Eternal Fighter Zero/Sayuri Kurata

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Kurata Sayuri

Introduction

Despite having an unusual hover dash, Kurata Sayuri (倉田 佐祐理) is the closest character EFZ has to a Street Fighter type footsies playstyle. Her strong normals and slow moving projectiles allow Sayuri to slow the match down and focus on poking and whiff punishing, fishing for just one knockdown to start running her simple but potent mixups and pressure strings. Her hoverdash, although slow, can be used to crush lows and land an overhead, while with 2 super meter she gains a powerful command grab. In terms of specials, she has some slow moving projectiles to cover her approach, while her Magical☆Press gets her a corner knockdown from anywhere on screen. Defensively, she has a number of reversals as well as a unique counter, "Ah, Got Your Skill~". This move can counter any melee hit and grants Sayuri the ability to guard cancel into a Genocide Cutter whenever she blocks the countered move after.

Sayuri is a supporting character of Kanon, a visual novel produced by Key in 1999. She is a normal third-year student at the high school that Yuuichi goes to, and has been best friends with Mai since they first met during first-year. She is very polite and formal, but has a strange habit of addressing herself in the third person. During Kanon, Sayuri supports Yuuichi becoming Mai's friend and does what she can for them, and she stubbornly stays by Mai's side even as the strange incidents surrounding Mai continue to escalate...

Sayuri was part of EFZ's original cast.

Stage: Courtyard of the Lunch Break (昼休みの中庭)

BGM: The Girls' Opinions (彼女たちの見解)

Character-Specific Notes

  • Sayuri's forward dash is a hoverdash that moves at roughly a 45 degree angle. Sayuri does not have unique dashing attacks during a hoverdash, performing her jumping attacks instead. The hoverdash does not count as an airdash, allowing Sayuri to jump or airdash from them. Sayuri's hoverdash has a bug that can add forward momentum to jumps.
  • Player 2 Sayuri has a couple of bugs that make her stronger than player 1 Sayuri.
  • Sayuri's IC animation on the ground is bugged and lets her recover before the superflash ends.
  • Sayuri's jump and double jump are bugged, leaving her slightly more vulnerable than other characters during them.
  • Sayuri's RG stun state is 21.66 frames long instead of the usual 20, likely due to a bug.
  • Sayuri will be forced into her standing hurtbox after recovering from either crouching hitstun from a weak attack (Attack Level 1) or standing hitstun from any attack (likely bugs).
  • Sayuri has some of the most abnormal hurtboxes when juggled and causes many combo routes to be more difficult against her, if not impossible.

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
Sayuri5a.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
200 Ground 4 5 4 +2 +1 N SP J IC R

Sayuri does a horizontal chop. An excellent 5A with above average horizontal reach and great frame data. The go-to normal for anti airs after RGing a jump in, as the 4F startup allows the move to beat even 5F jAAA strings if timed well. Can be used in pressure strings to threaten command grab super, works especially well if you cover the first half circle of the super during the animation of 5A.

c5B
c5B
Sayuric5b.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
410 Low 6 2 20 +1 -1 N SP J IC f5B 2B

Sayuri kicks her leg out at a downward angle, hitting the opponent as a low. Excellent move to catch opponents by surprise at max c5B range. Causes a lot of hitstun and blockstun, allowing for much easy hitconfirms.

f5B
f5B
Sayurif5b.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
450 Ground 8 2 14 +1 -1 N SP IC

Sayuri swipes with her magical wand. This move has incredible priority, most characters will have a tough time competing with it. Be careful of opponents with ways to get under this normal, such as slides. Perfect for harassing at a safe range and smacking people out of the air, especially against opponents stuck in the corner. Has a long cancel window.

5C
5C
Sayuri5c.png
EFZ Sayuri 5C 1.png
Version Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
1st hit 300 Ground 10 2 / / / SP IC
2nd hit 450 Ground 16 2 21 / +2 SP IC

Sayuri's magic wand transforms into a piston which kicks twice. Second hit launches. Has slightly longer range than f5B, making it particularly potent to catch opponents sitting just outside of f5B range. Complements the rest of her neutral buttons but can become dangerous for the player if overused, due to the recovery and extended hurtbox. Short cancel windows makes this difficult to hitconfirm from.

Crouching

2A
2A
Sayuri2a.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
200 Low 4 4 5 +2 +1 N SP J IC R

Sayuri extends her arm while crouching. Hits low. A core tool for opening up the opponent. Must be Recoil Guarded low, making it a valuable response after RG. Can be used to threaten command grab super if close to the opponent.

2B
2B
Sayuri2b.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
430 Ground 7 8 10 -1 -3 N SP J IC

Sayuri's wand turns into a sword and she stabs it up and forward. Has almost identical reach to f5B, only with 6 extra active frames and 4 less recovery, at the cost of a more extended hurtbox. As such, it has many of the same uses as f5B, covering slightly different angles. Also has a long cancel window.

Be aware that this move will whiff on Nayuki (Asleep) and Ikumi when they are crouching.

2C
2C
Sayuri2c.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
600 Ground 9 9 20 -5 -7 SP JH IC

Sayuri's wand turns into a mace and she swings it from her feet to above her head. Decent anti-air for opponents too close or too high to use f5B.

Jumping

j5A
j5A
Sayurij5a.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
200 High/Air 5 6 6 / / N SP J AD IC R

Sayuri punches diagonally downwards. A core part of Sayuri's mixups and pressure. Can be risky against opponents with a 4F anti-air height 5A if the opponent is good at RG 5A timing.

j5B
j5B
Sayurij5b.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
430 High/Air 8 8 13 - - N SP J AD IC

Sayuri extends her leg out in a jumping kick. Excellent priority. Her primary tool for dealing with opponents at the same height in the air. Decent as a crossup tool.

j5C
j5C
Sayurij5c.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
620 (3~12F=550) High/Air 10 12 12 / / SP J AD IC

Sayuri's extends her wand diagonally downwards. One of Sayuri's best normals. Her main normal for getting damage from juggle loops. Your go to air normal when the opponent is below you. Incredible priority.

Grabs

Ground Grab
Ground Grab
Close 6C/4C
EFZ Sayuri GroundGrab.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
1150 Grab 5 1 24 - - None

Sayuri throws the opponent back over her shoulder. This can be both a blessing and a curse - she gets IAD j412C/jC mixups off this, but may lose the corner.

Air Grab
Air Grab
Close j6C
EFZ Sayuri AirGrab.png
Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
1200 Grab I: 3 - 6.66 (on whiff) 2 1 / / / None

Sayuri grabs the opponent by the neck and electrocutes them with magic.

  • The invincibility on this air grab starts one frame too late to cover its active frames, meaning it can trade unlike most other grabs. On the bright side, these late invincibility frames will cover Sayuri during the startup of her jC if the grab whiffs, and the invincibility is actually longer than the usual amount for grabs.
  • As player 2, Sayuri's grab trading can be beneficial thanks to a bug that stuns the opponent in place in the air for 333.33 frames, allowing her to easily start a combo. Grab trades act normally as player 1, making the opponent fall straight to the ground without taking any damage.

Special Moves

Specials

236*
Magical☆Shot
マジカル☆ショット

236*
Sayuri236.png
Can be done on the ground and in the air.
Version Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 400 Any 10.33 31.66 / -16 FIC

Sayuri shoots a slow moving star horizontally close to the ground. Easily reacted to in neutral and leaves you open to IAD punishes, always keep the opponent guessing which star you will use.

B 400 Any 11.33 27.66 / -12 FIC

Sayuri shoots a slow moving star horizontally at eye height. Easily reacted to in neutral, but only some characters will have opportunities to punish this. These tend to be characters with slides.

C 400 Any 7.66 37 / -24 None
- 400 Any 24.33 21.66 / -6 FIC

Sayuri essentially does the A version and B version in quick succession. Not often used as Sayuri has much better places to spend RF meter.

Version Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
jA 400 Any 14.33 36.66 / / FIC

Sayuri shoots a slow moving star directly forward.

jB 400 Any 14.33 36.66 / / FIC

Sayuri shoots a slow moving star angled slightly downwards. Thanks to a bug, this projectile does not interact with other projectiles (including Shiori's 5S shield).

jC 400 Any 14.33 36.66 / / FIC

Sayuri shoots a slow moving star angled more downwards than the j.B version. Unlike most C specials, this move does not require RF to use. Thanks to a bug, this projectile does not interact with other projectiles (including Shiori's 5S shield).

623*
Magical☆Sword
マジカル☆ソード

623*
EFZ Sayuri 623A.png
623A
623A
EFZ Sayuri 623B 1.png
EFZ Sayuri 623B 2.png
623B
623B
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 750 Any / 8 2 31 / -11 IC

Sayuri quickly slashes her wand (transformed into a sword) horizontally, moving Sayuri forward. This move is incredible, as it is quick, has good range, and an excellent hitbox. Her most common launcher when coupled with IC.

Used in pressure to late cancel normals like c5B, f5B, and 2B. Cancelling late into this from c5B is only recommended if you have IC available. At a longer range with f5B and 2B, it can be safer to use without IC, but only with care.

B 500 Any / 10 1 47 / - IC
- 550 Any / 30.66 3 24.33 / -5 IC

Sayuri slashes her wand (transformed into a sword) vertically up, and then back down. The first hit will not connect if the opponent is standing right next to you. Almost useless. It's a bit slower than the A version, and if the first hit is blocked, the second hit can easily be RGed.

C 400 Any I: 0.33-15.66, 55.66-57.33 14 2 68.66 / - IC
- 550 High, Air / 35.66 3 46 - - IC
- 500 Any / 57.66 2 25 - -12 IC

Sayuri does 623B into 623A. The second hit is an overhead, and the third hit will wallbounce the opponent if they are knocked back to the corner. Has some invulnerability. Can be used as a risky reversal.

214*
Ah, got your skill~
あ、コツ掴みましたー

214*
EFZ Sayuri 214X A.png
The only good counter
The only good counter
Version Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
All 600 / 3 21.33 21 / / None

Sayuri turns around and holds out her hand for a moment. If Sayuri is attacked by a physical move, she catches the opponent and throws them behind her. Sayuri will also "remember" the countered attack for her Magical☆Cutter, adding a layer of stress to the opponent for the rest of the match. As this move's damage does not rely on a hitbox, it will successfully counter invincible attacks.

From stand RG, this move allows Sayuri to punish 3.66F gaps or longer. Especially useful against jAA pressure. From crouch RG, this move allows Sayuri to punish 5.66F gaps or longer.

  • Sayuri can only remember one move at a time.
Magical Cutter
Magical☆Cutter
マジカル☆カッター

A/B/C while in grounded blockstun
EFZ Sayuri 214X 1.png
EFZ Sayuri 214X 2.png
EFZ Sayuri 214X 3.png
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
All 300x3 Any I: 0.33 - 21 4.33 7 56.66 / -39 IC

If Sayuri blocks the move remembered by her "Ah, got your skill~" move, she will flash completely white while in blockstun. Pushing any attack button during this time will cause her to perform a rising circular kick. It is important to note that this move cannot be buffered, so inputting during hitstop will not work. Sayuri is completely invincible while rising up. The strength of this move depends on what move was caught. For example, quick attacks with short blockstun will be harder to react to with this, while a multihit move may be nigh impossible to get away with. Not to be relied on, but a useful as a trump card to keep your opponent on their toes.

Player 2 Sayuri has a bug that allows her to perform Magical☆Cutter during the captured move's startup if she is already in blockstun from another move. This makes the move much stronger for Player 2 Sayuri.

j412*
Magical☆Smash
マジカル☆スマッシュ

j412*
Sayurij412.png
A/B
A/B
Sayurij412C1.png
Sayurij412C2.png
C
C
Sayuri dives forward with magical energy.
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 800 Any / 20 Until ground or hit / / / IC

When used sparingly, can be used to surprise the opponent after a blocked or RG'd aerial normal, especially jC. Used in her max damage combos.

B 500 Any / 24 Until ground or hit / / / IC
- 500 Any / / Until ground or hit / / / IC

Visibly the same as j412A, except Sayuri will jump back if this move is blocked or RG'd. After this jump back, Sayuri is able to act immediately but can only use normals and specials, except for j412B. Has similar applications to j412A, and becomes especially potent if used alongside it to keep the opponent guessing.

C 400 Any I: 0.33-38.66 3 36 / / / IC
- 400 Any / 44 Until ground or hit - - - -
- 400 Any / / Until ground or hit - - - -

C is the most useful of the three. It starts off with an energy ball where she is completely invulnerable for 38 frames. This makes it fairly decent for predicting wakeup reversals as it should outlast most other moves' invinciblity. After this period, she has 5 frames of being vulnerable without a hitbox to cover her, which due to how long the invincibility lasts, may be difficult to punish before the second hitbox comes out for some characters. The second half is visually identical to A and B but has a much larger hitbox. When used as a crossup from an airdash this move will automatically turn around to face the opponent, making it an excellent mixup tool that has lots of invulnerability frames.

41236*
Magical☆Press
マジカル☆プレス

41236*
Sayuri41236.png
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 1000 Ground / 17 12 14 / -4 IC

Sayuri dashes forward a bit. If she catches the enemy, she slams them into the wall in front of her (regardless of how far away it is). Air unblockable. Incredible in blockstrings if mixed up with 236A/B and 623A. With how varied the timings for RG are for each move, it becomes much harder for the opponent to create a situation where they can escape the string.

B 1000 Ground / 17 18 14 / - IC

Same as A version but goes further, usually minus on block unless spaced at max range. Can be used at ranges where A version is likely to whiff, but still may be significantly minus on block, so use with care.

C 1350 Ground I: 0.33-20.66 21 30 10 / -18 IC

Goes further than the B version and will wallbounce if it hits. Frame 1 invulnerability and the damage potential if it hits as the starter makes this a potent, if risky, reversal option. Outside of reversals, this is often used in combos and can punish certain projectiles from mid-range.

Eternity Specials

236236*
Magical☆Agents
マジカル☆エージェンツ

236236*
EFZ Sayuri 236236C.gif
All of 236236C's agents. Just a capture of each hitbox, not accurate to in-game animation.
All of 236236C's agents. Just a capture of each hitbox, not accurate to in-game animation.
Sayuri turns her wand into a gun and fires it down the stage with secret agents assisting her. Sayuri shoots notably faster than the agents, but their shots have slightly taller hitboxes. All versions reach more than fullscreen. ※First two sets of shots from the agents are 0.66F active, rest are 1F.
Version Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A, Sayuri 230x8 Any 15 1.66 204 - -35.66 None
A, Agents 140x6 Any / ※0.66 / 1 - - - -

Sayuri is assisted by 2 agents. Excellent tool for Blue IC drain. Will combo from 5C against most characters.

B 2857 Any 16 2x12 192 - -14.66 None

Sayuri is assisted by 4 agents. Can be used to punish unsafe moves full screen.

C 3992 Any 10 2x23 221 - -22.66 None

Sayuri is assisted by 6 agents. Much faster, making it even better for long range punishes.

214236*
Magical☆Pressure
マジカル☆プレッシャー

214236*
Sayuri2141236.png
An extra-powerful version of Magical☆Press. This is Sayuri's highest damage combo ender.
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 2221 Ground / 15 12 15 - -6 IC
B 3163 Ground I: 0.33 - 13.33 11 18 15 - -12 IC

Same as A except slams the opponent into one wall, then back into the opposite wall. A brief period of invulnerability from frame 1, extending slightly into startup, makes this a decent reversal option if you react to the startup or whiff of an opponent's move during her usual IC points in pressure, or after 236* FIC, but often only if you can reach the opponent during the invulnerability window.

C 4477 Ground I: 0.33 - 25.33 11 30 15 - -24 IC

Same as above, except goes back and forth between the walls 3 times. Same startup as B version, but the invulnerability extends significantly further into active frames, making this less risky to use from further away.

6321463214*
Magical☆Thunder
マジカル☆サンダー

6321463214*
Sayuri6321463214.png
EFZ Sayuri 6321463214X 1.png
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 2327 Grab I: 0.33 - 3 6 1 - - - None

Sayuri grabs the opponent by the neck and electrocutes them. Level 1 is jumpable post super flash and thus usually ignored.

B 3397 Grab I: 0.33 - 3 3 1 - - - None

Impossible to avoid post super flash. Invul from frame 1. A crucial part of Sayuri's gameplan. Working this move into your pressure strings and mixups reminds opponents that they can't simply block and react to overheads, they also have to contend with a fast unreactable grab. If we can get the opponent scared they might risk jumping, and we want them to risk jumping.

As the input is long, it's important to learn how to hide your inputs during the animations of other moves. One example is point blank 5AA. Buffer 5AA, and during the 5AA animation input the first half circle, walk forward after the last 5A ends and input the last half circle and B. The full input looks like 5AA 63214[6]3214B. Setups like this work best when used sparingly at pressure points where alternative options to catch jumps are used. Lull your opponent into a sense of despair over Sayuri's pressure before attempting.

This move's long buffer window allows you to buffer the first half circle, pause and react, then buffer the final half circle. The buffer window also makes it very easy to use as a wake up reversal, by buffering both half circles early, pausing to react to whether your opponent lands low, then pressing the B button if they do.

If the opponent does avoid the initial grab, they still have to contend with the lightning that activates regardless of whether the grab connects, making punishing this move less than easy.

C 4384 Grab / 0.33 1 - - - None

Impossible to jump post super flash. Same applications as B version, but does a lot more damage at the price of cost efficiency.

Final Memory

FM
Magical☆On Stage
マジカル☆オンステージ

2 2 A 2 S
SayuriFM.png
Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
- Grab I: 0.33 - 44.66 25 17 19 / / None

Sayuri teleports above the opponent and falls on top of them, feet first. Unblockable. Can be avoided with some well timed jumping grab invincibility so this Final Memory sees little use outside of punishing specific moves.

Strategy

Sayuri's main gameplan is to abuse her obnoxiously large and high priority normals to poke, whiff punish and generally Street Fighter her way to victory. Sayuri will get most of her damage out of capitalising off the opponent's mistakes and abusing command grabs when the opponent becomes too respectful of her normals and pressure.

Footsies

Sayuri's normals are some of the best in the game. On the ground she has f5B for an excellent eye height level poke that can sometimes be used to smack people out of the air. 2B is another excellent tool which covers the area below that of f5B. 2C is a decent anti air for when aerial opponents get too close for comfort and leads easily into juggle loops if it connects. In the air she has jB which has incredible horizontal priority. jC trumps this however, in being her best aerial normal. Sayuri's can neutral jump jC to stuff ground and aerial approaches alike.
As for specials, 236* can be used to zone and cover screen space. Grounded 236C should generally be avoided, but in the air all versions of j236* can, and should, be used. This move can also be FIC'd, allowing Sayuri to follow close behind the star as a safer way to approach the opponent.
623A is also particularly potent in neutral. With 8F of startup and a huge hitbox that moves forward with Sayuri, this move has lots of uses. You can add it after f5B/2B pokes and be relatively safe on block/RG, or just use it as it's own neutral tool. Mixing it up with her other neutral tools can make for very surprising forward movements covered by a genuinely disgusting hitbox, leading into a knockdown. Speaking of knockdowns...

Blockstrings

If done correctly, Sayuri can have some seemingly endless blockstrings if she manages her meter efficiently. Her main blockstring tools are: 41236A, 623A IC, 236A/B, 236A/B IC to catch mash/reversals, c5B f5B .. c5B f5B frame trap, and generally using her pokes at a safe distance (f5B and 2B, occasionally cancelling into star or 623A).
Her simplest and most predictable string is 2AA 2B 5C 41236A. If not for Recoil Guard, this string would be inescapable. You can repeat this over and over and the only way to beat it is to RG the 41236A. This will be the basis of our blockstrings. From this, you can adjust the string and begin to vary the timing of the hits. For instance, instead of 41236A which is fairly slow, you can instead use 623A to try and catch your opponent off guard. In the same sense, you can do 2AA 2B 236A/B and even FIC into f5B to prevent the possibility of jumping out. Keeping your strings varied and unpredictable will make it harder for your opponent to Recoil Guard, giving them fewer chances to steal your turn.
Every 8 seconds you will get access to Red IC, allowing you to go for riskier setups using IC. One example is 236A/B IC IAD jAAA - this forces a mixup situation of how many highs, when will they stop and go low, will they go for a command grab after the star is blocked, etc etc. Another option is from the mixups listed in Okizeme: using 66jC j236B FIC overhead or c5B, and as another option using the insane priority and invulnerability on j412C to predict reversals.

214A

After RGing, Sayuri's 214A can be an especially potent tool. From stand RG, it allows Sayuri to punish any 3.66F gap or longer, and from crouch RG it allows punishes for 5.66F or longer. Usage will depend on the matchup, but there are various places it should work universally, like between 2A and 2B, between any B and C normals (although better players will use these for blockstrings far less), or between jAA strings. If your opponent is getting predictable with their blockstrings, this is the way to punish them for it. Just be careful not to overuse this - 21F of recovery with a total move length of 46F makes it easy to punish.
Once you have captured a desirable attack with 214A (this is usually something that is frequently used in the opponent's blockstrings), it may be good to stop using 214A and move to focusing on punishing with Magical☆Cutter. Due to a bug this move is far stronger as Player 2, on this side Magical☆Cutter can be used during any blockstun as long as the captured move is active - this allows you to punish the startup of your capture move even if the move you're in blockstun from wasn't the captured move. As Player 1 Magical☆Cutter is still potent, just not as outrageously strong, only usable when you're in blockstun from the move you captured.

Stored Momentum from Rising Dash

Sayuri's rising ground dash has a unique property - if she jumps after dashing, she will keep some horizontal momentum.
This momentum is stored until:
  • Sayuri uses the stored momentum (by jumping)
  • Sayuri moves left or right on the ground
  • She does a ground dash/backwards jump - the stored momentum has no effect on either of these but will still be used.
Doing a neutral jump after a dash will show you the amount of forward momentum that is stored. When doing a forward jump the stored momentum will be added onto the usual momentum of Sayuri's forward jump.
Doing a forward jump from the ground with the stored momentum is possible but requires forward and up to be pressed on the same frame. If 8 is pressed too early, you will get a momentum neutral jump. Pressing 6 too early will give you a regular forward jump. One trick to get a momentum forward jump from the ground is to make it impossible for air inputs to be executed, buffering a ground special during this time and buffering j9 during the ground special. The string will look something like 66 jB (whiff) j236B j9. During the jB (whiff) you buffer the 236B, and because you're already performing a normal j236B will not come out. Instead, you'll get 236B upon landing, allowing you to buffer the forward jump with ease. She can also do it after 66 j236A, buffering the j9 during the star. The jump wont come out until she hits the ground, even though Sayuri is capable of double jumping after 66 j236*.
Using the stored momentum on a double jump is much easier as there is no way of clearing the stored momentum in the air.
This has applications mainly in neutral, and especially after a ground star. The added momentum on Sayuri's forward jump allows her to keep just behind the star while it's travelling, and can be quite surprising if used sparingly.

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.

Essential Combos

Basic combos that are core to Sayuri's gameplay. Beginners should master this section before moving on.

No IC

Anywhere

2AA 5BB 5C(1hit) 41236A

Basic Combos

These combos build upon the essential combos.

No IC

Anywhere

2AA 5BB 5C(1 hit) 2141236A


2AA 5BB 5C(2 hits) 236236A

Corner

236A/B 2B jC j66 jAB land 5AA 5BB 2C jAABC dj6C(tech trap)

Red IC

Anywhere

41236C jC j66 jAB 5AA 5BB 2C jAABC dj6C(tech trap)

Corner

2AA 5BB 623A IC 5AA 5BB 2C jAABC dj6C(tech trap)

100% Blue IC

Corner

2AA 5BB 5C 623A IC 2B jC j66 jAB 5AA 5BB 2C jAABC dj6C(tech trap)

Midscreen

2AA 5BB 623C IC 44 66 jC j66 jAB c5B 2C 41236A

On dj6C(tech trap) Tech Punishes

The timing of your tech punish should always aim to grab the opponent after the earliest possible air tech, this timing will cover all possible tech timings. You can see the timing and some examples here, and an extremely late tech example here.

Advanced Combos

Meterless

Anti Air, Corner Facing Out

5AA 2C jB .. jC j66 jAC c5B 2C 41236A

Anti Air, Anywhere

2C jC j66 jAB 2C jC j66 jAC 2C j9 jAABC dj9 dj6C(tech trap)

Red IC

Anywhere

2AA 5BB 5C 41236C IAD jAC 5BB 2C jABC dj6C(tech trap) - Works on: Rumi, Mio, Neyuki, Shiori, Sayuri, Ikumi, Doppel, Nayuki, Mishio.

Corner

{c5B/f5B/2B/2C} 623A IC 5BB 2C jC j66 jAC 5AABB 2C jAABC dj6C(tech trap) - Works with any 1 hit of a normal into 623A IC as a starter.


2A {c5B/f5B/2B/2C} 623A IC 2B 2C jC j66 jAC 5AABB 2C jAABC dj6C(tech trap) - Works with any 2 hits of normals into 623A IC as a starter.


2AA {c5B/f5B/2B} 623A IC 2C jC j66 jAC 5AABB 2C jAABC dj6C(tech trap) - Works with any 3 hits of normals into 623A IC as a starter. Difficult on small characters, see the combo below.


2AA {c5B/f5B/2B} 623A IC 2C jB .. jC 5AABB 2C jAABC dj6C(tech trap) - For use on small characters. If you're worried about dropping the ender, you can change the ender to 5AAAA 2C jAABC dj6C(tech trap).


66jC j236B IC jC 2C jB .. jC j66 jAC 5AA 5BB 2C jAABC dj6C(tech trap) - Overhead route.

100% Blue IC

Anywhere

5AA(anti-air) 2C jC j66 jBC j412A IC land jC j66 jC j412A land jC djC dj66 djBC land jABC 5BB 2C jAABC dj6C(tech trap) - Not possible on smaller body characters.

Corner

2AA 5BB 5C 623A IC 2B 2C jC j66 jC {2B/c5B) 2C jC j66 jAC 5AABB 2C jAABC dj6C(tech trap) - The {2B/c5B} option is important. 2B is higher damage but much stricter on juggle height, c5B is less damage but more lenient. If you think the opponent's juggle height is too low, use c5B. Works with any 5-6 hit starter ending in 623A IC.


2AA c5B {236A/B} 2B jC j412A IC djC dj66 djC .. dj412A land jC djC dj66 djBC land jABC 5BB 2C jABC dj6C(tech trap) - Max damage. Final 2C jABC 5BB is difficult, omitting the 2C makes this slightly easier. If the opponent is too high to connect with c5B, you can do 5A 2C jABC dj6C(tech trap) as a finisher instead.

Midscreen

2AA 5BB 623C IC 44 6[6] jC j66 jBC 2B 2C jC j66 jAC 5AA 5BB 2C jAABC dj6C(tech trap)

Magical☆Shot Launch Combos

Sayuri is one of the few characters with the ability to launch into a juggle combo without having to use meter. If you have good reactions and timing, you'll be able to get 3k+ damage without having to spend any resources. The setups are character specific, and the most stable pickups are listed below. All combos are started from point blank, the 2A's are used for spacing and allowing you to hit confirm properly. Midscreen combos leave out the enders due to changing drastically depending on distance from corner and particular combo route, these are noted with [...]. For timing purposes and spacing purposes, microwalks are sometimes used - this is simply walking forward a very small amount. These are intended to be used as a starting point for learning star launches, as the situations where they can be used in matches are a lot more complicated - you are encouraged to experiment with their practical uses on your own.

Midscreen

Against Standing

Rumi, Misaki, Minagi, Ikumi, Doppel, Mishio, Kaori, Akiko:

2AA c5B 236B microwalk 5A jC j66 jAC[...]

Mio:

2AA c5B 236A microwalk 5A jC j66 jAC[...]

Misuzu:

2AA c5B slight delay 236B 5A jC j66 jAC[...]

Kano:

2AA c5B 236B jB j66 jAB[...]

Sayuri: Cannot reliably convert into juggles.

Against Crouching

Sayuri:

[jC 2A/2AA] 2C 236A 5A jC j66 jAB[...]

Mishio:

[jC 2A/2AA] c5B 236A microwalk 5A jC j66 jAC[...]

Rumi, Misaki, Mio, Misuzu, Kano, Minagi, Ikumi, Kaori, Akiko: Cannot reliably convert into juggles.

Same for both standing and crouching

Mizuka, Akane, Makoto, Shiori, Mai, Nayuki:

[jC 2A/2AA] c5B 236A microwalk 5A jC j66 jAC[...]

Mayu:

[jC 2A/2AA] c5B 236A microwalk 5A jC j66 jAC[...]

Ayu, Nayuki (asleep), Unknown: Cannot reliably convert into juggles.

Corner

Against Standing

Rumi, Doppel, Misaki, Nayuki (asleep), Makoto, Shiori, Kano, Ikumi, Nayuki (awake), Mishio:

2AA c5B 236A/B walk back slightly f5B .. 2C jB .. jC 5AABB 2C jAABC dj6C(tech trap)

Mayu, Minagi, Unknown:

2AA c5B 236A/B 5A .. 2C jB .. jC 5AABB 2C jAABC dj6C(tech trap)

Mizuka, Akane, Mai:

2AA c5B 236A/B f5B .. 2C jB .. jC 5AABB 2C jAABC dj6C(tech trap)

Kaori, Akiko:

2AA c5B 236B walk back slightly f5B .. 2C jB .. jC 5AABB 2C jAABC dj6C(tech trap)

Against Crouching

Akane, Mayu, Makoto, Shiori, Misuzu, Kano, Minagi, Mizuka, Nayuki, Mishio, Akiko:

[jC 2A/2AA] c5B 236A 5A .. 2C jB .. jC 5AABB 2C jAABC dj6C(tech trap)

Nayuki (asleep), Misaki, Mai:

[jC 2A/2AA] 2C 236A f5B .. 2C jB .. jC 5ABB 2C jAABC dj6C(tech trap)

Ikumi:

[jC 2A/2AA] 2C 236A walk forward slightly f5B .. 2C jB .. jC 5ABB 2C jAABC dj6C(tech trap)

Rumi, Doppel, Sayuri, Unknown, Kaori: Not viable or very unstable.

Same for both standing and crouching

Ayu, Mio:

[jC 2A/2AA] c5B 236A 5A .. 2C jB .. jC 5AABB 2C jAABC dj6C(tech trap)

Misuzu:

[jC 2A/2AA] 2C 236A f5B .. 2C jB .. jC 5AABB 2C jAABC dj6C(tech trap)

Okizeme

Compared to some characters in EFZ, Sayuri's okizeme is lackluster. Her main crossup oki tool is jB, which has a crossup hitbox to boot. Converting from hits using this is tough and Sayuri definitely has better, albeit more expensive, setups to use.

j412C/jC Which Way

j412C is absolutely incredible. It has 38F of invul at the start, with the only downside being 5F of vulnerability with no hitbox cover before the second half the the move. The initial hitbox is huge. Please check the move list above to fully appreciate the hitbox. This makes it an especially scary okizeme tool - while it is possible to punish, it is difficult to properly time a 4F 5A before the second half of the move starts.
Off a lot of midscreen knockdowns (most commonly being 623A) you can go for a same side jC or a crossup j412C option select. To do this, IAD (instant air dash) after the knockdown and as you crossup the opponent input j412C in the opposite that you are air dashing. Essentially, this makes the input j632C. The game will auto correct the direction and go towards the opponent. If you end up doing an IAD that's too low to crossup, your j412C will just turn into a jC allowing you to land and confirm into a regular ground combo. To see followups for the crossup version, please use this reference.

66jC Overhead/c5B Low

With 22F of startup, 66jC is the fastest Sayuri has for an overhead. She can combo from this easily with j236B FIC, which you can see here. Has the ability to stuff lows and leads to some nice damage. Your alternative option, which you'll be using more often, is c5B. This is a Sayuri's longest reaching low and can be tough to use at first, as it requires some knowledge of the range at which close normals activate. Hitconfirming c5B is made easier by the fact it has an extra 6F of special hitstop.
The distance you can use 66jC on a crouching character from varies depending on the matchup. Below gives a very basic indication of which characters 66jC'd at point blank and which cannot.
Point Blank
  • Akiko, Ikumi, Kaori, Mai, Minagi, Misaki, Mishio, Mizuka, Sayuri
Beyond c5B range (distance varies)
  • Akane, Ayu, Kano, Makoto, Mayu, Mio, Misuzu, Nayuki (asleep), Nayuki (awake), Rumi, Shiori, Unknown

236A IC IAD Which Way

Sayuri's star projectile can be used to create mixups on waking up opponents. Using 236A IC and instant air dashing over the opponent, with correct timing you can stay the same side or crossup. This setup is very easy to choose the side on, and if you choose crossup you can use j412A to convert from hits. You need to input this the same way you would the j412C crossup listed above, meaning you'll have to input is as j632A after you cross the opponent up.

41236C Which Way

After her RF Magical☆Pressure, Sayuri is capable of using a correctly timed 66jB .. jC 66jB(whiff) juggle combo to make a hard to see gap in the corner (or no gap at all), creating left/right opportunities. The 66jB(whiff) acts as your tech punish. You can see the setup in action here. The tech punish combo can be found here.

Magical☆Thunder

When your opponent begins being overly respectful, not mashing and just blocking, you can bring out the tool that makes Sayuri genuinely scary. Magical☆Thunder (6321463214*) is a command grab super that deals a lot of damage, especially compared to Sayuri's usual combo damage output. The only useful versions are Level 2 and Level 3, as Level 1 is jumpable post super flash rendering it next to useless. Level 2 and 3 cannot be jumped post superflash so they must be predicted or the opponent must be mashing or holding jump in order to beat them. These command grabs have decent range, you don't have to be standing right next to the opponent for them to connect, but you can be no more than a few paces away. I'd recommend testing out the ranges of Level 2 and 3 respectively to get a feel for their uses.

Matchups

Rumi Nanase

The Shinai

If she loses her shinai make her life hell. Don't give her an easy time getting it back. Use 2141236A/B's corner carry potential during combos when needed to force Rumi's shinai off screen and keep it off screen for as long as you can. Shinai-less Rumi struggles against Sayuri playing lame keepaway, even when Sayuri is cornered.

Vs Armour

Sayuri's armour breakers are:
No Meter
Without access to RF meter or super meter, your main armour breaker is 41236A/B. This can be a rather risky option for very little payout as it is prone to getting RG command grabbed if you become predictable, but still important to use as a pressure option.
Red Reinforce
With RF meter Sayuri becomes an armour destroying machine, especially with super meter access.
  • With good enough reactions, it's possible to punish some armoured move's startups with 41236C. One example is in neutral where Rumi's only options are f5B and 5C, typically at Sayuri's f5B or 2B range, hitting the armour frames should allow for some players to confirm into 41236C (shortcut as 413C to increase effectiveness).
Red Reinforce with 2 Super meter
  • A higher commitment option with lower requirements for reaction times is {2B/f5B} IC 2141236B/C. IC is used both as a means to confirm and an extended window to input 2141236B/C in time to punish. This idea can also be applied to many other situations, such as 236A/B IC in neutral > confirm move's startup > 2141236B/C.
Rumi Armoured Grab (Rumi 41236C)
  • This move has such long startup that it is very easy to punish as long as you retain your jump cancel option. A key way to do this is to do 2AA c5B (wait) as a main confirm, which is effective due to the increased hitstun on c5B. c5B then allows you to either confirm into a combo or still gives you access to your jump cancel to avoid Rumi's grab, fall back down, and punish.

Key RG 214A Spots

Note: This is not an exhaustive list.

With Shinai
  • 2AA - 7F startup, easily punished with crouch RG 214A.

Mio Kouzuki

Vs Short Range Mode

On your wakeup
Vs j2C
In general you just want to react to this as best as possible. Mio's ability to FIC j2C makes it a rather safe oki option, making reversals a waste of meter. If you notice your opponent getting sloppy and not buffering FIC, then you can start using things like 41236C that do not have superflash. Any move with superflash will allow the opponent to react and FIC their j2C.
  • Sayuri 6321463214B/C - Mio's frequent use of j2C makes it extremely risky to wakeup super command grab, try to use this sparingly.
  • Sayuri 41236C - decent option against crossup j2C setups, where Mio is high enough that she cannot buffer FIC without wasting the setup.
On Mio's wakeup
Mio's wakeup options in Short Range are dauntingly strong. She can feel impossible to pressure and keep in the corner, but it's not a lost cause.
  • Sayuri j412C can be used as a relatively safe hard callout for any of Mio's wakeup reversals. 3F startup, 36F active and 39F of invincibility from frame 1. Trying to oki Mio is all about dissuading her from using her incredible wakeup options using this move. Once the opponent starts respecting this and blocking on wakeup, the mindgames begin.
  • Sayuri's backdash is also important. Can be used to bait all of Mio's wakeup reversals in Short Range mode, even allowing for an easy free launcher with 236A as a punish against Mio's 214214A and 214C.
Notes on Mio's moves
  • Mio's 623* is 4F startup. Respect it.
    • It's possible to meaty safejump 623A, B, and C with Sayuri's jC but the timing and height for it seems tight. Using this too frequently leaves you open to wakeup stand RG.
    • jAA loses to 623B.

Vs Long Range Mode

On Mio's wakeup
Sayuri's usual options of IAD jAA / jC / land 2A work a lot better in this mode.
Mio's only real reversal (invincible until active) in this mode is her Final Memory. She does have moves with invincibility on startup which you need to be aware of due to the length of invincibility and the move's startup, but they all have a period of vulnerability before active.
These moves are:
  • 412C - Invul frames 1-17, startup 19F. Will hit any attempts to backdash on Mio's wakeup, be aware of this. This will whiff on Sayuri at point blank, so you can do Sayuri's usual IAD okizeme in the corner without worry.
  • 236236C - Invul 1-9, 11F startup. Scary but expensive. Usually only used as a last resort.
  • 214214A/B
    • A version is invul 1-10, 15F startup. Try to land and block this if you are unable to stuff it with jA/jC. Not too much of a threat but a bit annoying if blocked in the air, as this will knock up and away from Mio, giving her space.
    • B version is invul 1-5, 9F startup.

Win Quotes

Japanese English

佐祐理の射程と
攻撃範囲には

あいにく死角が
ありませんよ

でもその工夫は
評価されるべきですね

あははー

Unfortunately for you,
there is no blind spot

in the range of
Sayuri's magic.

I guess that's something
that should be applauded though.

Ahaha~

すみません

これも仕事なので
恨まないで下さいね

Sorry.

But this is work.
Don't hold a grudge against me.

あははー

佐祐理は
ちょっと頭の悪い

普通の
魔法使いですから

Ahaha~

Sayuri is just
a slightly dumb,

but normal,
magical girl.

ふぇー
このステッキですか?

この前、夢に出て来た
髭のダンディな
おじ様に
貰ったんですよ

あははー

Fwee?
You want to know about this wand?
You see, a
mustached dandy
appeared in a dream of mine
and gave it to me.

Ahaha~

テイルトウェイト
辺りを使えば
簡単に勝負が
つくんですが…

周辺の皆さんの
ご迷惑に
なりますからねー

If I could
use the Tiltowait spell,
this match would be
easy for me...

But I can't
cause trouble
for the neighborhood...

("Tiltowait" is a Level 7 Mage Spell from the game Wizardry. It is the strongest magic, causing a nuclear explosion and damages all monster groups.)

(To Mai)
舞にばかり
良い所とられるのも
寂しいんですよ

今回は許して
くださいねー

(To Mai)
It's a bit lonely,
always seeing you take
all the spotlight.

Please forgive me,
just this once.

(To UNKNOWN)
その力

佐祐理が貰い受けて
おきますねー

あははー

(To UNKNOWN)
Your power...

Sayuri will be
taking it now.

Ahaha~

(To Sayuri)
あははー

上手く
化けているとは
思いますけど

ちょっと相手が
悪すぎませんか?

(To Sayuri)
Ahaha~

You did
a good job
taking on my form.

But you choose
the wrong person to fight.

Colors

EFZ-sayuri-colors.png

In-game References

External References

  • Sayuri's "Magical☆Sword" move is based on Gambit's "Cajun Slash" move, from Marvel vs. Capcom 2.
  • Sayuri's "Ah, got your skill~" move is based on Chaka, Khan, and Black Polnareff's "Oboetazo" move, from Jojo's Bizarre Adventure.
  • Sayuri's "Magical☆Cutter" move is based on Rugal's "Genocide Cutter" move, from The King of Fighters series.
  • Sayuri's "Magical☆Smash" move is based on Omega Rugal's "Gravity Smash" move, from the The King of Fighters series.
  • Sayuri's "Magical☆Press" move is based on Rugal's "God Press" move, from the The King of Fighters series.
  • Sayuri's "Magical☆Pressure" move is based on Rugal's "Gigantic Pressure" move, from the The King of Fighters series.
  • Sayuri's "Magical☆Agents" move is based on Bulleta's "Cool Hunting" move, from the Vampire Savior series.
  • Sayuri's "Magical☆Thunder" move is based on Benimaru Nikaido's "Electrigger" move, from the The King of Fighters series.
  • Sayuri's "Magical☆On Stage" move is based on Rugal's "Dead End Screamer" move, from the The King of Fighters series.


General
FAQ
Media
Characters
Akane
Akiko
Ayu
Doppel
Ikumi
Kanna
Kano
Kaori
Mai
Makoto
Mayu
Minagi
Mio
Misaki
Mishio
Misuzu
Mizuka
Nayuki (asleep)
Nayuki (awake)
Rumi
Sayuri
Shiori
UNKNOWN
Mechanics
Guides