Kamio Misuzu (神尾 観鈴) is the EFZ version of Guilty Gear’s Testament, specializing in mixups and space control through the laying of invisible proximity traps, along with the help of her crow. She also has a unique "curse" projectile which poisons and tracks the opponent from above or behind, pressuring them to approach Misuzu and her traps. Misuzu can then further control space with her normals, and should the opponent back off she can collect her feather resource, giving her access to powerful supers which significantly strengthen all aspects of her game. Once she lands a clean knockdown, her traps, hoverdash and juice lockdown give her elaborate oki options and curse combos, which add significant unscaled poison damage. Misuzu can struggle at the start of a match due to her unremarkable set of normals and not having any traps set or feathers stocked.
Misuzu is the main heroine of AIR, a visual novel produced by Key in 2000. Misuzu is a school girl in the town where the story takes place. She is a cheerful, slightly clumsy girl, and has a great love of both dinosaurs and pulpy-peach juice. She lives in an isolated house with her mother Haruko, who doesn't play with her or even cook for her, and who finds drinking as her main joy in life. During AIR, Yukito becomes close friends with Misuzu, as they struggle together against a supernatural curse that has continued for 1000 summers...
Misuzu was added to EFZ's cast in Blue Sky Edition.
Stage: In Front of the Kamio House (神尾家前)
BGM: Blue Sky (青空)
Character-Specific Notes
Misuzu's ground dashes are hoverdashes that put her into the air. Instead of dashing moves, attacks done during a hoverdash will be jumping moves. Hoverdashes do not count as airdashes, so Misuzu can still jump or do her real airdash from them.
Sora the crow will follow Misuzu around the screen. He is involved in some of her special moves, which cannot be used if he is not close enough.
Misuzu is able to curse the opponent, giving them a light blue tint and creating a "Time" gauge under Misuzu's health bar. This time gauge displays the amount of time remaining on the curse. A full gauge will take 1000 frames (~15.5 seconds) to completely drain, but if Misuzu is hit it will instantly end. Cursing an already cursed opponent will refresh some curse duration and raise their curse level. While the opponent is cursed, they will slowly lose life at a rate determined by the level of the curse, which is not displayed. The maximum curse level is 5. Curse damage ignores damage scaling, defence modifiers, and invulnerability but it cannot kill the opponent.
Curse level 1 - 750 total damage
Curse level 2 - 950 total damage
Curse level 3 - 1200 total damage
Curse level 4 - 1650 total damage
Curse level 5 - 2720 total damage
When Misuzu does her Fate super, a feather will appear above her SP gauge. She can hold a maximum of 3 feathers. Misuzu consumes a feather instead of SP every time she uses her Activation supers.
Misuzu has no moves which can counterhit or be counterhit.
Normal Moves
Frame Data Help
The notation for the move lists can be found under Controls.
Cells filled with a "-" indicate a placeholder. Cells filled by a "/" indicate a non-applicable field.
Values separated by a "~" (X~Y) indicate a range or variance. A "~" preceding a single value (~X) may indicate approximation. A "-" separating frame values of a property (X-Y) indicate the duration of the property.
Cell data accompanied by a ※ indicate properties unusual to the template. Explanations for such properties can be found at another ※ in the description. If a move requires multiple ※'s, subscripts will be attached to indicate relation (※1, ※2, ※3...).
Frame data with decimal values .33 or .66 relate to subframes.
Version
Used for moves with multiple special attacks on one motion.
Damage
The base damage value that the specific hit will do. See damage scaling for more information.
Guard
Indicates how the move must be blocked, if it can be blocked at all.
Low: Crouch Block High: Stand Block Ground: Air Unblockable, may be blocked either Crouching or Standing Any: Air, crouch, and stand block Grab: Cannot be blocked, grab type hitbox that targets the collision box Unblockable: Cannot be blocked, unblockable hitbox that targets hurtboxes
Property
Shows what properties the move has and the time (in frames) that these properties are active. Example: "I: 0.33-9", which means the move is invulnerable on the first subframe of the move until the 9th full frame (or 27th subframe).
Indicates where the move's first active hitbox is.
Active
Total frames the hitbox is active for.
Recovery
Total frames until the character can block. Note: After the recovery of any action, before any other action may occur, there exists 1 frame in which the only action you may take is to block.
Adv Hit
Frame advantage on hit.
Adv Block
Frame advantage on block.
Cancel
Possible cancel options.
N: Normals Sp: Specials Su: Supers J: Jump cancel possible on hit, block and RG JH: Jump cancel possible on hit only AD: Air Dash IC: Instant Charge after hit (22C) FIC: Flicker Instant Charge (22C, fixed IC window, regardless of hit or whiff) R: Repeatable, always A normals. Will cancel into other A normals. f5B/2B: Usually c5B cancel option SB: S button cancelling, character specific. Examples: stance, summon or flight cancels. Rekka: A special move with multiple parts that require additional inputs. ※: Special rules, see description for details (look for the ※)
Standing
5A
5A
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
210
Ground
4
6
5
0
-1
N SP J IC R
Misuzu does a quick punch straight out at shoulder level. This move has good range and deals good damage for a 5A.
c5B
c5B
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
405
Ground
6
4
8
+5
+3
N SP J IC f5B
Misuzu shoves the opponent away with her open hand. Has noticeably short range. This is Misuzu's worst move by far. It has shorter range than her 5A, does less damage than the alternative 2B in combos, and worst of all, has a shorter range than the boundary distance where c5B becomes f5B. This means you can easily find yourself whiffing c5B after connecting an A attack somewhere, stopping your combo cold.
f5B
f5B
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
400
Ground
9
2
15
0
-2
N SP JH IC
Misuzu swings her arm while squeezing a juice box, causing the juice to spill and hit the opponent. The juice is quickly sucked back into the box afterwards. It has a nice range of almost 1/2 the screen. This move has some limited use as a poke, but should mainly be used within combos.
5C
5C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
580
Ground
12
2
23
-1
-3
SP IC
Misuzu swings a long laundry pole (with Yukito's clothes still hanging on) horizontally at the opponent. This move reaches just less than 1/2 of the screen. This move is mainly used as a way to inflicit a large amount of hitstun within a combo in order to link a super. It also serves a limited role as a poke, due to its range.
6C
Misuzu Crush 観鈴ちんクラッシュ 6C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
590
High
23.66
2
17
+5.33
+3.33
IC
Misuzu does a small hop with her laundry pole held high, and then smashes it down on top of the opponent. This move acts as an overhead. This move is one of the longer-range overheads in the game, and is quite damaging for an command overhead as well. This move is ill-suited to combos, so its sole purpose is to be used within a blockstring to try and land some spare damage on the opponent.
Crouching
2A
2A
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
200
Low
4
6
5
0
-1
N SP J IC R
Misuzu does a short kick right along the ground. This move is a typical 2A attack.
2B
2B
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
410
Low
8
8
8
+1
-1
N SP JH IC f5B
Misuzu kicks out her leg while doing a near-split. This move is the B move of choice within combos, due to the c5B's lack of range. It also has enough range to be used from the same position as her dash crossup, unlike the 2A.
2C
2C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
580
Low
9
4
26
/
-8
SP IC
Misuzu smashes a juice box into the ground, creating a small explosion of juice around her. This move launches the opponent for a short time if it hits, which will certainly knock down the opponent if left alone.
Jumping
j5A
j5A
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
220
High
5
7
6
/
/
N SP J AD IC R
Misuzu flicks her ponytail out in front of her. This move does not have too much use other than for jump-in pressure.
j5B
j5B
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
420
High
9
10
4
/
/
N SP J AD IC
Misuzu kicks out both her legs diagonally down-forwards at the opponent. The actual hitbox of this move actually extends along her entire lower body. Because of the generous hitbox, this move can be used for aerial crossups along with j.C.
j5C
j5C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
550
High
10
12
11
/
/
SP J AD IC
Misuzu swings her hands wildly around her body, creating a barrier of juice which hits in all directions. This move is Misuzu's aerial pride and joy, allowing her to hit people above her, below, on either side. It can be used to cross up the opponent, and if successful, there is enough hitstun dealt for Misuzu to continue the combo on the ground.
Grabs
Ground Grab
Ground Grab Close 6C/4C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
1200
Grab
5.33
0.66
24
/
/
None
Misuzu picks up her opponent and tosses them backwards over her shoulder.
Air Grab
Air Grab Close j6C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
1200
Grab
2
1
/
/
/
None
Misuzu throws her opponent into the ground far behind her.
Special Moves
Specials
236*
Picture Diary 絵日記 236*
A/B
A/B
C
C
Misuzu creates a book trap by scribbling on the ground. The trap is invisible, and will automatically activate once the opponent comes close, with the proximity being slightly wider than its actual hitbox. Traps will automatically be destroyed without any visual indicator if not activated within 472.66 frames (about 7.5 seconds). While a trap is active, you cannot create another trap with the same button.
Version
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
A/B/C
/
/
23.66
/
25
/
/
None
A/B Trap
500
Any
12
4
83
/
+8.33 ~ +22
None
Will be destroyed if Misuzu is hit.
Launches the opponent straight up on hit, giving Misuzu plenty of time to jump up and combo.
There is no difference between the A and B versions, except for the appearance of the trap (A version is Misuzu waving, and B version is Haruko drinking).
This move is quite useful. It forces the opponent to be careful about their movements and adds more to their mental burden.
C Trap
800
Ground
12
2
53
/
+8.33 ~ +22
None
Deletes any existing A and B traps when created, though they can be placed after.
Has a larger hitbox (and activation range), an untechable launch, is air unblockable, and cannot be destroyed by attacking Misuzu.
623*
Wings 翼 623*
First hitbox
First hitbox
Second hitbox (623A/B/C)
Second hitbox (623A/B/C)
Second hitbox (j623A/C)
Second hitbox (j623A/C)
Second hitbox (j623B)
Second hitbox (j623B)
Version
Damage
Guard
Property
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
A
650
Any
/
13
5
31
/
-14
IC
Misuzu does a forward somersault leap at the opponent, her wings extending to hit the space in front of her. It starts up quickly but has loads of recovery time if blocked. This move will launch the opponent a medium distance horizontally if it hits. It does not guarantee knockdown if the opponent's guard meter is low.
Its main use is to add damage to combos, usually after a C attack. It's not too good on its own because of the recovery time if the opponent blocks it.
B
650
Any
/
28
5
17
/
0
IC
Same as the A version, except that it starts up late and has no disadvantage on block.
This move has too much startup time to be chained into. It is more useful to use as part of a blockstring.
C
850
Any
I: 1-11
16
5
31
/
-14
IC
Same as the A version, except that it has invincibility for the most of the startup frames, and if the launched opponent hits the corner before hitting the ground, they will wallbounce.
The added wallbounce property makes this move a lot more useful than the A version, since it can lead to longer combos. Normally, the opponent will only be wallbounced by this move if they are already close to the corner, since they are only thrown half a screen away. However there is a way to force a wallbounce from any location as long as you yourself are not against a corner. By performing an IC right after you hit this move and jumping backwards, the screen will stay where it is to keep both players on screen, and the opponent will hit the edge and wallbounce.
jA
-
Any
/
13
4
Until landing + 11
/
/
IC
jB
650
High, Air
/
19
5
Until landing + 15
/
/
IC
Is an overhead
jC
-
Any
I: 1-13
16
4
Until landing + 11
/
/
IC
214*
Rich and Pulpy どろり濃厚 214*
Misuzu creates an invisible web trap out of juice. The trap will automatically activate when the opponent enters its range, but only if they are airborne. Can be destroyed if the opponent attacks the trap, and they cannot "tank" hits for Misuzu. Traps will disappear without a trace if not activated within about 7.5 seconds. While a trap is active, you cannot create another using the same button.
Version
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
A/B/C
/
/
12.33
/
22
/
/
None
Trap
/
/
32
480
/
/
/
None
Trap Activation
300
Any
8
4
8
/
/
None
A/B versions suspend the opponent in the air briefly, allowing Misuzu to combo. Both versions function identically.
C version destroys any existing A and B webs when placed (although they can be placed after a C web is up), but suspends opponents for longer and cannot be destroyed by the opponent's attacks.
In addition to being useful in neutral, these traps also allow Misuzu to combo off of her throws or occasionally interrupt her opponent's combos.
421*
Lump of Misfortune 不幸の塊 421*
Misuzu creates a glowing lump that curses the opponent. Lumps will be destroyed if Misuzu is hit. Using this move will instantly destroy preexisting lumps. Hitting an already cursed opponent will refresh 334 frames of curse.
Version
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
A/B/C
/
/
/
/
35
/
/
None
A projectile
100 + Curse
Any
55.33 ~ -
122 ~ -
/
/
+22
None
Shoots a lump that becomes active once it is above the opponent. The lump travels at a 45 degree angle until then, so the farther away the opponent is the higher it will travel. Once active, the lump will slowly float down while moving side to side, disappearing when it comes close enough to the ground.
Only properly tracks the opponent if they are about a half screen away or farther from Misuzu, otherwise the lump will be sent its maximum distance (off screen).
B projectile
100 + Curse
Any
70
287
/
/
+22
None
Shoots a lump forwards that becomes active after traveling about a full screen away from Misuzu. Once active, the lump will slowly float backwards while moving up and down, disappearing after travelling back to where Misuzu first shot it.
More useful than the A version because there is no distance restriction to worry about.
C fast
100 + Curse
Any
55.33 ~ -
83.33 ~ -
/
/
+22
None
C slow
100 + Curse
Any
55.33 ~ -
203.66 ~ -
/
/
+22
None
Creates 2 lumps at the same time that behave similar to the A version. One lump will outpace the other downwards, however.
41236*
Sora Attack そらアタック 41236*
Cannot be performed if Misuzu has a feather.
Cannot be performed if Misuzu has a feather.
※ This move is unavailable when Sora is not within a certain horizontal proximity of Misuzu.
Version
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
A
/
/
12
/
29
/
/
FIC
-
650
Any
37
30
※
+30 ~ +34
+28 ~ +32
/
Misuzu motions both her arms forward, and her crow Sora moves down vertically and then quickly flies horizontally straight across the screen, acting as a low projectile.
B
/
Any
12
/
29
/
/
FIC
-
650
Any
26
30
※
+19 ~ +34
+17 ~ +32
/
Same as the A version, except Sora moves less down before attacking, acting as a high projectile.
C
200 x 5
Any
21
2 x 20
26
/
-
FIC
Same as the A version, except Sora flies forward directly from her current position with a slight angle downwards. This move attacks multiple times and will burn the opponent if it hits.
Eternity Specials
236236*
Gao Gao Fire がおがおファイアー 236236*
236236A
236236A
236236B
236236B
236236C
236236C
Version
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
A
190 x 21
Any
16
83
-
/
-13
None
Misuzu points forward and summons a Stegosaurus in front of her, which breathes fire originating from the ground forwards. The flames are slightly random. This move will burn the opponent if it hits. There is a safe spot for the opponent at close range.
This move is only useful when at the end of a combo. Do not use this move at point-blank range.
B
230 x 21
Any
16
89
-
/
+1
None
Misuzu points forward and summons a Pteranodon in front of her, which breathes fire from its mouth originating from the head-height forwards. The flames are slightly random. This move will burn the opponent if it hits. There is a safe spot for the opponent at point blank range.
Just like the A version, this move is only useful at the end of a combo. Because of the low increase in damage of 1000 (in end of combo) for an extra level of SP, it would be better to use the A version unless you really needed the extra damage.
C
240 x 32
Any
16
125
-
/
-
None
Misuzu points forward and summons a Apatosaurus behind her, which breathes fire from its mouth aimed diagonally down, moving to forwards-up. This move has complete invincibility during startup frames, and will burn the opponent if it hits. There is a safe spot for the opponent at point blank range.
This move is harder to combo into since the flames have farther to travel now. It can possibily be done after a RF Wings wallbounce. The startup invincibility also allows this move to be used as a counter hit, if you anticipate the opponent's attack. However, if this move is blocked, Misuzu is extremely vulnerable to attack once the flames aim upwards, more so than the A or B versions.
214214*
Misuzu-chin's in a pinch! 観鈴ちんピンチ! 214214*
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
1000/1600/2500 + Curse
Unblockable
0.33
25
24
/
/
None
Misuzu covers her head with her arms and braces for impact. If Misuzu is attacked by a physical move during her pose, she will vanish behind an unblockable explosion of juice, and reappear from the ground afterwards.
The A, B, and C versions will apply 1, 3, and 5 levels of curse respectively, and completely refresh the curse gauge if the opponent was already cursed.
Misuzu will open one eye once she's entered recovery.
This move has a lot of seemingly unintentional things holding it back. The superflash gives away the intent to counter, so this move will only work on opponents who have already committed to an attack of some sort. Additionally, Misuzu's hurtbox is significantly smaller than it normally is while she's standing, during the one move where she wants to get hit. Once triggered, the hitbox is also much smaller than you would expect, and the opponent is able to IC their move to retract their hurtbox on a poke. If they triggered it with an invincible move, they will most likely also not get hit as the counter's hitbox is only active for a single frame. Even on a successful hit, the damage is very low unless you maximize the curse damage, which is not guaranteed.
Thankfully, Misuzu is fully invincible after the hit, so she can't be punished if it whiffs.
463214*
Fate 縁 463214*
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
/
/
/
/
47
/
/
None
Misuzu spreads her arms out like a bird and gains 1 feather in exchange for 1 SP bar. The button used doesn't matter for this move. Misuzu can stock up to 3 feathers, and they are consumed one at a time when using the "Activation" supers with Yukito. While Misuzu has one or more feathers, her "Sora Attack" move becomes unavailable as the new supers have the same input.
This move is absolutely essential in order to do Misuzu's most damaging supers. The recovery time is quite long however, so it should only be done as soon as the opponent is knocked down, or while the opponent is in an long hitstun.
FE_41236*
Activation 発動 41236*
All versions cost 1 feather to use instead of SP. This move is unavailable when Sora is not within a certain horizontal proximity of Misuzu.
Version
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
A
10 x 12
Any
16
84
15
+106
+104
None
B
200 x N
Any
32
2 x N
0
-
-
FIC
C
500
Any
6
3
28
/
-9
None
-
490
Any
9
3
25
/
-6
None
-
100 x 5
Any
12
24
22
/
-3
None
A version - It's disgusting! (濃厚絞り)
Misuzu summons Yukito, who immediately starts squeezing a juice box, letting the juice pour out a short distance in front of Misuzu. Yukito does this independently for 2 seconds, leaving Misuzu free to get close again and restart a combo.
This does minimal damage by itself, but is mainly used either to extend combos, to keep the opponent in block stun for a free mixup, or to regain the initiative by using this right after RGing an opponent's attack.
B version - Kick the dog! (芋シュート)
Misuzu summons Yukito, who kicks Potato in a straight line horizontally across the screen. Potato will drill through opponents, acting as a multi-hit projectile.
This move is the best damage dealer for Misuzu for the amount of SP needed. It's almost useless when used outside of combos, though.
C version - ShorYukito (アッパー)
Misuzu summons Yukito, who immediately does a rising uppercut.
It's quite cumbersome to combo into this, so this move is mostly used as a low-risk wakeup or anti-air attack.
Final Memory
FM
Mother's Poem 母の詩 AA2BC
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
5000
Grab
37
1
118
/
/
None
Misuzu concentrates for half a second with sparks gathering around, and then stops time while reappearing in some pajamas. She takes three steps towards the frozen opponent, and if the opponent is on the ground within arms-length of Misuzu on the third step, she will grab them and say "Goal...". It is essentially a ground throw with a medium range and a long startup time. It is medium-range only, and can actually whiff if the opponent is too close. She is completely invincible for the entire startup, so the opponent cannot hit you out of it. The most interesting thing is how this move is one of the very few moves in EFZ that ignores all damage scaling. If landed, it will deal 5000 damage precisely, no questions asked, making it the only move capable of killing the opponent who is at 1/2 health single-handedly. If Misuzu manages to win the match with this move, she adds on "Let happy memories reside at the end..." (最後にはどうか幸せな記憶を…) with some added music. However, if the grab fails, Misuzu will fall to the ground in a knockdown state, completely vulnerable to attack for two seconds.
The sheer power of this move makes it a move to be feared by the opponent, but it is quite easy to see and evade if the opponent is actively looking for it, since all they need to do is jump when they see the tell-tale sparks. However, since it only takes a half-second to activate and cannot be interrupted, the opponent may change their playing style to increase their chances of evasion. They may refrain from attacks with long recovery times, and might even jump more often if they lack confidence in their reaction time. If the opponent is noticably affected by the threat of your FM, you can try to take advantage of their weakness.
Misuzu can whiff cancel most of her normals into this move.
Strategy
Misuzu's main gameplan is to set traps (236*, 214*, 421*), acquire feathers(463214*) and do her okizeme loops out of that. Her combos are mostly character agnostic, with the exception for jB/jC stuff, jB will whiff on some characters and jC can crossup on small crouchers (such as Mayu and Unknown).
Neutral
Misuzu is a character that requires more patience and needs you to mostly play outside of your opponent's range. f5B is a good button to poke with, but does not lead into many combos. In close ranges where you'd want to use f5B, it's a good idea to use 5A instead, because of c5B's short range, it tends to whiff a lot. 5C is a bit on the slower side and even less conversions, 2B is much better in that regard but has a shorter range. 5A can be used as a mash and as an anti-air option which converts into her combos (5A 2BB 2C > Setup) (AA 5A jB j66 jBC c5B etc... > Setup) allowing you to start setplay. While featherless she has access to crow (41236*) which can be used to snipe to opponent or for pressure resets with FIC, you can also get conversions with a somewhat strict timing.
Setups/Okizeme
Misuzu has a wide array of setups to choose from, after a knockdown she can:
Get a feather (463124*)
Setup a land mine (236*)
Setup juice trap (214*), strong especially in the corner
Setup a poison left/right mixup (421B)
Use Yukito juice (Feather 41236A) for a high/low
Go for a left/right mixup with j66 jC
And many other options, so you can play however you want to play! It's important to note, however, that some setups work best in certain screen positions that will be discussed in later sections
Anywhere
463214*
Getting a feather will work out of any knockdown and will be safe, you'll return to neutral, however, stocking feather is one of the most important options, as it allows her many of her other loops. Misuzu almost always wants to have at least one feather stocked.
j66 jB/jC
After a knockdown you can j66 for a safejump with jB/jC. jC is used on shorter characters (such as Mayu). Depending on how long you airdash for and how much you delay jC, it can also crossup, while jB will always hit in front, but can be used to safejump so it's sometimes preferable. You can also delay them to go for a safe empty jump.
2B
2B is a low that will convert into 2C 41236A or 2C 623A/C on max range, 2B being in max range allows Misuzu to meaty and be safe from certain DPs and mash.
6C
If you are close, as a riskier option 6C is an overhead that converts into 5A/2A (Note that it's a 1f link), it can also be IC'd for an easier conversion into her other combos.
236*
Picture diary is a often good option to use while in neutral when you're outside of their effective range, 236* will often hit opponents who weren't paying attention or approach recklessly, you can combo from it and side switch in certain situations with j8 > j9 in quick succession. Important to note that 236C does not disappear after Misuzu gets hit, unlike the A and B counterparts.
214*
Juice traps are used to stall your opponents and get Misuzu another knockdown, usually after a close knockdown or in neutral outside of their effective range, allowing for conversions in the corner or midscreen if Misuzu is close enough for a 5A, or to just set up more traps. This will have a special section in the corner.
Combos
Notation Help
Disclaimer: Combos are written by various contributors, some combo notations may deviate slightly from the notation listed below.
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 all of these combos can be found here.
(To Kanna)
The time has come.
Everyone gave us
1000 years of hope.
It's okay.
I'll end it all on my own.
Colors
In-game References
External References
Misuzu's "Picture Diary" move is based on Testament's "HITOMI" move, from the Guilty Gear series.
Misuzu's "Wings" move is based on Testament's "Grave Digger" move, from the Guilty Gear series.
Misuzu's "Rich and Pulpy" move is based on Testament's "Zeinest" move, from the Guilty Gear series.
Misuzu's "Sora Attack" move is based on Nakoruru's "Amube Yatoro" move, from the Samurai Shodown series.
Misuzu's "Misuzu-chin's in a pinch!" move is based on Testament's "Warrant" move, from the Guilty Gear series.
AIR References
The house in the background is where Misuzu and her mother Haruko lives.
The pink juice that Misuzu constantly uses in her attacks is her favourite brand of juice, "Rich and Pulpy Peach Flavored".
The wings that appear whenever Misuzu dashes are a reference to the fact that she is a reincarnation of one of the winged race.
The t-shirt and pants hanging on the pole when Misuzu does a 5C or her "Misuzu Crush" move is a reference to an event in the game, when Misuzu washes Yukito's clothes.
The pictures that pop-up in Misuzu's "Picture Diary" move are based on the pictures she drew in her actual picture diary.
The dinosaur dolls in Misuzu's "Gao Gao Fire" move are a reference to her love of dinosaurs. The Stegosaurus from the level 1 version is from a t-shirt that she made Yukito wear one time. The Apatosaurus from the level 3 version is based on an important doll in the game.
The basis of Misuzu's "Activation" move, where Sora temporarily turns into Yukito, is based on an event that happens in the game.
The A version of Misuzu's "Activation" move is based on an actual event that takes place in the game, where Yukito tries Misuzu's juice and squeezes it out in front of her in disgust.
The white dog that is kicked in the B version of Misuzu's "Activation" move is Potato, a resident dog of the town where the game takes place.
The entire scenario in Misuzu's "Mother's Poem" move is based on an actual event that takes place in the game.