Eternal Fighter Zero/Mizuka Nagamori

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Nagamori Mizuka

Introduction

With her strong normals, good reversals, great damage and overwhelming lockdown, Nagamori Mizuka (長森 瑞佳), often called Cello, is widely considered to be the single best character in the game, outside of the banned boss Kanna. Her unique ability to set notes and have them explode when hit with her cello bow gives her great space control and allows for some extremely strong setups when paired with her fast and hard to see overhead. Her signature corner fortissimo lockdown gives her safe, airtight corner pressure which builds a huge amount of meter and can reset into itself on hit. Besides her note setups, she also sports fantastic normals (especially when compared to other setup characters), fast wakeup and walk speeds as well as multiple reversal options, all of which make her a very well rounded character who lacks any major weaknesses.

Mizuka is the main heroine of ONE, a visual novel produced by Tactics in 1998. Mizuka is Kouhei's neighbour and childhood friend, and is in the same grade in school. She always worries about Kouhei, acting very maternal-like towards him. Mizuka goes to wake him up every morning, but Kouhei either does not get up or plays some mean tricks to her, causing them to be late for school all the time. During ONE, a pretend confession that Mizuka takes seriously ends up changing things between them forever. When he discovers inconsistencies in his memories, he struggles to find the truth between him and Mizuka...

Mizuka was part of EFZ's original cast.

Stage: Park on the Path to School (Day) (通学路の公園(昼))

BGM: 8 Cats (8匹のネコ)

Character-Specific Notes

  • Mizuka has the fastest wakeup speed in the game.
  • Mizuka has the second fastest walk speed in the game, only second to Kaori.
  • Several of Mizuka's moves create notes on the playing field. These notes can be detonated by various other moves in order to deal damage and provide frame advantage. Notes will disappear when detonated or after enough time has passed.
  • While Mizuka's bow is in the air during her 236*, she loses access to all of her special and super moves except for 236236*, her Final Memory, and her new bowless 236* in addition to having her 2C be replaced with a much worse move.

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 ※)

Standing

5A
5A
Mizuka5a.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
200 Low 4 5 4 +2 +1 N SP J IC R
  • Mizuka does a short kick at the opponent's shin.
c5B
c5B
Mizukac5b.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
390 Ground 7 6 8 +3 +1 N SP J IC f5B
  • Mizuka does a side kick horizontally out.
f5B
f5B
EFZ Mizuka f5B1.png
Mizukaf5b.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
450 Ground 10 3 14 0 -2 N SP IC
  • Mizuka swings her bookbag out in a wide horizontal arc.
6B
Bookbag Decapitation
脳天かばん割り

6B
Mizuka6b.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
450 High 19 2 18 -3 -5 IC
  • Mizuka slowly raises her bookbag, and swings it downward. When used alongside 214214A this gives Mizuka access to very powerful high/lows. The startup of the animation is very subtle making this move seem quicker than it actually is.
  • This move needs either IC or a note activation to combo from.
5C
5C
Mizuka5c.png
EFZ Mizuka 5c2.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
600 Ground 10 4 20 +2 0 SP JH IC
  • Mizuka swings her cello in front of her in a large vertical arc upwards.

Crouching

2A
2A
Mizuka2a.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
220 Low 4 4 4 +3 +2 N SP J IC R
  • Mizuka, while sitting on a chair, kicks one foot out.
2B
2B
Mizuka2b.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
400 Ground 7 4 10 +3 +1 N SP JH IC f5B
  • Mizuka kicks out, using a chair to support her unbalanced position.
2C
2C
with bow
Mizuka2c.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
100 x 6 Any 6 22 13 / -14 ~ +4 SP IC
  • Mizuka plays her cello, causing a barrier of music to circle around her.
  • Knocks down on hit, and will cause any nearby notes to detonate on frame 6.33.
  • A top class sweep, being the fastest in the game (some characters have 6 frame A normals) and instantly has its maximum reach (unlike sliding sweeps) with frame advantage good enough to let her safely set up a note on block. Additionally, it hits behind Mizuka (and detonates notes behind her), is difficult to RG due to its multiple hits and the potential for note explosions, and is among the best armor breakers in the game.
  • Despite all of its strengths, this 2C doesn't actually hit low, nor is it air-unblockable.
NB_2C
2C
without bow
Mizuka2cnobow.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
600 Any 8 16 27 / -20 SP IC
  • Mizuka faceplants.
  • Really bad, don't use.
  • Launches.

Dashing

66A
66A
Mizuka66a.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
250 Low 5 6 4 +1 0 SP IC
  • Identical to 5A except has momentum.
66B
66B
Mizuka66b.png
EFZ Mizuka 66B2.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
450 Ground 8 1 + 1 15 0 -2 SP IC
  • Identical to f5B except has momentum. If spaced correctly, this move can be incredibly annoying for the opponent to deal with.
66C
66C
Mizuka66c.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
650 Ground 6 / 6.33 2 25 -3 -5 SP IC
  • Mizuka swings her cello directly above her.
662A
662A
Mizuka662a.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
220 Low 5 6 4 +1 0 SP IC
  • Mizuka, while sitting on a chair, kicks one foot out.
662B
662B
Mizuka662b.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
400 Any 17 12.66 0 +11.66 +9.66 SP IC
  • Mizuka does a short running hop, and does a kick aimed forward and slightly down. Useful to cross-up, as it will go over knocked opponents and hit meaty from either side the moment they wake up.
662C
662C
Mizuka662c.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
600 Any 7 16 31 / -35 SP IC
  • Mizuka leaps toward the opponent hands first, body fully extended and off the ground.
  • This move will wallbounce a midair opponent if it hits.

Jumping

j5A
j5A
Mizukaj5a.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
200 High 6 24 4 / / N SP J AD IC R
  • Mizuka does a weak kneeing motion in the air. The hitbox persists for a very long time if it does not hit, making it Mizuka's go-to tech trap normal.
j5B
j5B
Mizukaj5b.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
400 High 6 6 12 / / N SP J AD IC
  • Mizuka does a kick aimed forward and slightly down.
j5C
j5C
Mizukaj5c.png
EFZ Mizuka j5C2.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
600 High 9 2 24 / / N SP J AD IC
  • Mizuka swings her cello in front of her in a large arc. Huge hitbox. Hitting on the last active frame (second hitbox) gives significantly more juggle time, which is referred to as a "clean hit".

Grabs

Ground Grab
Ground Grab
Close 6C/4C
MizukaGroundGrab.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
0 + 1100 Grab 5.33 0.66 18 / / None
  • Mizuka pins the opponent and whacks them with her pillow. This grab has "negative corner carry", moving both characters backwards.
  • Unlike most grabs, this does not have any invincibility, meaning it will lose to other grabs and will trade with strike moves.
  • The grounded portion of Mizuka's recovery on-hit is vulnerable.
  • When throwing Akiko, Ikumi, Kaori or Mai, Mizuka swaps sides to whack them before hopping back over. This causes her to end up much closer after recovery allowing her to set up crossup note okizeme.
Air Grab
Air Grab
Close j6C
MizukaAirGrab.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
1200 Grab 2 1 / / / None
  • Mizuka picks up the opponent and tosses them far behind her, switching sides.

Special Moves

Specials

236*
Slow & Keying
スロゥ&キーイング

236*
Mizuka236a.png
A/C
A/C
EFZ Mizuka 236B.png
B
B
Mizuka throws her bow as a returning projectile. While it is in the air, Mizuka is "bowless" and cannot use most of her special moves. Her 2C is also replaced with her Bowless 2C.
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A / / / 10.33 / 36.66 / / FIC
A Bow 600 Any / 10.33 31 / -2 -4 /
  • Throws the bow straight forward. After reaching its maximum distance (assuming Pitch and Bend is not used), the bow becomes harmless and automatically homes in to Mizuka.
  • Any notes the bow touches will detonate one subframe after making contact, even if the bow is no longer active.
  • This move is useful projectile. It comes out extremely fast, crosses almost the entire screen, and can detonate far-off notes easily. It can also break Mizuka out of a combo by detonating a forte note on its way back.
B / / / 8.33 / 30.66 / / FIC
B Bow 600 Any / 8.33 22 / +3 +1 /
  • Throws the bow up and about a quarter screen away. The active frames last for all of its forward movement.
  • Any notes the bow touches will detonate one subframe after making contact, even if the bow is no longer active.
  • The anti-air version. Even faster than the A version, but generally less useful. Still useful for hitting high-up notes and attacking jumping opponents. However, if the bow is Recoil Guarded, the opponent will most likely still be on the offensive, unlike the A version where you at least stop their dash.
C / / I: 1-16 10.33 / 32.66 / / FIC
C Bow 600 Any / 10.33 44 / +1.33 -1.33 /
  • Similar to the A version, but will start creating notes while returning to Mizuka, up to a maximum of 5 notes. The first note is created on the first frame after active ends and subsequent notes will be created on a 30 frame interval.
  • This move is quite useful, letting you fill up the screen with notes while going on the offensive.
  • A real reversal and safe on block! However, it is slow and the hitbox is small.
  • This version will not detonate notes.
NB_236*
Pitch & Bend
ピッチ&ベンド

During Slow & Keying: 236*
EFZ Mizuka Nagamori 236a2.png
Mizuka waves a conductor's baton, which changes the trajectory of the bow.
Version Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A / / 7 / 18 / / None
  • Makes the bow move up.
B / / 7 / 19 / / None
  • Makes the bow move down.
C / / 11 / 17 / / None
  • Makes the bow move away.
623*
Slash & Prologue
スラッシュ&プロローグ)

(j)623*
Mizuka623a.png
623A
623A
EFZ Mizuka 623B.png
623B
623B
EFZ Mizuka 623C.png
623C
623C
EFZ Mizuka 623C 3.png
Last hit of 623C
Last hit of 623C
Mizuka leaps a number of times up-forward, swinging her cello and bow at the opponent. All versions of this move can detonate notes, but the third hit of (j)623C cannot.
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 700 Any LI: 1-8 6 2 38 / -17 IC
B 450 Any HI: 1-10 10 2 61.66 / -41.66 IC
- 400 Any / 34 2 37.66 / / IC
  • Can be followed up (normally by 5C -> air combo).
C 450 Any I: 1-30 6 2 98 / -75 IC
- 450 Any / 30 2 74 / / IC
- 700 Any / 54 1 50 / / IC
  • Last hit wallbounces.
jA - Any LI: 1-3 2 2 Until landing + 9 / / IC
jB - Any HI: 1-3 2 2 Until landing + 9 / / IC
- - Any / 26 2 Until landing + 9 / / IC
jC - Any I: 1-27 2 2 Until landing + 9 / / IC
- - Any / 26 2 Until landing + 9 / / IC
- - Any / 51 1 Until landing + 9 / / IC
  • Last hit wallbounces.
214*
Tone & Setup
トーン&セットアップ

(j)214*/j236*
Mizuka214.png
EFZ Mizuka Nagamori Note.png
Note Explosion
Note Explosion
Mizuka plays her cello, creating a note on the screen. Any notes that touch a detonating note's explosion will also detonate. Can be done on the ground and in the air. When in the air, this move can additionally be done with j236*, which sustains Mizuka's momentum, whereas j214* will make her fly backwards. This move costs roughly 1/20th of a meter, with full meter allowing 59 notes. This also applies to the C version, which does not need RF gauge to be used.
Version Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A/B/C / / 7.33 / 16.66 / / None
  • A version creates a note right in front of Mizuka, B will send a note forwards about half screen, and C will send a note the same distance at a 45 degree angle upwards.
jA/B/C / / 0.33 / Until landing / / None
  • C version sends the note downwards at a 45 degree angle instead of upwards.
A/jA/jB/jC Note / / / 679.66 / / / None
B/C Note / / / 686.66 / / / None
Note Explosion 600 Any 17.33 3.66 / / +22 None
  • Activated with 2C, 236*, 623*, 412*, 641236* or other note explosions.
  • Breaks armor.
412*
Smash & Sympathy
スマッシュ&シンパティ

412*
Mizuka412.png
Version Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 750 Any 31 2 18 / +2 FIC
B 750 High/Air 42 2 17 / +4 FIC
C 350 Any 16 12 39 / - IC
- 750 Any 43 2 22 / -2 IC
  • Mizuka leaps towards the opponent and swings her bow down to the ground.
  • The A version will detonate any notes that her body or bow touches. The B and C versions will detonate any notes that only her body touches, and will create a new note where the bow is at the end of the move.
  • A and B versions are IC-able even without attacking the opponent.

Eternity Specials

236236*
Special Mounting Pillow
スペシャル馬乗り枕

236236*
Mizuka236236.png
Mizuka236236 2.png
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 2800 ? Ground / 16 32 64 / -53 IC
  • Fully vulnerable during startup.
B 4900 ? Ground I: 1-20 16 64 64 / -53 IC
  • 1-16 full invuln before superflash, 4f invuln after superflash.
C 5500 Ground I: 1-35 16 64 64 / -53 IC
  • 1-16f full invuln before superflash, 19f invuln after superflash.

Mizuka runs towards the opponent. If the move hits, Mizuka pushes the opponent to the ground and hits them repeatedly with a pillow, ending with an earth-shaking pillow-to-the-face.

214214*
Tone & Setup+
トーン&セットアップ+

(j)214214*
Mizuka214214a.png
A
A
Mizuka214214b.png
B
B
EFZ Mizuka 214214B Explosion.png
Treble Explosion
Treble Explosion
EFZ Mizuka 214214C A.png
C
C
Mizuka plays her cello, creating a special note with unique properties that depend on the version used. All versions only cost 1 level of SP meter.
Version Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A / / 6.33 / 17 / / None
jA / / 0.33 / Until landing / / None
Forte Note / / / 520 / / / /
  • Creates a forte on the screen. It acts like a regular note, but can be detonated multiple times, only disappearing when its time expires.
  • One of the best supers in the game, letting Mizuka run mixup after mixup in the corner while still building meter to place another after opening the opponent up.
B / / 6.33 / 17 / / None
jB / / 0.33 / Until landing / / None
Treble Clef Note / / / 678 / / / /
Treble Clef Explosion - Any 14.33 12 / / +42 /
  • Creates a treble clef on the screen. It acts like a regular note, but it creates a much larger explosion with immense damage and untech time on detonation.
  • Used in combos.
C / / 15 / 30 / / None
Triplet Note / / / / / / /
  • Creates a triplet on the screen. It bounces forward, creating sets of 3 normal notes every 40 frames until it leaves the screen. It cannot be detonated.
  • Cannot be done in the air.
  • Kind of a waste of meter...
641236*
Reverb & Awaking
リバーヴ&アウェイキング

641236*
Mizuka641236a.png
641236A
641236A
EFZ Mizuka 641236B.png
641236B
641236B
EFZ Mizuka 641236C.png
641236C
641236C
Mizuka raises two conductor's batons and swings them down, producing a shockwave of energy that hits the opponent and detonates all notes on stage without destroying them. Hitbox slowly expands during the active period; the hitboxes pictured are the maximums for each version. Notes are detonated on frame 11 for all versions, technically during startup.
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 1800 Ground - 15 15 25 / -17 None
  • This version is bugged. The 13th active frame will scale combos to an unbelievable extent and its 14th active frame is broken in the opposite manner, setting POWER in the thousands. Use of the latter is banned in most tournaments, even if the setups are obscure.
B 2500 Ground I: 1-10 15 15 25 / -17 None
C 3200 Ground I: 1-10 15 15 25 / -17 None

Final Memory

FM
Eternal Poem
永遠の詩

6 B A 6 A
MizukaFM.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
0 Unblockable 140 / / / / None
  • Mizuka clutches her chest, keels over and screams as the screen fades to white. No matter where the opponent is on screen, they will be frozen in place and stunned, leaving Mizuka with 400 frames to lay a beating. Once that time is up, the opponent is forcibly thrown backwards into a knockdown.
  • During startup, the screen suffers a white flash effect. Right as this flash occurs (frame 65.66), all notes will detonate without disappearing.
  • Slowest move in the game, almost no setups for this and even those have debatable worth.
  • This move penetrates iframes!

Strategy

Normals

Mizuka has access to some gigantic normals that allow her to dominate neutral. jC and 66C are very fast, guard aerial space beautifully and have enough reward to end the game with Mizuka's killer vortex. Opponents should be very afraid of getting hit in the air by Mizuka. 66B has incredible reach on the ground and be converted off of with 623B (or 236A if the opponent is near a note). 2C is great for checking mashing or dashing and is only -2 (with pushback) when cancelled into 214B on block, not to mention it's probably the best armor breaker in the game. 2C also detonates notes, making it even more difficult to contest. One thing to consider when detonating notes with 2C though is that it can whiff if the note is too high in its bouncing animation while it is active, so be careful.

Notes

j236* is much preferred over j214* most of the time. Be careful to not input j41236* as even though Mizuka doesn't have one it will override j236* and cause her to throw out a normal.
Mizuka typically does not need to move her bow much during 236*, in fact she prefers to get it back as soon as possible as being bowless is a serious impairment (in addition to the time she spends vulnerable while commanding it around).
If Mizuka has a convenient note placed, she can use it to reset pressure at any time.

Resource Management

Mizuka's forte (214214A) is her stand out super, and it doesn't help that most of her other supers are not great, even in a vacuum. Since it only costs 1 SP, Mizuka can easily build it back up after using it to open up the opponent and replace it every knockdown.
Mizuka cares very little about BIC combos so use RF however you want.

Defense

Mizuka has the privilege of possessing the fastest wakeup speed in a game where oki is extremely powerful. She also has a wide variety of reversals, although she will end up just using her fast 623* or safe on block 412C most of the time.

Combos

Notation Help
Disclaimer: Combos are written by various contributors, some combo notations may deviate slightly from the notation listed below.

For more information, see Controls

IC Input Instant Charge (22C) when you have the right amount of RF Meter.
FIC Input Flicker Instant Charge (22C) when you have the right amount of RF Meter.
{X/Y/Z} Move X or Y or Z can be used.
#* Indicates that any of A, B and C may be used with #. Example: 214*.
[<- X] [-> X] Side switch notation. All inputs grouped by the square brackets are performed facing the arrow's direction. They are still written as if they were done facing right, however.
[X]xN Loop the inputs in the square brackets as many times as N.
c5B Proximity normal only usable while close.
f5B Proximity normal only usable outside of c5B range or when cancelled from another normal. Known as far 5B.
jX Button X is input during your first jump.
djX Button X is input during your double jump.
X(whiff) Indicates that X is intended to whiff.
X(tech trap) Indicates a combo ender intended to catch the opponent's air tech. The most common kind of tech trap is j6C, which will air throw early techs and jC later techs. Executionally identical to X(whiff) but different in purpose.
~ Indicates a followup for moves which have them. Example: 236A~236A.
.. Indicates a short delay.
IAD Indicates an Instant Air Dash.
IABD Indicates an Instant Air Back Dash.
(X) X move is omittable from the combo.
tk.X Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.

View the following combos in action in this video by Kotsuzui.

No IC

Anywhere

2A/5Ax2 c5B 2C 214B 66A(whiff)

Sets up oki.

2A/5Ax2 c5B 5C 236A

More damage, but returns to neutral after. Stick to the first combo generally.

623B 66C djB dj66 djB djC(clean) 66C jC(clean) djA djB djC(clean) land jC djA(tech trap)

Near Corner

2A/5A c5B 623B 66C jC j66 jB jC 5C jC jA jB jC(clean) land jC djA(tech trap)

623B 5C j9B j66 jB jC c5B 2Ax3 c5B f5B 5C jA jB jC djA(tech trap)

623B 5C jC j66 jB jC 66C jC(clean) djA djB djC(clean) land jC djA(tech trap)

Corner

2A/5A 2C 5A 5C jB j66 jB jC c5B 2A c5B f5B 5C jA jB jC djA(tech trap)

2A/5A 2C 66C jC j66 jB jC 66C jC(clean) djA jB jC(clean) land jC djA(tech trap)

TECH TRAP HIGH: ... djA(hit) djC j66 djB djC(clean) land jC j66 jB jC c5B 2A c5B f5B 5C jA jB jC djA(tech trap)

TECH TRAP LOW: ... djA(hit) djC(clean) land jC j66 jB jC land jB j66 jB jC c5B f5B 5C jA jB jC djA(tech trap)

Red IC

Anywhere

2A/5Ax2 c5B 623A IC jB j66 jA jB 66B 214B 66A(whiff)

2A/5Ax2 c5B 623A IC jB j66 jA jB 662A 662A 5A 5C j5B j66 j6C(tech trap)

6B IC 623B 66C jC(clean) j66 jB jC 5C jC(clean) jA jB jC(clean) land jC djA(tech trap)

f5B 236A FIC IAD jB jC 5A c5B 2C(2) 214B

f5B 236A FIC IAD jB jC 5C 236236A

66B 623A IC jB 5C jB j66 jB jC c5B f5B 5C jA jB jC djA(tech trap)

66B IC 623B 66C jC(clean) j66 jB jC(clean) 5C jC(clean) djA djB djC(clean) land jC djA(tech trap)

623A IC jB 66C jB j66 jB jC(clean) 66C j9C(clean) djA djB djC(clean) land jC djA(tech trap)

623A IC jB 66C jB j66 jB jC(clean) land IAD jB 5A c5B f5B 5C jA jB jC djA(tech trap)

Near Corner

2A/5Ax2 c5B 623A IC jB j66 jA jB c5B f5B 5C jA jB jC djA(tech trap)

2A/5Ax2 c5B 623A IC jB j66 jB jC c5B 2Ax4 c5B f5B 5C jA jB jC djA(tech trap)

2A/5Ax2 c5B 623A IC jC j66 jB jC 66C jC djA djB djC land jC djA(tech trap)

2A/5Ax2 c5B 623A IC jC j66 jB jC land jA jA jB jC land jA jB jC djA(tech trap)

2A/5Ax2 c5B 623A IC jB j66 jA jB 662A (microwalk) 5Ax3 c5B f5B 5C jA jB jC djA(tech trap)

2A/5Ax2 c5B 623A IC jB j66 jB jC 66B 2Ax3 c5B f5B 5C jA jB jC djA(tech trap)

5C IC 66 623B 66C jC(clean) j66 jB jC 5C jC(clean) djA djB djC(clean) land jC djA(tech trap)

66B 623A IC jC j66 jB jC land jB j66 jB jC c5B f5B 5C jA jB jC djA(tech trap)

662B 66A 623A IC note explosion jB j66 jB jC c5B f5B 5C jA jB jC djA(tech trap)

662B j236B 66A 623A IC note explosion j9B j66 jB jC 66B 2A c5B f5B 5C jA jB jC djA(tech trap)

623A IC jB j66 jB 5C j9B j66 jB jC c5B 2A c5B f5B 5C jA jB jC djA(tech trap)

(236A) note explosion (662A(whiff)) 5C jB j66 jB jC c5B 2A c5B f5B 5C jA jB jC djA(tech trap)

Can sideswitch or not.

2A/5Ax2 2C(1) IC note explosion jB j66 jB jC c5B 2A c5B f5B 5C jA jB jC djA(tech trap)

6B IC 623A note explosion jB j66 jB jC c5B 2Ax3 c5B f5B 5C jA jB jC djA(tech trap)

Aerial opponent: note explosion 5C jB j66 jA jB 662A 5A c5B f5B 5C jA jB jC djA(tech trap)

Corner

2A/5Ax2 c5B 623A IC jB jC djA djA djB c5B f5B 5C jA jB jC djA(tech trap)

2A/5A 623B 623A IC jC(clean) jB jC(clean) 66C jC djA djB djC(clean) land jC djA(tech trap)

2A/5A 623A IC j66 jC 5C jC j66 jB jC 66C jC(clean) djA djB djC(clean) land jC djA(tech trap)

2A/5A 623A IC j66 jC 5C jC j66 jB jC c5B jA jB jC c5B f5B 5C jB jC djA(tech trap)

6B IC 662C j236A c5B 5C jB j66 jB jC c5B f5B 5C jA jB jC djA(tech trap)

66B IC 662C j236A c5B 5C jB j66 jB jC c5B 2A c5B f5B 5C jA jB jC djA(tech trap)

623A IC jC 5C jC j66 jB jC 66C jC(clean) djA djB djC(clean) land jC djA(tech trap)

623C [<- j9B j66 jA jB 662A 5A 5C jB j66 j6C(tech trap)]

623C [<- 66C(crossunder)] jC(clean) j66 jB jC(clean) 5C jC djA djB djC(clean) land jC djA(tech trap)

2A/5A c5B 623A IC jB j66 jB jC (j214A) c5B f5B (2C(1)) note explosion 236236A

2A/5A c5B 623A IC jB j66 jB jC j214A c5B f5B 2C(1) 214214B note explosion treble explosion jB jC djA djB djC dj623A

Cornered

2A/5A c5B 623B IC 66C(crossunder) [<- j9C(clean) jB jC(clean) 5C jC(clean) djA djB djC(clean) land jC jA(tech trap)]

623A IC 66C(crossunder) [<- j8C j66 jB jC(clean) land jB jC 66C jC(clean) djA djB djC(clean) land jC djA(tech trap)]

Blue IC

Anywhere

2A/5A c5B 623B 623A BIC j623A 623B 66C jC j66 jC land jB j66 jB jC c5B 2A c5B f5B 5C jA jB jC djA(tech trap)

2A/5A c5B 623B 623A BIC jC land jC j66 jC 66C jC(clean) j66 jC land jB j66 jB jC c5B 2A c5B f5B 5C jA jB jC djA(tech trap)

412C BIC 623B note explosion 66C j9C(clean) j66 jC land jC j66 jB jC 66C jC(clean) jA jB jC(clean) land jC djA(tech trap)

Near Corner

623C BIC 662C j214A jC j66 jC 66C jC j66 jC land jB j66 jB jC c5B 2A c5B f5B 5C jA jB jC djA(tech trap)

6B BIC 623B 662C 214214B 236A treble explosion jC(clean) j66 jC land jB j66 jB jC c5B 2A 2A c5B f5B 5C jA jB jC djA(tech trap)

Corner

Aerial opponent: jC j66 jC 5C jC j66 jB jC 5C jC j623A BIC jC j66 jC land jC j66 jB jC land jB j66 jB jC j214A c5B f5B 2C(1) 214214B note explosion treble explosion jA jB jC djA(tech trap)

412C BIC 662C j214A j7C j66 jC 66C jC(clean) j66 jC land jB j66 jB jC c5B 2A c5B f5B 5C jA jB jC djA(tech trap)

6B BIC 641236C 66C jC(clean) j66 jC 66C jC(clean) j66 jB jC 5C jC djA djB djC(clean) land jC djA(tech trap)

Cornered

623C BIC 662C j214A 662A(whiff) 66C(crossunder) [<- jC j66 jC land jB jC land jB j66 jB jC c5B 2A c5B f5B 5C jA jB jC djA(tech trap)]

Video combo primer by Onemi

Okizeme

Midscreen

214A/B (66*) 623A/412A(whiff) Left/Right
Can whiff a dash normal after 214B to get into position and build a tiny bit of meter. Side can change from position but also timing. Leads to proper conversions on hit and plus on block. Since they are blocking the note and not your special, the opponent will face the side you were on when placing the note on RG, meaning many reversals can whiff against a crossup. Very powerful mixup.
214B 236B 66 Left/Right/High/Low/Throw
Requires a character with a slow wakeup. Mizuka needs to position herself to get the note to detonate. Although she is bowless, she can threaten a wide variety of options which all have great insurance from the note explosion. Mizuka can meaty with a high 6B or low 2A/5A, and thanks to the note she doesn't need IC to combo from said 6B. Mizuka also has the choice to not meaty as well, allowing her throw to become very difficult to avoid, though it has poor damage and oki. A basic but also non-meaty Left/Right is available by dash jumping and threatening an air backdash as well.

Corner

Combos ending in 236236* leave a gap in the corner against some characters as Player 1, which can make Left/Right setups work in the corner, albeit in a gimmicky manner. Mizuka's ground throw also leaves a gap but it is much larger and does not provide time to set up a note.
214214A 236A ... High/Low/Throw
Forte okizeme is one of the scariest situations in the game to defend against. Mizuka is free to get very creative in her ensuing pressure as the forte should do a good job of dissuading the opponent's reversal, but this is not to say there are not good opportunities for the opponents to RG such as when the bow is not out, or when you have rethrown it and don't have IC. Can threaten throw when the bow is returning.
214214A Setups
214214A 214214A 2C(blocked) 214214A
"Triple Forte". If set up correctly the fortes will sustain an infinite blockstring as they continuously detonate each other. Since it costs 3 bars and the constant explosions make doing proper combos pretty impossible this setup is mostly just BM. While wasteful it is still effective for closing out a round however, as the opponent's best response is usually to get hit on purpose and hope their wakeup burns significant time off of the fortes if they don't get knocked out of the corner. Trying to block will result in one's guard gauge maxing out very quickly and as if blocking 6B wasn't hard enough Mizuka will constantly be shrouded in explosion effects. Don't try this, but do be aware of it.
After Grab
After 236236*
Whether or not this leaves a gap in the corner is character specific.

Win Quotes

Japanese English

私だって

やればそれなりに
できるんだよ

See?

I can sort of do it
if I try.

少しだらしが
無いかなぁ…

牛乳飲んで
体はもっと
丈夫にしないと
ダメだよ

I was a bit
careless there...

I need to
drink my milk
and train my
body.

道端で
寝ちゃうのは

ちょっと
良くないと
思うんだけど…

Hey,
I don't think

it's a good idea
to fall asleep
on the street...

こういう事は
苦手だから…

今回だけにして
くれないかなぁ…

I'm not good
at these sorts of things...

Could we make this
the last one?

これでも

音楽はたくさん
練習してる方だよ

It may not seem like it,

but I actually practice playing music
quite a lot.

(To Rumi)
な、七瀬さん~

そんなに
しょげないでよ~

はうー

(To Rumi)
Na... Nanase-san~

Don’t be so dejected~

Hauー

(To Mayu)
繭ちゃん

続きはまた今度
遊んであげるから

今日はここで
おしまいだよ

(To Mayu)
Mayu-chan,

we’ll continue playing
another time,

so let’s stop here
for today.

(To Nayuki)
猫が可愛いのは
分かるんだけど…

もう少し
落ち着いた方が
いいと思うんだよ

(To Nayuki)
I know that cats
are cute, but…

You should really
be a little
more calm.

(To UNKNOWN)
悲しい物
いっぱい背負って
いるんだね…

でも…

諦めなければ
願いは
きっと届くよ
うん

(To UNKNOWN)
You are carrying
such great sadness
on your shoulders...

But...

As long as you don't give up,
I'm certain
your prayers
will be heard.

(To Mizuka)
二人がかりなら

浩平にかかる世話も
半分になるかな?

(To Mizuka)
With the two of us,

the effort in taking care of Kouhei
will be half for each of us, right?

Final Memory Quotes

Includes spoilers. Expand at your own risk.

Japanese English

ちゃんと面倒見てくれる人がいないと心配なんだもん

It worries me that there's no one around to take good care of you.

案外運命の出逢いかもしれないよ

This might just be a meeting of destiny.

どうしたの、浩平

What's wrong, Kouhei?

ほら、起きなさいよっ

Hey, get up!

待ってよ、浩平

Wait up, Kouhei!

それでもうれしいよ、浩平

That would still make me happy, Kouhei.

日頃の感謝を込めて、とかね

By putting your everyday gratitude into it?

何で?

Why?

わたしなんかにキスされて嬉しいのっ?

Would you be happy to be kissed by me?!

でもっ、わたしだよ
わたし!

It's me! Me!

ほらほら浩平

Come on, Kouhei!

この猫ほんとに可愛いでしょ?

Isn't this cat really cute?

ありがと

Thank you.

わたしたちつきあってるんだよね

We're going out, right?

……浩平?

... Kouhei?

ほら、はあーって
やってみてよ

Come on, try going
'haaaah'.

……浩平がそう言うなら、わたしはいいよ

... If that's how you feel, I'd be glad to.

でもまた、やり直せるよね

But... we can start over again, can't we?

やっぱり、浩平でないと駄目なんだよ

It has to be you after all, Kouhei.

効果てきめん!

It worked almost instantly!

すっごくかわいいうさぎさんだったよ

It was a super cute rabbit.

本当にいつもいつも
浩平のことを考えてるんだよ

I'm always, always
thinking about you, Kouhei.

そうだね。これが、わたし達の普通……

You're right. This is normal for the two of us...

いなくなるんだよ

She'll disappear.

わたしと逢える?

To be able to meet me?

指切った……え?

It's a promise... Huh?

捕まえたっ
やっと……

I finally
caught you...

嫌だよっ…

No...!

ねえ、笑顔で
いられてるかな、私……

Did I manage
to keep smiling?

そう、よかった……

I see... That's good.

Colors

EFZ-mizuka-colors.png

In-game References

ONE References

  • Mizuka's "Special Mounting Pillow" move is a reference to how Mizuka sometimes wakes Kouhei up with a pillow.


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