the game and is one of the few characters with a fully invincible, meterless reversal. Her defining characteristic is her element system, which starts her out with only a single special move that randomly assigns her an element of either fire or lightning upon landing it. Each element gives her access to new specials, command normals, and supers with her lightning moveset focusing on space control and fire granting her massive damage potential. Most elemental moves consume the element and put Mishio back in her limited elementless state, however she can IC before it is lost to keep the element.

Mishio is a supporting character of Kanon, a visual novel produced by Key in 1999. She is a first-year student at the high school that Yuiichi attends. She acts cold and unfriendly, and scares away her classmates. However, Yuiichi discovers that she seems to know a lot more about Makoto than she should be able to know. During Kanon, when Makoto's condition worsens and Yuiichi confronts Mishio, she warns him about his future and what it means for a "miracle" to be realized...

Mishio was added to EFZ's cast in Bad Moon Edition.

Stage: Monomi Hill (ものみの丘)

BGM: Sea of Mist (霧海) + the fox and the grapes

Character-Specific Notes

  • Mishio has the slowest walk and forward dash in the game. Use her air dash if you need to get anywhere fast.
  • There is a black circle just above Mishio's SP gauge, indicating her current element. She starts the match with it empty, indicating she has no element. A red "炎" symbolizes the Fire element, a blue "雷" symbolizes the Lightning element, and a red and blue "覚" symbolizes her Awakened state (both elements).
  • Mishio's current element allows her to access a subset of her moves. She gains a random element (fire or lightning) from connecting her 623* while elementless, and consumes the element when doing certain special moves. Elements are gained and consumed after the relevant specials recover, which both allows her to keep her element after a element-spending move by cancelling it, and prevents her from gaining an element off of an IC'd or punished 623*.
  • Mishio's FM makes her glow golden and enter her Awakened state, giving her the power of both elements. A "Time" gauge will appear below her life gauge, indicating the duration of the state.
  • Mishio is one of a few characters who gains some throw invincibility after double jumping.

Normal Moves

Frame Data Help
The notation for the move lists can be found under Controls.
Cells filled with a "-" indicate a placeholder. Cells filled by a "/" indicate a non-applicable field.
Values separated by a "~" (X~Y) indicate a range or variance. A "~" preceding a single value (~X) may indicate approximation. A "-" separating frame values of a property (X-Y) indicate the duration of the property.
Cell data accompanied by a ※ indicate properties unusual to the template. Explanations for such properties can be found at another ※ in the description. If a move requires multiple ※'s, subscripts will be attached to indicate relation (※1, ※2, ※3...).
Frame data with decimal values .33 or .66 relate to subframes.
Version Used for moves with multiple special attacks on one motion.
Damage The base damage value that the specific hit will do. See damage scaling for more information.
Guard Indicates how the move must be blocked, if it can be blocked at all.

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

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

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

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

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


Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
200 Low or Air 6 4 11 -1 -2 N SP J IC

A quick poke to the shin. Very far range for a jab. Does not chain into itself and resembles more of a medium-strength attack. The disjointed hitbox can be great in Mishio's pokey corner lockdown.

Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
400 Ground 6 / 6.33 2 / 1.66 14 +1.33 / +1.66 -1.33 / -1 N SP J IC f5B 2B

Mishio hammers down her spear. This move has an INSANE disjointed red wall of pain in front and diagonally above Mishio. Spaced correctly, this beats everything. Anti-airing with this is gives way too much reward for how common it is. That said, there is a blindspot right in front of Mishio's forehead. Doing this too close can whiff it on airborne opponents or someone doing a lower-body invul DP. This move starts up so fast and has so much untech time it airjuggles into itself. Looping this with 2B in the corner leads to her highest damage combos.

Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
420 Ground 7 3 17 -1 -3 N SP IC

Long range spear thrust. This is pretty much her signature move. The entire thrust INCLUDING HER HAND is a disjointed red hitbox. Stops most characters dead in their tracks trying to approach from the ground. In lightning mode this move becomes a very common combo starter. Short whiff animation makes this great to simply throw out there. However, it can be low profiled by certain slides which is basically the only thing of concern regarding this move.

Advancing Thunder

Lightning only
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
450 High 21 7 13 +3 +1 SP IC

Hop overhead. Low body invulnerability (along other hurtbox shenanigans) and non-existent recovery. It recovers so fast it can "safejump" some EX reversals or make them straight up whiff, such as Ayu's arrows. Hitting this meaty will enable combos without the use of IC. Can be cancelled into lightning j.236236 air super, leading into unblockable setups.

Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
650 Ground 9 4 25 -2 -4 SP J IC 6C

Short range upwards thrust. Short range horizontally, that is. Huge disjointed hitbox upwards makes this one of the best anti-airs in the game and leads into huge combos. This move is so good it can go as far as challenging Akiko's washing machine. Even trading with this is fine and still leads to the same combos as if jumpcancelled. However, it is quite slow and has to be done early. Have no fear though, the quick recovery makes this fine to be whiffed against doublejump-baits and the like.

Blazing Delivery

Flame Only
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
600 Any 12 2 30 / -9 SP J IC

Spear uppercut. Straightforward launcher. The range and angle allow this to be used as an anti-air outside of 5C range. This easily whiffs when using too long strings to hitconfirm. Only useful on a close-up hitconfirm when comboing into super is not an option.


Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
180 Low 4 3 9 +1 0 N SP J IC R

A fast kick. Mashable, good for pressure. The short range and bad hurtbox compared to many other 2A of its kind makes it unreliable in RG battles. Can be used in character-specific airjuggles.

Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
410 Ground 12 2 8 +8 +6 N SP J IC

Spinning spear attack. This move is pretty slow, chaining into it after getting RG'd is asking to be punished. Despite being slow, it recovers extremely fast and is quite positive on block. Comes with some very decent range for the type of move it is. Covers the area directly above Mishio's head, can anti-air in certain situations but lacks the upwards reach to challenge most things. The quick recovery and huge untech-time make this part of her 5B 2B loop, leading to her most damaging corner juggles.

Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
620 Low 12 2 21 / 0 SP IC

Long range spear sweep across the floor. The go-to normal after hitconfirming outside of lightning, this sweep will combo into elementless 623A and any fire super.


Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
220 High 6 6 11 / / N SP J AD IC

Fast downards stab. Similar to 5A, more resembling of a medium strength attack. The great untech time allow very delayed chains to j.B to adjust juggle heights freely. A very strong jump-in for situations where you need speed over j.C's hitbox. Useful for some basic high/low mixups, but very vulnerable to RG.

Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
420 High 6 2 21 / / N SP J AD IC

f.5B's aerial brother. GOD LANCE. Quick startup, short recovery, big disjointed range and enough untech time to confirm this into an airdash for a combo. This move is both used in neutral as a zoning tool to poke at opponents and deny air space as well as a combo staple. Because of how Mishio shortens her legs during this move, it will hit almost all the way to the ground before she actually lands. This prevents people from crouching under it and tripguarding Mishio.

Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
650 High 11 2 25 / / SP J AD IC

Huge downwards spear swing. This move has an INSANE disjointed hitbox anywhere below and in front of Mishio. It also hits really far behind Mishio. No normal means will anti-air this ever. Sends the opponent downwards for a knockdown, but due to the nature of Mishio's juggles the untech-time will be so borderline this can be pretty much immediately airteched. Outside of crossups, the main purpose of this move is as a midscreen or a fire comboender in the corner, as ending a juggle in j.C cancelled into Running Flame is an automatic tech-trap setup.


Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
220 Low or Air 4 4 11 -1 -2 SP IC

Looks identical to 5A but carries momentum. Same as 5A but won't cancel into other normals. Arguably Mishio's only bad button. There's no real reason to ever use this over 66B or 662B.

Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
450 Ground 6 6 15 0 +1 SP JH IC

Looks identical to 5B (far) but carries momentum. Used to poke at people from surprising ranges, catching them off-guard. Same as f.5B, strong potential to hitconfirm in lightning.

Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
700 Ground 15 4 26 / -5 SP JH IC

Looks identical to 5C but carries momentum. What's better than an anti-air 5C? An anti-air 5C that slides across the floor while at it. Unlike 5C, this can't be jumpcancelled on block making this rather unsafe when blocked close up. Will launch the opponent on hit.

Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
180 Low 6 3 9 +1 0 SP IC

Looks identical to 2A but carries momentum. 2A is so stubby even dashing into it doesn't provide it with any range. The main use for this is as a quick whiff to set up a throw or to frametrap them into a DP.

Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
420 Ground 10 2 9 +5 +3 SP IC

Looks identical to 2B (far) but carries momentum. The quick recovery makes this the go-to whiffed normal to close the distance with an accelerated dash after something like a 623A knockdown.

Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
650 Low 9 2 21 / 0 SP IC

Looks identical to 2C but carries momentum. Using this in fire represents a HUGE damage threat starting half screen distance. Primarily used as a very quick way to catch an opponent not watching their feet. This is neutral on block, making it fairly safe to just throw out whenever.


Ground Grab
Ground Grab
Close 6C/4C
EFZ Mishio Amano GroundGrab.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
0 Grab 5 1 25 / / IC

Mishio sideswaps the opponent and leaves them reeling. This throw allows for easy follow-up combos and can potentially lead to a lot of damage with BIC. Mishio's walkspeed makes her throw hard to use but it's a strong option after j.A or 662B.

Air Grab
Air Grab
Close j6C
EFZ Mishio Amano AirGrab.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
1150 Grab 2 1 / / / None

Swaps sides with the opponent.

Special Moves


No Element

Round Moon

No Element
EFZ Mishio 623C 1.png
Second hit of C
Second hit of C
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 800 Any I: 0.33 - 5.66 6 2 40 / -19 IC
  • A complete circle spear swing.
  • This move not only functions as a good reversal and a great anti-air, but on connect will give Mishio a random element when the move finishes. If the move is cancelled using IC or punished on block/whiff, Mishio will not gain the element.
  • Recovery and pushback on block are good relative to most other reversals, making it slightly harder to punish.
B 800 Any I: 0.33 - 19.66 18 2 46 / -25 IC
  • Much longer startup but has a longer invulnerability to match.
C 800 Any I: 0.33 - 7.66 6 2 50 / -22 IC
- 600 Any / 31 2 25 / -5 IC
  • As fast as the A version and deals two with the second one launching the opponent. The launch does not inflict enough untech time for a combo without IC, so it's not actually very useful.
  • Second hit does not have much range so it can easily whiff on block.
  • When the meterless versions are already invincible, this move is not very desirable when you could spend the RF on ICing those instead.


Fiery Vehicle

EFZ Mishio Amano flame 236.png
Mishio does NOT lose her element after performing this move.
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 100 x 3 Any - 14 2 x 3 43 -25 ~ -13 -27 ~ -15 SP IC
- 650 Any - 32 2 25 / -4 SP IC
  • Mishio stabs out forward 4 times with her spear in rapid succession. One of the few special moves in EFZ that can be cancelled into another special move.
  • This is a decent multi-hit attack that chips well and pushes the opponent away.
B 300 Ground - 13 18 32 / - IC
- 100 x 3 Any - 35 2 x 3 44 / - IC
- 500 Any - 53 2 26 / -5 IC
  • Mishio dashes half the screen with a shoulder tackle. If the tackle hits the opponent, she then stabs out 4 times with her spear in rapid succession.
  • Because the length of the dash is timed, this move will only fully connect at certain distances.
C 100 x 3 Ground I: 1-13, LI: 14-31 14 6 x 3 46 / - IC
- 80 x 6 Any - 36 2 x 6 83 / - IC
- 750 Any - 72 2 47 / -26 IC
  • Mishio dashes half the screen with a multi-hit shoulder tackle. If the tackle hits the opponent, she then stabs out 7 times with her spear in rapid succession.
Running Flame

EFZ Mishio FI 214B.png
EFZ Mishio FI j214A.png
EFZ Mishio FI j214B.png
EFZ Mishio FI j214C.png
Mishio becomes a flaming arrow, and flies through the air. Can be done on the ground and in the air. Depending on the button used, Mishio will travel in different directions. ※ This move can be followed up (even on whiff) with an additional 8-way dash by pressing the desired direction and any button. If the followup is used, Mishio will lose her Flame element.
Version Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 600 Any 15 30 61 / -69 IC ※
B 600 Any 15 30 72 / -80 IC ※
C 600 Any 15 30 61 / - IC ※
  • Almost identical to A, but goes backward instead of forward.
  • Does not use RF meter.
jA 600 Any 12 30 Until landing + 22 / / IC ※
jB/C 600 Any 14 30 Until landing + 22 / / IC ※
  • C version does not use RF meter.
Followup 600 Any 20 30 Until landing + 18 / / IC
Flame Moon 炎月
EFZ Mishio FI 623B.png
B / C (second hit)
B / C (second hit)
EFZ Mishio FI 623C.png
Replaces Round Moon when Mishio has the Flame element. Once the recovery time for this move runs out without interruption, Mishio will lose her Flame element.
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 800 Any I: 0.33 - 7.66 6 2 39 / -19 IC
  • Fully invulnerable for all of startup and active, making this one of, if not the best, reversals in the game while also being meterless.
B 800 High / 23 3 20 / -1 IC
  • Slower and not invincible but hits overhead and can be IC'd for a full combo.
C 585 Any I: 0.33 - 10.66 9 2 50 / - IC
- 800 Any / 32 3 26 / +1.66 IC
  • Mishio takes a small step forward during this move.
  • Second hit knocks down.


Purple Lightning

EFZ Mishio Amano Lightning 412.png
A (left) B (right) C (bottom)
A (left) B (right) C (bottom)
Version Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 600 Any 23 / 19 / +1 ~ +22 None
  • Creates a small, fast moving wave across the ground that shocks the opponent on hit, giving Mishio a lot of time to combo by IADing towards the opponent.
  • Mishio does NOT lose her element after performing this move.

This is a decent fireball, great for frametrapping at mid-range and useful for catching people that want to low profile under your f5B.

B 200 x 3 Any 35 / 25 / +64 FIC
  • Creates a larger, much slower wave that hits 3 times.
  • Mishio loses her element after performing this move, but it can be FIC'd to keep it.
C 50 x N Any 26 / 33 / -11 ~ +171 None
  • C version creates a ball of lightning that will do multiple quick hits as long as it exists on screen. Starts off by just floating in place and then slowly accelerates, giving it a lot of screen presence.
  • Mishio loses her element after performing this move.

This move is a fantastic use for IC gauge, doing this after a knockdown can create multiple layers of mixups: an initial left/right by airdashing over them which can be followed up by high/low airdash mixups as the opponent is stuck blocking. If none of your mixups land you can grab a new element with 623A on block while the ball keeps you safe.

Thunderbolt Summon

Calls down a lightning strike after a short delay. Afterwards, Mishio will lose her Lightning element. As with all lightning moves, this will launch the opponent with the shocked state for greatly extended hitstun.
Version Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 650 Any 18 / 46 / / FIC
- 100 x 5 Any 65 4 + 1※ + 1 x 4 / / +42 None
  • Tracks the opponent within half a screen of Mishio.
  • A fantastic lockdown and okizeme tool when FIC'd but generally outclassed by 412C, although as it is cancellable you don't need to risk losing the element.

※Simultaneously active during the first hit (second frame).

B 650 Any 9 / 45 / / FIC
- 100 x 5 Any 56 4 + 1※ + 1 x 4 / / +43 None
  • Tracks the opponent if they are half screen or farther away from Mishio.

※Simultaneously active during the first hit (second frame).

Thunder Moon

EFZ Mishio LI 623A.png
EFZ Mishio LI 623C.png
EFZ Mishio LI 623C 1.png
Replaces Round Moon when Mishio has the Lightning element. Once the recovery time for this move runs out without interruption, Mishio will lose her Lightning element.
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 800 Any I: 0.33 - 3.66 6 2 43 / -22 IC
  • NOT an invincible reversal unlike the elementless and fire versions.
  • Shocks the opponent on hit for tons of hitstun.
B 150 x 5 Any - 11.66 6 x 10 43 / / None
  • Creates a massive projectile hitbox that travels forward for multiple hits and covers almost the entire screen horizontally.

Lightning 623B is where the magic happens. This move feels like it belongs to Kanna. It's rather fast, has massive range, launches for an easy combo at almost all ranges and isn't punishable in practical scenarios. You can throw this out when you're about to get hit by a projectile to "cancel" the move and keep your element. The only downside of this move is that you can't FIC it so you have no other avenue to avoid returning to no element Mishio.

C 585 Any I: 0.33 - 10.66 6 2 44 / -29 IC
- 800 Any - 32 3 20 / +1 IC
  • The second hit knocks down.


True Moon

EFZ Mishio FM 623X.png
EFZ Mishio FM 623C 1.png
Second hit of C
Second hit of C
Awakened mode only. This is a buffed version of the elementless 623*. Has no fire or lightning properties. Like all of the other Awakened specials, Mishio will not lose element doing this.
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A - Any I: 1-7 6 2 37 / -16 IC
B - Any I: 1-7 6 2 37 / -16 IC
C - Any I: 1-7 6 2 51 / -21 IC
- - Any I: 1-7 31 2 25 / -4 IC

Eternity Specials


100-Ogre-Scorching Flash

Mishio loses element after performing this move.
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 2451 Any / 9 18 27 / -23 IC

Super version of 236*.

B 3262 Any / 9 18 29 / -25 IC
C 4759 Any G: 3-6f 9 18 29 / -25 IC

Has an auto-guard on frames 3-6 of startup.

Flame-Dragon-Flight Flash

Mishio loses element after performing this move.
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 2024 Any I: 1-6f 16 30 Until landing + 31 / -82 IC

This super is Mishio's main way of getting damage. Pressing a direction and button executes another flame dash in the specified direction. If timed and spaced correctly, you can continue comboing after this super finishes. Due to the final hit causing an untechable but still juggle-able state you can still regain Element at low proration by ending in 623A/B. Three flame dashes maximum.

B 2879 Any I: 1-15f 16 30 Until landing + 31 / -82 IC

Four flame dashes maximum.

C 3871 Any I: 1-30f 16 30 Until landing + 31 / -82 IC

Five flame dashes maximum.

Followup - Any / 20 30 Until landing + 31 / / IC


Thunder-Fang Lance Flash

Mishioj236236 1.png
Mishioj236236 2.png
Mishio shoots lightning bullets towards the ground, increasing in quantity with each level. Bullets persist for a short time after hitting the ground, and they do not disappear after hitting the opponent. Mishio loses element after performing this move.
Version Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A - Any ※16 / Until landing + 16 / / FIC

Fires one bullet.

B - Any ※16, 24, 32 / Until landing + 16 / / FIC

Fires three bullets.

C - Any ※16, 24, 32, 40, 48 / Until landing + 16 / / FIC

Fires five bullets.

Bullet (Air) - Any Until landing / / / None
Bullet (Ground) - Any / 216 / / - None
Descending Thunder Battle Cry

641236* (can be held)
Mishio641236 1.png
Mishio641236 2.png
Can be held to extend the active frames of the first hit and to eventually make the following lasers unblockable. This is Mishio's most used lightning super. 7f gap between lasers. Mishio loses element after performing this move.
※ Unblockable after the first hit was active for at least 103 frames.
Version Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A - Ground 16 11 ~ 119 96 / / None
A Laser - Any/Unblockable※ 44 ~ 152 6 x 3 57 / -41※ None
B - Ground 14 11 ~ 119 96 / / None
B Laser - Any/Unblockable※ 42 ~ 150 7 x 3 56 / -41※ None
C - Ground 12 11 ~ 119 96 / / None
C Laser - Any/Unblockable※ 40 ~ 148 8 x 3 55 / -41※ None

Final Memory

Fantasy Beast Sky Fox Summoning

B 2 B 5 C A
Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
- Any I: 1-57 5 1 57 / -36 None

Mishio powers up with a nine-tailed shockwave, hitting anyone closeby. She then enters the Awakened state, which gives her unlimited access to both elements, for an entire 15 seconds. This move can be whiff cancelled from most normals, but inputting the command may be a bit tricky, since it won't work if done too quickly. An alternative input would be BB25CA, where the 5 signifies a slight pause in your input. The move is completely invulnerable for all but the last few frames, which can be very surprising if you have blocked its single hit and then try to punish. Also of note is that Mishio has no collision whatsoever during the FM animation, so you might be able to create some entertaining setups on her.



Mishio has the slowest walk and forward dash in the game. She makes up for this by having some of the best normals in the game in terms of hitboxes vs. hurtboxes. Her two elements accentuate her gameplay in different ways, with lightning leading to a more defensive, neutral based game, and fire leading to a more offensive, burst-damage style.

A good Mishio will be able to seamlessly switch between the two elements as needed, and be able to adapt to whatever RNG throws at them. Knowing good element switch combos (doing a move that loses your element in the middle of a combo, and ending that same combo with an elementless DP) will be the difference between an okay Mishio and a great Mishio.

She also boasts perhaps the best set of reversals in the game, with fully invulnerable DPs in two of her modes. Beyond that, all of her specials and supers serve a purpose, along with an FM that allows for incredible freestyle hijinks.


5B and jB. You could boil down her basic neutral gameplan to these two buttons and you wouldn't be far off the mark. Ridiculously good hitboxes, almost no hurtbox past her hand, and with good reactions, you can convert 5B into full combos in lightning, and jB into a full combo in any element. Her c5B and 5C are also excellent antiairs and can challenge even the best air buttons, with conversions into a full combo. Her element specific tools include an extremely active field of damage in lightning 623B, and in fire, the only movement ability Mishio has: fire 236B.


  • Your classic spear poke. Hitbox is huge, and her hurtbox is very small for how much space these buttons control. There are only a few buttons that can even challenge this poke in neutral. In any element, you can jB confirm into 66 jA land 5B jB 66 jAB and then the ender of choice for your element. With no element, 5B ends at just a good poke; with red IC, it's possible to 5B IC 662C 623A but it requires insane reactions. In fire, it's much the same, but you always have the choice of 236B after it to prevent the opponent from pressing buttons or jumping. In lightning, 5B becomes an excellent button; with good reactions you can confirm it into 623B for a full combo into element switch. If you have no idea what else to press, press these buttons.


  • c5B has an excellent disjointed hitbox, and comes out very fast. It is the button of choice to punish an IAD on reaction. 5C has amazing reach vertically, and can even beat out the king of air-to-ground moves, Akiko jC (washing machine). Even on a trade, you can continue with jB to convert a 5C into a full combo. A Mishio that uses these well will scare any opponent from attempting to approach from the air. On the other hand, this will also slow down the speed of gameplay considerably, as opponents will not want to approach without excessive precautions.

Lightning 623B

  • Comes out decently fast, extremely active, and allows all the time in the world to confirm into a full combo. You don't necessarily have to be able to confirm this from 5B, though doing so will up your Mishio game considerably. On a blocked 623B, you can still dash up and attempt to 623A or 662C on opponents being careless. This will be used a lot to set up element switch combos.

Fire 236B

  • Mishio's only real movement ability, this special will dash forward and, after a specific amount of time, start stabbing the opponent. Get to know the distance that this will fully combo, as confirming this into IC and a full combo is an easy 4k combo that builds your IC back. Beware if the opponent RGs the dash part of this move, as they can input a button before the stabs start. Always input RG counter after the dash, it will save you some day.

Dash momentum

  • A special note about Mishio's dash moves: if a certain amount of frames have elapsed since the start of Mishio's dash, her dash moves will gain considerable momentum forward. Learn the timing for this, as abusing this mechanic will up her mobility to slightly below average, as opposed to bottom tier.

NOTE: jC whiffs

  • Something to aim for when you are trying to level up your Mishio game is to incorporate jC whiffs into your combos. jC has the property of its meter gain being added before the move becomes active. So any time you're doing a jB 66 j(A)B air loop, finish off with a late jC before continuing your combo. The meter gained isn't much, but it adds up over the course of a game, and with much of Mishio's crazy damage locked behind meter and BIC usage, gaining as much as you can, where you can, is a high priority.


Lightning is Mishio's defensive/neutral based element. She has a couple of notable specials, one being 623B as explained in the previous section. This section lists the others.


  • Mishio's version of a fireball. 412A travels along the ground, and is excellent to toss out at the end of blockstrings to stop opponents from poking back. Confirming this into a jB leads to a full combo.


Fire is Mishio's offensive element. She has a couple of notable command normals and specials to take note of, including a meterless launcher.


  • 6C is Mishio's meterless launcher in fire, and can lead to an easy jB 66 jAB carry. Can also be used to prorate less than 5C at the end of combos to allow the jC at the end of the combo to connect.


  • This version of 236 isn't actually used all that much, but it deserves a special mention for being one of the only specials that is able to cancel into another special. For example, you can do 2C 236A(1) 214A~3A 623A for an element change switch if you really wanted.


  • You'll almost always use the air version of this, and almost always the C version, with a few instances of j214B. j214A is never used. You can tk this move by inputting 2147C for a quick, comboable version. You can even loop this on itself (max 6 times with no BIC). j214C also acts as her fool-proof tech trap. Confirm a tech happened and do a 5B2B loop into combo ender.


Mishio's 623 series are arguably the best reversals in the game. With non-elemntal DPs having massive amounts of invulnerability, and fire's being completely safe with IC, the opponent often has a really hard time pinning down Mishio. Conversely, her lightning DPs are nothing special, and have no invulnerability, leaving her very susceptible to pressure and mixups.

No-element 623A/B

  • 623A is fully invulnerable until active, leading to a trade at worst. While Mishio doesn't gain an element on trade, she gets the opponent off of her and is able to continue on with her neutral game. 623B, however, is fully invulnerable past active frames, meaning with IC, it's fully safe. It takes a while to come out, so opponents with good countermeasures won't have that much of a problem with it.

Fire 623A

  • This version is a mix of no-element's 623A speed and 623B invulnerability. With IC, it is fully safe and doesn't lose Mishio's precious fire element. The only way to reliably beat it is to bait it and make it whiff completely. Leads to an easy, full combo on hit + IC.

Lightning 623C IC

  • Lightning's only invulnerable reversal, but requires you to spend your entire BIC meter. This will also work in other (non-)elements, but there's no reason to.

Fire 236C

  • Mishio rushes forward, hitting multiple times, and will always combo into her stabs. Has quite a lot of invulerability, and with its forward momentum, often escapes the danger zone of a lot of strong mixups. For example, this move will cleanly escape Mizuka's Forte pressure. With BIC, you can confirm into a full combo.


Lightning: j236236
  • Not terribly useful in area control, but is very useful to convert off of 6B. You can meterlessly combo back into the field with 662B 623A, or IC the j236236A for an easier time. ICing j236236A and holding 641236[B] right after is a cheeky unblockable setup that can finish off opponents without a reversal on hand.
Lightning: 641236
  • Mishio's basic lightning mode ender. Hold down the button corresponding to the level used, and release when the opponent is about to fall in front of you. Will lose element, but in return, does a lot of damage. Useful for finishing off the opponent. With perfect timing, you can combo after this move, but it's not match reliable in the least.
Fire: 214214
  • Mishio's most used super. Any level is great at adding on massive damage to her combos, and you will want to autopilot into this whenever possible. By inputting the last dive as 2A and then immediately inputting 2C afterwards, you can IC immediately without trouble.
Fire: 236236
  • Less used fire super, but adds on massive damage as well. With the correct starters, actually ends up with more damage than 214214. Mostly used as a combo ender to finish off an opponent, as letting it fully hit without IC will lose your fire element.
No-element: BB2CA (FM)
  • Mishio's only super without an element. Has a hitbox that knocks down. Gives her an awakened meter that lasts for 15 seconds, and allows her the use of all her specials and supers. Her 623 series mimic the no-element versions. Mishio has awakened-specific combos, but actually using her FM rarely happens so it's probably fine if you don't learn them, as all her other combos work just fine.


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.

Replays for these combos can be found here.



  • 2A 5B 2BC 623A
  • Always try to get this if you don't have an element. Best if you delay the 623A until they almost hit the ground. (2035 DAMAGE) [replay 1-1]
  • 662C 623A
  • Excellent neutral poke tool, can visually confirm 662C hits before doing 623A. (1431 DAMAGE) [replay 1-1]
  • Throw -> 623A
  • If you really need an element. (589 DAMAGE) [replay 1-1]


  • 2A 5B 2B 2C
  • Basic combo, can follow with 22A OR 412B/C for okizeme. (1451 DAMAGE) [replay 1-3]

  • f5B 623B 669 jB 66 jB land jB 66 jAB 623A
  • Element switch combo midscreen. (3015 DAMAGE) [replay 1-3]
  • Throw -> 5B 623B 623A
  • Element switch combo from a throw. May require you to dash up. (1303 DAMAGE) [replay 1-4]
  • f5B 623B 669 jB jC(whiff) (5B2B)x4 623A
  • Element switch combo in the corner. (3801 DAMAGE) [replay 1-3]
  • 2A 5C 412A (5B2B)x3 623A
  • Corner-only low option. (3365 DAMAGE) [replay 1-4]
  • 6B j236236A(1) 662B 623A (2) 5B2B 5B2B 5C jBC 66 jB
  • Overhead option into free element switch. Does not work on all characters. (3940 DAMAGE) [replay 1-4]


  • 2A 5B 6C jB 66 jAB land jB 66 jAB 5C jBC 66 jB(tech trap)
  • Corner carry combo. (3188 DAMAGE) [replay 1-6]
  • (anything) 2C 214214A~6A~2C 5B jB 66 jAB land (5B) 623A
  • If you want to side switch and re-roll element. Doesn't need to reach the corner for 623A to connect. (4295 DAMAGE)
  • Throw -> 5B 2C 214214A~6A~2C (quickly input) 623A
  • Element switch combo from throw. (2344 DAMAGE) [replay 1-6]
  • 2A 5B 6C jB 66 jAB land (5B2B)x2 5/6C jB djBC j214C(tech trap)
  • Corner BnB. (3457 DAMAGE) [replay 1-6]
  • 2A 5C tk j214B 5B2B tk j214B (5B2B)x2 5/6C jB djBC j214C
  • corner-only low option. (4035 DAMAGE) [replay 1-7]

Red IC


  • 662C IC 5C jB 66 jAB land jB 66 jAB 623A
  • If you have red IC to spare and want the extra damage. (2998 DAMAGE) [replay 1-1]
  • 623A/B IC 623A
  • For extra safe wakeup option. (1525 DAMAGE) [replay 1-1]
  • 662C IC 662B (crossunder) 5B jB 66 jAB 5B2B 623A
  • In corner: retakes the corner off a close 662C. (2931 DAMAGE) [replay 1-2]
  • 662C IC 662B (crossunder) 5C jB jC(whiff) (5B2B)x3 623A
  • In corner: harder but more damage, useful to learn jB jC(whiff) timing. (3535 DAMAGE) [replay 1-2]


  • 6B IC 2A 5C 412A (5B2B)x2 5C jBC 66 jB(tech trap)
  • Overhead confirm. (3189 DAMAGE) [replay 1-4]
  • 6B j236236A IC jC(whiff) 641236[B] (max charge)
  • Cheeky unblockable setup. (1398 + 2455 DAMAGE) [replay 1-5]


  • 662C 214214A~6A~2C2C(IC) (5B2B)x3 5/6C jB djBC j214C(tech trap)
  • Neutral low poke confirm. (4738 DAMAGE) [replay 1-6]
  • 623B IC 5C j214C (5B2B)x3 5/6C jB djBC j214C(tech trap)
  • Overhead confirm in the corner. (3964 DAMAGE) [replay 1-6]
  • 2A 5B 2BC 214214A~6A~2C~2C(IC) (5B2B)x2 5/6C jB djBC j214C
  • Corner metered combo. (4477 DAMAGE) [replay 1-7]
  • (from at least backdash distance) 236B IC (at end, 5 hits) 66C jB jC(whiff) (5B2B)x3 5/6C jB djBC j214C
  • If you happen to catch an opponent with the stab hits of 236B. Good damage, always go for this if you hit. (4185 DAMAGE) [replay 1-7]

Blue IC


  • 2A 5B 2B 2C BIC 66C jB 66 jB land jB 66 jAB 5B2B 5B2B 5C 623A
  • If you really need the damage to kill from a no-element state. If you can't, save the BIC for a different element. (4963 DAMAGE)


  • 2A 5B 2B 2C BIC 66C jB 66 jB land jB 66 jAB 5B2B 5B2B 5C 641236[C]
  • Lightning version of closing out matches. You can't regain your element for free after this so make sure it kills. (6441 DAMAGE)


  • 2A 5B 6C jB 66 jAB land 214214A~6A~2C BIC land jB 66 jAB j214B (5B2B)x4 5C jB djBC j214C
  • Corner to corner carry for only 1 meter. (6391 DAMAGE)

  • 662C 214214A~6A~2C BIC jB 66 jB land 5B jB 66 jAB (5B2B)x2 5C jB djBC j214C
  • Corner to corner carry from a 662C confirm. (5895 DAMAGE)

  • (anything) 2C 214214A~6A~2C BIC 5c jB 66 jB land 5C jB 66 jB land 5B2B 5A5B2B jB djBC j214C
  • More optimized corner to corner (6485 DAMAGE)
  • 623A BIC 66C IAD jC(whiff) 5C djB 66 jB j214B (5B2B)x3 5C jB djBC j214C
  • In corner: If you have BIC and happen to hit with a fire DP, this is your best damage and corner retake for no meter. (5202 DAMAGE)

  • 2A 5B 2BC 214214A~6A~2C BIC 5C j214C (5B2B)x4 5C jB djBC j214C
  • Basic corner BIC combo in fire. You can apply the firedive part to any starter, like 662C. (6479 DAMAGE)

  • 484 jB 662C 236236C(41) BIC jC IAD jBC(whiff) land 5C jBC(whiff) (5B2B)x4 2A 5BBC 214214A~6A~2C 5C 623A IC 623A
  • Massive damage on her instant air back dash overhead. Extremely hard, but showcases just how powerful Mishio fire is. You can just substitute the normal 214214A combo here for very good damage too. (9055 DAMAGE)


Mishio doesn't have the best mixup game, relying more on her superior pokes and ability to convert most hits into major damage. Lightning uses IC with her various set up specials to create left/right/high mixups, while fire pressures the opponent into not pressing a button to beat her slower mixups.



Mishio's lightning mode gains 6B as a command normal, letting her do a slight hop into an overhead. On certain characters, you can link this into a 2A, but for the most part you need one of her other specials to follow up, or IC it.

j44 jB / 2A


412C is the okizeme version of her fireball, and will usually be set after a 2C midscreen. Loses your element but you can safely regain an element even if your mixup is blocked because the opponent will be stuck in blockstun. Follow up the 412C with a 669 over their body, and then a 7 to uncrossup, or late 7 to crossup. Complete the combo with a jB 66 jAB carry loop into 623A ender.

22A IC

Mishio raises her spear and calls down a lightning strike. This can be ICed as her spear is raised. Do this after a 2C 662B(whiff). You can then meaty 2A5B for a combo, or 2A IAD for a crossup, a 2A 6B for an overhead, or just block if you think they'll reversal.


623B IC

Mishio's 623B in fire becomes an overhead. Hard to see as there is not much happening in her animation. Knocks down and loses element, but with IC, you can 5C into a full combo.

j44 jB / 2A

Backwards IADs in this game have no minimum height requirement, and Mishio can act 1f faster than other characters after her air backdash. This allows her to get a jB out before she lands, and with its reach, can overhead any character in the game (except Mayu and Ikumi). Follow this up with an instant 662C 214214A in fire, or a 5B 623B in lightning.


j214B makes another appearance, this time for a mixup potential. While this is more of a show-off mixup rather than what Mishio tends to play for, you can set up a hard to see left/right mixup using her fire dive. To start with, after 214214A in the corner, you can IC and then 236B underneath the opponent. This will steal the corner from them. After that, you can 9 to jump out of the corner, 44 to airdash back into the corner, and then j214B to hit a meaty left/right. With good timing, you can convert into a 5AC into full combo.

Win Quotes

Japanese English





An instant kill.

I didn't think
it'd go well anyway.
That's just how the world is...


It would be rude to poor planning
to call yours a poor plan.



Have you ever heard of the phrase
"rushing in recklessly"?

No, I'm not asking
for any particular reason...


You didn't take your opponent seriously enough.



You'll have to excuse me now.

I have other things
I must attend to.



One mistake,
and the match would have been in your favor.

But as long as that doesn't happen,
there's no way
I can lose.

(To Makoto)


(To Makoto)
If this is what
they call fate,

then there is certainly
nothing more cruel...

(To Mishio)

(To Mishio)
You don't even deserve
to be called a "counterfeit".



In-game References

Kanon References

  • The grassy hill in the background is an important location in Matoko's story in the game.
  • The name of Mishio's "Fantasy Beast Sky Fox Summoning" move is a reference to her connection with foxes in the game.

Nayuki (asleep)
Nayuki (awake)