Eternal Fighter Zero/Misuzu Kamio

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Kamio Misuzu


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).

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 ※)


EFZ Misuzu 5A.png
Damage Guard Startup ¹ ² 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.
EFZ Misuzu c5B.png
Damage Guard Startup ¹ ² 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.
EFZ Misuzu f5B.png
Damage Guard Startup ¹ ² 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.
EFZ Misuzu 5C.png
Damage Guard Startup ¹ ² 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.
Misuzu Crush

EFZ Misuzu 6C.png
Damage Guard Startup ¹ ² 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.


EFZ Misuzu 2A.png
Damage Guard Startup ¹ ² 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.
EFZ Misuzu 2B.png
Damage Guard Startup ¹ ² 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.
EFZ Misuzu 2C.png
Damage Guard Startup ¹ ² 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.


EFZ Misuzu j5A.png
Damage Guard Startup ¹ ² 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.
EFZ Misuzu j5B.png
Damage Guard Startup ¹ ² 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.
EFZ Misuzu j5C.png
Damage Guard Startup ¹ ² 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.


Ground Grab
Ground Grab
Close 6C/4C
EFZ Misuzu GroundGrab.png
Damage Guard Startup ¹ ² 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
EFZ Misuzu AirGrab.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
1200 Grab 2 1 / / / None

Misuzu throws her opponent into the ground far behind her.

Special Moves


Picture Diary

EFZ Misuzu 236 A.png
EFZ Misuzu 236A.png
EFZ Misuzu 236C.png
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 Startup ¹ ² 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.

EFZ Misuzu 623X.png
First hitbox
First hitbox
EFZ Misuzu 623X 2.png
Second hitbox (623A/B/C)
Second hitbox (623A/B/C)
EFZ Misuzu j623A 2.png
Second hitbox (j623A/C)
Second hitbox (j623A/C)
EFZ Misuzu j623B 2.png
Second hitbox (j623B)
Second hitbox (j623B)
Version Damage Guard Property Startup ¹ ² 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
Rich and Pulpy

EFZ Misuzu 214 A.png
EFZ Misuzu 214X.png
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 Startup ¹ ² 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.
Lump of Misfortune

EFZ Misuzu 421 A.png
EFZ Misuzu 421X.png
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 Startup ¹ ² 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.
Sora Attack

EFZ Misuzu 41236A.png
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 Startup ¹ ² 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

Gao Gao Fire

EFZ Misuzu 236236A.png
EFZ Misuzu 236236B.png
EFZ Misuzu 236236C.png
Version Damage Guard Startup ¹ ² 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.
Misuzu-chin's in a pinch!

EFZ Misuzu 214214 A.png
EFZ Misuzu 214214X.png
Damage Guard Startup ¹ ² 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.

EFZ Misuzu 463214X.png
Damage Guard Startup ¹ ² 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.

EFZ Misuzu F 41236A.png
EFZ Misuzu F 41236B.png
EFZ Misuzu F 41236C.png
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 Startup ¹ ² 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

Mother's Poem

EFZ Misuzu FM.png
Damage Guard Startup ¹ ² 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.


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).


Misuzu is a character that requires patience and wants you to mostly play outside of your opponent's range, and she has good buttons for that. She is an okizeme focused character that requires somewhat good execution, but that execution is in her setups and not in her combos. While on the ground, the buttons she will be using the most are 5A, f5B and 2B and in the air jA and jB.
f5B is one of her most notewhorthy buttons. On hit you'll be able to combo into 5C, allowing for a conversion with Potato (Feather 41236B). If f5B is blocked or RG'd, you should setup 412* or 214*, as 236* can be very risky at that range because of it's recovery. In both cases, Misuzu can also just opt to stock a feather.
5A is fast, has more range than 2A, is a good anti air that has great conversions into jB, all of which helps her getting her gameplan going. 5A should be used in close range where you'd want to use f5B and would get c5B instead. c5B has a small range and is harder to convert into a juggles if you hit an anti-air. It is still a good button because of it's damage, but that property really shines in the corner and in more specific okizeme setups. Instead of c5B Misuzu should be using 2B.
2B has good range, good startup, and good recovery. It is also a low that leads into f5B 5C. While featherless she has access to crow (41236*) which can be used to snipe the opponent or for pressure resets with FIC, conversions are also possible with a somewhat strict timing.
jA and jB both have similar properties, being fast having good range and good recovery as well. jB can be reliably used to get a conversion if you hit someone with it, if you hit them in the air with jB a forward airdash cancel is often needed to get a conversion.


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 all of these combos can be found here.

No Feather


  • 2AABC 623A [463214A/421*/214*/236*] [replay 1-1] | Video
  • 2AABB 5C 236236A/B [replay 1-2] | Video
  • (236A/B starter) -> jC j66 jAC land jAABC djABC dj66 djC(whiff) [463214A/421*/214*/236*] [replay 1-3] | Video
  • (236A/B starter) -> jC j66 jAC land jABC land 5AC [463214A/421*/214*/236*] [replay 1-4] | Video
  • (236A/B starter) -> jC j66 jBC [5AB jABC]x2 j66 jC(whiff) [463214A/214*/236*] [replay 1-5] | Video

Red IC

  • 2AABC 623A IC jBC djABC c5B jABC j66 jC(whiff) [463214A/214*] [replay 1-6] | Video
  • 66jBC 2ABC 623A IC jBC djABC c5B jABC j66 jC(whiff) [463214A/214*] [replay 1-7] | Video
  • (web set) 6C IC 2C web hits [5AB jABC]x2 j66 jC(whiff) [463214A/214*] [replay 1-8] | Video

Blue IC

  • 2AABC 623C IC j44 66 jC j66 jAC djABC dj66 djAC land 5AB jABC j66 jC(whiff) [replay 1-9] | Video
  • 2AABC 623A IC jBC djABC [5AB jABC]x2 j66 jC(whiff) [463214A/214*] [replay 2-1] | Video
  • 66jBC 2ABC 623A IC jBC djABC [5AB jABC]x2 j66 jC(whiff) [463214A/214*] [replay 2-2] | Video

1x Feather Stocked


  • 66jBC c5B 2C 41236A c5B 2C 421B c5B 5C 463214A 66 j8 [replay 2-3] | Video
    • Basic combo into left/right curse setup.
  • 2AABC 41236A 5C 236236C [replay 2-4] | Video
    • One of the ways to combo into 236236C. Can be done anywhere, but does 1k more damage in the corner.

Red IC

  • 2AAB 5C 41236B IC f5B [IAD]xN IAD jC 2C [463214A/214*] [replay 2-5] | Video
    • [IAD]xN is until near corner.


Okizeme Basics Video - Misuzu


  • 463214*
Getting a feather will work out of any knockdown (usually 2C or delayed 623A) and be safe, sometimes even allowing for a left/right okizeme with jC. Stocking feather is one of the most important options, as it allows her to do all her of loops. Misuzu almost always wants to have at least one feather stocked.
  • (44) 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 jB/jC, it can also crossup. jB can also be used to safejump so it's sometimes preferable instead of jC. You can also delay them to go for a empty jump.
  • 2B
2B is a low that will convert into 2C 41236A, which leads to her loops; 2C delay 623A/C, which gets her some damage and allows Misuzu to get a father; 2C 463214* basically gets her game started. 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 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 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 great tools used to stall your opponents and get Misuzu another knockdown or whole combo entirely. Even if your opponent blocks it, it allows you to setup another trap. You should use them 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 either a 5A, jA, jB is also possible but harder and not reliable. This will have a special section in the corner.

Win Quotes

Japanese English




Misuzu-chin wins!



The other me is calling.

I have to go to it, even if it's beyond the clouds.



Did you want some juice?
Hm? No?

It's tasty though...


The goal is much further.
So, I'll
keep moving forward...




would you do
something like that...

(To Ayu, Mizuka, or Misuzu)



(To Ayu, Mizuka, or Misuzu)
It's okay.

I'll never forget you.

Because, I'll take
all of those memories with me.

(To Rumi)


にはは (汗)

(To Rumi)

I thought these things
only happened
on television...
T-There isn't any deep meaning.
Nihaha... (sweatdrop)

(To Mai)


(To Mai)
You'll be alright.
After all,
you're not alone.


(To Kanna)


(To Kanna)
The time has come.
Everyone gave us
1000 years of hope.

It's okay.
I'll end it all on my own.



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.
  • Misuzu's 2B move is based on May's 2D move, from the Guilty Gear series.
  • Misuzu's jC move is based on Bridget's jD 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.

Nayuki (asleep)
Nayuki (awake)